Source code for sc2.game_data

# pyre-ignore-all-errors[29]
from __future__ import annotations

from bisect import bisect_left
from contextlib import suppress
from dataclasses import dataclass
from functools import lru_cache

from sc2.data import Attribute, Race
from sc2.ids.ability_id import AbilityId
from sc2.ids.unit_typeid import UnitTypeId
from sc2.unit_command import UnitCommand

with suppress(ImportError):
    from sc2.dicts.unit_trained_from import UNIT_TRAINED_FROM

# Set of parts of names of abilities that have no cost
# E.g every ability that has 'Hold' in its name is free
FREE_ABILITIES = {"Lower", "Raise", "Land", "Lift", "Hold", "Harvest"}


[docs] class GameData: def __init__(self, data) -> None: """ :param data: """ ids = {a.value for a in AbilityId if a.value != 0} self.abilities: dict[int, AbilityData] = { a.ability_id: AbilityData(self, a) for a in data.abilities if a.ability_id in ids } self.units: dict[int, UnitTypeData] = {u.unit_id: UnitTypeData(self, u) for u in data.units if u.available} self.upgrades: dict[int, UpgradeData] = {u.upgrade_id: UpgradeData(self, u) for u in data.upgrades} # Cached UnitTypeIds so that conversion does not take long. This needs to be moved elsewhere if a new GameData object is created multiple times per game @lru_cache(maxsize=256) def calculate_ability_cost(self, ability: AbilityData | AbilityId | UnitCommand) -> Cost: if isinstance(ability, AbilityId): ability = self.abilities[ability.value] elif isinstance(ability, UnitCommand): ability = self.abilities[ability.ability.value] assert isinstance(ability, AbilityData), f"Ability is not of type 'AbilityData', but was {type(ability)}" for unit in self.units.values(): if unit.creation_ability is None: continue if not AbilityData.id_exists(unit.creation_ability.id.value): continue # pyre-ignore[16] if unit.creation_ability.is_free_morph: continue if unit.creation_ability == ability: if unit.id == UnitTypeId.ZERGLING: # HARD CODED: zerglings are generated in pairs return Cost(unit.cost.minerals * 2, unit.cost.vespene * 2, unit.cost.time) if unit.id == UnitTypeId.BANELING: # HARD CODED: banelings don't cost 50/25 as described in the API, but 25/25 return Cost(25, 25, unit.cost.time) # Correction for morphing units, e.g. orbital would return 550/0 instead of actual 150/0 morph_cost = unit.morph_cost if morph_cost: # can be None return morph_cost # Correction for zerg structures without morph: Extractor would return 75 instead of actual 25 return unit.cost_zerg_corrected for upgrade in self.upgrades.values(): if upgrade.research_ability == ability: return upgrade.cost return Cost(0, 0)
[docs] class AbilityData: ability_ids: list[int] = [ability_id.value for ability_id in AbilityId][1:] # sorted list @classmethod def id_exists(cls, ability_id): assert isinstance(ability_id, int), f"Wrong type: {ability_id} is not int" if ability_id == 0: return False i = bisect_left(cls.ability_ids, ability_id) # quick binary search return i != len(cls.ability_ids) and cls.ability_ids[i] == ability_id def __init__(self, game_data, proto) -> None: self._game_data = game_data self._proto = proto # What happens if we comment this out? Should this not be commented out? What is its purpose? assert self.id != 0 def __repr__(self) -> str: return f"AbilityData(name={self._proto.button_name})" @property def id(self) -> AbilityId: """Returns the generic remap ID. See sc2/dicts/generic_redirect_abilities.py""" if self._proto.remaps_to_ability_id: return AbilityId(self._proto.remaps_to_ability_id) return AbilityId(self._proto.ability_id) @property def exact_id(self) -> AbilityId: """Returns the exact ID of the ability""" return AbilityId(self._proto.ability_id) @property def link_name(self) -> str: """For Stimpack this returns 'BarracksTechLabResearch'""" return self._proto.link_name @property def button_name(self) -> str: """For Stimpack this returns 'Stimpack'""" return self._proto.button_name @property def friendly_name(self) -> str: """For Stimpack this returns 'Research Stimpack'""" return self._proto.friendly_name @property def is_free_morph(self) -> bool: return any(free in self._proto.link_name for free in FREE_ABILITIES) @property def cost(self) -> Cost: return self._game_data.calculate_ability_cost(self.id)
[docs] class UnitTypeData: def __init__(self, game_data: GameData, proto) -> None: """ :param game_data: :param proto: """ # The ability_id for lurkers is # LURKERASPECTMPFROMHYDRALISKBURROWED_LURKERMPFROMHYDRALISKBURROWED # instead of the correct MORPH_LURKER. if proto.unit_id == UnitTypeId.LURKERMP.value: proto.ability_id = AbilityId.MORPH_LURKER.value self._game_data = game_data self._proto = proto def __repr__(self) -> str: return f"UnitTypeData(name={self.name})" @property def id(self) -> UnitTypeId: return UnitTypeId(self._proto.unit_id) @property def name(self) -> str: return self._proto.name @property def creation_ability(self) -> AbilityData | None: if self._proto.ability_id == 0: return None if self._proto.ability_id not in self._game_data.abilities: return None return self._game_data.abilities[self._proto.ability_id] @property def footprint_radius(self) -> float | None: """See unit.py footprint_radius""" if self.creation_ability is None: return None return self.creation_ability._proto.footprint_radius @property # pyre-ignore[11] def attributes(self) -> list[Attribute]: return self._proto.attributes def has_attribute(self, attr) -> bool: # pyre-ignore[6] assert isinstance(attr, Attribute) return attr in self.attributes @property def has_minerals(self) -> bool: return self._proto.has_minerals @property def has_vespene(self) -> bool: return self._proto.has_vespene @property def cargo_size(self) -> int: """How much cargo this unit uses up in cargo_space""" return self._proto.cargo_size @property def tech_requirement(self) -> UnitTypeId | None: """Tech-building requirement of buildings - may work for units but unreliably""" if self._proto.tech_requirement == 0: return None if self._proto.tech_requirement not in self._game_data.units: return None return UnitTypeId(self._proto.tech_requirement) @property def tech_alias(self) -> list[UnitTypeId] | None: """Building tech equality, e.g. OrbitalCommand is the same as CommandCenter Building tech equality, e.g. Hive is the same as Lair and Hatchery For Hive, this returns [UnitTypeId.Hatchery, UnitTypeId.Lair] For SCV, this returns None""" return_list = [ UnitTypeId(tech_alias) for tech_alias in self._proto.tech_alias if tech_alias in self._game_data.units ] return return_list if return_list else None @property def unit_alias(self) -> UnitTypeId | None: """Building type equality, e.g. FlyingOrbitalCommand is the same as OrbitalCommand""" if self._proto.unit_alias == 0: return None if self._proto.unit_alias not in self._game_data.units: return None """ For flying OrbitalCommand, this returns UnitTypeId.OrbitalCommand """ return UnitTypeId(self._proto.unit_alias) @property # pyre-ignore[11] def race(self) -> Race: return Race(self._proto.race) @property def cost(self) -> Cost: return Cost(self._proto.mineral_cost, self._proto.vespene_cost, self._proto.build_time) @property def cost_zerg_corrected(self) -> Cost: """This returns 25 for extractor and 200 for spawning pool instead of 75 and 250 respectively""" # pyre-ignore[16] if self.race == Race.Zerg and Attribute.Structure.value in self.attributes: return Cost(self._proto.mineral_cost - 50, self._proto.vespene_cost, self._proto.build_time) return self.cost @property def morph_cost(self) -> Cost | None: """This returns 150 minerals for OrbitalCommand instead of 550""" # Morphing units supply_cost = self._proto.food_required if supply_cost > 0 and self.id in UNIT_TRAINED_FROM and len(UNIT_TRAINED_FROM[self.id]) == 1: producer: UnitTypeId for producer in UNIT_TRAINED_FROM[self.id]: producer_unit_data = self._game_data.units[producer.value] if 0 < producer_unit_data._proto.food_required <= supply_cost: if producer == UnitTypeId.ZERGLING: producer_cost = Cost(25, 0) else: producer_cost = self._game_data.calculate_ability_cost(producer_unit_data.creation_ability) return Cost( self._proto.mineral_cost - producer_cost.minerals, self._proto.vespene_cost - producer_cost.vespene, self._proto.build_time, ) # Fix for BARRACKSREACTOR which has tech alias [REACTOR] which has (0, 0) cost if self.tech_alias is None or self.tech_alias[0] in {UnitTypeId.TECHLAB, UnitTypeId.REACTOR}: return None # Morphing a HIVE would have HATCHERY and LAIR in the tech alias - now subtract HIVE cost from LAIR cost instead of from HATCHERY cost tech_alias_cost_minerals = max( self._game_data.units[tech_alias.value].cost.minerals for tech_alias in self.tech_alias ) tech_alias_cost_vespene = max( self._game_data.units[tech_alias.value].cost.vespene # pyre-ignore[16] for tech_alias in self.tech_alias ) return Cost( self._proto.mineral_cost - tech_alias_cost_minerals, self._proto.vespene_cost - tech_alias_cost_vespene, self._proto.build_time, )
[docs] class UpgradeData: def __init__(self, game_data: GameData, proto) -> None: """ :param game_data: :param proto: """ self._game_data = game_data self._proto = proto def __repr__(self) -> str: return f"UpgradeData({self.name} - research ability: {self.research_ability}, {self.cost})" @property def name(self) -> str: return self._proto.name @property def research_ability(self) -> AbilityData | None: if self._proto.ability_id == 0: return None if self._proto.ability_id not in self._game_data.abilities: return None return self._game_data.abilities[self._proto.ability_id] @property def cost(self) -> Cost: return Cost(self._proto.mineral_cost, self._proto.vespene_cost, self._proto.research_time)
[docs] @dataclass class Cost: """ The cost of an action, a structure, a unit or a research upgrade. The time is given in frames (22.4 frames per game second). """ minerals: int vespene: int time: float | None = None def __repr__(self) -> str: return f"Cost({self.minerals}, {self.vespene})" def __eq__(self, other: Cost) -> bool: return self.minerals == other.minerals and self.vespene == other.vespene def __ne__(self, other: Cost) -> bool: return self.minerals != other.minerals or self.vespene != other.vespene def __bool__(self) -> bool: return self.minerals != 0 or self.vespene != 0 def __add__(self, other: Cost) -> Cost: if not other: return self if not self: return other time = (self.time or 0) + (other.time or 0) return Cost(self.minerals + other.minerals, self.vespene + other.vespene, time=time) def __sub__(self, other: Cost) -> Cost: time = (self.time or 0) + (other.time or 0) return Cost(self.minerals - other.minerals, self.vespene - other.vespene, time=time) def __mul__(self, other: int) -> Cost: return Cost(self.minerals * other, self.vespene * other, time=self.time) def __rmul__(self, other: int) -> Cost: return Cost(self.minerals * other, self.vespene * other, time=self.time)