#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_replay_unit(m); define_unittype(m); define_util(m); define_point(m); define_base_location(m); define_tech_tree(m); define_color(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>()) .def("set_participants", &sc2::Coordinator::SetParticipants, "participants"_a) .def("launch_starcraft", &sc2::Coordinator::LaunchStarcraft) .def("start_game", &sc2::Coordinator::StartGame, "map_path"_a) .def("update", &sc2::Coordinator::Update) .def("set_real_time", &sc2::Coordinator::SetRealtime) .def("load_replay_list",&sc2::Coordinator::SetReplayPath, "replay_path"_a) .def("add_replay_observer",&sc2::Coordinator::AddReplayObserver, "replay_observer"_a); 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_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"); py::class_<sc2::ReplayObserver>(m, "ReplayObserver") .def(py::init()) .def("on_game_start", &sc2::ReplayObserver::OnGameStart) .def("on_step", &sc2::ReplayObserver::OnStep) .def("on_game_end", &sc2::ReplayObserver::OnGameEnd); //py::class_<sc2::ReplayObserver>(m, "ReplayObserver") //.def(py::init()); py::class_<IDAReplayObserver, PyReplayObserver, sc2::ReplayObserver>(m, "IDAReplayObserver") .def(py::init()) .def("on_game_start", &IDAReplayObserver::OnGameStart) .def("on_step", &IDAReplayObserver::OnStep) .def("on_game_end", &IDAReplayObserver::OnGameEnd) .def("get_all_units", &IDAReplayObserver::GetAllUnits, "Returns a list of all units"); 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); */ }