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Get the config chosen by the flags. def get(): """Get the config chosen by the flags.""" configs = {c.name(): c for c in lib.RunConfig.all_subclasses() if c.priority()} if not configs: raise sc_process.SC2LaunchError("No valid run_configs found.") if FLAGS.sc2_run_config is None: # Find the...
Start a new episode. def reset(self): """Start a new episode.""" self._episode_steps = 0 if self._episode_count: # No need to restart for the first episode. self._restart() self._episode_count += 1 logging.info("Starting episode: %s", self._episode_count) self._metrics.increment_ep...
Apply actions, step the world forward, and return observations. Args: actions: A list of actions meeting the action spec, one per agent. step_mul: If specified, use this rather than the environment's default. Returns: A tuple of TimeStep namedtuples, one per agent. def step(self, actions, s...
Useful for logging messages into the replay. def send_chat_messages(self, messages): """Useful for logging messages into the replay.""" self._parallel.run( (c.chat, message) for c, message in zip(self._controllers, messages))
Make sure the replay isn't corrupt, and is worth looking at. def valid_replay(info, ping): """Make sure the replay isn't corrupt, and is worth looking at.""" if (info.HasField("error") or info.base_build != ping.base_build or # different game version info.game_duration_loops < 1000 or len(info.p...
A thread that consumes stats_queue and prints them every 10 seconds. def stats_printer(stats_queue): """A thread that consumes stats_queue and prints them every 10 seconds.""" proc_stats = [ProcessStats(i) for i in range(FLAGS.parallel)] print_time = start_time = time.time() width = 107 running = True whi...
Dump stats about all the actions that are in use in a set of replays. def main(unused_argv): """Dump stats about all the actions that are in use in a set of replays.""" run_config = run_configs.get() if not gfile.Exists(FLAGS.replays): sys.exit("{} doesn't exist.".format(FLAGS.replays)) stats_queue = mul...
Merge another ReplayStats into this one. def merge(self, other): """Merge another ReplayStats into this one.""" def merge_dict(a, b): for k, v in six.iteritems(b): a[k] += v self.replays += other.replays self.steps += other.steps self.camera_move += other.camera_move self.select_...
Process a single replay, updating the stats. def process_replay(self, controller, replay_data, map_data, player_id): """Process a single replay, updating the stats.""" self._update_stage("start_replay") controller.start_replay(sc_pb.RequestStartReplay( replay_data=replay_data, map_data=map_...
Start up the tcp server, send the settings. def tcp_server(tcp_addr, settings): """Start up the tcp server, send the settings.""" family = socket.AF_INET6 if ":" in tcp_addr.ip else socket.AF_INET sock = socket.socket(family, socket.SOCK_STREAM, socket.IPPROTO_TCP) sock.bind(tcp_addr) sock.listen(1) loggin...
Connect to the tcp server, and return the settings. def tcp_client(tcp_addr): """Connect to the tcp server, and return the settings.""" family = socket.AF_INET6 if ":" in tcp_addr.ip else socket.AF_INET sock = socket.socket(family, socket.SOCK_STREAM, socket.IPPROTO_TCP) for i in range(300): logging.info("...
Read `size` number of bytes from `conn`, retrying as needed. def read_tcp_size(conn, size): """Read `size` number of bytes from `conn`, retrying as needed.""" chunks = [] bytes_read = 0 while bytes_read < size: chunk = conn.recv(size - bytes_read) if not chunk: if bytes_read > 0: logging....
Forwards ports such that multiplayer works between machines. Args: remote_host: Where to ssh to. local_host: "127.0.0.1" or "::1". local_listen_ports: Which ports to listen on locally to forward remotely. remote_listen_ports: Which ports to listen on remotely to forward locally. Returns: The s...
Make sure this stays synced with bin/play_vs_agent.py. def _launch_remote(self, host, config_port, race, name, interface): """Make sure this stays synced with bin/play_vs_agent.py.""" self._tcp_conn, settings = tcp_client(Addr(host, config_port)) self._map_name = settings["map_name"] if settings["rem...
Output information for a directory of replays. def _replay_index(replay_dir): """Output information for a directory of replays.""" run_config = run_configs.get() replay_dir = run_config.abs_replay_path(replay_dir) print("Checking: ", replay_dir) with run_config.start(want_rgb=False) as controller: print...
Query a replay for information. def _replay_info(replay_path): """Query a replay for information.""" if not replay_path.lower().endswith("sc2replay"): print("Must be a replay.") return run_config = run_configs.get() with run_config.start(want_rgb=False) as controller: info = controller.replay_info...
Takes an array of ints and returns a corresponding colored rgb array. def smooth_hue_palette(scale): """Takes an array of ints and returns a corresponding colored rgb array.""" # http://en.wikipedia.org/wiki/HSL_and_HSV#From_HSL # Based on http://stackoverflow.com/a/17382854 , with simplifications and # optimi...
Create a palette that is piece-wise linear given some colors at points. def piece_wise_linear(scale, points): """Create a palette that is piece-wise linear given some colors at points.""" assert len(points) >= 2 assert points[0][0] == 0 assert points[-1][0] == 1 assert all(i < j for i, j in zip(points[:-1], ...
Returns a palette that maps unit types to rgb colors. def unit_type(scale=None): """Returns a palette that maps unit types to rgb colors.""" # Can specify a scale to match the api or to accept unknown unit types. palette_size = scale or max(static_data.UNIT_TYPES) + 1 palette = shuffled_hue(palette_size) ass...
Make sure the lock is held while in this function. def with_lock(lock): """Make sure the lock is held while in this function.""" def decorator(func): @functools.wraps(func) def _with_lock(*args, **kwargs): with lock: return func(*args, **kwargs) return _with_lock return decorator
Get the desktop size. def _get_desktop_size(): """Get the desktop size.""" if platform.system() == "Linux": try: xrandr_query = subprocess.check_output(["xrandr", "--query"]) sizes = re.findall(r"\bconnected primary (\d+)x(\d+)", str(xrandr_query)) if sizes[0]: return point.Point(int(...
Draw an arc using world coordinates, radius, start and stop angles. def draw_arc(self, color, world_loc, world_radius, start_angle, stop_angle, thickness=1): """Draw an arc using world coordinates, radius, start and stop angles.""" center = self.world_to_surf.fwd_pt(world_loc).round() radius...
Draw a circle using world coordinates and radius. def draw_circle(self, color, world_loc, world_radius, thickness=0): """Draw a circle using world coordinates and radius.""" if world_radius > 0: center = self.world_to_surf.fwd_pt(world_loc).round() radius = max(1, int(self.world_to_surf.fwd_dist(wo...
Draw a rectangle using world coordinates. def draw_rect(self, color, world_rect, thickness=0): """Draw a rectangle using world coordinates.""" tl = self.world_to_surf.fwd_pt(world_rect.tl).round() br = self.world_to_surf.fwd_pt(world_rect.br).round() rect = pygame.Rect(tl, br - tl) pygame.draw.rect...
Fill this surface using the contents of a numpy array. def blit_np_array(self, array): """Fill this surface using the contents of a numpy array.""" with sw("make_surface"): raw_surface = pygame.surfarray.make_surface(array.transpose([1, 0, 2])) with sw("draw"): pygame.transform.scale(raw_surfac...
Write to the screen in font.size relative coordinates. def write_screen(self, font, color, screen_pos, text, align="left", valign="top"): """Write to the screen in font.size relative coordinates.""" pos = point.Point(*screen_pos) * point.Point(0.75, 1) * font.get_linesize() text_surf = f...
Given an Action, return the right spatial action. def action_spatial(self, action): """Given an Action, return the right spatial action.""" if self.surf.surf_type & SurfType.FEATURE: return action.action_feature_layer elif self.surf.surf_type & SurfType.RGB: return action.action_render else...
Take the game info and the static data needed to set up the game. This must be called before render or get_actions for each game or restart. Args: game_info: A `sc_pb.ResponseGameInfo` object for this game. static_data: A `StaticData` object for this game. Raises: ValueError: if there i...
Initialize the pygame window and lay out the surfaces. def init_window(self): """Initialize the pygame window and lay out the surfaces.""" if platform.system() == "Windows": # Enable DPI awareness on Windows to give the correct window size. ctypes.windll.user32.SetProcessDPIAware() # pytype: disab...
Update the camera transform based on the new camera center. def _update_camera(self, camera_center): """Update the camera transform based on the new camera center.""" self._world_tl_to_world_camera_rel.offset = ( -self._world_to_world_tl.fwd_pt(camera_center) * self._world_tl_to_world_camera_re...
Return a MousePos filled with the world position and surf it hit. def get_mouse_pos(self, window_pos=None): """Return a MousePos filled with the world position and surf it hit.""" window_pos = window_pos or pygame.mouse.get_pos() # +0.5 to center the point on the middle of the pixel. window_pt = point....
Get actions from the UI, apply to controller, and return an ActionCmd. def get_actions(self, run_config, controller): """Get actions from the UI, apply to controller, and return an ActionCmd.""" if not self._initialized: return ActionCmd.STEP for event in pygame.event.get(): ctrl = pygame.key....
Return a `sc_pb.Action` with the camera movement filled. def camera_action(self, mouse_pos): """Return a `sc_pb.Action` with the camera movement filled.""" action = sc_pb.Action() action_spatial = mouse_pos.action_spatial(action) mouse_pos.obs_pos.assign_to(action_spatial.camera_move.center_minimap) ...
Return a `sc_pb.Action` with the camera movement filled. def camera_action_raw(self, world_pos): """Return a `sc_pb.Action` with the camera movement filled.""" action = sc_pb.Action() world_pos.assign_to(action.action_raw.camera_move.center_world_space) return action
Return a `sc_pb.Action` with the selection filled. def select_action(self, pos1, pos2, ctrl, shift): """Return a `sc_pb.Action` with the selection filled.""" assert pos1.surf.surf_type == pos2.surf.surf_type assert pos1.surf.world_to_obs == pos2.surf.world_to_obs action = sc_pb.Action() action_spa...
Select an idle worker. def select_idle_worker(self, ctrl, shift): """Select an idle worker.""" action = sc_pb.Action() mod = sc_ui.ActionSelectIdleWorker if ctrl: select_worker = mod.AddAll if shift else mod.All else: select_worker = mod.Add if shift else mod.Set action.action_ui.se...
Select the entire army. def select_army(self, shift): """Select the entire army.""" action = sc_pb.Action() action.action_ui.select_army.selection_add = shift return action
Select all warp gates. def select_warp_gates(self, shift): """Select all warp gates.""" action = sc_pb.Action() action.action_ui.select_warp_gates.selection_add = shift return action
Select all larva. def select_larva(self): """Select all larva.""" action = sc_pb.Action() action.action_ui.select_larva.SetInParent() # Adds the empty proto field. return action
Act on a control group, selecting, setting, etc. def control_group(self, control_group_id, ctrl, shift, alt): """Act on a control group, selecting, setting, etc.""" action = sc_pb.Action() select = action.action_ui.control_group mod = sc_ui.ActionControlGroup if not ctrl and not shift and not alt:...
Return a `sc_pb.Action` filled with the cmd and appropriate target. def unit_action(self, cmd, pos, shift): """Return a `sc_pb.Action` filled with the cmd and appropriate target.""" action = sc_pb.Action() if pos: action_spatial = pos.action_spatial(action) unit_command = action_spatial.unit_co...
Return the list of abilities filtered by `fn`. def _abilities(self, fn=None): """Return the list of abilities filtered by `fn`.""" out = {} for cmd in self._obs.observation.abilities: ability = _Ability(cmd, self._static_data.abilities) if not fn or fn(ability): out[ability.ability_id] ...
A generator of visible units and their positions as `Point`s, sorted. def _visible_units(self): """A generator of visible units and their positions as `Point`s, sorted.""" # Sort the units by elevation, then owned (eg refinery) above world (ie 16) # (eg geiser), small above big, and otherwise arbitrary but...
Return the list of units that intersect the rect. def _units_in_area(self, rect): """Return the list of units that intersect the rect.""" player_id = self._obs.observation.player_common.player_id return [u for u, p in self._visible_units() if rect.intersects_circle(p, u.radius) and u.owner == p...
Get a length limited unit name for drawing units. def get_unit_name(self, surf, name, radius): """Get a length limited unit name for drawing units.""" key = (name, radius) if key not in self._name_lengths: max_len = surf.world_to_surf.fwd_dist(radius * 1.6) for i in range(len(name)): if...
Draw the units and buildings. def draw_units(self, surf): """Draw the units and buildings.""" for u, p in self._visible_units(): if self._camera.intersects_circle(p, u.radius): fraction_damage = clamp((u.health_max - u.health) / (u.health_max or 1), 0, 1) s...
Draw the selection rectange. def draw_selection(self, surf): """Draw the selection rectange.""" select_start = self._select_start # Cache to avoid a race condition. if select_start: mouse_pos = self.get_mouse_pos() if (mouse_pos and mouse_pos.surf.surf_type & SurfType.SCREEN and mous...
Draw the build target. def draw_build_target(self, surf): """Draw the build target.""" round_half = lambda v, cond: round(v - 0.5) + 0.5 if cond else round(v) queued_action = self._queued_action if queued_action: radius = queued_action.footprint_radius if radius: pos = self.get_mou...
Draw the overlay describing resources. def draw_overlay(self, surf): """Draw the overlay describing resources.""" obs = self._obs.observation player = obs.player_common surf.write_screen( self._font_large, colors.green, (0.2, 0.2), "Minerals: %s, Vespene: %s, Food: %s / %s" % ( ...
Draw the help dialog. def draw_help(self, surf): """Draw the help dialog.""" if not self._help: return def write(loc, text): surf.write_screen(self._font_large, colors.black, loc, text) surf.surf.fill(colors.white * 0.8) write((1, 1), "Shortcuts:") max_len = max(len(s) for s, _ i...
Draw the list of available commands. def draw_commands(self, surf): """Draw the list of available commands.""" past_abilities = {act.ability for act in self._past_actions if act.ability} for y, cmd in enumerate(sorted(self._abilities( lambda c: c.name != "Smart"), key=lambda c: c.name), start=2): ...
Draw the unit selection or build queue. def draw_panel(self, surf): """Draw the unit selection or build queue.""" left = -12 # How far from the right border def unit_name(unit_type): return self._static_data.units.get(unit_type, "<unknown>") def write(loc, text, color=colors.yellow): su...
Draw the actions so that they can be inspected for accuracy. def draw_actions(self): """Draw the actions so that they can be inspected for accuracy.""" now = time.time() for act in self._past_actions: if act.pos and now < act.deadline: remain = (act.deadline - now) / (act.deadline - act.time)...
Keep a list of the past actions so they can be drawn. def prepare_actions(self, obs): """Keep a list of the past actions so they can be drawn.""" now = time.time() while self._past_actions and self._past_actions[0].deadline < now: self._past_actions.pop(0) def add_act(ability_id, color, pos, tim...
Draw the base map. def draw_base_map(self, surf): """Draw the base map.""" hmap_feature = features.SCREEN_FEATURES.height_map hmap = hmap_feature.unpack(self._obs.observation) if not hmap.any(): hmap = hmap + 100 # pylint: disable=g-no-augmented-assignment hmap_color = hmap_feature.color(hma...
Draw the minimap. def draw_mini_map(self, surf): """Draw the minimap.""" if (self._render_rgb and self._obs.observation.HasField("render_data") and self._obs.observation.render_data.HasField("minimap")): # Draw the rendered version. surf.blit_np_array(features.Feature.unpack_rgb_image( ...
Draw the rendered pixels. def draw_rendered_map(self, surf): """Draw the rendered pixels.""" surf.blit_np_array(features.Feature.unpack_rgb_image( self._obs.observation.render_data.map))
Draw the screen area. def draw_screen(self, surf): """Draw the screen area.""" # surf.fill(colors.black) if (self._render_rgb and self._obs.observation.HasField("render_data") and self._obs.observation.render_data.HasField("map")): self.draw_rendered_map(surf) else: self.draw_base_m...
Draw a feature layer. def draw_feature_layer(self, surf, feature): """Draw a feature layer.""" layer = feature.unpack(self._obs.observation) if layer is not None: surf.blit_np_array(feature.color(layer)) else: # Ignore layers that aren't in this version of SC2. surf.surf.fill(colors.black)
Push an observation onto the queue to be rendered. def render(self, obs): """Push an observation onto the queue to be rendered.""" if not self._initialized: return now = time.time() self._game_times.append( (now - self._last_time, max(1, obs.observation.game_loop - self._obs.obse...
A render loop that pulls observations off the queue to render. def render_thread(self): """A render loop that pulls observations off the queue to render.""" obs = True while obs: # Send something falsy through the queue to shut down. obs = self._obs_queue.get() if obs: for alert in obs...
Render a frame given an observation. def render_obs(self, obs): """Render a frame given an observation.""" start_time = time.time() self._obs = obs self.check_valid_queued_action() self._update_camera(point.Point.build( self._obs.observation.raw_data.player.camera)) for surf in self._s...
Run loop that gets observations, renders them, and sends back actions. def run(self, run_config, controller, max_game_steps=0, max_episodes=0, game_steps_per_episode=0, save_replay=False): """Run loop that gets observations, renders them, and sends back actions.""" is_replay = (controller.status == r...
A context manager that translates websocket errors into ConnectionError. def catch_websocket_connection_errors(): """A context manager that translates websocket errors into ConnectionError.""" try: yield except websocket.WebSocketConnectionClosedException: raise ConnectionError("Connection already closed...
Read a Response, do some validation, and return it. def read(self): """Read a Response, do some validation, and return it.""" if FLAGS.sc2_verbose_protocol: self._log(" Reading response ".center(60, "-")) start = time.time() response = self._read() if FLAGS.sc2_verbose_protocol: self....
Write a Request. def write(self, request): """Write a Request.""" if FLAGS.sc2_verbose_protocol: self._log(" Writing request ".center(60, "-") + "\n") self._log_packet(request) self._write(request)
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. def send(self, **kwargs): """C...
r"""Log a string. It flushes but doesn't append \n, so do that yourself. def _log(self, s): r"""Log a string. It flushes but doesn't append \n, so do that yourself.""" # TODO(tewalds): Should this be using logging.info instead? How to see them # outside of google infrastructure? sys.stderr.write(s) ...
Actually read the response and parse it, returning a Response. def _read(self): """Actually read the response and parse it, returning a Response.""" with sw("read_response"): with catch_websocket_connection_errors(): response_str = self._sock.recv() if not response_str: raise ProtocolEr...
Actually serialize and write the request. def _write(self, request): """Actually serialize and write the request.""" with sw("serialize_request"): request_str = request.SerializeToString() with sw("write_request"): with catch_websocket_connection_errors(): self._sock.send(request_str)
Get the full dict of maps {map_name: map_class}. def get_maps(): """Get the full dict of maps {map_name: map_class}.""" maps = {} for mp in Map.all_subclasses(): if mp.filename: map_name = mp.__name__ if map_name in maps: raise DuplicateMapException("Duplicate map found: " + map_name) ...
Get an instance of a map by name. Errors if the map doesn't exist. def get(map_name): """Get an instance of a map by name. Errors if the map doesn't exist.""" if isinstance(map_name, Map): return map_name # Get the list of maps. This isn't at module scope to avoid problems of maps # being defined after th...
The full path to the map file: directory, filename and file ending. def path(self): """The full path to the map file: directory, filename and file ending.""" if self.filename: map_path = os.path.join(self.directory, self.filename) if not map_path.endswith(".SC2Map"): map_path += ".SC2Map" ...
Return the map data. def data(self, run_config): """Return the map data.""" try: return run_config.map_data(self.path) except (IOError, OSError) as e: # Catch both for python 2/3 compatibility. if self.download and hasattr(e, "filename"): logging.error("Error reading map '%s' from: %s"...
Convert (width, height) or size -> point.Point. def _to_point(dims): """Convert (width, height) or size -> point.Point.""" assert dims if isinstance(dims, (tuple, list)): if len(dims) != 2: raise ValueError( "A two element tuple or list is expected here, got {}.".format(dims)) else: ...
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. * A single...
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_units because ...
Initialize ValidFunctions and set up the callbacks. def _init_valid_functions(action_dimensions): """Initialize ValidFunctions and set up the callbacks.""" sizes = { "screen": tuple(int(i) for i in action_dimensions.screen), "screen2": tuple(int(i) for i in action_dimensions.screen), "minimap": t...
Return a correctly shaped numpy array for this feature. def unpack(self, obs): """Return a correctly shaped numpy array for this feature.""" planes = getattr(obs.feature_layer_data, self.layer_set) plane = getattr(planes, self.name) return self.unpack_layer(plane)
Return a correctly shaped numpy array given the feature layer bytes. def unpack_layer(plane): """Return a correctly shaped numpy array given the feature layer bytes.""" size = point.Point.build(plane.size) if size == (0, 0): # New layer that isn't implemented in this SC2 version. return None ...
Return a correctly shaped numpy array given the image bytes. def unpack_rgb_image(plane): """Return a correctly shaped numpy array given the image bytes.""" assert plane.bits_per_pixel == 24, "{} != 24".format(plane.bits_per_pixel) size = point.Point.build(plane.size) data = np.frombuffer(plane.data, d...
Initialize the camera (especially for feature_units). This is called in the constructor and may be called repeatedly after `Features` is constructed, since it deals with rescaling coordinates and not changing environment/action specs. Args: feature_dimensions: See the documentation in `AgentInte...
Update the camera transform based on the new camera center. def _update_camera(self, camera_center): """Update the camera transform based on the new camera center.""" self._world_tl_to_world_camera_rel.offset = ( -self._world_to_world_tl.fwd_pt(camera_center) * self._world_tl_to_world_camera_re...
The observation spec for the SC2 environment. It's worth noting that the image-like observations are in y,x/row,column order which is different than the actions which are in x,y order. This is due to conflicting conventions, and to facilitate printing of the images. Returns: The dict of observat...
Render some SC2 observations into something an agent can handle. def transform_obs(self, obs): """Render some SC2 observations into something an agent can handle.""" empty = np.array([], dtype=np.int32).reshape((0, 7)) out = named_array.NamedDict({ # Fill out some that are sometimes empty. "single...
Return the list of available action ids. def available_actions(self, obs): """Return the list of available action ids.""" available_actions = set() hide_specific_actions = self._agent_interface_format.hide_specific_actions for i, func in six.iteritems(actions.FUNCTIONS_AVAILABLE): if func.avail_f...
Tranform an agent-style action to one that SC2 can consume. Args: obs: a `sc_pb.Observation` from the previous frame. func_call: a `FunctionCall` to be turned into a `sc_pb.Action`. skip_available: If True, assume the action is available. This should only be used for testing or if you e...
Transform an SC2-style action into an agent-style action. This should be the inverse of `transform_action`. Args: action: a `sc_pb.Action` to be transformed. Returns: A corresponding `actions.FunctionCall`. Raises: ValueError: if it doesn't know how to transform this action. def r...
Mask should be a set of bools from comparison with a feature layer. def _xy_locs(mask): """Mask should be a set of bools from comparison with a feature layer.""" y, x = mask.nonzero() return list(zip(x, y))
Run SC2 to play a game or a replay. def main(unused_argv): """Run SC2 to play a game or a replay.""" stopwatch.sw.enabled = FLAGS.profile or FLAGS.trace stopwatch.sw.trace = FLAGS.trace if (FLAGS.map and FLAGS.replay) or (not FLAGS.map and not FLAGS.replay): sys.exit("Must supply either a map or replay.")...
Wait for a proc to shut down, then terminate or kill it after `timeout`. def _shutdown_proc(p, timeout): """Wait for a proc to shut down, then terminate or kill it after `timeout`.""" freq = 10 # how often to check per second for _ in range(1 + timeout * freq): ret = p.poll() if ret is not None: l...
Shut down the game and clean up. def close(self): """Shut down the game and clean up.""" if hasattr(self, "_controller") and self._controller: self._controller.quit() self._controller.close() self._controller = None self._shutdown() if hasattr(self, "_port") and self._port: port...
Launch the process and return the process object. def _launch(self, run_config, args, **kwargs): """Launch the process and return the process object.""" del kwargs try: with sw("popen"): return subprocess.Popen(args, cwd=run_config.cwd, env=run_config.env) except OSError: logging.ex...
Terminate the sub-process. def _shutdown(self): """Terminate the sub-process.""" if self._proc: ret = _shutdown_proc(self._proc, 3) logging.info("Shutdown with return code: %s", ret) self._proc = None
Retrieve static data from the game. def get_data(): """Retrieve static data from the game.""" run_config = run_configs.get() with run_config.start(want_rgb=False) as controller: m = maps.get("Sequencer") # Arbitrary ladder map. create = sc_pb.RequestCreateGame(local_map=sc_pb.LocalMap( map_path...
Generate a CSV of the abilities for easy commenting. def generate_csv(data): """Generate a CSV of the abilities for easy commenting.""" print(",".join([ "ability_id", "link_name", "link_index", "button_name", "hotkey", "friendly_name", "remap_to", "mismatch", ])) ...
Generate the list of functions in actions.py. def generate_py_abilities(data): """Generate the list of functions in actions.py.""" def print_action(func_id, name, func, ab_id, general_id): args = [func_id, '"%s"' % name, func, ab_id] if general_id: args.append(general_id) print(" Function.abil...
Run the agent, connecting to a (remote) host started independently. def agent(): """Run the agent, connecting to a (remote) host started independently.""" agent_module, agent_name = FLAGS.agent.rsplit(".", 1) agent_cls = getattr(importlib.import_module(agent_module), agent_name) logging.info("Starting agent:"...
Run a host which expects one player to connect remotely. def human(): """Run a host which expects one player to connect remotely.""" run_config = run_configs.get() map_inst = maps.get(FLAGS.map) if not FLAGS.rgb_screen_size or not FLAGS.rgb_minimap_size: logging.info("Use --rgb_screen_size and --rgb_mini...
Standard deviation. def dev(self): """Standard deviation.""" if self.num == 0: return 0 return math.sqrt(max(0, self.sum_sq / self.num - (self.sum / self.num)**2))