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Starcraft AI Course
PyCommandCenter
Commits
2e26f140
Commit
2e26f140
authored
8 months ago
by
David Warnquist
Browse files
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Patches
Plain Diff
Fix: segfault guards. also some cleanup and comments.
parent
ffeec525
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Changes
2
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2 changed files
python-api-src/lib_unittype.cpp
+5
-1
5 additions, 1 deletion
python-api-src/lib_unittype.cpp
src/UnitType.cpp
+132
-26
132 additions, 26 deletions
src/UnitType.cpp
with
137 additions
and
27 deletions
python-api-src/lib_unittype.cpp
+
5
−
1
View file @
2e26f140
...
...
@@ -8,7 +8,6 @@ void define_unittype(py::module & m)
.
def
(
py
::
init
([](
const
sc2
::
UnitTypeID
&
type
,
IDABot
&
bot
)
{
return
UnitType
(
type
,
bot
,
bot
);
}))
.
def
(
py
::
self
==
py
::
self
)
.
def_property_readonly
(
"unit_typeid"
,
[](
UnitType
&
unit_type
)
{
return
static_cast
<
sc2
::
UNIT_TYPEID
>
(
unit_type
.
getAPIUnitType
());
})
.
def_property_readonly
(
"name"
,
&
UnitType
::
getName
,
"The name of the unit as a sting."
)
.
def_property_readonly
(
"race"
,
&
UnitType
::
getRace
,
"The race the unit belongs to."
)
...
...
@@ -51,8 +50,13 @@ void define_unittype(py::module & m)
.
def
(
"__hash__"
,
[](
const
UnitType
&
unit_type
)
{
return
std
::
hash
<
CCUnitID
>
{}(
unit_type
.
getAPIUnitType
());
})
.
def
(
py
::
self
==
py
::
self
)
.
def
(
"__repr__"
,
[](
const
UnitType
&
unit_type
)
{
return
"<UnitType: '"
+
unit_type
.
getName
()
+
"'>"
;
})
.
def
(
"is"
,
&
UnitType
::
is
)
.
def
(
"__lt__"
,
&
UnitType
::
operator
<
,
py
::
is_operator
())
.
def
(
"__eq__"
,
&
UnitType
::
operator
==
,
py
::
is_operator
())
.
doc
()
=
R"(
Wrapper for :class:`library.UNIT_TYPEID`. Represents a type of unit in the game.
NOTE: A lot of functions utilize checks that require the game to be running.
Therefore if you get an unexpected segmentation fault, it is likely due to the game not being in a running state.
)"
;
// Not implemented in CommandCenter
...
...
This diff is collapsed.
Click to expand it.
src/UnitType.cpp
+
132
−
26
View file @
2e26f140
...
...
@@ -11,9 +11,9 @@ UnitType::UnitType()
UnitType
::
UnitType
(
const
sc2
::
UnitTypeID
&
type
,
sc2
::
Client
&
client
)
:
m_client
(
&
client
)
,
m_type
(
type
)
,
m_bot
(
nullptr
)
,
m_observer
(
nullptr
)
,
m_type
(
type
)
{
...
...
@@ -21,18 +21,18 @@ UnitType::UnitType(const sc2::UnitTypeID & type, sc2::Client & client)
UnitType
::
UnitType
(
const
sc2
::
UnitTypeID
&
type
,
sc2
::
Client
&
client
,
IDABot
&
bot
)
:
m_client
(
&
client
)
,
m_type
(
type
)
,
m_bot
(
&
bot
)
,
m_observer
(
nullptr
)
,
m_type
(
type
)
{
}
UnitType
::
UnitType
(
const
sc2
::
UnitTypeID
&
type
,
sc2
::
Client
&
client
,
IDAReplayObserver
&
observer
)
:
m_client
(
&
client
)
,
m_type
(
type
)
,
m_observer
(
&
observer
)
,
m_bot
(
nullptr
)
,
m_observer
(
&
observer
)
,
m_type
(
type
)
{
...
...
@@ -70,7 +70,13 @@ std::string UnitType::getName() const
CCRace
UnitType
::
getRace
()
const
{
return
m_client
->
Observation
()
->
GetUnitTypeData
()[
m_type
].
race
;
auto
UTData
=
m_client
->
Observation
()
->
GetUnitTypeData
();
if
(
UTData
.
empty
())
// Check to hopefully avoid segfaults
{
BOT_ASSERT
(
false
,
"Failed, try with game running!"
);
return
CCRace
::
Random
;
}
return
UTData
[
m_type
].
race
;
}
bool
UnitType
::
isCombatUnit
()
const
...
...
@@ -225,7 +231,13 @@ bool UnitType::isWorker() const
bool
UnitType
::
canAttackGound
()
const
{
#ifdef SC2API
auto
&
weapons
=
m_client
->
Observation
()
->
GetUnitTypeData
()[
m_type
].
weapons
;
auto
UTData
=
m_client
->
Observation
()
->
GetUnitTypeData
();
if
(
UTData
.
empty
())
// Check to hopefully avoid segfaults
{
BOT_ASSERT
(
false
,
"Failed, try with game running!"
);
return
false
;
}
auto
&
weapons
=
UTData
[
m_type
].
weapons
;
if
(
weapons
.
empty
())
{
...
...
@@ -249,7 +261,14 @@ bool UnitType::canAttackGound() const
bool
UnitType
::
canAttackAir
()
const
{
#ifdef SC2API
auto
&
weapons
=
m_client
->
Observation
()
->
GetUnitTypeData
()[
m_type
].
weapons
;
auto
UTData
=
m_client
->
Observation
()
->
GetUnitTypeData
();
if
(
UTData
.
empty
())
// Check to hopefully avoid segfaults
{
BOT_ASSERT
(
false
,
"Failed, try with game running!"
);
return
false
;
}
auto
&
weapons
=
UTData
[
m_type
].
weapons
;
if
(
weapons
.
empty
())
{
...
...
@@ -273,7 +292,13 @@ bool UnitType::canAttackAir() const
CCPositionType
UnitType
::
getAttackRange
()
const
{
#ifdef SC2API
auto
&
weapons
=
m_client
->
Observation
()
->
GetUnitTypeData
()[
m_type
].
weapons
;
auto
UTData
=
m_client
->
Observation
()
->
GetUnitTypeData
();
if
(
UTData
.
empty
())
// Check to hopefully avoid segfaults
{
BOT_ASSERT
(
false
,
"Failed, try with game running!"
);
return
0.0
f
;
}
auto
&
weapons
=
UTData
[
m_type
].
weapons
;
if
(
weapons
.
empty
())
{
...
...
@@ -299,8 +324,13 @@ CCPositionType UnitType::getAttackRange() const
float
UnitType
::
getAttackDamage
()
const
{
#ifdef SC2API
auto
&
weapons
=
m_client
->
Observation
()
->
GetUnitTypeData
()[
m_type
].
weapons
;
auto
UTData
=
m_client
->
Observation
()
->
GetUnitTypeData
();
if
(
UTData
.
empty
())
// Check to hopefully avoid segfaults
{
BOT_ASSERT
(
false
,
"Failed, try with game running!"
);
return
0.0
f
;
}
auto
&
weapons
=
UTData
[
m_type
].
weapons
;
if
(
weapons
.
empty
())
{
return
0.0
f
;
...
...
@@ -329,13 +359,20 @@ int UnitType::tileWidth() const
if
(
isMineral
())
{
return
2
;
}
if
(
isGeyser
())
{
return
3
;
}
else
{
if
(
m_bot
!=
nullptr
)
auto
UTData
=
m_client
->
Observation
()
->
GetAbilityData
();
if
(
UTData
.
empty
())
// Check to hopefully avoid segfaults
{
BOT_ASSERT
(
false
,
"Failed, try with game running!"
);
return
-
1
;
}
else
if
(
m_bot
!=
nullptr
)
{
return
(
int
)(
2
*
m_client
->
Observation
()
->
GetAbility
Data
()
[
m_bot
->
Data
(
*
this
).
buildAbility
].
footprint_radius
);
return
(
int
)(
2
*
UT
Data
[
m_bot
->
Data
(
*
this
).
buildAbility
].
footprint_radius
);
}
else
if
(
m_observer
!=
nullptr
)
{
return
(
int
)(
2
*
m_client
->
Observation
()
->
GetAbility
Data
()
[
m_observer
->
Data
(
*
this
).
buildAbility
].
footprint_radius
);
return
(
int
)(
2
*
UT
Data
[
m_observer
->
Data
(
*
this
).
buildAbility
].
footprint_radius
);
}
else
{
...
...
@@ -353,13 +390,20 @@ int UnitType::tileHeight() const
if
(
isMineral
())
{
return
1
;
}
if
(
isGeyser
())
{
return
3
;
}
else
{
if
(
m_bot
!=
nullptr
)
auto
UTData
=
m_client
->
Observation
()
->
GetAbilityData
();
if
(
UTData
.
empty
())
// Check to hopefully avoid segfaults
{
BOT_ASSERT
(
false
,
"Failed, try with game running!"
);
return
-
1
;
}
else
if
(
m_bot
!=
nullptr
)
{
return
(
int
)(
2
*
m_client
->
Observation
()
->
GetAbility
Data
()
[
m_bot
->
Data
(
*
this
).
buildAbility
].
footprint_radius
);
return
(
int
)(
2
*
UT
Data
[
m_bot
->
Data
(
*
this
).
buildAbility
].
footprint_radius
);
}
else
if
(
m_observer
!=
nullptr
)
{
return
(
int
)(
2
*
m_client
->
Observation
()
->
GetAbility
Data
()
[
m_observer
->
Data
(
*
this
).
buildAbility
].
footprint_radius
);
return
(
int
)(
2
*
UT
Data
[
m_observer
->
Data
(
*
this
).
buildAbility
].
footprint_radius
);
}
else
{
...
...
@@ -417,7 +461,14 @@ bool UnitType::isBuilding() const
int
UnitType
::
supplyProvided
()
const
{
#ifdef SC2API
return
(
int
)
m_client
->
Observation
()
->
GetUnitTypeData
()[
m_type
].
food_provided
;
auto
UTData
=
m_client
->
Observation
()
->
GetUnitTypeData
();
if
(
UTData
.
empty
())
// Check to hopefully avoid segfaults
{
BOT_ASSERT
(
false
,
"Failed, try with game running!"
);
return
-
1
;
}
return
(
int
)
UTData
[
m_type
].
food_provided
;
#else
return
m_type
.
supplyProvided
();
#endif
...
...
@@ -426,7 +477,14 @@ int UnitType::supplyProvided() const
int
UnitType
::
supplyRequired
()
const
{
#ifdef SC2API
return
(
int
)
m_client
->
Observation
()
->
GetUnitTypeData
()[
m_type
].
food_required
;
auto
UTData
=
m_client
->
Observation
()
->
GetUnitTypeData
();
if
(
UTData
.
empty
())
// Check to hopefully avoid segfaults
{
BOT_ASSERT
(
false
,
"Failed, try with game running!"
);
return
-
1
;
}
return
(
int
)
UTData
[
m_type
].
food_required
;
#else
return
m_type
.
supplyRequired
();
#endif
...
...
@@ -435,7 +493,13 @@ int UnitType::supplyRequired() const
int
UnitType
::
mineralPrice
()
const
{
#ifdef SC2API
return
(
int
)
m_client
->
Observation
()
->
GetUnitTypeData
()[
m_type
].
mineral_cost
;
auto
UTData
=
m_client
->
Observation
()
->
GetUnitTypeData
();
if
(
UTData
.
empty
())
// Check to hopefully avoid segfaults
{
BOT_ASSERT
(
false
,
"Failed, try with game running!"
);
return
-
1
;
}
return
(
int
)
UTData
[
m_type
].
mineral_cost
;
#else
return
m_type
.
mineralPrice
();
#endif
...
...
@@ -444,7 +508,13 @@ int UnitType::mineralPrice() const
int
UnitType
::
gasPrice
()
const
{
#ifdef SC2API
return
(
int
)
m_client
->
Observation
()
->
GetUnitTypeData
()[
m_type
].
vespene_cost
;
auto
UTData
=
m_client
->
Observation
()
->
GetUnitTypeData
();
if
(
UTData
.
empty
())
// Check to hopefully avoid segfaults
{
BOT_ASSERT
(
false
,
"Failed, try with game running!"
);
return
-
1
;
}
return
(
int
)
UTData
[
m_type
].
vespene_cost
;
#else
return
m_type
.
gasPrice
();
#endif
...
...
@@ -536,30 +606,66 @@ bool UnitType::isMorphedBuilding() const
int
UnitType
::
getMovementSpeed
()
const
{
return
m_client
->
Observation
()
->
GetUnitTypeData
()[
m_type
].
movement_speed
;
auto
UTData
=
m_client
->
Observation
()
->
GetUnitTypeData
();
if
(
UTData
.
empty
())
// Check to hopefully avoid segfaults
{
BOT_ASSERT
(
false
,
"Failed, try with game running!"
);
return
-
1
;
}
return
UTData
[
m_type
].
movement_speed
;
}
int
UnitType
::
getSightRange
()
const
{
return
m_client
->
Observation
()
->
GetUnitTypeData
()[
m_type
].
sight_range
;
auto
UTData
=
m_client
->
Observation
()
->
GetUnitTypeData
();
if
(
UTData
.
empty
())
// Check to hopefully avoid segfaults
{
BOT_ASSERT
(
false
,
"Failed, try with game running!"
);
return
-
1
;
}
return
UTData
[
m_type
].
sight_range
;
}
UnitTypeID
UnitType
::
getRequiredStructure
()
const
{
return
m_client
->
Observation
()
->
GetUnitTypeData
()[
m_type
].
tech_requirement
;
auto
UTData
=
m_client
->
Observation
()
->
GetUnitTypeData
();
if
(
UTData
.
empty
())
// Check to hopefully avoid segfaults
{
BOT_ASSERT
(
false
,
"Failed, try with game running!"
);
return
UnitTypeID
();
}
return
UTData
[
m_type
].
tech_requirement
;
}
std
::
vector
<
sc2
::
UnitTypeID
>
UnitType
::
getEquivalentUnits
()
const
{
return
m_client
->
Observation
()
->
GetUnitTypeData
()[
m_type
].
tech_alias
;
auto
UTData
=
m_client
->
Observation
()
->
GetUnitTypeData
();
if
(
UTData
.
empty
())
// Check to hopefully avoid segfaults
{
BOT_ASSERT
(
false
,
"Failed, try with game running!"
);
return
std
::
vector
<
sc2
::
UnitTypeID
>
();
}
return
UTData
[
m_type
].
tech_alias
;
}
bool
UnitType
::
requiredAttached
()
const
{
return
m_client
->
Observation
()
->
GetUnitTypeData
()[
m_type
].
require_attached
;
auto
UTData
=
m_client
->
Observation
()
->
GetUnitTypeData
();
if
(
UTData
.
empty
())
// Check to hopefully avoid segfaults
{
BOT_ASSERT
(
false
,
"Failed, try with game running!"
);
return
false
;
}
return
UTData
[
m_type
].
require_attached
;
}
float
UnitType
::
getBuildTime
()
const
{
return
m_client
->
Observation
()
->
GetUnitTypeData
()[
m_type
].
build_time
;
auto
UTData
=
m_client
->
Observation
()
->
GetUnitTypeData
();
if
(
UTData
.
empty
())
// Check to hopefully avoid segfaults
{
BOT_ASSERT
(
false
,
"Failed, try with game running!"
);
return
-
1
;
}
return
UTData
[
m_type
].
build_time
;
}
\ No newline at end of file
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