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pysc2_demo.py
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#!/usr/bin/env python3
# -*- coding: utf-8 -*-
"""
Created on Tue Aug 6 12:01:43 2024
@author: deck
"""
from pysc2.agents import base_agent
from pysc2.env import sc2_env
from pysc2.lib import actions, features, units
from absl import app
import random
class PyAgent(base_agent.BaseAgent):
def step(self, obs):
super(PyAgent, self).step(obs)
if buildSupplyDepot(self, obs):
# where will the supply depot be built
x = random.randint(0,83)
y = random.randint(0,83)
return actions.FUNCTIONS.Build_SupplyDepot_screen('now', (x, y))
if buildBarracks(self, obs):
# where will the Barracks be built
x = random.randint(0,83)
y = random.randint(0,83)
return actions.FUNCTIONS.Build_Barracks_screen('now', (x, y))
if buildMarines(self, obs):
return actions.FUNCTIONS.Train_Marine_quick('now')
if attack(self, obs):
return actions.FUNCTIONS.Attack_minimap(0, [19, 23])
marines = [unit for unit in obs.observation['feature_units']
if unit.unit_type == units.Terran.Marine]
if len(marines) > 5:
marine = random.choice(marines)
return actions.FUNCTIONS.select_point("select_all_type", (marine.x, marine.y))
barracks = [unit for unit in obs.observation['feature_units']
if unit.unit_type == units.Terran.Barracks]
if len(barracks) > 0:
barrack = random.choice(barracks)
return actions.FUNCTIONS.select_point("select_all_type", (barrack.x, barrack.y))
drones = [unit for unit in obs.observation['feature_units']
if unit.unit_type == units.Terran.SCV]
if len(drones) > 0:
drone = random.choice(drones)
return actions.FUNCTIONS.select_point("select_all_type", (drone.x, drone.y))
return actions.FUNCTIONS.no_op()
def get_units_by_type(self, obs, unit_type):
return [unit for unit in obs.observation.feature_units
if unit.unit_type == unit_type]
def unit_type_is_selected(self, obs, unit_type):
if (len(obs.observation.single_select) > 0 and
obs.observation.single_select[0].unit_type == unit_type):
return True
if (len(obs.observation.multi_select) > 0 and
obs.observation.multi_select[0].unit_type == unit_type):
return True
return False
def buildMarines(self, obs):
marine = self.get_units_by_type(obs, units.Terran.Marine)
if len(marine) <= 4:
if self.unit_type_is_selected(obs, units.Terran.Barracks):
if (actions.FUNCTIONS.Train_Marine_quick.id in
obs.observation.available_actions):
return True
return False
def attack(self, obs):
marine = self.get_units_by_type(obs, units.Terran.Marine)
if len(marine) > 5:
if self.unit_type_is_selected(obs, units.Terran.Marine):
if (actions.FUNCTIONS.Attack_screen.id in
obs.observation.available_actions):
return True
return False
def buildSupplyDepot(self, obs):
supplyDepots = self.get_units_by_type(obs, units.Terran.SupplyDepot)
if len(supplyDepots) == 0:
if self.unit_type_is_selected(obs, units.Terran.SCV):
if (actions.FUNCTIONS.Build_SupplyDepot_screen.id in
obs.observation.available_actions):
return True
return False
def buildBarracks(self, obs):
barracks = self.get_units_by_type(obs, units.Terran.Barracks)
if len(barracks) == 0:
if self.unit_type_is_selected(obs, units.Terran.SCV):
if (actions.FUNCTIONS.Build_Barracks_screen.id in
obs.observation.available_actions):
return True
return False
def main(unused_argv):
agent = PyAgent()
try:
while True:
with sc2_env.SC2Env(
map_name="Simple64",
players=[sc2_env.Agent(sc2_env.Race.terran),
sc2_env.Bot(sc2_env.Race.random,
sc2_env.Difficulty.very_easy)],
agent_interface_format=features.AgentInterfaceFormat(
feature_dimensions=features.Dimensions(screen=84, minimap=64),
use_feature_units=True),
step_mul=8,
game_steps_per_episode=0,
visualize=True) as env:
agent.setup(env.observation_spec(), env.action_spec())
print(f"Action space: {env.action_spec()}")
print(f"Observation space: {env.observation_spec()}")
timesteps = env.reset()
agent.reset()
while True:
step_actions = [agent.step(timesteps[0])]
if timesteps[0].last():
break
timesteps = env.step(step_actions)
except KeyboardInterrupt:
pass
if __name__ == '__main__':
app.run(main)