signature
stringlengths
8
3.44k
body
stringlengths
0
1.41M
docstring
stringlengths
1
122k
id
stringlengths
5
17
def dist(self, other):
dx = self.x - other.x<EOL>dy = self.y - other.y<EOL>return math.sqrt(dx**<NUM_LIT:2> + dy**<NUM_LIT:2>)<EOL>
Distance to some other point.
f1598:c0:m3
def dist_sq(self, other):
dx = self.x - other.x<EOL>dy = self.y - other.y<EOL>return dx**<NUM_LIT:2> + dy**<NUM_LIT:2><EOL>
Distance squared to some other point.
f1598:c0:m4
def round(self):
return Point(int(round(self.x)), int(round(self.y)))<EOL>
Round `x` and `y` to integers.
f1598:c0:m5
def floor(self):
return Point(int(math.floor(self.x)), int(math.floor(self.y)))<EOL>
Round `x` and `y` down to integers.
f1598:c0:m6
def ceil(self):
return Point(int(math.ceil(self.x)), int(math.ceil(self.y)))<EOL>
Round `x` and `y` up to integers.
f1598:c0:m7
def abs(self):
return Point(abs(self.x), abs(self.y))<EOL>
Take the absolute value of `x` and `y`.
f1598:c0:m8
def len(self):
return math.sqrt(self.x**<NUM_LIT:2> + self.y**<NUM_LIT:2>)<EOL>
Length of the vector to this point.
f1598:c0:m9
def scale(self, target_len):
return self * (target_len / self.len())<EOL>
Scale the vector to have the target length.
f1598:c0:m10
def scale_max_size(self, max_size):
return self * (max_size / self).min_dim()<EOL>
Scale this value, keeping aspect ratio, but fitting inside `max_size`.
f1598:c0:m11
def scale_min_size(self, min_size):
return self * (min_size / self).max_dim()<EOL>
Scale this value, keeping aspect ratio, but fitting around `min_size`.
f1598:c0:m12
def transpose(self):
return Point(self.y, self.x)<EOL>
Flip x and y.
f1598:c0:m15
def contained_circle(self, pt, radius):
return self.dist(pt) < radius<EOL>
Is this point inside the circle defined by (`pt`, `radius`)?
f1598:c0:m19
def bound(self, p1, p2=None):
r = Rect(p1, p2)<EOL>return Point(min(max(self.x, r.l), r.r), min(max(self.y, r.t), r.b))<EOL>
Bound this point within the rect defined by (`p1`, `p2`).
f1598:c0:m20
def contains_point(self, pt):
return (self.l < pt.x and self.r > pt.x and<EOL>self.t < pt.y and self.b > pt.y)<EOL>
Is the point inside this rect?
f1598:c1:m15
def contains_circle(self, pt, radius):
return (self.l < pt.x - radius and self.r > pt.x + radius and<EOL>self.t < pt.y - radius and self.b > pt.y + radius)<EOL>
Is the circle completely inside this rect?
f1598:c1:m16
def intersects_circle(self, pt, radius):
<EOL>rect_corner = self.size / <NUM_LIT:2> <EOL>circle_center = (pt - self.center).abs() <EOL>if (circle_center.x > rect_corner.x + radius or<EOL>circle_center.y > rect_corner.y + radius):<EOL><INDENT>return False<EOL><DEDENT>if (circle_center.x <= rect_corner.x or<EOL>circle_center.y <= rect_corner.y):<EOL><INDENT>r...
Does the circle intersect with this rect?
f1598:c1:m17
def ham_dist(str1, str2):
assert len(str1) == len(str2)<EOL>return sum(c1 != c2 for c1, c2 in zip(str1, str2))<EOL>
Hamming distance. Count the number of differences between str1 and str2.
f1600:m0
def check_error(res, error_enum):
if res.HasField("<STR_LIT:error>"):<EOL><INDENT>enum_name = error_enum.DESCRIPTOR.full_name<EOL>error_name = error_enum.Name(res.error)<EOL>details = getattr(res, "<STR_LIT>", "<STR_LIT>")<EOL>raise RequestError("<STR_LIT>" % (enum_name, error_name, details), res)<EOL><DEDENT>return res<EOL>
Raise if the result has an error, otherwise return the result.
f1602:m0
def decorate_check_error(error_enum):
def decorator(func):<EOL><INDENT>@functools.wraps(func)<EOL>def _check_error(*args, **kwargs):<EOL><INDENT>return check_error(func(*args, **kwargs), error_enum)<EOL><DEDENT>return _check_error<EOL><DEDENT>return decorator<EOL>
Decorator to call `check_error` on the return value.
f1602:m1
def skip_status(*skipped):
def decorator(func):<EOL><INDENT>@functools.wraps(func)<EOL>def _skip_status(self, *args, **kwargs):<EOL><INDENT>if self.status not in skipped:<EOL><INDENT>return func(self, *args, **kwargs)<EOL><DEDENT><DEDENT>return _skip_status<EOL><DEDENT>return decorator<EOL>
Decorator to skip this call if we're in one of the skipped states.
f1602:m2
def valid_status(*valid):
def decorator(func):<EOL><INDENT>@functools.wraps(func)<EOL>def _valid_status(self, *args, **kwargs):<EOL><INDENT>if self.status not in valid:<EOL><INDENT>raise protocol.ProtocolError(<EOL>"<STR_LIT>" % (<EOL>func.__name__, self.status, "<STR_LIT:U+002C>".join(map(str, valid))))<EOL><DEDENT>return func(self, *args, **k...
Decorator to assert that we're in a valid state.
f1602:m3
def catch_game_end(func):
@functools.wraps(func)<EOL>def _catch_game_end(self, *args, **kwargs):<EOL><INDENT>"""<STR_LIT>"""<EOL>prev_status = self.status<EOL>try:<EOL><INDENT>return func(self, *args, **kwargs)<EOL><DEDENT>except protocol.ProtocolError as protocol_error:<EOL><INDENT>if prev_status == Status.in_game and (<EOL>"<STR_LIT>" in str(...
Decorator to handle 'Game has already ended' exceptions.
f1602:m4
@sw.decorate<EOL><INDENT>def _connect(self, host, port, proc, timeout_seconds):<DEDENT>
if "<STR_LIT::>" in host and not host.startswith("<STR_LIT:[>"): <EOL><INDENT>host = "<STR_LIT>" % host<EOL><DEDENT>url = "<STR_LIT>" % (host, port)<EOL>was_running = False<EOL>for i in range(timeout_seconds):<EOL><INDENT>is_running = proc and proc.running<EOL>was_running = was_running or is_running<EOL>if (i >= timeo...
Connect to the websocket, retrying as needed. Returns the socket.
f1602:c2:m1
@valid_status(Status.launched, Status.ended, Status.in_game, Status.in_replay)<EOL><INDENT>@decorate_check_error(sc_pb.ResponseCreateGame.Error)<EOL>@sw.decorate<EOL>def create_game(self, req_create_game):<DEDENT>
return self._client.send(create_game=req_create_game)<EOL>
Create a new game. This can only be done by the host.
f1602:c2:m3
@valid_status(Status.launched, Status.init_game)<EOL><INDENT>@decorate_check_error(sc_pb.ResponseSaveMap.Error)<EOL>@sw.decorate<EOL>def save_map(self, map_path, map_data):<DEDENT>
return self._client.send(save_map=sc_pb.RequestSaveMap(<EOL>map_path=map_path, map_data=map_data))<EOL>
Save a map into temp dir so create game can access it in multiplayer.
f1602:c2:m4
@valid_status(Status.launched, Status.init_game)<EOL><INDENT>@decorate_check_error(sc_pb.ResponseJoinGame.Error)<EOL>@sw.decorate<EOL>def join_game(self, req_join_game):<DEDENT>
return self._client.send(join_game=req_join_game)<EOL>
Join a game, done by all connected clients.
f1602:c2:m5
@valid_status(Status.ended, Status.in_game)<EOL><INDENT>@decorate_check_error(sc_pb.ResponseRestartGame.Error)<EOL>@sw.decorate<EOL>def restart(self):<DEDENT>
return self._client.send(restart_game=sc_pb.RequestRestartGame())<EOL>
Restart the game. Only done by the host.
f1602:c2:m6
@valid_status(Status.launched, Status.ended, Status.in_game, Status.in_replay)<EOL><INDENT>@decorate_check_error(sc_pb.ResponseStartReplay.Error)<EOL>@sw.decorate<EOL>def start_replay(self, req_start_replay):<DEDENT>
return self._client.send(start_replay=req_start_replay)<EOL>
Start a replay.
f1602:c2:m7
@valid_status(Status.in_game, Status.in_replay)<EOL><INDENT>@sw.decorate<EOL>def game_info(self):<DEDENT>
return self._client.send(game_info=sc_pb.RequestGameInfo())<EOL>
Get the basic information about the game.
f1602:c2:m8
@valid_status(Status.in_game, Status.in_replay)<EOL><INDENT>@sw.decorate<EOL>def data_raw(self):<DEDENT>
return self._client.send(data=sc_pb.RequestData(<EOL>ability_id=True, unit_type_id=True))<EOL>
Get the raw static data for the current game. Prefer `data` instead.
f1602:c2:m9
def data(self):
return static_data.StaticData(self.data_raw())<EOL>
Get the static data for the current game.
f1602:c2:m10
@valid_status(Status.in_game, Status.in_replay, Status.ended)<EOL><INDENT>@sw.decorate<EOL>def observe(self):<DEDENT>
return self._client.send(observation=sc_pb.RequestObservation())<EOL>
Get a current observation.
f1602:c2:m11
@valid_status(Status.in_game, Status.in_replay)<EOL><INDENT>@sw.decorate<EOL>def step(self, count=<NUM_LIT:1>):<DEDENT>
return self._client.send(step=sc_pb.RequestStep(count=count))<EOL>
Step the engine forward by one (or more) step.
f1602:c2:m12
@skip_status(Status.in_replay)<EOL><INDENT>@valid_status(Status.in_game)<EOL>@catch_game_end<EOL>@sw.decorate<EOL>def actions(self, req_action):<DEDENT>
if FLAGS.sc2_log_actions:<EOL><INDENT>for action in req_action.actions:<EOL><INDENT>sys.stderr.write(str(action))<EOL>sys.stderr.flush()<EOL><DEDENT><DEDENT>return self._client.send(action=req_action)<EOL>
Send a `sc_pb.RequestAction`, which may include multiple actions.
f1602:c2:m13
def act(self, action):
if action and action.ListFields(): <EOL><INDENT>return self.actions(sc_pb.RequestAction(actions=[action]))<EOL><DEDENT>
Send a single action. This is a shortcut for `actions`.
f1602:c2:m14
def chat(self, message):
if message:<EOL><INDENT>action_chat = sc_pb.ActionChat(<EOL>channel=sc_pb.ActionChat.Broadcast, message=message)<EOL>action = sc_pb.Action(action_chat=action_chat)<EOL>return self.act(action)<EOL><DEDENT>
Send chat message as a broadcast.
f1602:c2:m15
@valid_status(Status.in_game, Status.ended)<EOL><INDENT>@sw.decorate<EOL>def leave(self):<DEDENT>
return self._client.send(leave_game=sc_pb.RequestLeaveGame())<EOL>
Disconnect from a multiplayer game.
f1602:c2:m16
@valid_status(Status.in_game, Status.ended)<EOL><INDENT>@sw.decorate<EOL>def save_replay(self):<DEDENT>
res = self._client.send(save_replay=sc_pb.RequestSaveReplay())<EOL>return res.data<EOL>
Save a replay, returning the data.
f1602:c2:m17
@valid_status(Status.in_game)<EOL><INDENT>@sw.decorate<EOL>def debug(self, debug_commands):<DEDENT>
if isinstance(debug_commands, sc_debug.DebugCommand):<EOL><INDENT>debug_commands = [debug_commands]<EOL><DEDENT>return self._client.send(debug=sc_pb.RequestDebug(debug=debug_commands))<EOL>
Run a debug command.
f1602:c2:m18
@skip_status(Status.quit)<EOL><INDENT>@sw.decorate<EOL>def quit(self):<DEDENT>
try:<EOL><INDENT>self._client.write(sc_pb.Request(quit=sc_pb.RequestQuit()))<EOL><DEDENT>except protocol.ConnectionError:<EOL><INDENT>pass <EOL><DEDENT>finally:<EOL><INDENT>self.close()<EOL><DEDENT>
Shut down the SC2 process.
f1602:c2:m19
def _shutdown_proc(p, timeout):
freq = <NUM_LIT:10> <EOL>for _ in range(<NUM_LIT:1> + timeout * freq):<EOL><INDENT>ret = p.poll()<EOL>if ret is not None:<EOL><INDENT>logging.info("<STR_LIT>")<EOL>return ret<EOL><DEDENT>time.sleep(<NUM_LIT:1> / freq)<EOL><DEDENT>logging.warning("<STR_LIT>")<EOL>p.kill()<EOL>return p.wait()<EOL>
Wait for a proc to shut down, then terminate or kill it after `timeout`.
f1605:m0
def __init__(self, run_config, exec_path, version, full_screen=False,<EOL>extra_args=None, verbose=False, host=None, port=None,<EOL>connect=True, timeout_seconds=None, window_size=(<NUM_LIT>, <NUM_LIT>),<EOL>window_loc=(<NUM_LIT:50>, <NUM_LIT:50>), **kwargs):
self._proc = None<EOL>self._controller = None<EOL>self._check_exists(exec_path)<EOL>self._tmp_dir = tempfile.mkdtemp(prefix="<STR_LIT>", dir=run_config.tmp_dir)<EOL>self._host = host or "<STR_LIT:127.0.0.1>"<EOL>self._port = port or portpicker.pick_unused_port()<EOL>self._version = version<EOL>args = [<EOL>exec_path,<E...
Launch the SC2 process. Args: run_config: `run_configs.lib.RunConfig` object. exec_path: Path to the binary to run. version: `run_configs.lib.Version` object. full_screen: Whether to launch the game window full_screen on win/mac. extra_args: List of additional ...
f1605:c1:m0
@sw.decorate<EOL><INDENT>def close(self):<DEDENT>
if hasattr(self, "<STR_LIT>") and self._controller:<EOL><INDENT>self._controller.quit()<EOL>self._controller.close()<EOL>self._controller = None<EOL><DEDENT>self._shutdown()<EOL>if hasattr(self, "<STR_LIT>") and self._port:<EOL><INDENT>portpicker.return_port(self._port)<EOL>self._port = None<EOL><DEDENT>if hasattr(self...
Shut down the game and clean up.
f1605:c1:m1
def _launch(self, run_config, args, **kwargs):
del kwargs<EOL>try:<EOL><INDENT>with sw("<STR_LIT>"):<EOL><INDENT>return subprocess.Popen(args, cwd=run_config.cwd, env=run_config.env)<EOL><DEDENT><DEDENT>except OSError:<EOL><INDENT>logging.exception("<STR_LIT>")<EOL>raise SC2LaunchError("<STR_LIT>" % args)<EOL><DEDENT>
Launch the process and return the process object.
f1605:c1:m10
def _shutdown(self):
if self._proc:<EOL><INDENT>ret = _shutdown_proc(self._proc, <NUM_LIT:3>)<EOL>logging.info("<STR_LIT>", ret)<EOL>self._proc = None<EOL><DEDENT>
Terminate the sub-process.
f1605:c1:m11
def __getitem__(self, indices):
indices = self._indices(indices)<EOL>obj = super(NamedNumpyArray, self).__getitem__(indices)<EOL>if isinstance(obj, np.ndarray): <EOL><INDENT>if not isinstance(indices, tuple):<EOL><INDENT>indices = (indices,)<EOL><DEDENT>new_names = []<EOL>dim = <NUM_LIT:0><EOL>for i, index in enumerate(indices):<EOL><INDENT>if isins...
Get by indexing lookup.
f1606:c1:m4
def __repr__(self):
names = []<EOL>for dim_names in self._index_names:<EOL><INDENT>if dim_names:<EOL><INDENT>dim_names = [n for n, _ in sorted(dim_names.items(),<EOL>key=lambda item: item[<NUM_LIT:1>])]<EOL>if len(dim_names) > <NUM_LIT:11>:<EOL><INDENT>dim_names = dim_names[:<NUM_LIT:5>] + ["<STR_LIT>"] + dim_names[-<NUM_LIT:5>:]<EOL><DED...
A repr, parsing the original and adding the names param.
f1606:c1:m8
def _indices(self, indices):
if isinstance(indices, tuple):<EOL><INDENT>out = []<EOL>dim = <NUM_LIT:0><EOL>for i, index in enumerate(indices):<EOL><INDENT>if index is Ellipsis:<EOL><INDENT>out.append(index)<EOL>dim = len(self.shape) - len(indices) + i<EOL><DEDENT>else:<EOL><INDENT>out.append(self._get_index(dim, index))<EOL><DEDENT>dim += <NUM_LIT...
Turn all string indices into int indices, preserving ellipsis.
f1606:c1:m11
def _get_index(self, dim, index):
if isinstance(index, six.string_types):<EOL><INDENT>try:<EOL><INDENT>return self._index_names[dim][index]<EOL><DEDENT>except KeyError:<EOL><INDENT>raise KeyError("<STR_LIT>" % (index, dim))<EOL><DEDENT>except TypeError:<EOL><INDENT>raise TypeError(<EOL>"<STR_LIT>" % (dim, index))<EOL><DEDENT><DEDENT>else:<EOL><INDENT>r...
Turn a string into a real index, otherwise return the index.
f1606:c1:m12
def spatial(action, action_space):
if action_space == ActionSpace.FEATURES:<EOL><INDENT>return action.action_feature_layer<EOL><DEDENT>elif action_space == ActionSpace.RGB:<EOL><INDENT>return action.action_render<EOL><DEDENT>else:<EOL><INDENT>raise ValueError("<STR_LIT>" % action_space)<EOL><DEDENT>
Choose the action space for the action proto.
f1609:m0
def move_camera(action, action_space, minimap):
minimap.assign_to(spatial(action, action_space).camera_move.center_minimap)<EOL>
Move the camera.
f1609:m2
def select_point(action, action_space, select_point_act, screen):
select = spatial(action, action_space).unit_selection_point<EOL>screen.assign_to(select.selection_screen_coord)<EOL>select.type = select_point_act<EOL>
Select a unit at a point.
f1609:m3
def select_rect(action, action_space, select_add, screen, screen2):
select = spatial(action, action_space).unit_selection_rect<EOL>out_rect = select.selection_screen_coord.add()<EOL>screen_rect = point.Rect(screen, screen2)<EOL>screen_rect.tl.assign_to(out_rect.p0)<EOL>screen_rect.br.assign_to(out_rect.p1)<EOL>select.selection_add = bool(select_add)<EOL>
Select units within a rectangle.
f1609:m4
def select_idle_worker(action, action_space, select_worker):
del action_space<EOL>action.action_ui.select_idle_worker.type = select_worker<EOL>
Select an idle worker.
f1609:m5
def select_army(action, action_space, select_add):
del action_space<EOL>action.action_ui.select_army.selection_add = select_add<EOL>
Select the entire army.
f1609:m6
def select_warp_gates(action, action_space, select_add):
del action_space<EOL>action.action_ui.select_warp_gates.selection_add = select_add<EOL>
Select all warp gates.
f1609:m7
def select_larva(action, action_space):
del action_space<EOL>action.action_ui.select_larva.SetInParent()<EOL>
Select all larva.
f1609:m8
def select_unit(action, action_space, select_unit_act, select_unit_id):
del action_space<EOL>select = action.action_ui.multi_panel<EOL>select.type = select_unit_act<EOL>select.unit_index = select_unit_id<EOL>
Select a specific unit from the multi-unit selection.
f1609:m9
def control_group(action, action_space, control_group_act, control_group_id):
del action_space<EOL>select = action.action_ui.control_group<EOL>select.action = control_group_act<EOL>select.control_group_index = control_group_id<EOL>
Act on a control group, selecting, setting, etc.
f1609:m10
def unload(action, action_space, unload_id):
del action_space<EOL>action.action_ui.cargo_panel.unit_index = unload_id<EOL>
Unload a unit from a transport/bunker/nydus/etc.
f1609:m11
def build_queue(action, action_space, build_queue_id):
del action_space<EOL>action.action_ui.production_panel.unit_index = build_queue_id<EOL>
Cancel a unit in the build queue.
f1609:m12
def cmd_quick(action, action_space, ability_id, queued):
action_cmd = spatial(action, action_space).unit_command<EOL>action_cmd.ability_id = ability_id<EOL>action_cmd.queue_command = queued<EOL>
Do a quick command like 'Stop' or 'Stim'.
f1609:m13
def cmd_screen(action, action_space, ability_id, queued, screen):
action_cmd = spatial(action, action_space).unit_command<EOL>action_cmd.ability_id = ability_id<EOL>action_cmd.queue_command = queued<EOL>screen.assign_to(action_cmd.target_screen_coord)<EOL>
Do a command that needs a point on the screen.
f1609:m14
def cmd_minimap(action, action_space, ability_id, queued, minimap):
action_cmd = spatial(action, action_space).unit_command<EOL>action_cmd.ability_id = ability_id<EOL>action_cmd.queue_command = queued<EOL>minimap.assign_to(action_cmd.target_minimap_coord)<EOL>
Do a command that needs a point on the minimap.
f1609:m15
def autocast(action, action_space, ability_id):
del action_space<EOL>action.action_ui.toggle_autocast.ability_id = ability_id<EOL>
Toggle autocast.
f1609:m16
@classmethod<EOL><INDENT>def enum(cls, options, values):<DEDENT>
names, real = zip(*options)<EOL>del names <EOL>def factory(i, name):<EOL><INDENT>return cls(i, name, (len(real),), lambda a: real[a[<NUM_LIT:0>]], values)<EOL><DEDENT>return factory<EOL>
Create an ArgumentType where you choose one of a set of known values.
f1609:c1:m2
@classmethod<EOL><INDENT>def scalar(cls, value):<DEDENT>
return lambda i, name: cls(i, name, (value,), lambda a: a[<NUM_LIT:0>], None)<EOL>
Create an ArgumentType with a single scalar in range(value).
f1609:c1:m3
@classmethod<EOL><INDENT>def point(cls): <DEDENT>
def factory(i, name):<EOL><INDENT>return cls(i, name, (<NUM_LIT:0>, <NUM_LIT:0>), lambda a: point.Point(*a).floor(), None)<EOL><DEDENT>return factory<EOL>
Create an ArgumentType that is represented by a point.Point.
f1609:c1:m4
@classmethod<EOL><INDENT>def spec(cls, id_, name, sizes):<DEDENT>
return cls(id_, name, sizes, None, None)<EOL>
Create an ArgumentType to be used in ValidActions.
f1609:c1:m5
@classmethod<EOL><INDENT>def types(cls, **kwargs):<DEDENT>
named = {name: factory(Arguments._fields.index(name), name)<EOL>for name, factory in six.iteritems(kwargs)}<EOL>return cls(**named)<EOL>
Create an Arguments of the possible Types.
f1609:c2:m0
@classmethod<EOL><INDENT>def ui_func(cls, id_, name, function_type, avail_fn=always):<DEDENT>
return cls(id_, name, <NUM_LIT:0>, <NUM_LIT:0>, function_type, FUNCTION_TYPES[function_type],<EOL>avail_fn)<EOL>
Define a function representing a ui action.
f1609:c3:m0
@classmethod<EOL><INDENT>def ability(cls, id_, name, function_type, ability_id, general_id=<NUM_LIT:0>):<DEDENT>
assert function_type in ABILITY_FUNCTIONS<EOL>return cls(id_, name, ability_id, general_id, function_type,<EOL>FUNCTION_TYPES[function_type], None)<EOL>
Define a function represented as a game ability.
f1609:c3:m1
@classmethod<EOL><INDENT>def spec(cls, id_, name, args):<DEDENT>
return cls(id_, name, None, None, None, args, None)<EOL>
Create a Function to be used in ValidActions.
f1609:c3:m2
def __call__(self, *args):
return FunctionCall.init_with_validation(self.id, args)<EOL>
A convenient way to create a FunctionCall from this Function.
f1609:c3:m5
def str(self, space=False):
return "<STR_LIT>" % (str(int(self.id)).rjust(space and <NUM_LIT:4>),<EOL>self.name.ljust(space and <NUM_LIT:50>),<EOL>"<STR_LIT>".join(str(a) for a in self.args))<EOL>
String version. Set space=True to line them all up nicely.
f1609:c3:m7
@classmethod<EOL><INDENT>def init_with_validation(cls, function, arguments):<DEDENT>
func = FUNCTIONS[function]<EOL>args = []<EOL>for arg, arg_type in zip(arguments, func.args):<EOL><INDENT>if arg_type.values: <EOL><INDENT>if isinstance(arg, six.string_types):<EOL><INDENT>try:<EOL><INDENT>args.append([arg_type.values[arg]])<EOL><DEDENT>except KeyError:<EOL><INDENT>raise KeyError("<STR_LIT>" % (<EOL>ar...
Return a `FunctionCall` given some validation for the function and args. Args: function: A function name or id, to be converted into a function id enum. arguments: An iterable of function arguments. Arguments that are enum types can be passed by name. Arguments that only take ...
f1609:c5:m0
@classmethod<EOL><INDENT>def all_arguments(cls, function, arguments):<DEDENT>
if isinstance(arguments, dict):<EOL><INDENT>arguments = Arguments(**arguments)<EOL><DEDENT>elif not isinstance(arguments, Arguments):<EOL><INDENT>arguments = Arguments(*arguments)<EOL><DEDENT>return cls(function, arguments)<EOL>
Helper function for creating `FunctionCall`s with `Arguments`. Args: function: The value to store for the action function. arguments: The values to store for the arguments of the action. Can either be an `Arguments` object, a `dict`, or an iterable. If a `dict` or an ...
f1609:c5:m1
def pick_unused_ports(num_ports, retry_interval_secs=<NUM_LIT:3>, retry_attempts=<NUM_LIT:5>):
ports = set()<EOL>for _ in range(retry_attempts):<EOL><INDENT>ports.update(<EOL>portpicker.pick_unused_port() for _ in range(num_ports - len(ports)))<EOL>ports.discard(None) <EOL>if len(ports) == num_ports:<EOL><INDENT>return list(ports)<EOL><DEDENT>time.sleep(retry_interval_secs)<EOL><DEDENT>return_ports(ports)<EOL>r...
Reserves and returns a list of `num_ports` unused ports.
f1610:m0
def pick_contiguous_unused_ports(<EOL>num_ports,<EOL>retry_interval_secs=<NUM_LIT:3>,<EOL>retry_attempts=<NUM_LIT:5>):
for _ in range(retry_attempts):<EOL><INDENT>start_port = portpicker.pick_unused_port()<EOL>if start_port is not None:<EOL><INDENT>ports = [start_port + p for p in range(num_ports)]<EOL>if all(portpicker.is_port_free(p) for p in ports):<EOL><INDENT>return ports<EOL><DEDENT>else:<EOL><INDENT>return_ports(ports)<EOL><DEDE...
Reserves and returns a list of `num_ports` contiguous unused ports.
f1610:m1
def return_ports(ports):
for port in ports:<EOL><INDENT>portpicker.return_port(port)<EOL><DEDENT>
Returns previously reserved ports so that may be reused.
f1610:m2
def smooth_hue_palette(scale):
<EOL>array = numpy.arange(scale)<EOL>h = array * (<NUM_LIT:6> / scale) <EOL>x = <NUM_LIT:255> * (<NUM_LIT:1> - numpy.absolute(numpy.mod(h, <NUM_LIT:2>) - <NUM_LIT:1>))<EOL>c = <NUM_LIT:255><EOL>out = numpy.zeros(h.shape + (<NUM_LIT:3>,), float)<EOL>r = out[..., <NUM_LIT:0>]<EOL>g = out[..., <NUM_LIT:1>]<EOL>b = out[.....
Takes an array of ints and returns a corresponding colored rgb array.
f1611:m0
def piece_wise_linear(scale, points):
assert len(points) >= <NUM_LIT:2><EOL>assert points[<NUM_LIT:0>][<NUM_LIT:0>] == <NUM_LIT:0><EOL>assert points[-<NUM_LIT:1>][<NUM_LIT:0>] == <NUM_LIT:1><EOL>assert all(i < j for i, j in zip(points[:-<NUM_LIT:1>], points[<NUM_LIT:1>:]))<EOL>out = numpy.zeros((scale, <NUM_LIT:3>))<EOL>p1, c1 = points[<NUM_LIT:0>]<EOL>p2,...
Create a palette that is piece-wise linear given some colors at points.
f1611:m2
def unit_type(scale=None):
<EOL>palette_size = scale or max(static_data.UNIT_TYPES) + <NUM_LIT:1><EOL>palette = shuffled_hue(palette_size)<EOL>assert len(static_data.UNIT_TYPES) <= len(distinct_colors)<EOL>for i, v in enumerate(static_data.UNIT_TYPES):<EOL><INDENT>palette[v] = distinct_colors[i]<EOL><DEDENT>return palette<EOL>
Returns a palette that maps unit types to rgb colors.
f1611:m5
def __init__(self, data):
self._units = {u.unit_id: u.name for u in data.units}<EOL>self._unit_stats = {u.unit_id: u for u in data.units}<EOL>self._abilities = {a.ability_id: a for a in data.abilities}<EOL>self._general_abilities = {a.remaps_to_ability_id<EOL>for a in data.abilities<EOL>if a.remaps_to_ability_id}<EOL>for a in six.itervalues(sel...
Takes data from RequestData.
f1612:c0:m0
@contextlib.contextmanager<EOL>def catch_websocket_connection_errors():
try:<EOL><INDENT>yield<EOL><DEDENT>except websocket.WebSocketConnectionClosedException:<EOL><INDENT>raise ConnectionError("<STR_LIT>"<EOL>"<STR_LIT>")<EOL><DEDENT>except websocket.WebSocketTimeoutException:<EOL><INDENT>raise ConnectionError("<STR_LIT>")<EOL><DEDENT>except socket.error as e:<EOL><INDENT>raise Connection...
A context manager that translates websocket errors into ConnectionError.
f1613:m0
@sw.decorate<EOL><INDENT>def read(self):<DEDENT>
if FLAGS.sc2_verbose_protocol:<EOL><INDENT>self._log("<STR_LIT>".center(<NUM_LIT>, "<STR_LIT:->"))<EOL>start = time.time()<EOL><DEDENT>response = self._read()<EOL>if FLAGS.sc2_verbose_protocol:<EOL><INDENT>self._log("<STR_LIT>" % (<NUM_LIT:1000> * (time.time() - start)))<EOL>self._log_packet(response)<EOL><DEDENT>if no...
Read a Response, do some validation, and return it.
f1613:c2:m3
@sw.decorate<EOL><INDENT>def write(self, request):<DEDENT>
if FLAGS.sc2_verbose_protocol:<EOL><INDENT>self._log("<STR_LIT>".center(<NUM_LIT>, "<STR_LIT:->") + "<STR_LIT:\n>")<EOL>self._log_packet(request)<EOL><DEDENT>self._write(request)<EOL>
Write a Request.
f1613:c2:m4
def send_req(self, request):
self.write(request)<EOL>return self.read()<EOL>
Write a pre-filled Request and return the Response.
f1613:c2:m5
def send(self, **kwargs):
assert len(kwargs) == <NUM_LIT:1>, "<STR_LIT>"<EOL>res = self.send_req(sc_pb.Request(**kwargs))<EOL>return getattr(res, list(kwargs.keys())[<NUM_LIT:0>])<EOL>
Create and send a specific request, and return the response. For example: send(ping=sc_pb.RequestPing()) => sc_pb.ResponsePing Args: **kwargs: A single kwarg with the name and value to fill in to Request. Returns: The Response corresponding to your request.
f1613:c2:m6
def _log(self, s):
<EOL>sys.stderr.write(s)<EOL>sys.stderr.flush()<EOL>
r"""Log a string. It flushes but doesn't append \n, so do that yourself.
f1613:c2:m8
def _read(self):
with sw("<STR_LIT>"):<EOL><INDENT>with catch_websocket_connection_errors():<EOL><INDENT>response_str = self._sock.recv()<EOL><DEDENT><DEDENT>if not response_str:<EOL><INDENT>raise ProtocolError("<STR_LIT>")<EOL><DEDENT>response = sc_pb.Response()<EOL>with sw("<STR_LIT>"):<EOL><INDENT>response.ParseFromString(response_s...
Actually read the response and parse it, returning a Response.
f1613:c2:m9
def _write(self, request):
with sw("<STR_LIT>"):<EOL><INDENT>request_str = request.SerializeToString()<EOL><DEDENT>with sw("<STR_LIT>"):<EOL><INDENT>with catch_websocket_connection_errors():<EOL><INDENT>self._sock.send(request_str)<EOL><DEDENT><DEDENT>
Actually serialize and write the request.
f1613:c2:m10
def _to_point(dims):
assert dims<EOL>if isinstance(dims, (tuple, list)):<EOL><INDENT>if len(dims) != <NUM_LIT:2>:<EOL><INDENT>raise ValueError(<EOL>"<STR_LIT>".format(dims))<EOL><DEDENT>else:<EOL><INDENT>width = int(dims[<NUM_LIT:0>])<EOL>height = int(dims[<NUM_LIT:1>])<EOL>if width <= <NUM_LIT:0> or height <= <NUM_LIT:0>:<EOL><INDENT>rais...
Convert (width, height) or size -> point.Point.
f1614:m0
def parse_agent_interface_format(<EOL>feature_screen=None,<EOL>feature_minimap=None,<EOL>rgb_screen=None,<EOL>rgb_minimap=None,<EOL>action_space=None,<EOL>camera_width_world_units=None,<EOL>use_feature_units=False,<EOL>use_raw_units=False,<EOL>use_unit_counts=False,<EOL>use_camera_position=False):
if feature_screen or feature_minimap:<EOL><INDENT>feature_dimensions = Dimensions(<EOL>screen=feature_screen,<EOL>minimap=feature_minimap)<EOL><DEDENT>else:<EOL><INDENT>feature_dimensions = None<EOL><DEDENT>if rgb_screen or rgb_minimap:<EOL><INDENT>rgb_dimensions = Dimensions(<EOL>screen=rgb_screen,<EOL>minimap=rgb_min...
Creates an AgentInterfaceFormat object from keyword args. Convenient when using dictionaries or command-line arguments for config. Note that the feature_* and rgb_* properties define the respective spatial observation dimensions and accept: * None or 0 to disable that spatial observation. ...
f1614:m1
def features_from_game_info(<EOL>game_info,<EOL>use_feature_units=False,<EOL>use_raw_units=False,<EOL>action_space=None,<EOL>hide_specific_actions=True,<EOL>use_unit_counts=False,<EOL>use_camera_position=False):
if game_info.options.HasField("<STR_LIT>"):<EOL><INDENT>fl_opts = game_info.options.feature_layer<EOL>feature_dimensions = Dimensions(<EOL>screen=(fl_opts.resolution.x, fl_opts.resolution.y),<EOL>minimap=(fl_opts.minimap_resolution.x, fl_opts.minimap_resolution.y))<EOL><DEDENT>else:<EOL><INDENT>feature_dimensions = Non...
Construct a Features object using data extracted from game info. Args: game_info: A `sc_pb.ResponseGameInfo` from the game. use_feature_units: Whether to include the feature unit observation. use_raw_units: Whether to include raw unit data in observations. This differs from feature_unit...
f1614:m2
def _init_valid_functions(action_dimensions):
sizes = {<EOL>"<STR_LIT>": tuple(int(i) for i in action_dimensions.screen),<EOL>"<STR_LIT>": tuple(int(i) for i in action_dimensions.screen),<EOL>"<STR_LIT>": tuple(int(i) for i in action_dimensions.minimap),<EOL>}<EOL>types = actions.Arguments(*[<EOL>actions.ArgumentType.spec(t.id, t.name, sizes.get(t.name, t.sizes))<...
Initialize ValidFunctions and set up the callbacks.
f1614:m3
def unpack(self, obs):
planes = getattr(obs.feature_layer_data, self.layer_set)<EOL>plane = getattr(planes, self.name)<EOL>return self.unpack_layer(plane)<EOL>
Return a correctly shaped numpy array for this feature.
f1614:c13:m0
@staticmethod<EOL><INDENT>@sw.decorate<EOL>def unpack_layer(plane):<DEDENT>
size = point.Point.build(plane.size)<EOL>if size == (<NUM_LIT:0>, <NUM_LIT:0>):<EOL><INDENT>return None<EOL><DEDENT>data = np.frombuffer(plane.data, dtype=Feature.dtypes[plane.bits_per_pixel])<EOL>if plane.bits_per_pixel == <NUM_LIT:1>:<EOL><INDENT>data = np.unpackbits(data)<EOL>if data.shape[<NUM_LIT:0>] != size.x * s...
Return a correctly shaped numpy array given the feature layer bytes.
f1614:c13:m1
@staticmethod<EOL><INDENT>@sw.decorate<EOL>def unpack_rgb_image(plane):<DEDENT>
assert plane.bits_per_pixel == <NUM_LIT>, "<STR_LIT>".format(plane.bits_per_pixel)<EOL>size = point.Point.build(plane.size)<EOL>data = np.frombuffer(plane.data, dtype=np.uint8)<EOL>return data.reshape(size.y, size.x, <NUM_LIT:3>)<EOL>
Return a correctly shaped numpy array given the image bytes.
f1614:c13:m2
def __init__(<EOL>self,<EOL>feature_dimensions=None,<EOL>rgb_dimensions=None,<EOL>action_space=None,<EOL>camera_width_world_units=None,<EOL>use_feature_units=False,<EOL>use_raw_units=False,<EOL>use_unit_counts=False,<EOL>use_camera_position=False,<EOL>hide_specific_actions=True):
if not feature_dimensions and not rgb_dimensions:<EOL><INDENT>raise ValueError("<STR_LIT>")<EOL><DEDENT>if action_space:<EOL><INDENT>if not isinstance(action_space, actions.ActionSpace):<EOL><INDENT>raise ValueError("<STR_LIT>")<EOL><DEDENT>if ((action_space == actions.ActionSpace.FEATURES and<EOL>not feature_dimension...
Initializer. Args: feature_dimensions: Feature layer `Dimension`s. Either this or rgb_dimensions (or both) must be set. rgb_dimensions: RGB `Dimension`. Either this or feature_dimensions (or both) must be set. action_space: If you pass both feature and ...
f1614:c17:m0