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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);
    
        define_point(m);
    
        define_base_location(m);
    
        define_tech_tree(m);
    
        define_map_tools(m);
    
        define_building_placer(m);
    
        // Note: This is not sc2::Coordinator but a small wrapper class which
        // overrides the constructor of sc2::Coordinator, see library.h.
    
        py::class_<Coordinator>(m, "Coordinator")
            .def(py::init())
    
            .def(py::init<std::string>())
    
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            .def("set_participants", &sc2::Coordinator::SetParticipants, "participants"_a)
    
            .def("launch_starcraft", &sc2::Coordinator::LaunchStarcraft)
    
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            .def("start_game", &sc2::Coordinator::StartGame, "map_path"_a)
    
            .def("update", &sc2::Coordinator::Update)
            .def("set_real_time", &sc2::Coordinator::SetRealtime);
    
    
        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);
    
    
        m.attr("PLAYER_SELF")    = py::int_((int) Players::Self);
        m.attr("PLAYER_ENEMY")   = py::int_((int) Players::Enemy);
        m.attr("PLAYER_NEUTRAL") = py::int_((int) Players::Neutral);
        m.attr("PLAYER_ALLY")    = py::int_((int) Players::Ally);
    
        py::class_<sc2::BuffID>(m, "BuffID")
            .def(py::init<sc2::BUFF_ID>());
    
        py::implicitly_convertible<sc2::BUFF_ID, sc2::BuffID>();
    
    
        py::class_<sc2::UnitTypeID>(m, "UnitTypeID")
    
            .def(py::init<sc2::UNIT_TYPEID>())
            .def("__eq__", [](const sc2::UnitTypeID &value, sc2::UNIT_TYPEID &value2) { return value == value2; });
    
    
        py::implicitly_convertible<sc2::UNIT_TYPEID, sc2::UnitTypeID>();
    
    
        py::class_<sc2::UpgradeID>(m, "UpgradeID")
            .def(py::init<sc2::UPGRADE_ID>());
    
        py::implicitly_convertible<sc2::UPGRADE_ID, sc2::UpgradeID>();
    
    
        py::class_<sc2::AbilityID>(m, "AbilityID")
            .def(py::init<sc2::ABILITY_ID>());
    
        py::implicitly_convertible<sc2::ABILITY_ID, sc2::AbilityID>();
        py::implicitly_convertible<sc2::AbilityID, sc2::ABILITY_ID>();
    
    
        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())
    		.def("on_game_start", &IDABot::OnGameStart)
    		.def("on_step", &IDABot::OnStep)
    		.def("send_chat", &IDABot::SendChat, "Send a message to the game chat", "message"_a)
    		.def("get_all_units", &IDABot::GetAllUnits, "Returns a list of all units")
    		.def("get_my_units", &IDABot::GetMyUnits, "Returns a list of all units beloning to the player")
    		.def("get_player_race", &IDABot::GetPlayerRace)
    
    		.def("debug_create_unit", &IDABot::DebugCreateUnit, "unit_type"_a, "p"_a, "player_id"_a = 1, "count"_a = 1)
    
    		.def("debug_kill_unit", &IDABot::DebugKillUnit, "Kill unit from debug mode")
    		.def("debug_show_map", &IDABot::DebugShowMap, "Show the entire map through debug mode")
    		.def("debug_fast_build", &IDABot::DebugFastBuild, "Set build time to 1 through debug mode")
    		.def("debug_enemy_control", &IDABot::DebugEnemyControl, "Control the enemy through debug mode")
    		.def("debug_ignore_food", &IDABot::DebugIgnoreFood, "Ignore the food through debug mode")
    		.def("debug_ignore_resource_cost", &IDABot::DebugIgnoreResourceCost, "Ignore the resource cost through debug mode")
    		.def("debug_give_all_resources", &IDABot::DebugGiveAllResources, "Give all the resources through debug mode")
    		.def("debug_god_mode", &IDABot::DebugGodMode, "Give the player god mode")
    		.def("debug_ignore_mineral", &IDABot::DebugIgnoreMineral, "Ignore the mineral cost through debug mode")
    		.def("debug_no_cooldowns", &IDABot::DebugNoCooldowns, "Deactive cooldowns through debug mode")
    		.def("debug_give_all_tech", &IDABot::DebugGiveAllTech, "Give all the tech to the player through debug mode")
    		.def("debug_give_all_upgrades", &IDABot::DebugGiveAllUpgrades, "Give all the upgrades to the player trough debug mode")
    		.def("debug_set_score", &IDABot::DebugSetScore, "Set the Players score through debug mode")
    		.def("debug_end_game", &IDABot::DebugEndGame, "End the game through debug mode")
    		.def("debug_set_energy", &IDABot::DebugSetEnergy, "Set the energy on a unit through debug mode")
    		.def("debug_set_life", &IDABot::DebugSetLife, "Set the life on a unit through debug mode")
    		.def("debug_set_shield", &IDABot::DebugSetShields, "Set the shields on a unit through debug mode")
    
    		.def("get_enemy_base_location", &IDABot::GetEnemyBaseLocations, "Return the CCpostion of the enemy base")
    
    		.def("move_camera", &IDABot::CameraMove, "Move the camera to p postion", "p"_a)
    		.def("has_creep", &IDABot::HasCreep, "Returns true if there is creep at position p", "p"_a)
    
    		.def_property_readonly("base_location_manager", &IDABot::Bases)
    		.def_property_readonly("tech_tree", &IDABot::GetTechTree)
    		.def_property_readonly("map_tools", &IDABot::Map)
    		.def_property_readonly("building_placer", &IDABot::GetBuildingPlacer)
    		.def_property_readonly("start_location", &IDABot::GetStartLocation, "CCPosition representing the start location")
    		.def_property_readonly("start_locations", &IDABot::GetStartLocations, "CCPosition representing the start locations")
    		.def_property_readonly("minerals", &IDABot::GetMinerals, "How much minerals we currently have")
    		.def_property_readonly("current_supply", &IDABot::GetCurrentSupply, "How much supply we are currently using")
    		.def_property_readonly("max_supply", &IDABot::GetMaxSupply, "How much supply we can currently use")
    		.def_property_readonly("gas", &IDABot::GetGas, "How much gas we currently have")
    		.def_property_readonly("current_frame", &IDABot::GetCurrentFrame, "Which frame we are currently on");
    
    	// API extended summer 2020
    
    
        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 bot", "race"_a, "bot"_a);
        m.def("create_computer", &sc2::CreateComputer, "Create participant from built-in Starcraft computer", "race"_a, "difficulty"_a);
    
        py::class_<BuildDescription>(m, "BuildDescription")
            .def(py::init())
            .def_readwrite("producer_type", &BuildDescription::producer_type)
            .def_readwrite("result_type", &BuildDescription::result_type)
            .def_readwrite("ability_used", &BuildDescription::ability_used)
            .def_readwrite("buildings_needed", &BuildDescription::buildings_needed)
            .def_readwrite("addons_needed", &BuildDescription::addons_needed);
    
        py::class_<TechTreeImproved>(m, "TechTreeImproved")
            .def(py::init())
            .def("load_data", &TechTreeImproved::LoadData)
            .def("how_to_build", &TechTreeImproved::HowToBuild);