brawlgym 0.1.0__tar.gz
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- brawlgym-0.1.0/LICENSE +190 -0
- brawlgym-0.1.0/MANIFEST.in +1 -0
- brawlgym-0.1.0/PKG-INFO +52 -0
- brawlgym-0.1.0/README.md +21 -0
- brawlgym-0.1.0/brawlgym/__init__.py +81 -0
- brawlgym-0.1.0/brawlgym/core/__init__.py +3 -0
- brawlgym-0.1.0/brawlgym/core/brawlgym_core.cp311-win_amd64.pyd +0 -0
- brawlgym-0.1.0/brawlgym/envs/__init__.py +1 -0
- brawlgym-0.1.0/brawlgym/envs/match.py +216 -0
- brawlgym-0.1.0/brawlgym/gamelaunch/__init__.py +6 -0
- brawlgym-0.1.0/brawlgym/gamelaunch/_sevenzip.py +188 -0
- brawlgym-0.1.0/brawlgym/gamelaunch/gbe.py +147 -0
- brawlgym-0.1.0/brawlgym/gamelaunch/launch.py +159 -0
- brawlgym-0.1.0/brawlgym/gamelaunch/window.py +117 -0
- brawlgym-0.1.0/brawlgym/patcher.py +136 -0
- brawlgym-0.1.0/brawlgym/plugin/__init__.py +20 -0
- brawlgym-0.1.0/brawlgym/plugin/air_mutex_hook.dll +0 -0
- brawlgym-0.1.0/brawlgym/utils/__init__.py +0 -0
- brawlgym-0.1.0/brawlgym/utils/action_parsers/__init__.py +3 -0
- brawlgym-0.1.0/brawlgym/utils/action_parsers/action_parser.py +36 -0
- brawlgym-0.1.0/brawlgym/utils/action_parsers/default_act.py +50 -0
- brawlgym-0.1.0/brawlgym/utils/action_parsers/lookup_act.py +60 -0
- brawlgym-0.1.0/brawlgym/utils/gamestates/__init__.py +2 -0
- brawlgym-0.1.0/brawlgym/utils/gamestates/game_state.py +50 -0
- brawlgym-0.1.0/brawlgym/utils/gamestates/player_data.py +34 -0
- brawlgym-0.1.0/brawlgym/utils/obs_builders/__init__.py +2 -0
- brawlgym-0.1.0/brawlgym/utils/obs_builders/default_obs.py +52 -0
- brawlgym-0.1.0/brawlgym/utils/obs_builders/obs_builder.py +35 -0
- brawlgym-0.1.0/brawlgym/utils/reward_functions/__init__.py +2 -0
- brawlgym-0.1.0/brawlgym/utils/reward_functions/common_rewards.py +108 -0
- brawlgym-0.1.0/brawlgym/utils/reward_functions/reward_function.py +22 -0
- brawlgym-0.1.0/brawlgym/utils/state_setters/__init__.py +3 -0
- brawlgym-0.1.0/brawlgym/utils/state_setters/default_state.py +31 -0
- brawlgym-0.1.0/brawlgym/utils/state_setters/random_state.py +46 -0
- brawlgym-0.1.0/brawlgym/utils/state_setters/state_setter.py +49 -0
- brawlgym-0.1.0/brawlgym/utils/terminal_conditions/__init__.py +2 -0
- brawlgym-0.1.0/brawlgym/utils/terminal_conditions/common_conditions.py +43 -0
- brawlgym-0.1.0/brawlgym/utils/terminal_conditions/terminal_condition.py +21 -0
- brawlgym-0.1.0/brawlgym/version.py +26 -0
- brawlgym-0.1.0/brawlgym.egg-info/PKG-INFO +52 -0
- brawlgym-0.1.0/brawlgym.egg-info/SOURCES.txt +44 -0
- brawlgym-0.1.0/brawlgym.egg-info/dependency_links.txt +1 -0
- brawlgym-0.1.0/brawlgym.egg-info/requires.txt +3 -0
- brawlgym-0.1.0/brawlgym.egg-info/top_level.txt +1 -0
- brawlgym-0.1.0/setup.cfg +4 -0
- brawlgym-0.1.0/setup.py +54 -0
brawlgym-0.1.0/LICENSE
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Copyright 2026 chrisrca
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Licensed under the Apache License, Version 2.0 (the "License");
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include LICENSE
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brawlgym-0.1.0/PKG-INFO
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Metadata-Version: 2.4
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Name: brawlgym
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Version: 0.1.0
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Summary: A python API that can be used to treat the game Brawlhalla as an OpenAI Gym-like environment for Reinforcement Learning projects.
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Home-page: https://github.com/chrisrca/brawlgym
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Author: chrisrca
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License: Apache 2.0
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Keywords: brawlhalla,gym,reinforcement-learning
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Classifier: Development Status :: 3 - Alpha
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Classifier: License :: OSI Approved :: Apache Software License
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Classifier: Programming Language :: Python :: 3
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Classifier: Programming Language :: Python :: 3.11
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Classifier: Operating System :: Microsoft :: Windows
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Requires-Python: ==3.11.*
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Description-Content-Type: text/markdown
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License-File: LICENSE
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Requires-Dist: numpy>=1.19
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Requires-Dist: py7zr>=0.20
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Requires-Dist: pycaw>=20220416
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# The Brawlhalla Gym
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This is a python API that can be used to treat the game [Brawlhalla](https://www.brawlhalla.com) as
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though it were an [OpenAI Gym](https://gym.openai.com)-style environment for Reinforcement Learning
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projects. It is heavily inspired by [RLGym](https://rlgym.org/), and the component model will be
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familiar if you have used it.
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## Requirements
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* A Windows 10 or 11 PC
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* Brawlhalla (Steam)
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* Python 3.9 or newer
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* `brawlgym_core`, the engine bridge — **not yet available**
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## Installation
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Install the library via pip:
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```
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pip install brawlgym
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```
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## Usage
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Wiki coming soon...
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brawlgym-0.1.0/README.md
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# The Brawlhalla Gym
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This is a python API that can be used to treat the game [Brawlhalla](https://www.brawlhalla.com) as
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though it were an [OpenAI Gym](https://gym.openai.com)-style environment for Reinforcement Learning
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projects. It is heavily inspired by [RLGym](https://rlgym.org/), and the component model will be
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familiar if you have used it.
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## Requirements
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* A Windows 10 or 11 PC
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* Brawlhalla (Steam)
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* Python 3.9 or newer
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* `brawlgym_core`, the engine bridge — **not yet available**
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## Installation
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Install the library via pip:
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```
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pip install brawlgym
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```
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## Usage
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Wiki coming soon...
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"""
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brawlgym - a reinforcement-learning environment for Brawlhalla.
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Match drives a live game instance in deterministic lockstep, and you plug
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in your own ObsBuilder / RewardFunction / TerminalCondition / ActionParser / StateSetter.
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import brawlgym
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env = brawlgym.make()
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env.connect() # game running, match started
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obs = env.reset()
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while True:
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obs, rewards, done, state = env.step(actions)
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if done:
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obs = env.reset()
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Package layout:
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brawlgym.envs Match
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brawlgym.utils.gamestates GameState, PlayerData, ItemData
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brawlgym.utils.obs_builders ObsBuilder, DefaultObs
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brawlgym.utils.reward_functions RewardFunction, common rewards
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brawlgym.utils.terminal_conditions TerminalCondition, TeamWipe/Timeout
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brawlgym.utils.action_parsers ActionParser, DefaultAction, LookupAction
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brawlgym.utils.state_setters StateSetter, Default/Random
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"""
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from .envs import Match
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from .utils.action_parsers import ActionParser, DefaultAction, LookupAction
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from .utils.gamestates import GameState, ItemData, PlayerData
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from .utils.obs_builders import DefaultObs, ObsBuilder
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from .utils.reward_functions import CombinedReward, ConstantReward, DamageDealtReward, DamageTakenPenalty, KOReward, RewardFunction
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from .utils.state_setters import DefaultStateSetter, RandomStateSetter, StateSetter
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from .utils.terminal_conditions import TeamWipeCondition, TerminalCondition, TimeoutCondition
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from .version import __version__
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def make(**kwargs) -> Match:
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"""
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Create a Match with default components (override any via kwargs).
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"""
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return Match(**kwargs)
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+
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+
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43
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def inject(game_dir=None, refresh=False):
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"""
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Patch the local Brawlhalla install with the hook built for its exact game build,
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fetching it if not already cached. Run once before launching the game for training.
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"""
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from . import patcher
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return patcher.inject(game_dir=game_dir, refresh=refresh)
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+
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51
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+
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52
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def set_map(name):
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53
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"""
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54
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Lock the game to one map. Written to disk; takes effect at the next launch.
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"""
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from .envs.match import brawlgym_core
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return brawlgym_core.set_map(name)
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+
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+
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60
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def restore_maps():
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"""
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Undo set_map and put the pristine map set back.
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"""
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from .envs.match import brawlgym_core
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return brawlgym_core.restore_maps()
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66
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+
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67
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+
|
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68
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def list_maps():
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69
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"""
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70
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[(level_id, level_name)] - every map usable as make(map_name=...).
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+
"""
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+
from .envs.match import brawlgym_core
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return brawlgym_core.list_maps()
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74
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+
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75
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+
|
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76
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def list_legends():
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77
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"""
|
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78
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[(hero_id, hero_name, bio_name)] - every legend usable in make(legends=[...]).
|
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+
"""
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from .envs.match import brawlgym_core
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return brawlgym_core.list_legends()
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Binary file
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from .match import Match
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"""
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Drives a live Brawlhalla instance in deterministic lockstep: every `step()` advances the
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3
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simulation exactly `tick_skip` frames with inputs applied, then returns the resulting
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state.
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Requires the `brawlgym_core` engine module and a running, injected game instance.
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"""
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from __future__ import annotations
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+
|
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10
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import time
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from typing import Any, List, Optional, Sequence
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+
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from ..utils.action_parsers import ActionParser, DefaultAction
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from ..utils.gamestates import GameState
|
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+
from ..utils.obs_builders import DefaultObs, ObsBuilder
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from ..utils.reward_functions import CombinedReward, DamageDealtReward, KOReward, RewardFunction
|
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from ..utils.state_setters import DefaultStateSetter, StateSetter
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from ..utils.terminal_conditions import TeamWipeCondition, TerminalCondition, TimeoutCondition
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+
|
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20
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try:
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from ..core import brawlgym_core # engine bridge, shipped inside the package
|
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+
except ImportError: # pragma: no cover
|
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23
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+
try:
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24
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+
import brawlgym_core # dev: built alongside, found on sys.path
|
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25
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+
except ImportError as _e:
|
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26
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+
brawlgym_core = None
|
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27
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+
_core_import_error = _e
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+
|
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29
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+
|
|
30
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+
# TODO: constants file
|
|
31
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+
DEFAULT_MAP = "SmallBrawlhaven" # every match needs a locked map to start
|
|
32
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+
DEFAULT_TURBO_FPS = 30.0 # render-frame rate used when realtime=False; steps run between
|
|
33
|
+
# frames, so a low rate leaves the most room for them
|
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34
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+
|
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35
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+
|
|
36
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+
class Match:
|
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37
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+
"""
|
|
38
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+
Gym style match over a live game instance.
|
|
39
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+
"""
|
|
40
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+
|
|
41
|
+
def __init__(self,
|
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42
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+
obs_builder: Optional[ObsBuilder] = None,
|
|
43
|
+
reward_function: Optional[RewardFunction] = None,
|
|
44
|
+
terminal_conditions: Optional[Sequence[TerminalCondition]] = None,
|
|
45
|
+
action_parser: Optional[ActionParser] = None,
|
|
46
|
+
state_setter: Optional[StateSetter] = None,
|
|
47
|
+
tick_skip: int = 8,
|
|
48
|
+
realtime: bool = False,
|
|
49
|
+
render_fps: Optional[float] = None,
|
|
50
|
+
fps: float = 60.0,
|
|
51
|
+
n_players: int = 2,
|
|
52
|
+
legends: Optional[Sequence[Any]] = None,
|
|
53
|
+
map_name: Optional[str] = None,
|
|
54
|
+
auto_minimize: bool = False,
|
|
55
|
+
auto_mute: bool = False,
|
|
56
|
+
host: str = "127.0.0.1",
|
|
57
|
+
port: int = 8790):
|
|
58
|
+
if brawlgym_core is None:
|
|
59
|
+
raise ImportError(
|
|
60
|
+
"brawlgym requires the brawlgym_core engine module; install it and ensure it is importable") from _core_import_error
|
|
61
|
+
self.obs_builder = obs_builder or DefaultObs()
|
|
62
|
+
self.reward_function = reward_function or CombinedReward(
|
|
63
|
+
[DamageDealtReward(), KOReward(ko_reward=200.0, death_penalty=200.0)])
|
|
64
|
+
self.terminal_conditions: List[TerminalCondition] = list(
|
|
65
|
+
terminal_conditions if terminal_conditions is not None
|
|
66
|
+
else [TeamWipeCondition(), TimeoutCondition(1200)])
|
|
67
|
+
self.action_parser = action_parser or DefaultAction()
|
|
68
|
+
self.state_setter = state_setter or DefaultStateSetter()
|
|
69
|
+
self.tick_skip = int(tick_skip)
|
|
70
|
+
self.realtime = bool(realtime)
|
|
71
|
+
self.render_fps = render_fps
|
|
72
|
+
self.fps = float(fps) # native sim rate for wall-clock pacing
|
|
73
|
+
self.n_players = int(n_players)
|
|
74
|
+
# per-slot legends (HeroIDs or names)
|
|
75
|
+
# team 1: 0,2,4,6
|
|
76
|
+
# team 2: 1,3,5,7
|
|
77
|
+
# None = the engine's default roster.
|
|
78
|
+
self.legends: Optional[List[int]] = self._resolve_legends(legends) if legends else None
|
|
79
|
+
# A match cannot start without a locked map
|
|
80
|
+
# map_name=None uses small brawlhaven
|
|
81
|
+
self.map_name = map_name or DEFAULT_MAP
|
|
82
|
+
self.auto_minimize = bool(auto_minimize)
|
|
83
|
+
self.auto_mute = bool(auto_mute)
|
|
84
|
+
self.map_info = brawlgym_core.get_map_geometry(self.map_name)
|
|
85
|
+
for comp in (self.obs_builder, self.state_setter):
|
|
86
|
+
if hasattr(comp, "set_map_info"):
|
|
87
|
+
comp.set_map_info(self.map_info)
|
|
88
|
+
# NOTE: the engine's internal `framems` stays at 25ms regardless of fps - it is the
|
|
89
|
+
# forced-step owed-time, chosen so exactly ONE 60fps frame runs per step (floor math
|
|
90
|
+
# needs it in [16.7, 33.3)); it does not affect game speed.
|
|
91
|
+
|
|
92
|
+
self._bridge = brawlgym_core.HookBridge(host, port)
|
|
93
|
+
self._state: Optional[GameState] = None
|
|
94
|
+
self._prev_actions: Optional[Sequence[Any]] = None
|
|
95
|
+
|
|
96
|
+
@staticmethod
|
|
97
|
+
def _resolve_legends(legends: Sequence[Any]) -> List[int]:
|
|
98
|
+
"""
|
|
99
|
+
Resolve a mixed list of HeroIDs and legend names to HeroIDs.
|
|
100
|
+
"""
|
|
101
|
+
ids: List[int] = []
|
|
102
|
+
table = None
|
|
103
|
+
for item in legends:
|
|
104
|
+
if isinstance(item, str):
|
|
105
|
+
if table is None:
|
|
106
|
+
if not hasattr(brawlgym_core, "list_legends"):
|
|
107
|
+
raise ValueError("cannot resolve legend names pass numeric HeroIDs instead")
|
|
108
|
+
table = {}
|
|
109
|
+
for hid, hero_name, bio_name in brawlgym_core.list_legends():
|
|
110
|
+
table[str(hero_name).lower()] = int(hid)
|
|
111
|
+
if bio_name:
|
|
112
|
+
table[str(bio_name).lower()] = int(hid)
|
|
113
|
+
key = item.lower()
|
|
114
|
+
if key not in table:
|
|
115
|
+
raise ValueError("unknown legend %r" % item)
|
|
116
|
+
ids.append(table[key])
|
|
117
|
+
else:
|
|
118
|
+
ids.append(int(item))
|
|
119
|
+
return ids
|
|
120
|
+
|
|
121
|
+
def connect(self, timeout: float = 300.0) -> GameState:
|
|
122
|
+
"""
|
|
123
|
+
Wait for the game, then for a running match; enable sit-out-on-death.
|
|
124
|
+
|
|
125
|
+
The game must be launched and a match started. Returns the first observed state.
|
|
126
|
+
"""
|
|
127
|
+
print("[brawlgym] waiting for the game ...", flush=True)
|
|
128
|
+
self._bridge.wait_for_hook(timeout)
|
|
129
|
+
# roster size + legends for the auto-started match specified before the party forms
|
|
130
|
+
self._bridge.set_player_count(self.n_players)
|
|
131
|
+
if self.legends:
|
|
132
|
+
self._bridge.set_legends(self.legends)
|
|
133
|
+
st = self._wait_for_match(timeout)
|
|
134
|
+
if self.realtime:
|
|
135
|
+
self._bridge.configure(1, 25.0) # 1x speed, rendered (native 60fps free-run)
|
|
136
|
+
else:
|
|
137
|
+
self._bridge.configure(max(16, self.tick_skip * 2), 25.0)
|
|
138
|
+
target = self.render_fps
|
|
139
|
+
if target is None and not self.realtime:
|
|
140
|
+
target = DEFAULT_TURBO_FPS
|
|
141
|
+
if target:
|
|
142
|
+
self._bridge.set_render_fps(float(target))
|
|
143
|
+
print("[brawlgym] render fps -> %g" % target, flush=True)
|
|
144
|
+
self._bridge.set_sitout(True) # deaths sit out until reset()
|
|
145
|
+
self._state = st
|
|
146
|
+
print("[brawlgym] match up: %d fighters" % len(st.players), flush=True)
|
|
147
|
+
from ..gamelaunch import window # matches by window title / process name (single instance)
|
|
148
|
+
if self.auto_minimize:
|
|
149
|
+
window.minimize_title("Brawlhalla")
|
|
150
|
+
if window.pycaw_available():
|
|
151
|
+
window.mute_name("Brawlhalla.exe", mute=self.auto_mute)
|
|
152
|
+
elif self.auto_mute:
|
|
153
|
+
print("[brawlgym] pycaw not installed - cannot mute (pip install pycaw)")
|
|
154
|
+
return st
|
|
155
|
+
|
|
156
|
+
def _wait_for_match(self, timeout: float) -> GameState:
|
|
157
|
+
"""
|
|
158
|
+
Poll until fighters exist.
|
|
159
|
+
"""
|
|
160
|
+
t_end = time.time() + timeout
|
|
161
|
+
while time.time() < t_end:
|
|
162
|
+
try:
|
|
163
|
+
st = GameState(self._bridge.get_state())
|
|
164
|
+
players = st.players
|
|
165
|
+
if len(players) >= 2 and all(p.x > -5000 for p in players):
|
|
166
|
+
return st
|
|
167
|
+
except Exception:
|
|
168
|
+
try:
|
|
169
|
+
self._bridge.wait_for_hook(30)
|
|
170
|
+
except Exception:
|
|
171
|
+
pass
|
|
172
|
+
time.sleep(1.0)
|
|
173
|
+
raise TimeoutError("no running match detected - start a match in the game")
|
|
174
|
+
|
|
175
|
+
def close(self) -> None:
|
|
176
|
+
self._bridge.close()
|
|
177
|
+
|
|
178
|
+
@property
|
|
179
|
+
def n_agents(self) -> int:
|
|
180
|
+
return len(self._state.players) if self._state else 0
|
|
181
|
+
|
|
182
|
+
def reset(self) -> List[Any]:
|
|
183
|
+
"""
|
|
184
|
+
Revive + reposition every fighter, reset all components, return initial obs.
|
|
185
|
+
"""
|
|
186
|
+
if self._state is None:
|
|
187
|
+
self.connect()
|
|
188
|
+
n = len(self._state.players)
|
|
189
|
+
positions = [(int(round(x)), int(round(y)))
|
|
190
|
+
for x, y in self.state_setter.build_positions(n)]
|
|
191
|
+
st = GameState(self._bridge.reset(positions))
|
|
192
|
+
self._state = st
|
|
193
|
+
self._prev_actions = None
|
|
194
|
+
self.obs_builder.reset(st)
|
|
195
|
+
self.reward_function.reset(st)
|
|
196
|
+
for tc in self.terminal_conditions:
|
|
197
|
+
tc.reset(st)
|
|
198
|
+
# noop previous action
|
|
199
|
+
zero_act = [0.0] * self.action_parser.get_action_space_size()
|
|
200
|
+
return [self.obs_builder.build_obs(p, st, zero_act) for p in st.players]
|
|
201
|
+
|
|
202
|
+
def step(self, actions: Sequence[Any]):
|
|
203
|
+
"""
|
|
204
|
+
Advance tick_skip frames with the given per-agent actions.
|
|
205
|
+
|
|
206
|
+
Returns (observations, rewards, terminated, game_state).
|
|
207
|
+
"""
|
|
208
|
+
masks = self.action_parser.parse_actions(actions, self._state)
|
|
209
|
+
st = GameState(self._bridge.step(masks, self.tick_skip))
|
|
210
|
+
self._state = st
|
|
211
|
+
self._prev_actions = actions
|
|
212
|
+
obs = [self.obs_builder.build_obs(p, st, a) for p, a in zip(st.players, actions)]
|
|
213
|
+
rewards = [self.reward_function.get_reward(p, st, a)
|
|
214
|
+
for p, a in zip(st.players, actions)]
|
|
215
|
+
terminated = any(tc.is_terminal(st) for tc in self.terminal_conditions)
|
|
216
|
+
return obs, rewards, terminated, st
|