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//! Contains useful data exposed through interfaces to the game instance. mod ability; mod buff; mod game; mod image; mod map_info; mod player; mod score; mod unit; mod upgrade; use na; use na::geometry; use sc2_proto::{common, raw, sc2api}; use {FromProto, IntoSc2, Result}; pub use self::ability::{Ability, AbilityData}; pub use self::buff::{Buff, BuffData}; pub use self::game::{GameResult, GameSetup, Map, PlayerResult}; pub use self::image::ImageData; pub use self::map_info::MapInfo; pub use self::player::{Difficulty, PlayerSetup, Race}; pub use self::score::Score; pub use self::unit::{ Alliance, DisplayType, Tag, Unit, UnitType, UnitTypeData, }; pub use self::upgrade::{Upgrade, UpgradeData}; /// Color type for debug commands. pub type Color = (u8, u8, u8); /// Generic structure to represent a 2D rectangle. #[derive(Debug, Copy, Clone)] pub struct Rect<T> { /// X position of lefthand corner. pub x: T, /// Y position of lefthand corner. pub y: T, /// Width of the rectangle. pub w: T, /// Height of the rectangle. pub h: T, } /// 2D vector used to specify direction. pub type Vector2 = na::Vector2<f32>; /// 3D vector used to specify direction. pub type Vector3 = na::Vector3<f32>; /// 2D point used to specify location. pub type Point2 = geometry::Point2<f32>; /// 3D point used to specify location. pub type Point3 = geometry::Point3<f32>; /// 2D rectangle represented by two points. #[derive(Debug, Copy, Clone)] pub struct Rect2 { /// Upper left-hand corner. pub from: Point2, /// Lower right-hand corner. pub to: Point2, } impl Rect2 { /// Returns the width and height of the rectangle. pub fn get_dimensions(&self) -> (f32, f32) { (self.to.x - self.from.x, self.to.y - self.from.y) } } /// 2D integer point used to specify a location. pub type Point2I = na::Vector2<i32>; /// 2D integer rectangle represented by two points. #[derive(Debug, Copy, Clone)] pub struct Rect2I { /// Upper left-hand corner. pub from: Point2I, /// Lower right-hand corner. pub to: Point2I, } /// Visibility of a point on the terrain. #[allow(missing_docs)] #[derive(Debug, Copy, Clone, Eq, PartialEq)] pub enum Visibility { Hidden, Fogged, Visible, FullHidden, } /// Effect data. #[derive(Debug, Clone)] pub struct EffectData { /// Stable effect ID. effect: Ability, /// Effect name (corresponds to game's catalog). name: String, /// A more recognizable name of the effect. friendly_name: String, /// Size of the circle the effect impacts. radius: f32, } /// Visuals of a persistent ability on the map (eg. PsiStorm). #[derive(Debug, Clone)] pub struct Effect { /// Stable effect ID. effect: Ability, /// All the positions that this effect is impacting on the map. positions: Vec<Point2>, } /// Power source information for Protoss. #[derive(Debug, Copy, Clone)] pub struct PowerSource { /// Unit tag of the power source. tag: Tag, /// Position of the power source. pos: Point2, /// Radius of the power source. radius: f32, } impl From<raw::PowerSource> for PowerSource { fn from(source: raw::PowerSource) -> Self { Self { tag: source.get_tag(), pos: { let pos = source.get_pos(); Point2::new(pos.get_x(), pos.get_y()) }, radius: source.get_radius(), } } } /// Information about a player in a replay. #[derive(Debug, Copy, Clone)] pub struct ReplayPlayerInfo { /// Id of the player. player_id: u32, /// Player ranking. mmr: i32, /// Player actions per minute. apm: i32, /// Actual player race. race: Race, /// Selected player race (if Random or None, race will be different). race_selected: Option<Race>, /// If the player won or lost. game_result: Option<GameResult>, } impl FromProto<sc2api::PlayerInfoExtra> for ReplayPlayerInfo { fn from_proto(info: sc2api::PlayerInfoExtra) -> Result<Self> { Ok(Self { player_id: info.get_player_info().get_player_id(), race: info.get_player_info() .get_race_actual() .into_sc2()?, race_selected: { if info.get_player_info().has_race_requested() { let proto_race = info.get_player_info().get_race_requested(); if proto_race != common::Race::NoRace { Some(proto_race.into_sc2()?) } else { None } } else { None } }, mmr: info.get_player_mmr(), apm: info.get_player_apm(), game_result: { if info.has_player_result() { Some(info.get_player_result() .get_result() .into_sc2()?) } else { None } }, }) } } /// Information about a replay file. #[derive(Debug, Clone)] pub struct ReplayInfo { /// Name of the map. map_name: String, /// Path to the map. map_path: String, /// Version of the game. game_version: String, /// Data version of the game. data_version: String, /// Duration in seconds. duration: f32, /// Duration in game steps. duration_steps: u32, /// Data build of the game. data_build: u32, /// Required base build of the game. base_build: u32, /// Information about specific players. players: Vec<ReplayPlayerInfo>, } impl FromProto<sc2api::ResponseReplayInfo> for ReplayInfo { fn from_proto(mut info: sc2api::ResponseReplayInfo) -> Result<Self> { Ok(Self { map_name: info.take_map_name(), map_path: info.take_local_map_path(), game_version: info.take_game_version(), data_version: info.take_data_version(), duration: info.get_game_duration_seconds(), duration_steps: info.get_game_duration_loops(), data_build: info.get_data_build(), base_build: info.get_base_build(), players: { let mut player_info = vec![]; for p in info.take_player_info().into_iter() { player_info.push(p.into_sc2()?); } player_info }, }) } } // /// target of a feature layer command // #[derive(Debug, Copy, Clone)] // pub enum SpatialUnitCommandTarget { // /// screen coordinate target // Screen(Point2I), // /// minimap coordinate target // Minimap(Point2I), // } // /// type of point selection // #[derive(Debug, Copy, Clone, Eq, PartialEq)] // pub enum PointSelectType { // /// changes selection to unit (equal to normal click) // Select, // /// toggle selection of unit (equal to shift+click) // Toggle, // /// select all units of a given type (equal to ctrl+click) // All, // /// select all units of a given type additively (equal to // /// shift+ctrl+click) // AddAll, // } // impl FromProto<ProtoPointSelectionType> for PointSelectType { // fn from_proto(select_type: ProtoPointSelectionType) -> Result<Self> { // Ok(match select_type { // ProtoPointSelectionType::Select => PointSelectType::Select, // ProtoPointSelectionType::Toggle => PointSelectType::Toggle, // ProtoPointSelectionType::AllType => PointSelectType::All, // ProtoPointSelectionType::AddAllType => PointSelectType::AddAll, // }) // } // } // /// feature layer action // #[derive(Debug, Clone)] // pub enum SpatialAction { // /// issue a feature layer unit command // UnitCommand { // /// ability to invoke // ability: Ability, // /// target of command // target: Option<SpatialUnitCommandTarget>, // /// whether this action should replace or queue behind other // /// actions // queued: bool, // }, // /// move the camera to a new location // CameraMove { // /// minimap location // center_minimap: Point2I, // }, // /// select a point on the screen // SelectPoint { // /// point in screen coordinates // select_screen: Point2I, // /// point selection type // select_type: PointSelectType, // }, // /// select a rectangle on the screen // SelectRect { // /// rectangle in screen coordinates // select_screen: Vec<Rect2I>, // /// whether selection is additive // select_add: bool, // }, // } // impl FromProto<ActionSpatialUnitCommand> for SpatialAction { // fn from_proto(cmd: ActionSpatialUnitCommand) -> Result<Self> { // Ok(SpatialAction::UnitCommand { // ability: Ability::from_proto(cmd.get_ability_id() as u32)?, // queued: cmd.get_queue_command(), // target: { // if cmd.has_target_screen_coord() { // let pos = cmd.get_target_screen_coord(); // Some(SpatialUnitCommandTarget::Screen(Point2I::new( // pos.get_x(), // pos.get_y(), // ))) // } else if cmd.has_target_minimap_coord() { // let pos = cmd.get_target_minimap_coord(); // Some(SpatialUnitCommandTarget::Minimap(Point2I::new( // pos.get_x(), // pos.get_y(), // ))) // } else { // None // } // }, // }) // } // } // impl FromProto<ActionSpatialCameraMove> for SpatialAction { // fn from_proto(cmd: ActionSpatialCameraMove) -> Result<Self> { // Ok(SpatialAction::CameraMove { // center_minimap: { // let pos = cmd.get_center_minimap(); // Point2I::new(pos.get_x(), pos.get_y()) // }, // }) // } // } // impl FromProto<ActionSpatialUnitSelectionPoint> for SpatialAction { // fn from_proto(cmd: ActionSpatialUnitSelectionPoint) -> Result<Self> { // Ok(SpatialAction::SelectPoint { // select_screen: { // let pos = cmd.get_selection_screen_coord(); // Point2I::new(pos.get_x(), pos.get_y()) // }, // select_type: cmd.get_field_type().into_sc2()?, // }) // } // } // impl FromProto<ActionSpatialUnitSelectionRect> for SpatialAction { // fn from_proto(cmd: ActionSpatialUnitSelectionRect) -> Result<Self> { // Ok(SpatialAction::SelectRect { // select_screen: { // let mut rects = vec![]; // for r in cmd.get_selection_screen_coord() { // rects.push(Rect2I { // from: { // let p = r.get_p0(); // Point2I::new(p.get_x(), p.get_y()) // }, // to: { // let p = r.get_p1(); // Point2I::new(p.get_x(), p.get_y()) // }, // }) // } // rects // }, // select_add: cmd.get_selection_add(), // }) // } // }