283 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			283 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
from __future__ import annotations
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import heapq
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from collections import deque
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from dataclasses import dataclass
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from functools import cached_property
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from typing import Deque, Dict, FrozenSet, Iterable, List, Optional, Set, Tuple
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from .pixel_map import PixelMap
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from .player import Player, Race
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from .position import Point2, Rect, Size
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@dataclass
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class Ramp:
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    points: FrozenSet[Point2]
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    game_info: GameInfo
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    @property
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    def x_offset(self) -> float:
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        # Tested by printing actual building locations vs calculated depot positions
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        return 0.5
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    @property
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    def y_offset(self) -> float:
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        # Tested by printing actual building locations vs calculated depot positions
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        return 0.5
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    @cached_property
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    def _height_map(self):
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        return self.game_info.terrain_height
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    @cached_property
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    def size(self) -> int:
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        return len(self.points)
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    def height_at(self, p: Point2) -> int:
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        return self._height_map[p]
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    @cached_property
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    def upper(self) -> FrozenSet[Point2]:
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        """ Returns the upper points of a ramp. """
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        current_max = -10000
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        result = set()
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        for p in self.points:
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            height = self.height_at(p)
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            if height > current_max:
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                current_max = height
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                result = {p}
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            elif height == current_max:
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                result.add(p)
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        return frozenset(result)
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    @cached_property
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    def upper2_for_ramp_wall(self) -> FrozenSet[Point2]:
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        """ Returns the 2 upper ramp points of the main base ramp required for the supply depot and barracks placement properties used in this file. """
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        # From bottom center, find 2 points that are furthest away (within the same ramp)
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        return frozenset(heapq.nlargest(2, self.upper, key=lambda x: x.distance_to_point2(self.bottom_center)))
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    @cached_property
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    def top_center(self) -> Point2:
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        length = len(self.upper)
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        pos = Point2((sum(p.x for p in self.upper) / length, sum(p.y for p in self.upper) / length))
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        return pos
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    @cached_property
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    def lower(self) -> FrozenSet[Point2]:
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        current_min = 10000
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        result = set()
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        for p in self.points:
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            height = self.height_at(p)
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            if height < current_min:
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                current_min = height
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                result = {p}
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            elif height == current_min:
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                result.add(p)
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        return frozenset(result)
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    @cached_property
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    def bottom_center(self) -> Point2:
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        length = len(self.lower)
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        pos = Point2((sum(p.x for p in self.lower) / length, sum(p.y for p in self.lower) / length))
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        return pos
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    @cached_property
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    def barracks_in_middle(self) -> Optional[Point2]:
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        """ Barracks position in the middle of the 2 depots """
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        if len(self.upper) not in {2, 5}:
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            return None
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        if len(self.upper2_for_ramp_wall) == 2:
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            points = set(self.upper2_for_ramp_wall)
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            p1 = points.pop().offset((self.x_offset, self.y_offset))
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            p2 = points.pop().offset((self.x_offset, self.y_offset))
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            # Offset from top point to barracks center is (2, 1)
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            intersects = p1.circle_intersection(p2, 5**0.5)
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            any_lower_point = next(iter(self.lower))
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            return max(intersects, key=lambda p: p.distance_to_point2(any_lower_point))
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        raise Exception("Not implemented. Trying to access a ramp that has a wrong amount of upper points.")
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    @cached_property
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    def depot_in_middle(self) -> Optional[Point2]:
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        """ Depot in the middle of the 3 depots """
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        if len(self.upper) not in {2, 5}:
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            return None
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        if len(self.upper2_for_ramp_wall) == 2:
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            points = set(self.upper2_for_ramp_wall)
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            p1 = points.pop().offset((self.x_offset, self.y_offset))
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            p2 = points.pop().offset((self.x_offset, self.y_offset))
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            # Offset from top point to depot center is (1.5, 0.5)
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            try:
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                intersects = p1.circle_intersection(p2, 2.5**0.5)
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            except AssertionError:
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                # Returns None when no placement was found, this is the case on the map Honorgrounds LE with an exceptionally large main base ramp
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                return None
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            any_lower_point = next(iter(self.lower))
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            return max(intersects, key=lambda p: p.distance_to_point2(any_lower_point))
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        raise Exception("Not implemented. Trying to access a ramp that has a wrong amount of upper points.")
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    @cached_property
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    def corner_depots(self) -> FrozenSet[Point2]:
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        """ Finds the 2 depot positions on the outside """
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        if not self.upper2_for_ramp_wall:
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            return frozenset()
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        if len(self.upper2_for_ramp_wall) == 2:
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            points = set(self.upper2_for_ramp_wall)
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            p1 = points.pop().offset((self.x_offset, self.y_offset))
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            p2 = points.pop().offset((self.x_offset, self.y_offset))
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            center = p1.towards(p2, p1.distance_to_point2(p2) / 2)
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            depot_position = self.depot_in_middle
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            if depot_position is None:
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                return frozenset()
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            # Offset from middle depot to corner depots is (2, 1)
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            intersects = center.circle_intersection(depot_position, 5**0.5)
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            return intersects
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        raise Exception("Not implemented. Trying to access a ramp that has a wrong amount of upper points.")
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    @cached_property
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    def barracks_can_fit_addon(self) -> bool:
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        """ Test if a barracks can fit an addon at natural ramp """
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        # https://i.imgur.com/4b2cXHZ.png
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        if len(self.upper2_for_ramp_wall) == 2:
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            return self.barracks_in_middle.x + 1 > max(self.corner_depots, key=lambda depot: depot.x).x
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        raise Exception("Not implemented. Trying to access a ramp that has a wrong amount of upper points.")
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    @cached_property
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    def barracks_correct_placement(self) -> Optional[Point2]:
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        """ Corrected placement so that an addon can fit """
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        if self.barracks_in_middle is None:
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            return None
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        if len(self.upper2_for_ramp_wall) == 2:
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            if self.barracks_can_fit_addon:
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                return self.barracks_in_middle
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            return self.barracks_in_middle.offset((-2, 0))
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        raise Exception("Not implemented. Trying to access a ramp that has a wrong amount of upper points.")
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    @cached_property
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    def protoss_wall_pylon(self) -> Optional[Point2]:
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        """
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        Pylon position that powers the two wall buildings and the warpin position.
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        """
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        if len(self.upper) not in {2, 5}:
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            return None
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        if len(self.upper2_for_ramp_wall) != 2:
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            raise Exception("Not implemented. Trying to access a ramp that has a wrong amount of upper points.")
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        middle = self.depot_in_middle
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        # direction up the ramp
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        direction = self.barracks_in_middle.negative_offset(middle)
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        return middle + 6 * direction
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    @cached_property
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    def protoss_wall_buildings(self) -> FrozenSet[Point2]:
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        """
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        List of two positions for 3x3 buildings that form a wall with a spot for a one unit block.
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        These buildings can be powered by a pylon on the protoss_wall_pylon position.
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        """
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        if len(self.upper) not in {2, 5}:
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            return frozenset()
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        if len(self.upper2_for_ramp_wall) == 2:
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            middle = self.depot_in_middle
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            # direction up the ramp
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            direction = self.barracks_in_middle.negative_offset(middle)
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            # sort depots based on distance to start to get wallin orientation
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            sorted_depots = sorted(
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                self.corner_depots, key=lambda depot: depot.distance_to(self.game_info.player_start_location)
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            )
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            wall1: Point2 = sorted_depots[1].offset(direction)
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            wall2 = middle + direction + (middle - wall1) / 1.5
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            return frozenset([wall1, wall2])
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        raise Exception("Not implemented. Trying to access a ramp that has a wrong amount of upper points.")
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    @cached_property
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    def protoss_wall_warpin(self) -> Optional[Point2]:
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        """
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        Position for a unit to block the wall created by protoss_wall_buildings.
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        Powered by protoss_wall_pylon.
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        """
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        if len(self.upper) not in {2, 5}:
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            return None
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        if len(self.upper2_for_ramp_wall) != 2:
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            raise Exception("Not implemented. Trying to access a ramp that has a wrong amount of upper points.")
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        middle = self.depot_in_middle
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        # direction up the ramp
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        direction = self.barracks_in_middle.negative_offset(middle)
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        # sort depots based on distance to start to get wallin orientation
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        sorted_depots = sorted(self.corner_depots, key=lambda x: x.distance_to(self.game_info.player_start_location))
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        return sorted_depots[0].negative_offset(direction)
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class GameInfo:
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    def __init__(self, proto):
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        self._proto = proto
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        self.players: List[Player] = [Player.from_proto(p) for p in self._proto.player_info]
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        self.map_name: str = self._proto.map_name
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        self.local_map_path: str = self._proto.local_map_path
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        self.map_size: Size = Size.from_proto(self._proto.start_raw.map_size)
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        # self.pathing_grid[point]: if 0, point is not pathable, if 1, point is pathable
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        self.pathing_grid: PixelMap = PixelMap(self._proto.start_raw.pathing_grid, in_bits=True)
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        # self.terrain_height[point]: returns the height in range of 0 to 255 at that point
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        self.terrain_height: PixelMap = PixelMap(self._proto.start_raw.terrain_height)
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        # self.placement_grid[point]: if 0, point is not placeable, if 1, point is pathable
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        self.placement_grid: PixelMap = PixelMap(self._proto.start_raw.placement_grid, in_bits=True)
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        self.playable_area = Rect.from_proto(self._proto.start_raw.playable_area)
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        self.map_center = self.playable_area.center
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        self.map_ramps: List[Ramp] = None  # Filled later by BotAI._prepare_first_step
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        self.vision_blockers: FrozenSet[Point2] = None  # Filled later by BotAI._prepare_first_step
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        self.player_races: Dict[int, Race] = {
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            p.player_id: p.race_actual or p.race_requested
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            for p in self._proto.player_info
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        }
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        self.start_locations: List[Point2] = [
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            Point2.from_proto(sl).round(decimals=1) for sl in self._proto.start_raw.start_locations
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        ]
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        self.player_start_location: Point2 = None  # Filled later by BotAI._prepare_first_step
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    def _find_groups(self, points: FrozenSet[Point2], minimum_points_per_group: int = 8) -> Iterable[FrozenSet[Point2]]:
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        """
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        From a set of points, this function will try to group points together by
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        painting clusters of points in a rectangular map using flood fill algorithm.
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        Returns groups of points as list, like [{p1, p2, p3}, {p4, p5, p6, p7, p8}]
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        """
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        # TODO do we actually need colors here? the ramps will never touch anyways.
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        NOT_COLORED_YET = -1
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        map_width = self.pathing_grid.width
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        map_height = self.pathing_grid.height
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        current_color: int = NOT_COLORED_YET
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        picture: List[List[int]] = [[-2 for _ in range(map_width)] for _ in range(map_height)]
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        def paint(pt: Point2) -> None:
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            picture[pt.y][pt.x] = current_color
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        nearby: List[Tuple[int, int]] = [(a, b) for a in [-1, 0, 1] for b in [-1, 0, 1] if a != 0 or b != 0]
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        remaining: Set[Point2] = set(points)
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        for point in remaining:
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            paint(point)
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        current_color = 1
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        queue: Deque[Point2] = deque()
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        while remaining:
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            current_group: Set[Point2] = set()
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            if not queue:
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                start = remaining.pop()
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                paint(start)
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                queue.append(start)
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                current_group.add(start)
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            while queue:
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                base: Point2 = queue.popleft()
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                for offset in nearby:
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                    px, py = base.x + offset[0], base.y + offset[1]
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                    # Do we ever reach out of map bounds?
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                    if not (0 <= px < map_width and 0 <= py < map_height):
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                        continue
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                    if picture[py][px] != NOT_COLORED_YET:
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                        continue
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                    point: Point2 = Point2((px, py))
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                    remaining.discard(point)
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                    paint(point)
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                    queue.append(point)
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                    current_group.add(point)
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            if len(current_group) >= minimum_points_per_group:
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                yield frozenset(current_group)
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