mirror of
https://github.com/jcreek/Sarpy.git
synced 2026-07-12 18:53:44 +00:00
96 lines
4.0 KiB
Python
96 lines
4.0 KiB
Python
from rlbot.agents.base_agent import BaseAgent, SimpleControllerState
|
|
from rlbot.utils.structures.game_data_struct import GameTickPacket
|
|
|
|
import numpy as np
|
|
|
|
from action.default_act import DefaultAction
|
|
from agent import Agent
|
|
from obs.default_obs import DefaultObs
|
|
from rlgym_compat import GameState
|
|
|
|
|
|
class RLGymExampleBot(BaseAgent):
|
|
def __init__(self, name, team, index):
|
|
super().__init__(name, team, index)
|
|
|
|
# FIXME Hey, botmaker. Start here:
|
|
# Swap the obs builder if you are using a different one, RLGym's AdvancedObs is also available
|
|
self.obs_builder = DefaultObs()
|
|
# Swap the action parser if you are using a different one, RLGym's Discrete and Continuous are also available
|
|
self.act_parser = DefaultAction()
|
|
# Your neural network logic goes inside the Agent class, go take a look inside src/agent.py
|
|
self.agent = Agent()
|
|
# Adjust the tickskip if your agent was trained with a different value
|
|
self.tick_skip = 8
|
|
|
|
self.game_state: GameState = None
|
|
self.controls = None
|
|
self.action = None
|
|
self.update_action = True
|
|
self.ticks = 0
|
|
self.prev_time = 0
|
|
print('RLGymExampleBot Ready - Index:', index)
|
|
|
|
def initialize_agent(self):
|
|
# Initialize the rlgym GameState object now that the game is active and the info is available
|
|
self.game_state = GameState(self.get_field_info())
|
|
self.ticks = self.tick_skip # So we take an action the first tick
|
|
self.prev_time = 0
|
|
self.controls = SimpleControllerState()
|
|
self.action = np.zeros(8)
|
|
self.update_action = True
|
|
|
|
def get_output(self, packet: GameTickPacket) -> SimpleControllerState:
|
|
cur_time = packet.game_info.seconds_elapsed
|
|
delta = cur_time - self.prev_time
|
|
self.prev_time = cur_time
|
|
|
|
ticks_elapsed = round(delta * 120)
|
|
self.ticks += ticks_elapsed
|
|
self.game_state.decode(packet, ticks_elapsed)
|
|
|
|
if self.update_action:
|
|
self.update_action = False
|
|
|
|
# FIXME Hey, botmaker. Verify that this is what you need for your agent
|
|
# By default we treat every match as a 1v1 against a fixed opponent,
|
|
# by doing this your bot can participate in 2v2 or 3v3 matches. Feel free to change this
|
|
player = self.game_state.players[self.index]
|
|
teammates = [p for p in self.game_state.players if p.team_num == self.team]
|
|
opponents = [p for p in self.game_state.players if p.team_num != self.team]
|
|
|
|
if len(opponents) == 0:
|
|
# There's no opponent, we assume this model is 1v0
|
|
self.game_state.players = [player]
|
|
else:
|
|
# Sort by distance to ball
|
|
teammates.sort(key=lambda p: np.linalg.norm(self.game_state.ball.position - p.car_data.position))
|
|
opponents.sort(key=lambda p: np.linalg.norm(self.game_state.ball.position - p.car_data.position))
|
|
|
|
# Grab opponent in same "position" relative to it's teammates
|
|
opponent = opponents[min(teammates.index(player), len(opponents) - 1)]
|
|
|
|
self.game_state.players = [player, opponent]
|
|
|
|
obs = self.obs_builder.build_obs(player, self.game_state, self.action)
|
|
self.action = self.act_parser.parse_actions(self.agent.act(obs), self.game_state)[0] # Dim is (N, 8)
|
|
|
|
if self.ticks >= self.tick_skip - 1:
|
|
self.update_controls(self.action)
|
|
|
|
if self.ticks >= self.tick_skip:
|
|
self.ticks = 0
|
|
self.update_action = True
|
|
|
|
return self.controls
|
|
|
|
def update_controls(self, action):
|
|
self.controls.throttle = action[0]
|
|
self.controls.steer = action[1]
|
|
self.controls.pitch = action[2]
|
|
self.controls.yaw = 0 if action[5] > 0 else action[3]
|
|
self.controls.roll = action[4]
|
|
self.controls.jump = action[5] > 0
|
|
self.controls.boost = action[6] > 0
|
|
self.controls.handbrake = action[7] > 0
|