sc2ai 0.0.0.pre → 0.0.3

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Files changed (93) hide show
  1. checksums.yaml +4 -4
  2. data/data/data.json +1 -0
  3. data/data/data_readable.json +22946 -0
  4. data/data/sc2ai/protocol/common.proto +59 -0
  5. data/data/sc2ai/protocol/data.proto +120 -0
  6. data/data/sc2ai/protocol/debug.proto +127 -0
  7. data/data/sc2ai/protocol/error.proto +221 -0
  8. data/data/sc2ai/protocol/query.proto +55 -0
  9. data/data/sc2ai/protocol/raw.proto +202 -0
  10. data/data/sc2ai/protocol/sc2api.proto +718 -0
  11. data/data/sc2ai/protocol/score.proto +108 -0
  12. data/data/sc2ai/protocol/spatial.proto +115 -0
  13. data/data/sc2ai/protocol/ui.proto +145 -0
  14. data/data/setup/setup.SC2Map +0 -0
  15. data/data/setup/setup.SC2Replay +0 -0
  16. data/data/stableid.json +37900 -0
  17. data/data/versions.json +554 -0
  18. data/exe/sc2ai +35 -0
  19. data/lib/docker_build/Dockerfile.ruby +74 -0
  20. data/lib/docker_build/docker-compose-base-image.yml +10 -0
  21. data/lib/docker_build/docker-compose-ladderzip.yml +9 -0
  22. data/lib/sc2ai/api/ability_id.rb +1951 -0
  23. data/lib/sc2ai/api/buff_id.rb +316 -0
  24. data/lib/sc2ai/api/data.rb +101 -0
  25. data/lib/sc2ai/api/effect_id.rb +20 -0
  26. data/lib/sc2ai/api/tech_tree.rb +82 -0
  27. data/lib/sc2ai/api/tech_tree_data.rb +2342 -0
  28. data/lib/sc2ai/api/unit_type_id.rb +2074 -0
  29. data/lib/sc2ai/api/upgrade_id.rb +312 -0
  30. data/lib/sc2ai/cli/cli.rb +177 -0
  31. data/lib/sc2ai/cli/ladderzip.rb +173 -0
  32. data/lib/sc2ai/cli/new.rb +88 -0
  33. data/lib/sc2ai/configuration.rb +145 -0
  34. data/lib/sc2ai/connection/connection_listener.rb +30 -0
  35. data/lib/sc2ai/connection/requests.rb +417 -0
  36. data/lib/sc2ai/connection/status_listener.rb +15 -0
  37. data/lib/sc2ai/connection.rb +146 -0
  38. data/lib/sc2ai/local_play/client/configurable_options.rb +115 -0
  39. data/lib/sc2ai/local_play/client.rb +159 -0
  40. data/lib/sc2ai/local_play/client_manager.rb +70 -0
  41. data/lib/sc2ai/local_play/map_file.rb +48 -0
  42. data/lib/sc2ai/local_play/match.rb +184 -0
  43. data/lib/sc2ai/overrides/array.rb +14 -0
  44. data/lib/sc2ai/overrides/async/process/child.rb +31 -0
  45. data/lib/sc2ai/overrides/kernel.rb +33 -0
  46. data/lib/sc2ai/paths.rb +294 -0
  47. data/lib/sc2ai/player/actions.rb +386 -0
  48. data/lib/sc2ai/player/debug.rb +224 -0
  49. data/lib/sc2ai/player/game_state.rb +131 -0
  50. data/lib/sc2ai/player/geometry.rb +766 -0
  51. data/lib/sc2ai/player/previous_state.rb +49 -0
  52. data/lib/sc2ai/player/units.rb +337 -0
  53. data/lib/sc2ai/player.rb +661 -0
  54. data/lib/sc2ai/ports.rb +152 -0
  55. data/lib/sc2ai/protocol/_meta_documentation.rb +39 -0
  56. data/lib/sc2ai/protocol/common_pb.rb +43 -0
  57. data/lib/sc2ai/protocol/data_pb.rb +47 -0
  58. data/lib/sc2ai/protocol/debug_pb.rb +56 -0
  59. data/lib/sc2ai/protocol/error_pb.rb +36 -0
  60. data/lib/sc2ai/protocol/extensions/color.rb +20 -0
  61. data/lib/sc2ai/protocol/extensions/point.rb +23 -0
  62. data/lib/sc2ai/protocol/extensions/point_2_d.rb +26 -0
  63. data/lib/sc2ai/protocol/extensions/position.rb +202 -0
  64. data/lib/sc2ai/protocol/extensions/power_source.rb +19 -0
  65. data/lib/sc2ai/protocol/extensions/unit.rb +489 -0
  66. data/lib/sc2ai/protocol/query_pb.rb +47 -0
  67. data/lib/sc2ai/protocol/raw_pb.rb +57 -0
  68. data/lib/sc2ai/protocol/sc2api_pb.rb +130 -0
  69. data/lib/sc2ai/protocol/score_pb.rb +40 -0
  70. data/lib/sc2ai/protocol/spatial_pb.rb +48 -0
  71. data/lib/sc2ai/protocol/ui_pb.rb +56 -0
  72. data/lib/sc2ai/unit_group/action_ext.rb +74 -0
  73. data/lib/sc2ai/unit_group/filter_ext.rb +379 -0
  74. data/lib/sc2ai/unit_group.rb +277 -0
  75. data/lib/sc2ai/version.rb +2 -1
  76. data/lib/sc2ai.rb +93 -2
  77. data/lib/templates/ladderzip/bin/ladder.tt +23 -0
  78. data/lib/templates/new/.ladderignore +20 -0
  79. data/lib/templates/new/Gemfile.tt +7 -0
  80. data/lib/templates/new/api/common.proto +59 -0
  81. data/lib/templates/new/api/data.proto +120 -0
  82. data/lib/templates/new/api/debug.proto +127 -0
  83. data/lib/templates/new/api/error.proto +221 -0
  84. data/lib/templates/new/api/query.proto +55 -0
  85. data/lib/templates/new/api/raw.proto +202 -0
  86. data/lib/templates/new/api/sc2api.proto +718 -0
  87. data/lib/templates/new/api/score.proto +108 -0
  88. data/lib/templates/new/api/spatial.proto +115 -0
  89. data/lib/templates/new/api/ui.proto +145 -0
  90. data/lib/templates/new/boot.rb.tt +6 -0
  91. data/lib/templates/new/my_bot.rb.tt +23 -0
  92. data/lib/templates/new/run_example_match.rb.tt +14 -0
  93. metadata +353 -9
@@ -0,0 +1,49 @@
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+ # frozen_string_literal: true
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+
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+ module Sc2
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+ class Player
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+ # Container for the previous game state, based on current bot state
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+ # Keep to one instance, but with variables to prevent large memory leaks
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+ # @see Sc2::Player::GameState for current state
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+ class PreviousState
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+ include GameState
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+ include Units
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+
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+ # Sets the previous state of the bot using the last frame
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+ # @param bot [Sc2::Player::Bot]
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+ def reset(bot)
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+ before_reset(bot)
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+ @all_units = bot.all_units
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+ @units = bot.units
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+ @structures = bot.structures
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+ @neutral = bot.neutral
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+ @effects = bot.effects
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+ @power_sources = bot.power_sources
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+ @radar_rings = bot.radar_rings
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+
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+ @status = bot.status
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+ @game_info = bot.game_info
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+ @observation = bot.observation
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+
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+ @spent_minerals = bot.spent_minerals
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+ @spent_vespene = bot.spent_vespene
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+ @spent_supply = bot.spent_supply
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+ # Skipping unnecessary bloat: event_*, chats_received, ...
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+
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+ after_reset(bot)
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+ end
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+
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+ # Override to modify the previous frame before being set to current
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+ # @param bot [Sc2::Player::Bot]
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+ def before_reset(bot)
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+ # pp "### before_reset"
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+ end
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+
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+ # Override to modify previous frame after reset is complete
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+ # @param bot [Sc2::Player::Bot]
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+ def after_reset(bot)
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+ # pp "### after_reset"
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+ end
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+ end
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+ end
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+ end
@@ -0,0 +1,337 @@
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+ # frozen_string_literal: true
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+
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+ module Sc2
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+ class Player
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+ # Helper methods for working with units
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+ module Units
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+ # @!attribute all_units
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+ # @return [Sc2::UnitGroup]
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+ attr_accessor :all_units
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+
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+ # A full list of all your units (non-structure)
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+ # @!attribute units
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+ # @return [Sc2::UnitGroup] a group of units
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+ attr_accessor :units
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+
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+ # A full list of all your structures (non-units)
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+ # @!attribute units
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+ # @return [Sc2::UnitGroup] a group of units
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+ attr_accessor :structures
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+
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+ # All units with alliance :Neutral
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+ # @!attribute neutral
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+ # @return [Sc2::UnitGroup] a group of neutral units
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+ attr_accessor :neutral
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+
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+ # An array of effects such as Scan, Storm, Corrosive Bile, Lurker Spike, etc.
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+ # They typically have a position on the map and may be persistent or temporary.
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+ # Shorthand for observation.raw_data.effects
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+ # @!attribute effects
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+ # @return [Sc2::UnitGroup] a group of neutral units
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+ attr_accessor :effects # not a unit
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+
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+ # An array of Protoss power sources, which have a point, radius and unit tag
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+ # @!attribute power_sources
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+ # @return [Array<Api::PowerSource>] an array of power sources
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+ attr_accessor :power_sources # not a unit but has a tag
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+
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+ # An array of Sensor tower rings as per minimap. It has a `pos` and a `radius`
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+ # @!attribute power_sources
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+ # @return [Array<Api::RadarRing>] an array of power sources
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+ attr_accessor :radar_rings # not a unit but has a tag
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+
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+ # @private
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+ # @!attribute all_seen_unit_tags
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+ # Privately keep track of all seen Unit tags (excl structures) in order to detect new created units
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+ attr_accessor :_all_seen_unit_tags
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+
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+ # Event-driven unit groups ---
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+
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+ # Units created since last frame (visible only, units not structures)
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+ # Read this on_step. Alternative to callback on_unit_created
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+ # Note: Morphed units should watch #event_units_type_changed
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+ # @!attribute event_units_created
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+ # @return [Sc2::UnitGroup] group of created units
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+ attr_accessor :event_units_created
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+
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+ # Units which had their type changed since last frame
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+ # Read this on_step. Alternative to callback on_unit_type_changed
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+ # @!attribute event_units_type_changed
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+ # @return [Sc2::UnitGroup] group effected
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+ attr_accessor :event_units_type_changed
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+
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+ # Structures seen since last frame with building not completed (< 1.0)
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+ # Read this on_step. Alternative to callback on_structure_started
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+ # @!attribute event_structures_started
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+ # @return [Sc2::UnitGroup] a group of structures started
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+ attr_accessor :event_structures_started
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+
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+ # Structures which had their building completed (==1.0) since last frame
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+ # Read this on_step. Alternative to callback on_structure_completed
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+ # @!attribute event_structures_completed
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+ # @return [Sc2::UnitGroup] a group of structures started
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+ attr_accessor :event_structures_completed
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+
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+ # Units and Structures which had their health/shields reduced since last frame
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+ # Read this on_step. Alternative to callback on_unit_damaged
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+ # @!attribute event_units_damaged
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+ # @return [Sc2::UnitGroup] group of Units and Structures effected
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+ attr_accessor :event_units_damaged
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+
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+ # Units destroyed since last frame (known units only, i.e. not projectiles)
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+ # Read this on_step. Alternative to callback on_unit_destroyed
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+ # @!attribute event_units_destroyed
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+ # @return [Sc2::UnitGroup] group of dead units
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+ attr_accessor :event_units_destroyed
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+
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+ # TODO: Unit buff disabled, because it calls back too often (mineral in hand). Put back if useful
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+ # @private
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+ # Units (Unit/Structure) on which a new buff_ids appeared this frame
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+ # See which buffs via: unit.buff_ids - unit.previous.buff_ids
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+ # Read this on_step. Alternative to callback on_unit_buffed
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+ # @!attribute event_units_destroyed
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+ # attr_accessor :event_units_buffed
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+
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+ # Returns static [Api::UnitTypeData] for a unit
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+ # @param unit [Integer,Api::Unit] Api::UnitTypeId or Api::Unit
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+ # @return [Api::UnitTypeData]
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+ def unit_data(unit)
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+ id = unit.is_a?(Integer) ? unit : unit.unit_type
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+ data.units[id]
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+ end
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+
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+ # Returns static [Api::AbilityData] for an ability
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+ # @param ability_id [Integer] Api::AbilityId::*
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+ # @return [Api::AbilityData]
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+ def ability_data(ability_id)
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+ data.abilities[ability_id]
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+ end
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+
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+ # Checks unit data for an attribute value
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+ # @param unit [Integer,Api::Unit] Api::UnitTypeId or Api::Unit
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+ # @param attribute [Symbol] Api::Attribute, i.e. Api::Attribute::Mechanical or :Mechanical
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+ # @return [Boolean] whether unit has attribute
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+ # @example
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+ # unit_has_attribute?(Api::UnitTypeId::SCV, Api::Attribute::Mechanical)
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+ # unit_has_attribute?(units.workers.first, :Mechanical)
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+ # unit_has_attribute?(Api::UnitTypeId::SCV, :Mechanical)
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+ def unit_has_attribute?(unit, attribute)
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+ unit_data(unit).attributes.include? attribute
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+ end
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+
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+ # Creates a unit group from all_units with matching tag
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+ # @param tags [Array<Integer>] array of unit tags
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+ # @return [Sc2::UnitGroup]
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+ def unit_group_from_tags(tags)
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+ return unless tags.is_a? Array
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+
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+ ug = UnitGroup.new
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+ tags.each do |tag|
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+ ug.add(@all_units[tag])
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+ end
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+ ug
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+ end
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+
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+ # Geo/Map/Macro ------
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+
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+ # @private
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+ # Sums the cost (mineral/vespene/supply) of unit type used for internal spend trackers
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+ # This is called internally when building/morphing/training
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+ # @return [void]
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+ def subtract_cost(unit_type_id)
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+ unit_type_data = unit_data(unit_type_id)
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+
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+ # food_required is a float. ensure half units are counted as full
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+ # TODO: Extend UnitTypeData message. def food_required = unit_id == Api::UnitTypeId::ZERGLING ? 1 : send("method_missing", :food_required)
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+ supply_cost = unit_type_data.food_required
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+ supply_cost = 1 if unit_type_id == Api::UnitTypeId::ZERGLING
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+
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+ @spent_minerals += unit_type_data.mineral_cost
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+ @spent_vespene += unit_type_data.vespene_cost
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+ @spent_supply += supply_cost
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+ end
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+
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+ # Checks whether you have the resources to construct quantity of unit type
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+ def can_afford?(unit_type_id:, quantity: 1)
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+ unit_type_data = unit_data(unit_type_id)
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+ return false if unit_type_data.nil?
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+
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+ mineral_cost = unit_type_data.mineral_cost * quantity
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+ if common.minerals - spent_minerals < mineral_cost
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+ return false # not enough minerals
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+ end
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+
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+ vespene_cost = unit_type_data.vespene_cost * quantity
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+ if common.vespene - spent_vespene < vespene_cost
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+ return false # you require more vespene gas
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+ end
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+
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+ supply_cost = unit_type_data.food_required
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+ supply_cost = 1 if unit_type_id == Api::UnitTypeId::ZERGLING
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+ supply_cost *= quantity
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+
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+ free_supply = common.food_cap - common.food_used
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+ if free_supply - spent_supply < supply_cost
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+ return false # you must construct additional pylons
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+ end
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+
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+ true
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+ end
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+
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+ private
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+
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+ # @private
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+ # Divides raw data units into various attributes on every step
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+ # Note, this needs to be fast.
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+ # @param observation [Api::Observation]
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+ def parse_observation_units(observation)
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+ @all_units = UnitGroup.new(observation.raw_data.units)
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+ # Clear previous units and prep for categorization
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+ @units = UnitGroup.new
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+ @structures = UnitGroup.new
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+ @enemy.units = UnitGroup.new
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+ @enemy.structures = UnitGroup.new
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+ @neutral = UnitGroup.new
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+ @effects = observation.raw_data.effects # not a unit
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+ @power_sources = observation.raw_data.player.power_sources # not a unit
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+ @radar_rings = observation.raw_data.radar
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+ @blips = UnitGroup.new
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+
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+ # Unit tag tracking
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+ @_all_seen_unit_tags ||= Set.new(@units.tags)
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+
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+ # Event-driven unit groups as callback alternatives
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+ @event_units_created = UnitGroup.new
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+ @event_structures_started = UnitGroup.new
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+ @event_structures_completed = UnitGroup.new
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+ @event_units_type_changed = UnitGroup.new
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+ @event_units_damaged = UnitGroup.new
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+ # @event_units_buffed = UnitGroup.new
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+
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+ # Categorization of self/enemy, structure/unit ---
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+ own_alliance = self.own_alliance
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+ enemy_alliance = self.enemy_alliance
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+
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+ # To prevent several loops over all units per frame, use this single loop for all checks
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+ all_unit_size = observation.raw_data.units.size
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+ i = 0
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+ while i < all_unit_size
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+ unit = observation.raw_data.units[i]
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+ tag = unit.tag
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+ tag = unit.tag = unit.hash if tag.zero?
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+ # Reluctantly assigning player to unit
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+ unit.bot = self
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+
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+ # Categorize own units/structures, enemy units/structures, neutral
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+ if unit.is_blip
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+ @blips[tag] = unit
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+ elsif unit.alliance == own_alliance || unit.alliance == enemy_alliance
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+ if unit.alliance == own_alliance
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+ structure_collection = @structures
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+ unit_collection = @units
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+ else
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+ structure_collection = @enemy.structures
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+ unit_collection = @enemy.units
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+ end
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+
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+ unit_data = unit_data(unit.unit_type)
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+ if unit_data.attributes.include? :Structure
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+ structure_collection[tag] = unit
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+ else
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+ unit_collection[tag] = unit
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+ end
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+ else
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+ @neutral[tag] = unit
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+ end
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+
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+ # Dont parse callbacks on first loop or for neutral units
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+ if !game_loop.zero? &&
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+ unit.alliance != :Neutral &&
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+ unit.display_type != :Placeholder &&
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+ unit.is_blip == false
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+
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+ previous_unit = @previous.all_units[unit.tag]
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+
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+ # Unit created/changed/damage modifiers ---
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+ if previous_unit.nil?
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+ issue_new_unit_callbacks(unit)
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+ else
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+ issue_existing_unit_callbacks(unit, previous_unit)
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+ end
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+ end
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+
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+ # Allow user to fiddle with unit
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+ on_parse_observation_unit(unit)
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+
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+ i += 1
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+ end
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+ end
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+
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+ # @private
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+ # Returns alliance based on whether you are a player or an enemy
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+ # @return [:Symbol] :Self or :Enemy from Api::Alliance
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+ def own_alliance
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+ if is_a? Sc2::Player::Enemy
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+ Api::Alliance.lookup(Api::Alliance::Enemy)
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+ else
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+ Api::Alliance.lookup(Api::Alliance::Self)
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+ end
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+ end
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+
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+ # @private
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+ # Returns enemy alliance based on whether you are a player or an enemy
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+ # @return [:Symbol] :Self or :Enemy from Api::Alliance
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+ def enemy_alliance
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+ if is_a? Sc2::Player::Enemy
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+ Api::Alliance.lookup(Api::Alliance::Self)
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+ else
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+ Api::Alliance.lookup(Api::Alliance::Enemy)
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+ end
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+ end
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+
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+ # @private
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+ # Issues units/structure callbacks for units which are new
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+ def issue_new_unit_callbacks(unit)
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+ return if @_all_seen_unit_tags.include?(unit.tag)
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+
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+ if unit.is_structure?
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+ if unit.build_progress < 1
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+ @event_structures_started.add(unit)
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+ on_structure_started(unit)
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+ else
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+ @event_structures_completed.add(unit)
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+ on_structure_completed(unit)
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+ end
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+ else
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+ @event_units_created.add(unit)
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+ on_unit_created(unit)
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+ end
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+ @_all_seen_unit_tags.add(unit.tag)
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+ end
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+
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+ # @private
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+ # Issues callbacks for units over time, such as damaged or type changed
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+ def issue_existing_unit_callbacks(unit, previous_unit)
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+ # Check if a unit type has changed
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+ if unit.unit_type != previous_unit.unit_type
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+ @event_units_type_changed.add(unit)
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+ on_unit_type_changed(unit, previous_unit.unit_type)
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+ end
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+
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+ # Check if a unit type has changed
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+ if unit.health < previous_unit.health || unit.shield < previous_unit.shield
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+ damage_amount = previous_unit.health - unit.health + previous_unit.shield - unit.shield
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+ @event_units_damaged.add(unit)
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+ on_unit_damaged(unit, damage_amount)
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+ end
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+
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+ if unit.is_structure?
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+ if previous_unit.build_progress < 1 && unit.build_progress == 1
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+ @event_structures_completed.add(unit)
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+ on_structure_completed(unit)
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+ end
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+ end
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+ end
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+ end
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+ end
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+ end