#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_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); 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::EffectID>(m, "EffectID") .def(py::init<sc2::EFFECT_ID>()); py::implicitly_convertible<sc2::EFFECT_ID, sc2::EffectID>(); 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_shields", &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("ability_for_upgrade", &IDABot::abilityForUpgrade, "Ability that researches this upgrade", "upgrade"_a) .def("upgrade_mineral_cost", &IDABot::UpgradeMineralCost, "Mineral cost of researching the upgrade", "upgrade"_a) .def("upgrade_gas_cost", &IDABot::UpgradeGasCost, "Vespene/gas cost of researching the upgrade", "upgrade"_a) .def("upgrade_research_time", &IDABot::UpgradeResearchTime, "Time in GameLoops to research this upgrade", "upgrade"_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); py::enum_<sc2::AIBuild>(m, "AIBuild") .value("RandomBuild", sc2::AIBuild::RandomBuild) .value("Rush", sc2::AIBuild::Rush) .value("Timing", sc2::AIBuild::Timing) .value("Power", sc2::AIBuild::Power) .value("Macro", sc2::AIBuild::Macro) .value("Air", sc2::AIBuild::Air); m.def("create_participants", &sc2::CreateParticipant, "Create participant from bot", "race"_a, "bot"_a, "player_name"_a = ""); m.def("create_computer", &sc2::CreateComputer, "Create participant from built-in Starcraft computer", "race"_a, "difficulty"_a, "ai_build"_a = sc2::AIBuild::RandomBuild, "player_name"_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); */ }