我用 Python 写了一个AI 玩星际争霸2

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我用 Python 写了一个AI 玩星际争霸2

2024-03-15 04:15| 来源: 网络整理| 查看: 265

Deepmind 开放了自己的星际争霸机器学习环境,现在只需要安装对应的 pysc2 包,就可以自己写一个星际2 AI啦!本文是Rest探路者分享在博客园的一个相关项目,里面有非常详尽的代码,有兴趣的小伙伴可以参考。

文 | Rest探路者 

出处 | 博客园

准备

我的环境是python3.6,sc2包0.11.1,机器学习包:pysc2,地图下载链接maps:https://github.com/Blizzard/s2client-proto#downloads。

pysc2是DeepMind开发的星际争霸Ⅱ学习环境。它是封装星际争霸Ⅱ机器学习API,同时也提供Python增强学习环境。以神族为例编写代码,神族建筑科技图如下:

采矿 # -*- encoding: utf-8 -*-'''@File : __init__.py.py@Modify Time @Author @Desciption------------ ------- -----------2019/11/3 12:32 Jonas None'''import sc2from sc2 import run_game, maps, Race, Difficultyfrom sc2.player import Bot, Computerclass SentdeBot(sc2.BotAI): async def on_step(self, iteration: int): await self.distribute_workers()run_game(maps.get("AcidPlantLE"), [ Bot(Race.Protoss, SentdeBot()), Computer(Race.Terran, Difficulty.Easy)],realtime = True)

注意game_data.py的assert self.id != 0注释掉 pixel_map.py的assert self.bits_per_pixel % 8 == 0, "Unsupported pixel density"注释掉,否则会报错

运行结果如下,农民开始采矿

可以正常采矿

建造农民和水晶塔 import sc2from sc2 import run_game, maps, Race, Difficultyfrom sc2.player import Bot, Computerfrom sc2.constants import *class SentdeBot(sc2.BotAI): async def on_step(self, iteration: int): await self.distribute_workers() await self.build_workers() await self.build_pylons() # 建造农民 async def build_workers(self): # 星灵枢纽(NEXUS)无队列建造,可以提高晶体矿的利用率,不至于占用资源 for nexus in self.units(UnitTypeId.NEXUS).ready.noqueue: # 是否有50晶体矿 if self.can_afford(UnitTypeId.PROBE): await self.do(nexus.train(UnitTypeId.PROBE)) ## 建造水晶 async def build_pylons(self): ## 供应人口和现有人口之差小于5且水晶不是正在建造 if self.supply_left15: for s in self.units(UnitTypeId.STALKER).idle: await self.do(s.attack(self.find_target(self.state))) # 防卫模式:视野范围内存在敌人,开始攻击 if self.units(UnitTypeId.STALKER).amount>5: if len(self.known_enemy_units)>0: for s in self.units(UnitTypeId.STALKER).idle: await self.do(s.attack(random.choice(self.known_enemy_units)))## 启动游戏run_game(maps.get("AcidPlantLE"), [ Bot(Race.Protoss, SentdeBot()), Computer(Race.Terran, Difficulty.Medium)], realtime=False)

运行结果如下

可以看到,4个折跃门训练追猎者并发动进攻。

击败困难电脑

我们目前的代码只能击败中等和简单电脑,那么如何击败困难电脑呢?代码如下

import sc2from sc2 import run_game, maps, Race, Difficultyfrom sc2.player import Bot, Computerfrom sc2.constants import *import randomclass SentdeBot(sc2.BotAI): def __init__(self): # 经过计算,每分钟大约165迭代次数 self.ITERATIONS_PER_MINUTE = 165 # 最大农民数量 self.MAX_WORKERS = 65 async def on_step(self, iteration: int): self.iteration = iteration await self.distribute_workers() await self.build_workers() await self.build_pylons() await self.build_assimilators() await self.expand() await self.offensive_force_buildings() await self.build_offensive_force() await self.attack() # 建造农民 async def build_workers(self): # 星灵枢钮*16(一个基地配备16个农民)大于农民数量并且现有农民数量小于MAX_WORKERS if len(self.units(UnitTypeId.NEXUS))*16>len(self.units(UnitTypeId.PROBE)) and len(self.units(UnitTypeId.PROBE)) 0: await self.do(gw.train(UnitTypeId.STALKER)) for sg in self.units(UnitTypeId.STARGATE).ready.noqueue: if self.can_afford(UnitTypeId.VOIDRAY) and self.supply_left > 0: await self.do(sg.train(UnitTypeId.VOIDRAY)) ## 寻找目标 def find_target(self,state): if len(self.known_enemy_units)>0: # 随机选取敌方单位 return random.choice(self.known_enemy_units) elif len(self.known_enemy_units)>0: # 随机选取敌方建筑 return random.choice(self.known_enemy_structures) else: # 返回敌方出生点位 return self.enemy_start_locations[0] ## 进攻 async def attack(self): # {UNIT: [n to fight, n to defend]} aggressive_units = {UnitTypeId.STALKER: [15, 5], UnitTypeId.VOIDRAY: [8, 3]} for UNIT in aggressive_units: # 攻击模式 if self.units(UNIT).amount > aggressive_units[UNIT][0] and self.units(UNIT).amount > aggressive_units[UNIT][ 1]: for s in self.units(UNIT).idle: await self.do(s.attack(self.find_target(self.state))) # 防卫模式 elif self.units(UNIT).amount > aggressive_units[UNIT][1]: if len(self.known_enemy_units) > 0: for s in self.units(UNIT).idle: await self.do(s.attack(random.choice(self.known_enemy_units)))## 启动游戏run_game(maps.get("AcidPlantLE"), [ Bot(Race.Protoss, SentdeBot()), Computer(Race.Terran, Difficulty.Hard)], realtime=False)

运行结果如下

可以看到,击败了困难人族电脑,但是电脑选择了rush战术,我们写得AI脚本会输掉游戏。显然,这不是最佳方案。“只有AI才能拯救我的胜率”,请看下文。

采集地图数据

这次我们只造一个折跃门,全力通过星门造虚空光辉舰 修改offensive_force_buildings(self)方法的判断

elif len(self.units(GATEWAY)) < 1: if self.can_afford(GATEWAY) and not self.already_pending(GATEWAY): await self.build(GATEWAY, near=pylon)

注释或者删除build_offensive_force(self)的建造追猎者的代码

## 造兵 async def build_offensive_force(self): # 无队列化建造 # for gw in self.units(UnitTypeId.GATEWAY).ready.noqueue: # if not self.units(UnitTypeId.STALKER).amount > self.units(UnitTypeId.VOIDRAY).amount: # # if self.can_afford(UnitTypeId.STALKER) and self.supply_left > 0: # await self.do(gw.train(UnitTypeId.STALKER)) for sg in self.units(UnitTypeId.STARGATE).ready.noqueue: if self.can_afford(UnitTypeId.VOIDRAY) and self.supply_left > 0: await self.do(sg.train(UnitTypeId.VOIDRAY))

attack(self)中的aggressive_units注释掉Stalker 导入numpy和cv2库

game_data = np.zeros((self.game_info.map_size[1], self.game_info.map_size[0], 3), np.uint8)

建立以地图Heigt为行,Width为列的三维矩阵

for nexus in self.units(NEXUS): nex_pos = nexus.position print(nex_pos) cv2.circle(game_data, (int(nex_pos[0]), int(nex_pos[1])), 10, (0, 255, 0), -1) # BGR

遍历星灵枢纽,获取下一个位置,画圆,circle(承载圆的img, 圆心, 半径, 颜色, thickness=-1表示填充),接下来我们要垂直翻转三维矩阵,因为我们建立的矩阵左上角是原点(0,0),纵坐标向下延申,横坐标向右延申。翻转之后就成了正常的坐标系。

flipped = cv2.flip(game_data, 0)

图像缩放,达到可视化最佳。

resized = cv2.resize(flipped, dsize=None, fx=2, fy=2) cv2.imshow('Intel', resized) cv2.waitKey(1)

至此,完整代码如下

import sc2from sc2 import run_game, maps, Race, Difficultyfrom sc2.player import Bot, Computerfrom sc2.constants import *import randomimport numpy as npimport cv2class SentdeBot(sc2.BotAI): def __init__(self): # 经过计算,每分钟大约165迭代次数 self.ITERATIONS_PER_MINUTE = 165 # 最大农民数量 self.MAX_WORKERS = 65 async def on_step(self, iteration: int): self.iteration = iteration await self.distribute_workers() await self.build_workers() await self.build_pylons() await self.build_assimilators() await self.expand() await self.offensive_force_buildings() await self.build_offensive_force() await self.intel() await self.attack() async def intel(self): # 根据地图建立的三维矩阵 game_data = np.zeros((self.game_info.map_size[1], self.game_info.map_size[0], 3), np.uint8) for nexus in self.units(UnitTypeId.NEXUS): nex_pos = nexus.position # circle(承载圆的img, 圆心, 半径, 颜色, thickness=-1表示填充) # 记录星灵枢纽的位置 cv2.circle(game_data, (int(nex_pos[0]), int(nex_pos[1])), 10, (0, 255, 0), -1) # 图像翻转垂直镜像 flipped = cv2.flip(game_data, 0) # 图像缩放 # cv2.resize(原图像,输出图像的大小,width方向的缩放比例,height方向缩放的比例) resized = cv2.resize(flipped, dsize=None, fx=2, fy=2) cv2.imshow('Intel', resized) # cv2.waitKey(每Xms刷新图像) cv2.waitKey(1) # 建造农民 async def build_workers(self): # 星灵枢钮*16(一个基地配备16个农民)大于农民数量并且现有农民数量小于MAX_WORKERS if len(self.units(UnitTypeId.NEXUS)) * 16 > len(self.units(UnitTypeId.PROBE)) and len( self.units(UnitTypeId.PROBE)) < self.MAX_WORKERS: # 星灵枢纽(NEXUS)无队列建造,可以提高晶体矿的利用率,不至于占用资源 for nexus in self.units(UnitTypeId.NEXUS).ready.noqueue: # 是否有50晶体矿建造农民 if self.can_afford(UnitTypeId.PROBE): await self.do(nexus.train(UnitTypeId.PROBE)) ## 建造水晶 async def build_pylons(self): ## 供应人口和现有人口之差小于5且建筑不是正在建造 if self.supply_left < 5 and not self.already_pending(UnitTypeId.PYLON): nexuses = self.units(UnitTypeId.NEXUS).ready if nexuses.exists: if self.can_afford(UnitTypeId.PYLON): await self.build(UnitTypeId.PYLON, near=nexuses.first) ## 建造吸收厂 async def build_assimilators(self): for nexus in self.units(UnitTypeId.NEXUS).ready: # 在瓦斯泉上建造吸收厂 vaspenes = self.state.vespene_geyser.closer_than(15.0, nexus) for vaspene in vaspenes: if not self.can_afford(UnitTypeId.ASSIMILATOR): break worker = self.select_build_worker(vaspene.position) if worker is None: break if not self.units(UnitTypeId.ASSIMILATOR).closer_than(1.0, vaspene).exists: await self.do(worker.build(UnitTypeId.ASSIMILATOR, vaspene)) ## 开矿 async def expand(self): # (self.iteration / self.ITERATIONS_PER_MINUTE)是一个缓慢递增的值,动态开矿 if self.units(UnitTypeId.NEXUS).amount < self.iteration / self.ITERATIONS_PER_MINUTE and self.can_afford( UnitTypeId.NEXUS): await self.expand_now() ## 建造进攻性建筑 async def offensive_force_buildings(self): print(self.iteration / self.ITERATIONS_PER_MINUTE) if self.units(UnitTypeId.PYLON).ready.exists: pylon = self.units(UnitTypeId.PYLON).ready.random # 根据神族建筑科技图,折跃门建造过后才可以建造控制核心 if self.units(UnitTypeId.GATEWAY).ready.exists and not self.units(UnitTypeId.CYBERNETICSCORE): if self.can_afford(UnitTypeId.CYBERNETICSCORE) and not self.already_pending(UnitTypeId.CYBERNETICSCORE): await self.build(UnitTypeId.CYBERNETICSCORE, near=pylon) # 否则建造折跃门 # (self.iteration / self.ITERATIONS_PER_MINUTE)/2 是一个缓慢递增的值 # elif len(self.units(UnitTypeId.GATEWAY)) < ((self.iteration / self.ITERATIONS_PER_MINUTE) / 2): elif len(self.units(UnitTypeId.GATEWAY)) < 1: if self.can_afford(UnitTypeId.GATEWAY) and not self.already_pending(UnitTypeId.GATEWAY): await self.build(UnitTypeId.GATEWAY, near=pylon) # 控制核心存在的情况下建造星门 if self.units(UnitTypeId.CYBERNETICSCORE).ready.exists: if len(self.units(UnitTypeId.STARGATE)) < ((self.iteration / self.ITERATIONS_PER_MINUTE) / 2): if self.can_afford(UnitTypeId.STARGATE) and not self.already_pending(UnitTypeId.STARGATE): await self.build(UnitTypeId.STARGATE, near=pylon) ## 造兵 async def build_offensive_force(self): # 无队列化建造 for sg in self.units(UnitTypeId.STARGATE).ready.noqueue: if self.can_afford(UnitTypeId.VOIDRAY) and self.supply_left > 0: await self.do(sg.train(UnitTypeId.VOIDRAY)) ## 寻找目标 def find_target(self, state): if len(self.known_enemy_units) > 0: # 随机选取敌方单位 return random.choice(self.known_enemy_units) elif len(self.known_enemy_units) > 0: # 随机选取敌方建筑 return random.choice(self.known_enemy_structures) else: # 返回敌方出生点位 return self.enemy_start_locations[0] ## 进攻 async def attack(self): # {UNIT: [n to fight, n to defend]} aggressive_units = {UnitTypeId.VOIDRAY: [8, 3]} for UNIT in aggressive_units: # 攻击模式 if self.units(UNIT).amount > aggressive_units[UNIT][0] and self.units(UNIT).amount > aggressive_units[UNIT][1]: for s in self.units(UNIT).idle: await self.do(s.attack(self.find_target(self.state))) # 防卫模式 elif self.units(UNIT).amount > aggressive_units[UNIT][1]: if len(self.known_enemy_units) > 0: for s in self.units(UNIT).idle: await self.do(s.attack(random.choice(self.known_enemy_units)))## 启动游戏run_game(maps.get("AcidPlantLE"), [ Bot(Race.Protoss, SentdeBot()), Computer(Race.Terran, Difficulty.Hard)], realtime=False)

运行结果如下

采集到了地图位置。

侦察

在intel(self)里创建一个字典draw_dict,UnitTypeId作为key,半径和颜色是value

draw_dict = { UnitTypeId.NEXUS: [15, (0, 255, 0)], UnitTypeId.PYLON: [3, (20, 235, 0)], UnitTypeId.PROBE: [1, (55, 200, 0)], UnitTypeId.ASSIMILATOR: [2, (55, 200, 0)], UnitTypeId.GATEWAY: [3, (200, 100, 0)], UnitTypeId.CYBERNETICSCORE: [3, (150, 150, 0)], UnitTypeId.STARGATE: [5, (255, 0, 0)], UnitTypeId.ROBOTICSFACILITY: [5, (215, 155, 0)], UnitTypeId.VOIDRAY: [3, (255, 100, 0)] }

迭代同上

for unit_type in draw_dict: for unit in self.units(unit_type).ready: pos = unit.position cv2.circle(game_data, (int(pos[0]), int(pos[1])), draw_dict[unit_type][0], draw_dict[unit_type][1], -1)

存储三族的主基地名称(星灵枢纽,指挥中心,孵化场),刻画敌方建筑。

# 主基地名称 main_base_names = ["nexus", "supplydepot", "hatchery"] # 记录敌方基地位置 for enemy_building in self.known_enemy_structures: pos = enemy_building.position if enemy_building.name.lower() not in main_base_names: cv2.circle(game_data, (int(pos[0]), int(pos[1])), 5, (200, 50, 212), -1) for enemy_building in self.known_enemy_structures: pos = enemy_building.position if enemy_building.name.lower() in main_base_names: cv2.circle(game_data, (int(pos[0]), int(pos[1])), 15, (0, 0, 255), -1)

刻画敌方单位,如果是农民画得小些,其他单位则画大些。

for enemy_unit in self.known_enemy_units: if not enemy_unit.is_structure: worker_names = ["probe", "scv", "drone"] # if that unit is a PROBE, SCV, or DRONE... it's a worker pos = enemy_unit.position if enemy_unit.name.lower() in worker_names: cv2.circle(game_data, (int(pos[0]), int(pos[1])), 1, (55, 0, 155), -1) else: cv2.circle(game_data, (int(pos[0]), int(pos[1])), 3, (50, 0, 215), -1)

在offensive_force_buildings(self)方法中添加建造机械台

if self.units(CYBERNETICSCORE).ready.exists: if len(self.units(ROBOTICSFACILITY)) < 1: if self.can_afford(ROBOTICSFACILITY) and not self.already_pending(ROBOTICSFACILITY): await self.build(ROBOTICSFACILITY, near=pylon)

创建scout(),训练Observer

async def scout(self): if len(self.units(OBSERVER)) > 0: scout = self.units(OBSERVER)[0] if scout.is_idle: enemy_location = self.enemy_start_locations[0] move_to = self.random_location_variance(enemy_location) print(move_to) await self.do(scout.move(move_to)) else: for rf in self.units(ROBOTICSFACILITY).ready.noqueue: if self.can_afford(OBSERVER) and self.supply_left > 0: await self.do(rf.train(OBSERVER))

生成随机位置,很简单。意思是横坐标累计递增-0.2和0.2倍的横坐标,限制条件为如果x超过横坐标,那么就是横坐标最大值。

纵坐标同理。

def random_location_variance(self, enemy_start_location): x = enemy_start_location[0] y = enemy_start_location[1] x += ((random.randrange(-20, 20))/100) * enemy_start_location[0] y += ((random.randrange(-20, 20))/100) * enemy_start_location[1] if x < 0: x = 0 if y < 0: y = 0 if x > self.game_info.map_size[0]: x = self.game_info.map_size[0] if y > self.game_info.map_size[1]: y = self.game_info.map_size[1] go_to = position.Point2(position.Pointlike((x,y))) return go_to

完整代码如下

# -*- encoding: utf-8 -*-'''@File : demo.py@Modify Time @Author @Desciption------------ ------- -----------2019/11/3 12:32 Jonas None'''import sc2from sc2 import run_game, maps, Race, Difficulty, positionfrom sc2.player import Bot, Computerfrom sc2.constants import *import randomimport numpy as npimport cv2class SentdeBot(sc2.BotAI): def __init__(self): # 经过计算,每分钟大约165迭代次数 self.ITERATIONS_PER_MINUTE = 165 # 最大农民数量 self.MAX_WORKERS = 50 async def on_step(self, iteration: int): self.iteration = iteration await self.scout() await self.distribute_workers() await self.build_workers() await self.build_pylons() await self.build_assimilators() await self.expand() await self.offensive_force_buildings() await self.build_offensive_force() await self.intel() await self.attack() ## 侦察 async def scout(self): if len(self.units(UnitTypeId.OBSERVER)) > 0: scout = self.units(UnitTypeId.OBSERVER)[0] if scout.is_idle: enemy_location = self.enemy_start_locations[0] move_to = self.random_location_variance(enemy_location) print(move_to) await self.do(scout.move(move_to)) else: for rf in self.units(UnitTypeId.ROBOTICSFACILITY).ready.noqueue: if self.can_afford(UnitTypeId.OBSERVER) and self.supply_left > 0: await self.do(rf.train(UnitTypeId.OBSERVER)) async def intel(self): game_data = np.zeros((self.game_info.map_size[1], self.game_info.map_size[0], 3), np.uint8) # UnitTypeId作为key,半径和颜色是value draw_dict = { UnitTypeId.NEXUS: [15, (0, 255, 0)], UnitTypeId.PYLON: [3, (20, 235, 0)], UnitTypeId.PROBE: [1, (55, 200, 0)], UnitTypeId.ASSIMILATOR: [2, (55, 200, 0)], UnitTypeId.GATEWAY: [3, (200, 100, 0)], UnitTypeId.CYBERNETICSCORE: [3, (150, 150, 0)], UnitTypeId.STARGATE: [5, (255, 0, 0)], UnitTypeId.ROBOTICSFACILITY: [5, (215, 155, 0)], UnitTypeId.VOIDRAY: [3, (255, 100, 0)], # OBSERVER: [3, (255, 255, 255)], } for unit_type in draw_dict: for unit in self.units(unit_type).ready: pos = unit.position cv2.circle(game_data, (int(pos[0]), int(pos[1])), draw_dict[unit_type][0], draw_dict[unit_type][1], -1) # 主基地名称 main_base_names = ["nexus", "supplydepot", "hatchery"] # 记录敌方基地位置 for enemy_building in self.known_enemy_structures: pos = enemy_building.position # 不是主基地建筑,画小一些 if enemy_building.name.lower() not in main_base_names: cv2.circle(game_data, (int(pos[0]), int(pos[1])), 5, (200, 50, 212), -1) for enemy_building in self.known_enemy_structures: pos = enemy_building.position if enemy_building.name.lower() in main_base_names: cv2.circle(game_data, (int(pos[0]), int(pos[1])), 15, (0, 0, 255), -1) for enemy_unit in self.known_enemy_units: if not enemy_unit.is_structure: worker_names = ["probe", "scv", "drone"] # if that unit is a PROBE, SCV, or DRONE... it's a worker pos = enemy_unit.position if enemy_unit.name.lower() in worker_names: cv2.circle(game_data, (int(pos[0]), int(pos[1])), 1, (55, 0, 155), -1) else: cv2.circle(game_data, (int(pos[0]), int(pos[1])), 3, (50, 0, 215), -1) for obs in self.units(UnitTypeId.OBSERVER).ready: pos = obs.position cv2.circle(game_data, (int(pos[0]), int(pos[1])), 1, (255, 255, 255), -1) # flip horizontally to make our final fix in visual representation: flipped = cv2.flip(game_data, 0) resized = cv2.resize(flipped, dsize=None, fx=2, fy=2) cv2.imshow('Intel', resized) cv2.waitKey(1) def random_location_variance(self, enemy_start_location): x = enemy_start_location[0] y = enemy_start_location[1] x += ((random.randrange(-20, 20)) / 100) * enemy_start_location[0] y += ((random.randrange(-20, 20)) / 100) * enemy_start_location[1] if x < 0: x = 0 if y < 0: y = 0 if x > self.game_info.map_size[0]: x = self.game_info.map_size[0] if y > self.game_info.map_size[1]: y = self.game_info.map_size[1] go_to = position.Point2(position.Pointlike((x, y))) return go_to # 建造农民 async def build_workers(self): # 星灵枢钮*16(一个基地配备16个农民)大于农民数量并且现有农民数量小于MAX_WORKERS if len(self.units(UnitTypeId.NEXUS)) * 16 > len(self.units(UnitTypeId.PROBE)) and len( self.units(UnitTypeId.PROBE)) < self.MAX_WORKERS: # 星灵枢纽(NEXUS)无队列建造,可以提高晶体矿的利用率,不至于占用资源 for nexus in self.units(UnitTypeId.NEXUS).ready.noqueue: # 是否有50晶体矿建造农民 if self.can_afford(UnitTypeId.PROBE): await self.do(nexus.train(UnitTypeId.PROBE)) ## 建造水晶 async def build_pylons(self): ## 供应人口和现有人口之差小于5且建筑不是正在建造 if self.supply_left < 5 and not self.already_pending(UnitTypeId.PYLON): nexuses = self.units(UnitTypeId.NEXUS).ready if nexuses.exists: if self.can_afford(UnitTypeId.PYLON): await self.build(UnitTypeId.PYLON, near=nexuses.first) ## 建造吸收厂 async def build_assimilators(self): for nexus in self.units(UnitTypeId.NEXUS).ready: # 在瓦斯泉上建造吸收厂 vaspenes = self.state.vespene_geyser.closer_than(15.0, nexus) for vaspene in vaspenes: if not self.can_afford(UnitTypeId.ASSIMILATOR): break worker = self.select_build_worker(vaspene.position) if worker is None: break if not self.units(UnitTypeId.ASSIMILATOR).closer_than(1.0, vaspene).exists: await self.do(worker.build(UnitTypeId.ASSIMILATOR, vaspene)) ## 开矿 async def expand(self): # (self.iteration / self.ITERATIONS_PER_MINUTE)是一个缓慢递增的值,动态开矿 if self.units(UnitTypeId.NEXUS).amount < self.iteration / self.ITERATIONS_PER_MINUTE and self.can_afford( UnitTypeId.NEXUS): await self.expand_now() ## 建造进攻性建筑 async def offensive_force_buildings(self): print(self.iteration / self.ITERATIONS_PER_MINUTE) if self.units(UnitTypeId.PYLON).ready.exists: pylon = self.units(UnitTypeId.PYLON).ready.random # 根据神族建筑科技图,折跃门建造过后才可以建造控制核心 if self.units(UnitTypeId.GATEWAY).ready.exists and not self.units(UnitTypeId.CYBERNETICSCORE): if self.can_afford(UnitTypeId.CYBERNETICSCORE) and not self.already_pending(UnitTypeId.CYBERNETICSCORE): await self.build(UnitTypeId.CYBERNETICSCORE, near=pylon) # 否则建造折跃门 # (self.iteration / self.ITERATIONS_PER_MINUTE)/2 是一个缓慢递增的值 # elif len(self.units(UnitTypeId.GATEWAY)) < ((self.iteration / self.ITERATIONS_PER_MINUTE) / 2): elif len(self.units(UnitTypeId.GATEWAY)) < 1: if self.can_afford(UnitTypeId.GATEWAY) and not self.already_pending(UnitTypeId.GATEWAY): await self.build(UnitTypeId.GATEWAY, near=pylon) # 控制核心存在的情况下建造机械台 if self.units(UnitTypeId.CYBERNETICSCORE).ready.exists: if len(self.units(UnitTypeId.ROBOTICSFACILITY)) < 1: if self.can_afford(UnitTypeId.ROBOTICSFACILITY) and not self.already_pending( UnitTypeId.ROBOTICSFACILITY): await self.build(UnitTypeId.ROBOTICSFACILITY, near=pylon) # 控制核心存在的情况下建造星门 if self.units(UnitTypeId.CYBERNETICSCORE).ready.exists: if len(self.units(UnitTypeId.STARGATE)) < ((self.iteration / self.ITERATIONS_PER_MINUTE) / 2): if self.can_afford(UnitTypeId.STARGATE) and not self.already_pending(UnitTypeId.STARGATE): await self.build(UnitTypeId.STARGATE, near=pylon) ## 造兵 async def build_offensive_force(self): # 无队列化建造 # for gw in self.units(UnitTypeId.GATEWAY).ready.noqueue: # if not self.units(UnitTypeId.STALKER).amount > self.units(UnitTypeId.VOIDRAY).amount: # # if self.can_afford(UnitTypeId.STALKER) and self.supply_left > 0: # await self.do(gw.train(UnitTypeId.STALKER)) for sg in self.units(UnitTypeId.STARGATE).ready.noqueue: if self.can_afford(UnitTypeId.VOIDRAY) and self.supply_left > 0: await self.do(sg.train(UnitTypeId.VOIDRAY)) ## 寻找目标 def find_target(self, state): if len(self.known_enemy_units) > 0: # 随机选取敌方单位 return random.choice(self.known_enemy_units) elif len(self.known_enemy_units) > 0: # 随机选取敌方建筑 return random.choice(self.known_enemy_structures) else: # 返回敌方出生点位 return self.enemy_start_locations[0] ## 进攻 async def attack(self): # {UNIT: [n to fight, n to defend]} aggressive_units = {UnitTypeId.VOIDRAY: [8, 3]} for UNIT in aggressive_units: # 攻击模式 if self.units(UNIT).amount > aggressive_units[UNIT][0] and self.units(UNIT).amount > aggressive_units[UNIT][ 1]: for s in self.units(UNIT).idle: await self.do(s.attack(self.find_target(self.state))) # 防卫模式 elif self.units(UNIT).amount > aggressive_units[UNIT][1]: if len(self.known_enemy_units) > 0: for s in self.units(UNIT).idle: await self.do(s.attack(random.choice(self.known_enemy_units)))## 启动游戏run_game(maps.get("AcidPlantLE"), [ Bot(Race.Protoss, SentdeBot()), Computer(Race.Terran, Difficulty.Hard)], realtime=False)

运行结果如下,红色和粉红色是敌方单位。

作者:Rest探路者 出处:http://www.cnblogs.com/Java-Starter/

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