Archipelago/worlds/_sc2common/bot/game_state.py

205 lines
6.3 KiB
Python

from __future__ import annotations
from dataclasses import dataclass
from functools import cached_property
from itertools import chain
from typing import List, Set
from .constants import IS_ENEMY, IS_MINE
from .data import Alliance, DisplayType
from .pixel_map import PixelMap
from .position import Point2, Point3
from .power_source import PsionicMatrix
from .score import ScoreDetails
class Blip:
def __init__(self, proto):
"""
:param proto:
"""
self._proto = proto
@property
def is_blip(self) -> bool:
"""Detected by sensor tower."""
return self._proto.is_blip
@property
def is_snapshot(self) -> bool:
return self._proto.display_type == DisplayType.Snapshot.value
@property
def is_visible(self) -> bool:
return self._proto.display_type == DisplayType.Visible.value
@property
def alliance(self) -> Alliance:
return self._proto.alliance
@property
def is_mine(self) -> bool:
return self._proto.alliance == Alliance.Self.value
@property
def is_enemy(self) -> bool:
return self._proto.alliance == Alliance.Enemy.value
@property
def position(self) -> Point2:
"""2d position of the blip."""
return Point2.from_proto(self._proto.pos)
@property
def position3d(self) -> Point3:
"""3d position of the blip."""
return Point3.from_proto(self._proto.pos)
class Common:
ATTRIBUTES = [
"player_id",
"minerals",
"vespene",
"food_cap",
"food_used",
"food_army",
"food_workers",
"idle_worker_count",
"army_count",
"warp_gate_count",
"larva_count",
]
def __init__(self, proto):
self._proto = proto
def __getattr__(self, attr):
assert attr in self.ATTRIBUTES, f"'{attr}' is not a valid attribute"
return int(getattr(self._proto, attr))
class EffectData:
def __init__(self, proto, fake=False):
"""
:param proto:
:param fake:
"""
self._proto = proto
self.fake = fake
@property
def positions(self) -> Set[Point2]:
if self.fake:
return {Point2.from_proto(self._proto.pos)}
return {Point2.from_proto(p) for p in self._proto.pos}
@property
def alliance(self) -> Alliance:
return self._proto.alliance
@property
def is_mine(self) -> bool:
""" Checks if the effect is caused by me. """
return self._proto.alliance == IS_MINE
@property
def is_enemy(self) -> bool:
""" Checks if the effect is hostile. """
return self._proto.alliance == IS_ENEMY
@property
def owner(self) -> int:
return self._proto.owner
@property
def radius(self) -> float:
return self._proto.radius
def __repr__(self) -> str:
return f"{self.id} with radius {self.radius} at {self.positions}"
@dataclass
class ChatMessage:
player_id: int
message: str
@dataclass
class ActionRawCameraMove:
center_world_space: Point2
class GameState:
def __init__(self, response_observation, previous_observation=None):
"""
:param response_observation:
:param previous_observation:
"""
# Only filled in realtime=True in case the bot skips frames
self.previous_observation = previous_observation
self.response_observation = response_observation
# https://github.com/Blizzard/s2client-proto/blob/51662231c0965eba47d5183ed0a6336d5ae6b640/s2clientprotocol/sc2api.proto#L575
self.observation = response_observation.observation
self.observation_raw = self.observation.raw_data
self.player_result = response_observation.player_result
self.common: Common = Common(self.observation.player_common)
# Area covered by Pylons and Warpprisms
self.psionic_matrix: PsionicMatrix = PsionicMatrix.from_proto(self.observation_raw.player.power_sources)
# 22.4 per second on faster game speed
self.game_loop: int = self.observation.game_loop
# https://github.com/Blizzard/s2client-proto/blob/33f0ecf615aa06ca845ffe4739ef3133f37265a9/s2clientprotocol/score.proto#L31
self.score: ScoreDetails = ScoreDetails(self.observation.score)
self.abilities = self.observation.abilities # abilities of selected units
self.upgrades = set()
# self.upgrades: Set[UpgradeId] = {UpgradeId(upgrade) for upgrade in self.observation_raw.player.upgrade_ids}
# self.visibility[point]: 0=Hidden, 1=Fogged, 2=Visible
self.visibility: PixelMap = PixelMap(self.observation_raw.map_state.visibility)
# self.creep[point]: 0=No creep, 1=creep
self.creep: PixelMap = PixelMap(self.observation_raw.map_state.creep, in_bits=True)
# Effects like ravager bile shot, lurker attack, everything in effect_id.py
# self.effects: Set[EffectData] = {EffectData(effect) for effect in self.observation_raw.effects}
self.effects = set()
""" Usage:
for effect in self.state.effects:
if effect.id == EffectId.RAVAGERCORROSIVEBILECP:
positions = effect.positions
# dodge the ravager biles
"""
@cached_property
def dead_units(self) -> Set[int]:
""" A set of unit tags that died this frame """
_dead_units = set(self.observation_raw.event.dead_units)
if self.previous_observation:
return _dead_units | set(self.previous_observation.observation.raw_data.event.dead_units)
return _dead_units
@cached_property
def chat(self) -> List[ChatMessage]:
"""List of chat messages sent this frame (by either player)."""
previous_frame_chat = self.previous_observation.chat if self.previous_observation else []
return [
ChatMessage(message.player_id, message.message)
for message in chain(previous_frame_chat, self.response_observation.chat)
]
@cached_property
def alerts(self) -> List[int]:
"""
Game alerts, see https://github.com/Blizzard/s2client-proto/blob/01ab351e21c786648e4c6693d4aad023a176d45c/s2clientprotocol/sc2api.proto#L683-L706
"""
if self.previous_observation:
return list(chain(self.previous_observation.observation.alerts, self.observation.alerts))
return self.observation.alerts