Zh/Dota Bot Scripting

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概述

Dota中的机器人脚本通过lua语言实现。该过程是服务器级别的,因此并不需要实现检查屏幕像素或是模拟鼠标点击这样的操作;脚本会检查游戏状态并直接发送指令到各部件。脚本可以完全访问所有的实体位置,冷却时间,法力值,等等队伍中的玩家所期望的内容。API所限制的操作脚本也不能执行——战争迷雾中的单位不能被查寻,对非脚本控制的对象不能下达指令,等等。

现在已经有了一个为机器人脚本开发开设的论坛。 dev subforum

除了lua脚本之外,底层的C++机器人代码仍然存在,而且脚本能够决定对机器人的安排使用多少底层代码。 机器人被组织为三个评估和决策等级:

团队级别

这一级别代码决定全体团队成员去推线,防守,打钱发育,或是去打肉山。这些要求独立存在于任何机器人的状态之外。它们不是强制性的;事实上它们不会决定任何机器人的任何行为。这些要求仅仅为所有机器人提供可用的决策依据。

模式级别

模式是一种高级的要求,机器人会频繁地在模式间切换,选择最高分数的模式作为它们当前行为的模式。例如对线,尝试杀死某个单位,打钱,撤退和推塔等模式。

行为级别

行为是机器人可以基于即时去做的,单独的一件事。这些事粗略地说,是关于鼠标点击和按下按钮的行为——像是移动到某个位置,攻击某个目标,或是购买某样物品。

整体流程上大概是团队级别提供对全体队员当前战略的顶层指导。每个机器人会评估它们各个模式的需求分数,综合考虑团队级别的需求和机器人个体级别的需求。分数最高的模式将变为当前激活模式,该模式将负责控制机器人所表现出的行为。

目录结构

所有正在开发中的机器人脚本会放在DOTA2安装文件夹中game/dota/scripts/vscripts/bots目录下。当你上传你的脚本到工坊时,就会上传该目录下的内容。而下载的脚本则放在你Steam安装目录下自己的文件夹中。

机器人脚本被结构化为可以独立实现的多个元素。哪个逻辑被重写取决于你在你的文件中实现了哪个函数。

下面的每个脚本元素都有自己的脚本作用域:

完全接手

如果你想完全地接手控制英雄,你可以在文件名为bot_generic.lua的文件中实现Think()函数,该函数将代替标准机器人智能代码的每一帧。这将会完全地接手控制所有机器人——团队级别和模式级别的智能都不再起作用。你要负责对所有的机器人发出所有的行为指令。如果你仅仅打算控制某个特定的英雄,比如火女(Lina),你可以在文件名为bot_lina.lua的文件中实现Think()函数。

被完全接手的英雄仍然会受到游戏难度的修正(参考附件B),并仍会计算它们的估计伤害值。

模式重写

如果你想在已有模式体系下修改某个模式逻辑的需求和行为,例如修改对线模式(laning mode),你可以在文件名为mode_laning_generic.lua的文件中实现如下函数:

  • GetDesire() - 每帧都被调用,需要返回一个0到1之间的浮点值,该值标志了该模式有多大可能成为当前激活模式
  • OnStart() - 当该模式成为当前激活模式时调用
  • OnEnd() - 当该模式让出控制权给其他被激活模式时调用
  • Think() - 当该模式为当前激活模式时,每帧都被调用。负责发出机器人的行为指令。

你也可以仅重写某个特定英雄的模式逻辑,比如火女(Lina),写在文件名为mode_laning_lina.lua的文件中。如果你想在特定英雄的模式重写时调用泛用的英雄模式代码,请参考附件A的实现细节。

可重写的机器人模式清单如下:

  • laning
  • attack
  • roam
  • retreat
  • secret_shop
  • side_shop
  • rune
  • push_tower_top
  • push_tower_mid
  • push_tower_bot
  • defend_tower_top
  • defend_tower_mid
  • defend_tower_bottom
  • assemble
  • team_roam
  • farm
  • defend_ally
  • evasive_maneuvers
  • roshan
  • item
  • ward

技能和物品使用

如果你只想重写在技能和物品使用时的决策,你可以在文件名为ability_item_usage_generic.lua的文件中实现如下函数:

  • ItemUsageThink() - 每帧被调用。负责发出物品使用行为。
  • AbilityUsageThink() - 每帧被调用。负责发出技能使用行为。
  • CourierUsageThink() - 每帧被调用。负责发出信使的相关命令。
  • BuybackUsageThink() - 每帧被调用。负责发出购回指令。

这些函数中未被重写的,会自动采用默认的C++实现。

你也可以仅重写某个特定英雄对技能/物品使用的逻辑,比如火女(Lina),写在文件名为ability_item_usage_lina.lua的文件中。如果你想在特定英雄对技能/物品使用的逻辑重写时调用泛用的逻辑代码,请参考附件A的实现细节。

物品购买

如果你只想重写在购买物品时的决策,你可以在文件名为item_purchase_generic.lua的文件中实现如下函数:

  • ItemPurchaseThink() - 每帧被调用。负责物品购买。

你也可以仅重写某个特定英雄的物品购买逻辑,比如火女(Lina),写在文件名为item_purchase_lina.lua的文件中。

团队级别需求

如果你想提供团队级别需求,你可以在文件名为team_desires.lua的文件中实现如下函数:

  • UpdatePushLaneDesires() - 每帧被调用。返回多个0到1之间的浮点值,分别表示推进上,中,下路的需求值。
  • UpdateDefendLaneDesires() - 每帧被调用。返回多个0到1之间的浮点值,分别表示防守上,中,下路的需求值。
  • UpdateFarmLaneDesires() - 每帧被调用。返回多个0到1之间的浮点值,分别表示在上,中,下路打钱的需求值。
  • UpdateRoamDesire() - 每帧被调用。返回一个0到1之间的浮点值和一个目标句柄,表示某人游走gank特定目标的需求值。
  • UpdateRoshanDesire() - 每帧被调用。返回一个0到1之间的浮点值,表示团队去杀肉山的需求值。

这些函数中未被重写的,会自动采用默认的C++实现。

英雄选择

如果你想控制英雄选择和分路,你可以在文件名为team_desires.lua的文件中实现如下函数:

  • Think() - 每帧被调用。负责机器人选择英雄。
  • UpdateLaneAssignments() - 在游戏开始前的每一帧被调用。返回玩家ID-分路的值对。

API参考

有两种基本级别的API可用:全局的和对特定单位的。以下是这两个级别的函数列表:

全局

(细节待完善)

  • GetBot
  • GetTeam
  • GetTeamMember
  • DotaTime
  • GameTime
  • RealTime
  • GetUnitToUnitDistance
  • GetUnitToLocationDistance
  • GetWorldBounds
  • IsLocationPassable
  • GetHeightLevel
  • GetLocationAlongLane
  • GetNeutralSpawners
  • GetItemCost
  • IsItemPurchasedFromSecretShop
  • IsItemPurchasedFromSideShop
  • GetItemStockCount
  • GetPushLaneDesire
  • GetDefendLaneDesire
  • GetFarmLaneDesire
  • GetRoamDesire
  • GetRoamTarget
  • GetRoshanDesire
  • int GetGameState()
  • -Returns the current game state [LINK HERE]
  • float GetGameStateTimeRemaining()
  • -Returns how much time is remaining in the curren game state, if applicable
  • int GetGameMode()
  • -Returns the current game mode [LINK HERE]
  • int GetHeroPickState()
  • -Returns the current hero pick state [LINK HERE]
  • IsPlayerInHeroSelectionControl
  • SelectHero
  • GetSelectedHeroName
  • IsInCMBanPhase
  • IsInCMPickPhase
  • GetCMPhaseTimeRemaining
  • GetCMCaptain
  • SetCMCaptain
  • IsCMBannedHero
  • IsCMPickedHero
  • CMBanHero
  • CMPickHero
  • RandomInt
  • RandomFloat
  • RandomYawVector
  • RollPercentage
  • Min
  • Max
  • Clamp
  • RemapVal
  • RemapValClamped
  • DebugDrawLine
  • DebugDrawCircle
  • DebugDrawText

单位作用域

  • Action_ClearActions
  • Action_MoveToLocation
  • Action_MoveToUnit
  • Action_AttackUnit
  • Action_AttackMove
  • Action_UseAbility
  • Action_UseAbilityOnEntity
  • Action_UseAbilityOnLocation
  • Action_UseAbilityOnTree
  • Action_PickUpRune
  • Action_PickUpItem
  • Action_DropItem
  • Action_PurchaseItem
  • Action_SellItem
  • Action_Buyback
  • Action_LevelAbility
  • GetDifficulty
  • GetUnitName
  • GetPlayer
  • IsHero
  • IsCreep
  • IsTower
  • IsBuilding
  • IsFort
  • IsIllusion
  • CanBeSeen
  • GetActiveMode
  • GetActiveModeDesire
  • GetHealth
  • GetMaxHealth
  • GetMana
  • GetMaxMana
  • IsAlive
  • GetRespawnTime
  • HasBuyback
  • GetGold
  • GetStashValue
  • GetCourierValue
  • GetLocation
  • GetFacing
  • GetGroundHeight
  • GetAbilityByName
  • GetItemInSlot
  • IsChanneling
  • IsUsingAbility
  • GetVelocity
  • GetAttackTarget
  • GetLastSeenLocation
  • GetTimeSinceLastSeen
  • IsRooted
  • IsDisarmed
  • IsAttackImmune
  • IsSilenced
  • IsMuted
  • IsStunned
  • IsHexed
  • IsInvulnerable
  • IsMagicImmune
  • IsNightmared
  • IsBlockDisabled
  • IsEvadeDisabled
  • IsUnableToMiss
  • IsSpeciallyDeniable
  • IsDominated
  • IsBlind
  • HasScepter
  • WasRecentlyDamagedByAnyHero
  • WasRecentlyDamagedByHero
  • TimeSinceDamagedByAnyHero
  • TimeSinceDamagedByHero
  • DistanceFromFountain
  • DistanceFromSideShop
  • DistanceFromSecretShop
  • SetTarget
  • GetTarget
  • SetNextItemPurchaseValue
  • GetNextItemPurchaseValue
  • GetAssignedLane
  • GetEstimatedDamageToTarget
  • GetStunDuration
  • GetSlowDuration
  • HasBlink
  • HasMinistunOnAttack
  • HasSilence
  • HasInvisibility
  • UsingItemBreaksInvisibility
  • GetNearbyHeroes
  • GetNearbyTowers
  • GetNearbyCreeps
  • FindAoELocation
  • GetExtrapolatedLocation
  • GetMovementDirectionStability
  • GetActualDamage

机器人难度

有五种机器人难度等级:

消极(Passive)

  • 不能使用技能、物品和信使
  • 一直停留在对线模式
  • 当试图正补小兵和野怪时,估计的最佳攻击时间随机相差0.4秒
  • 当试图反补小兵时,估计的最佳攻击时间随机相差0.2秒

简单(Easy)

  • 对技能和物品使用有随机0.5到1秒的延迟
  • 每隔8秒,技能和物品使用被限制6秒不能使用
  • 当某技能或物品被使用时,限制技能和物品使用6秒
  • 当试图正补小兵和野怪时,估计的最佳攻击时间随机相差0.4秒
  • 当试图反补小兵时,估计的最佳攻击时间随机相差0.2秒

中等(Medium)

  • 对技能和物品使用有随机0.3到0.6秒的延迟
  • 每隔10秒,技能和物品使用被限制3秒不能使用
  • 当某技能或物品被使用时,限制技能和物品使用3秒
  • 当试图正补小兵和野怪时,估计的最佳攻击时间随机相差0.2秒
  • 当试图反补小兵时,估计的最佳攻击时间随机相差0.1秒

困难(Hard)

  • 对技能和物品使用有随机0.1到0.2秒的延迟

疯狂(Unfair)

  • 对技能和物品使用有随机0.075到0.15秒的延迟
  • 经验和金钱的获取将有25%的加成

调试

有很多命令可以帮助你调试脚本机器人的运行。


dota_bot_debug_team dota_bot_debug_team 显示一个针对特定队伍的面板(2 is Radiant, 3 is Dire),显示:

  • 团队级别的需求值,关于推进(pushing),防守(defending),打钱(farming lanes),肉山(Roshan)
  • 机器人名字和等级
  • 机器人当前和最大“战斗力”等级(关于战斗力的计算请参考附录D),可以被命令 dota_bot_debug_team_power 0 设置为关闭
  • 当前激活模式,和其他模式的需求值
  • 某一机器人的全部模式(可折叠显示)和所有模式的需求值
  • 机器人当前行为以及行为目标(如果存在的话)
  • 全队所有机器人的执行时间计算,以及单独每个机器人的执行时间

也支持dota_bot_select_debug对特定队伍的线-球绘制。


dota_bot_debug_grid
dota_bot_debug_grid_cycle
dota_bot_debug_minimap
dota_bot_debug_minimap_cycle

Causes a grid to draw on the world or the minimap. The *_cycle variants just cycle through all the values, whereas the other commands just set the mode directly.

  • 0 - Off
  • 1 - Radiant avoidance
  • 2 - Dire avoidance
  • 3 - Potential enemy locations for the Radiant
  • 4 - Potential enemy locations for the Dire
  • 5 - Enemy visibility to the Radiant
  • 6 - Enemy visibility to the Dire
  • 7 - Height Values
  • 8 - Passability


dota_bot_select_debug

Activates the following displays on the under-the-cursor bot:

  • The current mode and action of the selected bot.
  • A white line-sphere list to it current pathfind.
  • A blue line-sphere to its current laning last-hit target.
  • A red line-sphere to its current attack target.


dota_bot_select_debug_attack

Displays how much the under-the-cursor bot wants to attack any nearby enemies.


dota_bot_debug_clear

Clears the dota_bot_select_debug and dota_bot_select_debug_attack states of the under-the-cursor bot.


dota_bot_debug_lanes

Shows the path of all of the lanes, along with a sphere at the "lane front".


dota_bot_debug_ward_locations

Shows small yellow spheres at each of ward locations the bots will consider.

Potential Locations

One of the utility functions available to bot scripts is GetUnitPotentialValue(), which returns a value between 0 and 255 that represents an estimation of how likely it is that a hero is within the specified radius of the specified location. This value is based the potential location grid that is updated during bot games.

It works like this:

  • When a team loses visibility of that hero, there's a floodfill that starts through the passable areas of the map, moving at the movement speed of that missing hero.
  • The intensity of the "potential location" starts out high, and then decreases as the potential location becomes larger and more diffuse.
  • This floodfill happens for each enemy hero independently.



This does have some limitations:

  • It doesn't take into account heroes that teleport or otherwise have speed/movement bursts (Lycan's wolf form, AM's blinking, etc)
  • It doesn't include any logic about why a hero is missing or where they've gone -- it assumes an equal chance of a hero moving in any direction under FoW



Still, it can be useful for some decisionmaking, especially when the potential location values are high. You obviously don't want to stop considering a hero nearby the moment you lose sight of them, so using the potential location grid to help evaluate how dangerous a location is can be helpful.

Hero Power

It's often useful to understand how powerful a teammate bot is, or how dangerous an enemy is. One rough estimate is the Hero Power concept, which is updated for each hero each frame.

Here is how it's calculated (done per-hero):

  • For each enemy hero, calculate the amount of damage done over a time interval to that enemy hero.
  • That time interval is defined as 5 seconds, plus the duration that the hero can stun a unit, plus half the duration that the hero can slow a unit.
  • That damage includes both attacking for that duration, plus damage done by abilities.
  • Attack damage includes procs as well as debuffs.
  • Ability damage is based on available mana, cast time, cooldowns, silence status, etc.
  • That damage is then averaged over all enemy heroes.


Additionally, we calculate each hero's Raw Power as well, which ignores all cooldowns and hero state (mana, debuffs, etc). It's more a representation of how powerful a hero theoretically is than how powerful they are at any given moment.

Note that this is an indicator of offensive power only, not tankiness or durability.

GetRawOffensivePower() can be called on teammates or enemies that you can see. GetOffensivePower() can be called only on teammates.

Appendix A - Chaining to a generic implementation in Lua

If you're implementing a generic version of a mode or ability/item usage, you should add this code to the top of your generic file (adjusting the name of the module appropriately):

_G._savedEnv = getfenv()

module( "mode_generic_defend_ally", package.seeall )

and the following code to the end of your file:

for k,v in pairs( mode_generic_defend_ally ) do _G._savedEnv[k] = v end

Then in your hero-specific implementation, you can start your file with this:

require( GetScriptDirectory().."/mode_defend_ally_generic" )

which allows you to do things like the following in your bot-specific code:

mode_generic_defend_ally.OnStart();

Appendix B - List of available constants

Bot Modes

  • BOT_MODE_NONE
  • BOT_MODE_LANING
  • BOT_MODE_ATTACK
  • BOT_MODE_ROAM
  • BOT_MODE_RETREAT
  • BOT_MODE_SECRET_SHOP
  • BOT_MODE_SIDE_SHOP
  • BOT_MODE_PUSH_TOWER_TOP
  • BOT_MODE_PUSH_TOWER_MID
  • BOT_MODE_PUSH_TOWER_BOT
  • BOT_MODE_DEFEND_TOWER_TOP
  • BOT_MODE_DEFEND_TOWER_MID
  • BOT_MODE_DEFEND_TOWER_BOT
  • BOT_MODE_ASSEMBLE
  • BOT_MODE_TEAM_ROAM
  • BOT_MODE_FARM
  • BOT_MODE_DEFEND_ALLY
  • BOT_MODE_EVASIVE_MANEUVERS
  • BOT_MODE_ROSHAN
  • BOT_MODE_ITEM
  • BOT_MODE_WARD

Action Desires

These can be useful for making sure all action desires are using a common language for talking about their desire.

  • BOT_ACTION_DESIRE_NONE - 0.0
  • BOT_ACTION_DESIRE_VERYLOW - 0.1
  • BOT_ACTION_DESIRE_LOW - 0.25
  • BOT_ACTION_DESIRE_MODERATE - 0.5
  • BOT_ACTION_DESIRE_HIGH - 0.75
  • BOT_ACTION_DESIRE_VERYHIGH - 0.9
  • BOT_ACTION_DESIRE_ABSOLUTE - 1.0

Mode Desires

These can be useful for making sure all mode desires as using a common language for talking about their desire.

  • BOT_MODE_DESIRE_NONE" - 0
  • BOT_MODE_DESIRE_VERYLOW - 0.1
  • BOT_MODE_DESIRE_LOW - 0.25
  • BOT_MODE_DESIRE_MODERATE - 0.5
  • BOT_MODE_DESIRE_HIGH - 0.75
  • BOT_MODE_DESIRE_VERYHIGH - 0.9
  • BOT_MODE_DESIRE_ABSOLUTE - 1.0

Damage Types

  • DAMAGE_TYPE_PHYSICAL
  • DAMAGE_TYPE_MAGICAL
  • DAMAGE_TYPE_PURE
  • DAMAGE_TYPE_ALL

Difficulties

  • DIFFICULTY_INVALID
  • DIFFICULTY_PASSIVE
  • DIFFICULTY_EASY
  • DIFFICULTY_MEDIUM
  • DIFFICULTY_HARD
  • DIFFICULTY_UNFAIR

Item Purchase Results

  • PURCHASE_ITEM_SUCCESS
  • PURCHASE_ITEM_OUT_OF_STOCK
  • PURCHASE_ITEM_DISALLOWED_ITEM
  • PURCHASE_ITEM_INSUFFICIENT_GOLD
  • PURCHASE_ITEM_NOT_AT_HOME_SHOP
  • PURCHASE_ITEM_NOT_AT_SIDE_SHOP
  • PURCHASE_ITEM_NOT_AT_SECRET_SHOP
  • PURCHASE_ITEM_INVALID_ITEM_NAME

Game Modes

  • GAMEMODE_NONE
  • GAMEMODE_AP
  • GAMEMODE_CM
  • GAMEMODE_RD
  • GAMEMODE_SD
  • GAMEMODE_AR
  • GAMEMODE_REVERSE_CM
  • GAMEMODE_MO
  • GAMEMODE_CD
  • GAMEMODE_ABILITY_DRAFT
  • GAMEMODE_ARDM
  • GAMEMODE_1V1MID
  • GAMEMODE_ALL_DRAFT (aka Ranked All Pick)

Teams

  • TEAM_RADIANT
  • TEAM_DIRE"
  • TEAM_NEUTRAL
  • TEAM_NONE

Lanes

  • LANE_NONE
  • LANE_TOP
  • LANE_MID
  • LANE_BOT

Game States

  • GAME_STATE_INIT
  • GAME_STATE_WAIT_FOR_PLAYERS_TO_LOAD
  • GAME_STATE_HERO_SELECTION
  • GAME_STATE_STRATEGY_TIME
  • GAME_STATE_PRE_GAME
  • GAME_STATE_GAME_IN_PROGRESS
  • GAME_STATE_POST_GAME
  • GAME_STATE_DISCONNECT
  • GAME_STATE_TEAM_SHOWCASE
  • GAME_STATE_CUSTOM_GAME_SETUP
  • GAME_STATE_WAIT_FOR_MAP_TO_LOAD
  • GAME_STATE_LAST

Hero Pick States

  • HEROPICK_STATE_NONE
  • HEROPICK_STATE_AP_SELECT
  • HEROPICK_STATE_SD_SELECT
  • HEROPICK_STATE_CM_INTRO
  • HEROPICK_STATE_CM_CAPTAINPICK
  • HEROPICK_STATE_CM_BAN1
  • HEROPICK_STATE_CM_BAN2
  • HEROPICK_STATE_CM_BAN3
  • HEROPICK_STATE_CM_BAN4
  • HEROPICK_STATE_CM_BAN5
  • HEROPICK_STATE_CM_BAN6
  • HEROPICK_STATE_CM_BAN7
  • HEROPICK_STATE_CM_BAN8
  • HEROPICK_STATE_CM_BAN9
  • HEROPICK_STATE_CM_BAN10
  • HEROPICK_STATE_CM_SELECT1
  • HEROPICK_STATE_CM_SELECT2
  • HEROPICK_STATE_CM_SELECT3
  • HEROPICK_STATE_CM_SELECT4
  • HEROPICK_STATE_CM_SELECT5
  • HEROPICK_STATE_CM_SELECT6
  • HEROPICK_STATE_CM_SELECT7
  • HEROPICK_STATE_CM_SELECT8
  • HEROPICK_STATE_CM_SELECT9
  • HEROPICK_STATE_CM_SELECT10
  • HEROPICK_STATE_CM_PICK
  • HEROPICK_STATE_AR_SELECT
  • HEROPICK_STATE_MO_SELECT
  • HEROPICK_STATE_FH_SELECT
  • HEROPICK_STATE_CD_INTRO
  • HEROPICK_STATE_CD_CAPTAINPICK
  • HEROPICK_STATE_CD_BAN1
  • HEROPICK_STATE_CD_BAN2
  • HEROPICK_STATE_CD_BAN3
  • HEROPICK_STATE_CD_BAN4
  • HEROPICK_STATE_CD_BAN5
  • HEROPICK_STATE_CD_BAN6
  • HEROPICK_STATE_CD_SELECT1
  • HEROPICK_STATE_CD_SELECT2
  • HEROPICK_STATE_CD_SELECT3
  • HEROPICK_STATE_CD_SELECT4
  • HEROPICK_STATE_CD_SELECT5
  • HEROPICK_STATE_CD_SELECT6
  • HEROPICK_STATE_CD_SELECT7
  • HEROPICK_STATE_CD_SELECT8
  • HEROPICK_STATE_CD_SELECT9
  • HEROPICK_STATE_CD_SELECT10
  • HEROPICK_STATE_CD_PICK
  • HEROPICK_STATE_BD_SELECT
  • HERO_PICK_STATE_ABILITY_DRAFT_SELECT
  • HERO_PICK_STATE_ARDM_SELECT
  • HEROPICK_STATE_ALL_DRAFT_SELECT
  • HERO_PICK_STATE_CUSTOMGAME_SELECT
  • HEROPICK_STATE_SELECT_PENALTY

Runes

  • RUNE_DOUBLEDAMAGE
  • RUNE_HASTE
  • RUNE_ILLUSION
  • RUNE_INVISIBILITY
  • RUNE_REGENERATION
  • RUNE_BOUNTY
  • RUNE_ARCANE

Rune Status

  • RUNE_STATUS_UNKNOWN
  • RUNE_STATUS_AVAILABLE
  • RUNE_STATUS_MISSING