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Bot.py
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import keras
import melee
from DataHandler import generate_input, generate_output, decode_from_model
import numpy as np
import MovesList
class Bot:
def __init__(self, model, controller: melee.Controller, opponent_controller: melee.Controller):
self.opponent_controller = opponent_controller
self.drop_every = 180
self.model: keras.Model = model
self.controller = controller
self.frame_counter = 0
self.delay = 0
self.pause_delay = 0
self.firefoxing = False
def validate_action(self, action, gamestate: melee.GameState, port: int, opponent_port: int):
# global smash_last
player: melee.PlayerState = gamestate.players.get(port)
opponent: melee.PlayerState = gamestate.players.get(opponent_port)
edge = melee.stages.EDGE_POSITION.get(gamestate.stage)
vel_y = player.speed_y_self + player.speed_y_attack
vel_x = player.speed_x_attack + player.speed_air_x_self + player.speed_ground_x_self
x = np.sign(player.position.x)
rel_x = np.sign(player.position.x - opponent.position.x)
print(x, player.moonwalkwarning, player.action)
if player.action in MovesList.special_fall_list:
print('special falling')
return [[0, 0, 0, 0, 0], -x, 0, 0, 0]
if player.action in MovesList.lying:
print('getting up')
return [[0, 0, 0, 0, 0], rel_x, 0, 0, 0]
if player.character == melee.enums.Character.MARTH:
if player.jumps_left == 0 and (player.position.y < 0 or abs(player.position.x) - edge > 0):
print('marth autorecover')
if player.y < -30:
print('upupup')
return [[0, 1, 0, 0, 0], -0.6 * x, 0.85, 0, 0]
facing = 1 if player.facing else -1
if facing == x or vel_y < -5:
if vel_x > 0 and x > 0 or vel_x < 0 and x < 0:
print("side attack")
return [[0, 1, 0, 0, 0], -x, 0, 0, 0]
return [[0, 0, 0, 0, 0], -x, 0, 0, 0]
if player.jumps_left > 0 and abs(player.position.x) > edge:
if vel_y < 0:
print('mario jumpman mario')
return [[1, 0, 0, 0, 0], 0, 0, 0, 0]
else:
return [[0, 0, 0, 0, 0], -x, 0, 0, 0]
if player.character in [melee.Character.FOX, melee.Character.FALCO]:
if player.y < -20:
print('auto firefoxing')
if player.action in MovesList.firefoxing:
self.firefoxing = True
if not self.firefoxing:
print(player.action)
return [[0, 1, 0, 0, 0], 0, 1, 0, 0]
else:
if abs(player.position.x)-edge > 10:
return [[0, 0, 0, 0, 0], -x * 0.71, 0.71, 0, 0]
return [[0, 0, 0, 0, 0], 0, 1, 0, 0]
else:
self.firefoxing = False
return action
def act(self, gamestate: melee.GameState):
if self.delay > 0:
self.delay -= 1
return
if self.pause_delay > 0:
self.pause_delay -= 1
self.controller.release_all()
return
self.controller.release_all()
player: melee.PlayerState = gamestate.players.get(self.controller.port)
opponent: melee.PlayerState = gamestate.players.get(self.opponent_controller.port)
if opponent.action in MovesList.dead_list and player.on_ground:
return
self.frame_counter += 1
inp = generate_input(gamestate, self.controller.port, self.opponent_controller.port)
a = self.model.predict(np.array([inp]), verbose=0, use_multiprocessing=True)
a, action = decode_from_model(a, player, gamestate.stage)
action = self.validate_action(action, gamestate, self.controller.port, self.opponent_controller.port)
b = melee.enums.Button
print(action)
button_used = False
for i in range(len(MovesList.buttons)):
if action[0][i] == 1:
button_used = True
self.controller.press_button(MovesList.buttons[i][0])
else:
self.controller.release_button(MovesList.buttons[i][0])
if action[0][0] == 1: # jump
self.controller.tilt_analog_unit(melee.Button.BUTTON_MAIN, 0, 0)
self.controller.tilt_analog_unit(melee.Button.BUTTON_C, 0, 0)
else:
self.controller.tilt_analog_unit(melee.Button.BUTTON_MAIN, action[-4], action[-3])
self.controller.tilt_analog_unit(melee.Button.BUTTON_C, action[-2], action[-1])
if a in [11, 12] and player.character in [melee.Character.FALCO, melee.Character.FOX]:
self.delay += 15
if button_used:
self.pause_delay += 3
self.controller.flush()
if self.frame_counter >= self.drop_every:
self.controller.release_all()
self.frame_counter = 0
self.delay += 1