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#include "library.h"
namespace py = pybind11;
PYBIND11_MODULE(library, m)
{
m.doc() = "Python API for playing Starcraft II";
define_typeenums(m);
define_unit(m);
define_unittype(m);
define_util(m);
py::class_<Coordinator>(m, "Coordinator")
.def(py::init())
.def("set_participants", &sc2::Coordinator::SetParticipants)
.def("launch_starcraft", &sc2::Coordinator::LaunchStarcraft)
.def("start_game", &sc2::Coordinator::StartGame)
.def("update", &sc2::Coordinator::Update);
py::enum_<sc2::Race>(m, "Race")
.value("Terran", sc2::Race::Terran)
.value("Zerg", sc2::Race::Zerg)
.value("Protoss", sc2::Race::Protoss)
.value("Random", sc2::Race::Random);
// Stupid anonymous enum, used as int everywhere. Best work-around I could think of.
py::module players = m.def_submodule("Players", "Constants for referring to players");
players.attr("Self") = (int) Players::Self;
players.attr("Enemy") = (int) Players::Enemy;
players.attr("Neutral") = (int) Players::Neutral;
players.attr("Ally") = (int) Players::Ally;
players.attr("Size") = (int) Players::Size; // These are probably used for
players.attr("None") = (int) Players::None; // creating arrays of fixed length??
/*
TODO: These also needs to be defined
typedef SC2Type<ABILITY_ID> AbilityID;
typedef SC2Type<UPGRADE_ID> UpgradeID;
typedef SC2Type<BUFF_ID> BuffID;
*/
py::class_<sc2::UnitTypeID>(m, "UnitTypeID")
.def(py::init<sc2::UNIT_TYPEID>());
py::implicitly_convertible<sc2::UNIT_TYPEID, sc2::UnitTypeID>();
py::class_<sc2::Agent>(m, "Agent")
.def(py::init());
// IDABot is a specialization of Agent
py::class_<IDABot, PyIDABot, sc2::Agent>(m, "IDABot")
.def(py::init())
// TODO: The following 3 are CamelCased, but if the name is changed
// the name used for inheritance in Pyhon stays the same. Weird.
.def("OnGameStart", &IDABot::OnGameStart)
.def("OnStep", &IDABot::OnStep)
.def("OnStep_UpdateIDABot", &IDABot::OnStep_UpdateIDABot)
.def("get_all_units", &IDABot::GetAllUnits)
.def("get_my_units", &IDABot::GetMyUnits)
.def("get_player_race", &IDABot::GetPlayerRace)
.def_property_readonly("base_location_manager", &IDABot::Bases)
.def_property_readonly("tech_tree", &IDABot::TechTree)
.def_property_readonly("start_location", &IDABot::GetStartLocation)
.def_property_readonly("minerals", &IDABot::GetMinerals)
.def_property_readonly("current_supply", &IDABot::GetCurrentSupply)
.def_property_readonly("max_supply", &IDABot::GetMaxSupply)
.def_property_readonly("gas", &IDABot::GetGas);
py::class_<sc2::PlayerSetup>(m, "PlayerSetup");
py::enum_<sc2::Difficulty>(m, "Difficulty")
.value("VeryEasy", sc2::Difficulty::VeryEasy)
.value("Easy", sc2::Difficulty::Easy)
.value("Medium", sc2::Difficulty::Medium)
.value("MediumHard", sc2::Difficulty::MediumHard)
.value("Hard", sc2::Difficulty::Hard)
.value("HardVeryHard", sc2::Difficulty::HardVeryHard)
.value("VeryHard", sc2::Difficulty::VeryHard)
.value("CheatVision", sc2::Difficulty::CheatVision)
.value("CheatMoney", sc2::Difficulty::CheatMoney)
.value("CheatInsane", sc2::Difficulty::CheatInsane);
m.def("create_participants", &sc2::CreateParticipant, "Create participant from agent");
m.def("create_computer", &sc2::CreateComputer, "Create participant from built-in Starcraft computer");