INSTRUCTION stringlengths 1 8.43k | RESPONSE stringlengths 75 104k |
|---|---|
UnitTypeId found in sc2/ ids/ unit_typeid Caches all type_ids of the same unit type | def type_id(self) -> UnitTypeId:
""" UnitTypeId found in sc2/ids/unit_typeid
Caches all type_ids of the same unit type"""
unit_type = self._proto.unit_type
if unit_type not in self._game_data.unit_types:
self._game_data.unit_types[unit_type] = UnitTypeId(unit_type)
re... |
Does not include upgrades | def ground_dps(self) -> Union[int, float]:
""" Does not include upgrades """
if self._weapons:
weapon = next(
(weapon for weapon in self._weapons if weapon.type in {TargetType.Ground.value, TargetType.Any.value}),
None,
)
if weapon:
... |
Does not include upgrades | def ground_range(self) -> Union[int, float]:
""" Does not include upgrades """
if self._weapons:
weapon = next(
(weapon for weapon in self._weapons if weapon.type in {TargetType.Ground.value, TargetType.Any.value}),
None,
)
if weapon:
... |
Does not include upgrades | def can_attack_air(self) -> bool:
""" Does not include upgrades """
if self._weapons:
weapon = next(
(weapon for weapon in self._weapons if weapon.type in {TargetType.Air.value, TargetType.Any.value}),
None,
)
return weapon is not None
... |
Does not include upgrades | def air_dps(self) -> Union[int, float]:
""" Does not include upgrades """
if self._weapons:
weapon = next(
(weapon for weapon in self._weapons if weapon.type in {TargetType.Air.value, TargetType.Any.value}),
None,
)
if weapon:
... |
Does not include upgrades | def air_range(self) -> Union[int, float]:
""" Does not include upgrades """
if self._weapons:
weapon = next(
(weapon for weapon in self._weapons if weapon.type in {TargetType.Air.value, TargetType.Any.value}),
None,
)
if weapon:
... |
Returns a tuple of form bonus damage armor type if unit does bonus damage against armor type Light = 1 ; Armored = 2 ; Biological = 3 ; Mechanical = 4 ; Robotic = 5 ; Psionic = 6 ; Massive = 7 ; Structure = 8 ; Hover = 9 ; Heroic = 10 ; Summoned = 11 | def bonus_damage(self):
""" Returns a tuple of form 'bonus damage, armor type' if unit does bonus damage against armor type
Light = 1; Armored = 2; Biological = 3; Mechanical = 4; Robotic = 5; Psionic = 6; Massive = 7;
Structure = 8; Hover = 9; Heroic = 10; Summoned = 11 """
# TODO Consi... |
Does not include shields | def health_percentage(self) -> Union[int, float]:
""" Does not include shields """
if self._proto.health_max == 0:
return 0
return self._proto.health / self._proto.health_max |
Using the 2d distance between self and p. To calculate the 3d distance use unit. position3d. distance_to ( p ) | def distance_to(self, p: Union["Unit", Point2, Point3], bot: "BotAI" = None) -> Union[int, float]:
""" Using the 2d distance between self and p. To calculate the 3d distance,
use unit.position3d.distance_to(p) """
if bot and isinstance(p, Unit):
index = bot.distances_tag_dict
... |
Returns some time ( more than game loops ) until the unit can fire again returns - 1 for units that can t attack. Usage: if unit. weapon_cooldown == 0: await self. do ( unit. attack ( target )) elif unit. weapon_cooldown < 0: await self. do ( unit. move ( closest_allied_unit_because_cant_attack )) else: await self. do ... | def weapon_cooldown(self) -> Union[int, float]:
""" Returns some time (more than game loops) until the unit can fire again,
returns -1 for units that can't attack.
Usage:
if unit.weapon_cooldown == 0:
await self.do(unit.attack(target))
elif unit.weapon_cooldown < 0:
... |
Units inside a Bunker CommandCenter Nydus Medivac WarpPrism Overlord | def passengers(self) -> Set["PassengerUnit"]:
""" Units inside a Bunker, CommandCenter, Nydus, Medivac, WarpPrism, Overlord """
return {PassengerUnit(unit, self._game_data) for unit in self._proto.passengers} |
Includes the target s radius when calculating distance to target | def target_in_range(self, target: "Unit", bonus_distance: Union[int, float] = 0) -> bool:
""" Includes the target's radius when calculating distance to target """
if self.can_attack_ground and not target.is_flying:
unit_attack_range = self.ground_range
elif self.can_attack_air and (t... |
Checks if a worker or MULE is carrying ( gold - ) minerals. | def is_carrying_minerals(self) -> bool:
""" Checks if a worker or MULE is carrying (gold-)minerals. """
return any(
buff.value in self._proto.buff_ids
for buff in {BuffId.CARRYMINERALFIELDMINERALS, BuffId.CARRYHIGHYIELDMINERALFIELDMINERALS}
) |
Checks if a worker is carrying vespene. | def is_carrying_vespene(self) -> bool:
""" Checks if a worker is carrying vespene. """
return any(
buff.value in self._proto.buff_ids
for buff in {
BuffId.CARRYHARVESTABLEVESPENEGEYSERGAS,
BuffId.CARRYHARVESTABLEVESPENEGEYSERGASPROTOSS,
... |
Checks if a unit is patrolling. | def is_patrolling(self) -> bool:
""" Checks if a unit is patrolling. """
return self.orders and self.orders[0].ability.id is AbilityId.PATROL |
Checks if a unit is on its way to a mineral field/ vespene geyser to mine. | def is_gathering(self) -> bool:
""" Checks if a unit is on its way to a mineral field / vespene geyser to mine. """
return self.orders and self.orders[0].ability.id is AbilityId.HARVEST_GATHER |
Checks if a unit is returning from mineral field/ vespene geyser to deliver resources to townhall. | def is_returning(self) -> bool:
""" Checks if a unit is returning from mineral field / vespene geyser to deliver resources to townhall. """
return self.orders and self.orders[0].ability.id is AbilityId.HARVEST_RETURN |
Combines the two properties above. | def is_collecting(self) -> bool:
""" Combines the two properties above. """
return self.orders and self.orders[0].ability.id in {AbilityId.HARVEST_GATHER, AbilityId.HARVEST_RETURN} |
Checks if the unit is an SCV that is currently building. | def is_constructing_scv(self) -> bool:
""" Checks if the unit is an SCV that is currently building. """
return self.orders and self.orders[0].ability.id in {
AbilityId.TERRANBUILD_ARMORY,
AbilityId.TERRANBUILD_BARRACKS,
AbilityId.TERRANBUILD_BUNKER,
Abilit... |
Returns the target tag ( if it is a Unit ) or Point2 ( if it is a Position ) from the first order returns None if the unit is idle | def order_target(self) -> Optional[Union[int, Point2]]:
""" Returns the target tag (if it is a Unit) or Point2 (if it is a Position)
from the first order, returns None if the unit is idle """
if self.orders:
if isinstance(self.orders[0].target, int):
return self.order... |
Requires UpgradeId to be passed instead of AbilityId | def research(self, upgrade, *args, **kwargs):
""" Requires UpgradeId to be passed instead of AbilityId """
return self(self._game_data.upgrades[upgrade.value].research_ability.id, *args, **kwargs) |
Filters units that are in attack range of the unit in parameter | def in_attack_range_of(self, unit: Unit, bonus_distance: Union[int, float] = 0) -> "Units":
""" Filters units that are in attack range of the unit in parameter """
return self.filter(lambda x: unit.target_in_range(x, bonus_distance=bonus_distance)) |
Returns the distance between the closest unit from this group to the target unit | def closest_distance_to(self, position: Union[Unit, Point2, Point3]) -> Union[int, float]:
""" Returns the distance between the closest unit from this group to the target unit """
assert self.exists
if isinstance(position, Unit):
position = position.position
return position.d... |
Returns the distance between the furthest unit from this group to the target unit | def furthest_distance_to(self, position: Union[Unit, Point2, Point3]) -> Union[int, float]:
""" Returns the distance between the furthest unit from this group to the target unit """
assert self.exists
if isinstance(position, Unit):
position = position.position
return position... |
This function should be a bit faster than using units. sorted ( keyfn = lambda u: u. distance_to ( position )) | def sorted_by_distance_to(self, position: Union[Unit, Point2], reverse: bool = False) -> "Units":
""" This function should be a bit faster than using units.sorted(keyfn=lambda u: u.distance_to(position)) """
if len(self) in [0, 1]:
return self
position = position.position
ret... |
Filters all units that have their tags not in the other set/ list/ dict | def tags_not_in(self, other: Union[Set[int], List[int], Dict[int, Any]]) -> "Units":
""" Filters all units that have their tags not in the 'other' set/list/dict """
# example: self.units(QUEEN).tags_not_in(self.queen_tags_assigned_to_do_injects)
if isinstance(other, list):
other = se... |
Filters all units that are of a specific type | def of_type(self, other: Union[UnitTypeId, Set[UnitTypeId], List[UnitTypeId], Dict[UnitTypeId, Any]]) -> "Units":
""" Filters all units that are of a specific type """
# example: self.units.of_type([ZERGLING, ROACH, HYDRALISK, BROODLORD])
if isinstance(other, UnitTypeId):
other = {ot... |
Usage: self. units. same_tech ( UnitTypeId. COMMANDCENTER ) or self. units. same_tech ( UnitTypeId. ORBITALCOMMAND ) returns all CommandCenter CommandCenterFlying OrbitalCommand OrbitalCommandFlying PlanetaryFortress This also works with a set/ list/ dict parameter e. g. self. units. same_tech ( { UnitTypeId. COMMANDCE... | def same_tech(self, other: Union[UnitTypeId, Set[UnitTypeId], List[UnitTypeId], Dict[UnitTypeId, Any]]) -> "Units":
""" Usage:
'self.units.same_tech(UnitTypeId.COMMANDCENTER)' or 'self.units.same_tech(UnitTypeId.ORBITALCOMMAND)'
returns all CommandCenter, CommandCenterFlying, OrbitalCommand, Orb... |
Usage: self. units. same_tech ( UnitTypeId. COMMANDCENTER ) returns CommandCenter and CommandCenterFlying self. units. same_tech ( UnitTypeId. ORBITALCOMMAND ) returns OrbitalCommand and OrbitalCommandFlying This also works with a set/ list/ dict parameter e. g. self. units. same_tech ( { UnitTypeId. COMMANDCENTER Unit... | def same_unit(self, other: Union[UnitTypeId, Set[UnitTypeId], List[UnitTypeId], Dict[UnitTypeId, Any]]) -> "Units":
""" Usage:
'self.units.same_tech(UnitTypeId.COMMANDCENTER)'
returns CommandCenter and CommandCenterFlying,
'self.units.same_tech(UnitTypeId.ORBITALCOMMAND)'
returns... |
Returns the central point of all units in this list | def center(self) -> Point2:
""" Returns the central point of all units in this list """
assert self
pos = Point2(
(
sum([unit.position.x for unit in self]) / self.amount,
sum([unit.position.y for unit in self]) / self.amount,
)
)
... |
- depots when low on remaining supply - townhalls contains commandcenter and orbitalcommand - self. units ( TYPE ). not_ready. amount selects all units of that type filters incomplete units and then counts the amount - self. already_pending ( TYPE ) counts how many units are queued - but in this bot below you will find... | async def on_step(self, iteration):
self.combinedActions = []
"""
- depots when low on remaining supply
- townhalls contains commandcenter and orbitalcommand
- self.units(TYPE).not_ready.amount selects all units of that type, filters incomplete units, and then counts the amount... |
You can use await self. _client. leave () to surrender midst game. | async def leave(self):
""" You can use 'await self._client.leave()' to surrender midst game. """
is_resign = self._game_result is None
if is_resign:
# For all clients that can leave, result of leaving the game either
# loss, or the client will ignore the result
... |
EXPERIMENTAL: Change self. _client. game_step during the step function to increase or decrease steps per second | async def step(self):
""" EXPERIMENTAL: Change self._client.game_step during the step function to increase or decrease steps per second """
result = await self._execute(step=sc_pb.RequestStep(count=self.game_step))
return result |
Caution: returns 0 when path not found | async def query_pathing(
self, start: Union[Unit, Point2, Point3], end: Union[Point2, Point3]
) -> Optional[Union[int, float]]:
""" Caution: returns 0 when path not found """
assert isinstance(start, (Point2, Unit))
assert isinstance(end, Point2)
if isinstance(start, Point2):... |
Usage: await self. query_pathings ( [[ unit1 target2 ] [ unit2 target2 ]] ) - > returns [ distance1 distance2 ] Caution: returns 0 when path not found Might merge this function with the function above | async def query_pathings(self, zipped_list: List[List[Union[Unit, Point2, Point3]]]) -> List[Union[float, int]]:
""" Usage: await self.query_pathings([[unit1, target2], [unit2, target2]])
-> returns [distance1, distance2]
Caution: returns 0 when path not found
Might merge this function w... |
Query abilities of multiple units | async def query_available_abilities(
self, units: Union[List[Unit], "Units"], ignore_resource_requirements: bool = False
) -> List[List[AbilityId]]:
""" Query abilities of multiple units """
if not isinstance(units, list):
""" Deprecated, accepting a single unit may be removed in... |
Writes a message to the chat | async def chat_send(self, message: str, team_only: bool):
""" Writes a message to the chat """
ch = ChatChannel.Team if team_only else ChatChannel.Broadcast
await self._execute(
action=sc_pb.RequestAction(
actions=[sc_pb.Action(action_chat=sc_pb.ActionChat(channel=ch.... |
Usage example ( will spawn 1 marine in the center of the map for player ID 1 ): await self. _client. debug_create_unit ( [[ UnitTypeId. MARINE 1 self. _game_info. map_center 1 ]] ) | async def debug_create_unit(self, unit_spawn_commands: List[List[Union[UnitTypeId, int, Point2, Point3]]]):
""" Usage example (will spawn 1 marine in the center of the map for player ID 1):
await self._client.debug_create_unit([[UnitTypeId.MARINE, 1, self._game_info.map_center, 1]]) """
assert i... |
Moves camera to the target position | async def move_camera(self, position: Union[Unit, Point2, Point3]):
""" Moves camera to the target position """
assert isinstance(position, (Unit, Point2, Point3))
if isinstance(position, Unit):
position = position.position
await self._execute(
action=sc_pb.Reques... |
Moves camera to the target position using the spatial aciton interface | async def move_camera_spatial(self, position: Union[Point2, Point3]):
""" Moves camera to the target position using the spatial aciton interface """
from s2clientprotocol import spatial_pb2 as spatial_pb
assert isinstance(position, (Point2, Point3))
action = sc_pb.Action(
act... |
Deprecated may be removed soon | async def debug_text(self, texts: Union[str, list], positions: Union[list, set], color=(0, 255, 0), size_px=16):
""" Deprecated, may be removed soon """
if isinstance(positions, (set, list)):
if not positions:
return
if isinstance(texts, str):
tex... |
Draws a text in the top left corner of the screen ( up to a max of 6 messages it seems ). Don t forget to add await self. _client. send_debug. | def debug_text_simple(self, text: str):
""" Draws a text in the top left corner of the screen (up to a max of 6 messages it seems). Don't forget to add 'await self._client.send_debug'. """
self._debug_texts.append(self.to_debug_message(text)) |
Draws a text on the screen with coordinates 0 < = x y < = 1. Don t forget to add await self. _client. send_debug. | def debug_text_screen(self, text: str, pos: Union[Point2, Point3, tuple, list], color=None, size: int = 8):
""" Draws a text on the screen with coordinates 0 <= x, y <= 1. Don't forget to add 'await self._client.send_debug'. """
assert len(pos) >= 2
assert 0 <= pos[0] <= 1
assert 0 <= po... |
Draws a text at Point3 position. Don t forget to add await self. _client. send_debug. To grab a unit s 3d position use unit. position3d Usually the Z value of a Point3 is between 8 and 14 ( except for flying units ) | def debug_text_world(self, text: str, pos: Union[Unit, Point2, Point3], color=None, size: int = 8):
""" Draws a text at Point3 position. Don't forget to add 'await self._client.send_debug'.
To grab a unit's 3d position, use unit.position3d
Usually the Z value of a Point3 is between 8 and 14 (exc... |
Draws a line from p0 to p1. Don t forget to add await self. _client. send_debug. | def debug_line_out(self, p0: Union[Unit, Point2, Point3], p1: Union[Unit, Point2, Point3], color=None):
""" Draws a line from p0 to p1. Don't forget to add 'await self._client.send_debug'. """
self._debug_lines.append(
debug_pb.DebugLine(
line=debug_pb.Line(p0=self.to_debug_p... |
Draws a box with p_min and p_max as corners. Don t forget to add await self. _client. send_debug. | def debug_box_out(self, p_min: Union[Unit, Point2, Point3], p_max: Union[Unit, Point2, Point3], color=None):
""" Draws a box with p_min and p_max as corners. Don't forget to add 'await self._client.send_debug'. """
self._debug_boxes.append(
debug_pb.DebugBox(
min=self.to_debu... |
Draws a sphere at point p with radius r. Don t forget to add await self. _client. send_debug. | def debug_sphere_out(self, p: Union[Unit, Point2, Point3], r: Union[int, float], color=None):
""" Draws a sphere at point p with radius r. Don't forget to add 'await self._client.send_debug'. """
self._debug_spheres.append(
debug_pb.DebugSphere(p=self.to_debug_point(p), r=r, color=self.to_de... |
Sends the debug draw execution. Put this after your debug creation functions. | async def send_debug(self):
""" Sends the debug draw execution. Put this after your debug creation functions. """
await self._execute(
debug=sc_pb.RequestDebug(
debug=[
debug_pb.DebugCommand(
draw=debug_pb.DebugDraw(
... |
Helper function for color conversion | def to_debug_color(self, color):
""" Helper function for color conversion """
if color is None:
return debug_pb.Color(r=255, g=255, b=255)
else:
r = getattr(color, "r", getattr(color, "x", 255))
g = getattr(color, "g", getattr(color, "y", 255))
b =... |
Helper function for point conversion | def to_debug_point(self, point: Union[Unit, Point2, Point3]) -> common_pb.Point:
""" Helper function for point conversion """
if isinstance(point, Unit):
point = point.position3d
return common_pb.Point(x=point.x, y=point.y, z=getattr(point, "z", 0)) |
Helper function to create debug texts | def to_debug_message(
self, text: str, color=None, pos: Optional[Union[Point2, Point3]] = None, size: int = 8
) -> debug_pb.DebugText:
""" Helper function to create debug texts """
color = self.to_debug_color(color)
pt3d = self.to_debug_point(pos) if isinstance(pos, Point3) else None... |
Same as the function above but should be 3 - 4 times faster because of the dropped asserts and conversions and because it doesnt use a loop ( itertools or zip ). | def distance_to_point2(self, p2: "Point2") -> Union[int, float]:
""" Same as the function above, but should be 3-4 times faster because of the dropped asserts and conversions and because it doesnt use a loop (itertools or zip). """
return ((self[0] - p2[0]) ** 2 + (self[1] - p2[1]) ** 2) ** 0.5 |
Function used to not take the square root as the distances will stay proportionally the same. This is to speed up the sorting process. | def _distance_squared(self, p2: "Point2") -> Union[int, float]:
""" Function used to not take the square root as the distances will stay proportionally the same. This is to speed up the sorting process. """
return (self[0] - p2[0]) ** 2 + (self[1] - p2[1]) ** 2 |
This returns the target points sorted as list. You should not pass a set or dict since those are not sortable. If you want to sort your units towards a point use units. sorted_by_distance_to ( point ) instead. | def sort_by_distance(self, ps: Union["Units", List["Point2"]]) -> List["Point2"]:
""" This returns the target points sorted as list. You should not pass a set or dict since those are not sortable.
If you want to sort your units towards a point, use 'units.sorted_by_distance_to(point)' instead. """
... |
This function assumes the 2d distance is meant | def closest(self, ps: Union["Units", List["Point2"], Set["Point2"]]) -> Union["Unit", "Point2"]:
""" This function assumes the 2d distance is meant """
assert ps
if len(ps) == 1:
return ps[0]
closest_distance_squared = math.inf
for p2 in ps:
p2pos = p2
... |
This function assumes the 2d distance is meant | def distance_to_closest(self, ps: Union["Units", List["Point2"], Set["Point2"]]) -> Union[int, float]:
""" This function assumes the 2d distance is meant """
assert ps
closest_distance_squared = math.inf
for p2 in ps:
if not isinstance(p2, Point2):
p2 = p2.pos... |
This function assumes the 2d distance is meant | def furthest(self, ps: Union["Units", List["Point2"], Set["Point2"]]) -> Union["Unit", "Pointlike"]:
""" This function assumes the 2d distance is meant """
assert ps
if len(ps) == 1:
return ps[0]
furthest_distance_squared = -math.inf
for p2 in ps:
p2pos = ... |
This function assumes the 2d distance is meant | def distance_to_furthest(self, ps: Union["Units", List["Point2"], Set["Point2"]]) -> Union[int, float]:
""" This function assumes the 2d distance is meant """
assert ps
furthest_distance_squared = -math.inf
for p2 in ps:
if not isinstance(p2, Point2):
p2 = p2.... |
Squared distance to a point. | def distance2_to(self, other: "Point2"):
"""Squared distance to a point."""
assert isinstance(other, Point2)
return (self[0] - other[0]) ** 2 + (self[1] - other[1]) ** 2 |
self is point1 p is point2 r is the radius for circles originating in both points Used in ramp finding | def circle_intersection(self, p: "Point2", r: Union[int, float]) -> Set["Point2"]:
""" self is point1, p is point2, r is the radius for circles originating in both points
Used in ramp finding """
assert self != p
distanceBetweenPoints = self.distance_to(p)
assert r > distanceBetw... |
Converts a vector to a direction that can face vertically horizontally or diagonal or be zero e. g. ( 0 0 ) ( 1 - 1 ) ( 1 0 ) | def direction_vector(self, other: "Point2") -> "Point2":
""" Converts a vector to a direction that can face vertically, horizontally or diagonal or be zero, e.g. (0, 0), (1, -1), (1, 0) """
return self.__class__((_sign(other.x - self.x), _sign(other.y - self.y))) |
Returns the central point for points in list | def center(a: Union[Set["Point2"], List["Point2"]]) -> "Point2":
""" Returns the central point for points in list """
s = Point2((0, 0))
for p in a:
s += p
return s / len(a) |
Returns the upper points of a ramp. | def upper(self) -> Set[Point2]:
""" Returns the upper points of a ramp. """
max_height = max([self.height_at(p) for p in self._points])
return {p for p in self._points if self.height_at(p) == max_height} |
Returns the 2 upper ramp points of the main base ramp required for the supply depot and barracks placement properties used in this file. | def upper2_for_ramp_wall(self) -> Set[Point2]:
""" Returns the 2 upper ramp points of the main base ramp required for the supply depot and barracks placement properties used in this file. """
if len(self.upper) > 5:
# NOTE: this was way too slow on large ramps
return set() # HAC... |
Barracks position in the middle of the 2 depots | def barracks_in_middle(self) -> Point2:
""" Barracks position in the middle of the 2 depots """
if len(self.upper2_for_ramp_wall) == 2:
points = self.upper2_for_ramp_wall
p1 = points.pop().offset((self.x_offset, self.y_offset))
p2 = points.pop().offset((self.x_offset,... |
Finds the 2 depot positions on the outside | def corner_depots(self) -> Set[Point2]:
""" Finds the 2 depot positions on the outside """
if len(self.upper2_for_ramp_wall) == 2:
points = self.upper2_for_ramp_wall
p1 = points.pop().offset((self.x_offset, self.y_offset)) # still an error with pixelmap?
p2 = points.... |
Test if a barracks can fit an addon at natural ramp | def barracks_can_fit_addon(self) -> bool:
""" Test if a barracks can fit an addon at natural ramp """
# https://i.imgur.com/4b2cXHZ.png
if len(self.upper2_for_ramp_wall) == 2:
return self.barracks_in_middle.x + 1 > max(self.corner_depots, key=lambda depot: depot.x).x
raise Ex... |
Corrected placement so that an addon can fit | def barracks_correct_placement(self) -> Point2:
""" Corrected placement so that an addon can fit """
if len(self.upper2_for_ramp_wall) == 2:
if self.barracks_can_fit_addon:
return self.barracks_in_middle
else:
return self.barracks_in_middle.offset(... |
Calculate ( self. pathing_grid - self. placement_grid ) ( for sets ) and then find ramps by comparing heights. | def _find_ramps(self) -> List[Ramp]:
"""Calculate (self.pathing_grid - self.placement_grid) (for sets) and then find ramps by comparing heights."""
rampDict = {
Point2((x, y)): self.pathing_grid[(x, y)] == 0 and self.placement_grid[(x, y)] == 0
for x in range(self.pathing_grid.wi... |
From a set/ list of points this function will try to group points together | def _find_groups(
self, points: Set[Point2], minimum_points_per_group: int = 8, max_distance_between_points: int = 2
) -> List[Set[Point2]]:
""" From a set/list of points, this function will try to group points together """
""" Paint clusters of points in rectangular map using flood fill alg... |
Splits words from CamelCase text. | def split_camel_case(text) -> list:
"""Splits words from CamelCase text."""
return list(reduce(
lambda a, b: (a + [b] if b.isupper() else a[:-1] + [a[-1] + b]),
text,
[]
)) |
Tech - building requirement of buildings - may work for units but unreliably | def tech_requirement(self) -> Optional[UnitTypeId]:
""" 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
retur... |
Building tech equality e. g. OrbitalCommand is the same as CommandCenter | def tech_alias(self) -> Optional[List[UnitTypeId]]:
""" Building tech equality, e.g. OrbitalCommand is the same as CommandCenter """
""" Building tech equality, e.g. Hive is the same as Lair and Hatchery """
return_list = []
for tech_alias in self._proto.tech_alias:
if tech_a... |
Building type equality e. g. FlyingOrbitalCommand is the same as OrbitalCommand | def unit_alias(self) -> Optional[UnitTypeId]:
""" 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 Orb... |
This returns 25 for extractor and 200 for spawning pool instead of 75 and 250 respectively | def cost_zerg_corrected(self) -> "Cost":
""" This returns 25 for extractor and 200 for spawning pool instead of 75 and 250 respectively """
if self.race == Race.Zerg and Attribute.Structure.value in self.attributes:
# a = self._game_data.units(UnitTypeId.ZERGLING)
# print(a)
... |
This returns 150 minerals for OrbitalCommand instead of 550 | def morph_cost(self) -> Optional["Cost"]:
""" This returns 150 minerals for OrbitalCommand instead of 550 """
# 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}:
r... |
This decorator caches the return value for one game loop then clears it if it is accessed in a different game loop Only works on properties of the bot object because it requires access to self. state. game_loop | def property_cache_once_per_frame(f):
""" This decorator caches the return value for one game loop, then clears it if it is accessed in a different game loop
Only works on properties of the bot object because it requires access to self.state.game_loop """
f.frame = -1
f.cache = None
@wraps(f)
d... |
Launch the analysis. | def go(self):
"""
Launch the analysis.
this will start a total of `max_fetcher` threads.
"""
myandro = self.settings["my"]
def worker(idx, q):
"""
Worker Thread
"""
l.debug("Running worker-%d" % idx)
while Tru... |
This method is called in order to filer a specific app | def filter_file(self, log, fileraw):
"""
This method is called in order to filer a specific app
:param log: an object which corresponds to a unique app
:param bytes fileraw: the raw file as bytes
:rtype: a tuple with 2 elements, the return value (boolean) if it is necessary to
... |
This method is called in order to create an Analysis object | def create_adex(self, log, dexobj):
"""
This method is called in order to create an Analysis object
:param log: an object which corresponds to a unique app
:param androguard.core.bytecodes.dvm.DalvikVMFormat dexobj: a :class:`DalvikVMFormat` object
:rytpe: a :class:`~androguard... |
Build the path from node1 to node2. The path is composed of all the nodes between node1 and node2 node1 excluded. Although if there is a loop starting from node1 it will be included in the path. | def build_path(graph, node1, node2, path=None):
"""
Build the path from node1 to node2.
The path is composed of all the nodes between node1 and node2,
node1 excluded. Although if there is a loop starting from node1, it will be
included in the path.
"""
if path is None:
path = []
... |
Merge the inner class ( es ) of a class: e. g class A {... } class A$foo {... } class A$bar {... } == > class A { class foo {... } class bar {... }... } | def merge_inner(clsdict):
"""
Merge the inner class(es) of a class:
e.g class A { ... } class A$foo{ ... } class A$bar{ ... }
==> class A { class foo{...} class bar{...} ... }
"""
samelist = False
done = {}
while not samelist:
samelist = True
classlist = list(clsdict.keys... |
Retrieve the java type of a descriptor ( e. g: I ) | def get_type(atype, size=None):
"""
Retrieve the java type of a descriptor (e.g : I)
"""
res = TYPE_DESCRIPTOR.get(atype)
if res is None:
if atype[0] == 'L':
if atype.startswith('Ljava/lang'):
res = atype[1:-1].lstrip('java/lang/').replace('/', '.')
el... |
Return the parameters type of a descriptor ( e. g ( IC ) V ) | def get_params_type(descriptor):
"""
Return the parameters type of a descriptor (e.g (IC)V)
"""
params = descriptor.split(')')[0][1:].split()
if params:
return [param for param in params]
return [] |
Creates a PNG from a given: class: ~androguard. decompiler. dad. graph. Graph. | def create_png(cls_name, meth_name, graph, dir_name='graphs2'):
"""
Creates a PNG from a given :class:`~androguard.decompiler.dad.graph.Graph`.
:param str cls_name: name of the class
:param str meth_name: name of the method
:param androguard.decompiler.dad.graph.Graph graph:
:param str dir_name... |
Open and read a file | def read(filename, binary=True):
"""
Open and read a file
:param filename: filename to open and read
:param binary: True if the file should be read as binary
:return: bytes if binary is True, str otherwise
"""
with open(filename, 'rb' if binary else 'r') as f:
return f.read() |
Format the Name type of a X509 Certificate in a human readable form. | def get_certificate_name_string(name, short=False, delimiter=', '):
"""
Format the Name type of a X509 Certificate in a human readable form.
:param name: Name object to return the DN from
:param short: Use short form (default: False)
:param delimiter: Delimiter string or character between two parts... |
Show color - picker dialog to select color. | def onColorPicker(self):
"""
Show color-picker dialog to select color.
Qt will use the native dialog by default.
"""
dlg = QtGui.QColorDialog(QtGui.QColor(self._color), None)
# if self._color:
# dlg.setCurrentColor(QtGui.QColor(self._color))
if dlg.... |
Analyze an android application and setup all stuff for a more quickly analysis! If session is None no session is used at all. This is the default behaviour. If you like to continue your work later it might be a good idea to use a session. A default session can be created by using: meth: ~get_default_session. | def AnalyzeAPK(_file, session=None, raw=False):
"""
Analyze an android application and setup all stuff for a more quickly
analysis!
If session is None, no session is used at all. This is the default
behaviour.
If you like to continue your work later, it might be a good idea to use a
session.... |
Analyze an android dex file and setup all stuff for a more quickly analysis ! | def AnalyzeDex(filename, session=None):
"""
Analyze an android dex file and setup all stuff for a more quickly analysis !
:param filename: the filename of the android dex file or a buffer which represents the dex file
:type filename: string
:param session: A session (Default None)
:rtype: retu... |
Analyze an android odex file and setup all stuff for a more quickly analysis ! | def AnalyzeODex(filename, session=None):
"""
Analyze an android odex file and setup all stuff for a more quickly analysis !
:param filename: the filename of the android dex file or a buffer which represents the dex file
:type filename: string
:param session: The Androguard Session to add the ODex t... |
Run the decompiler on a specific analysis | def RunDecompiler(d, dx, decompiler_name):
"""
Run the decompiler on a specific analysis
:param d: the DalvikVMFormat object
:type d: :class:`DalvikVMFormat` object
:param dx: the analysis of the format
:type dx: :class:`VMAnalysis` object
:param decompiler: the type of decompiler to use ("... |
Use jarsigner to sign an APK file. | def sign_apk(filename, keystore, storepass):
"""
Use jarsigner to sign an APK file.
:param filename: APK file on disk to sign (path)
:param keystore: path to keystore
:param storepass: your keystorage passphrase
"""
from subprocess import Popen, PIPE, STDOUT
# TODO use apksigner instead... |
Return a filename version which has no characters in it which are forbidden. On Windows these are for example </ ?... | def clean_file_name(filename, unique=True, replace="_", force_nt=False):
"""
Return a filename version, which has no characters in it which are forbidden.
On Windows these are for example <, /, ?, ...
The intention of this function is to allow distribution of files to different OSes.
:param filena... |
Load the Permissions for the given apilevel. | def load_permissions(apilevel, permtype='permissions'):
"""
Load the Permissions for the given apilevel.
The permissions lists are generated using this tool: https://github.com/U039b/aosp_permissions_extraction
Has a fallback to select the maximum or minimal available API level.
For example, if 28... |
Load the API/ Permission mapping for the requested API level. If the requetsed level was not found None is returned. | def load_permission_mappings(apilevel):
"""
Load the API/Permission mapping for the requested API level.
If the requetsed level was not found, None is returned.
:param apilevel: integer value of the API level, i.e. 24 for Android 7.0
:return: a dictionary of {MethodSignature: [List of Permissions]}... |
Split IfNodes in two nodes the first node is the header node the second one is only composed of the jump condition. | def split_if_nodes(graph):
"""
Split IfNodes in two nodes, the first node is the header node, the
second one is only composed of the jump condition.
"""
node_map = {n: n for n in graph}
to_update = set()
for node in graph.nodes[:]:
if node.type.is_cond:
if len(node.get_in... |
Simplify the CFG by merging/ deleting statement nodes when possible: If statement B follows statement A and if B has no other predecessor besides A then we can merge A and B into a new statement node. We also remove nodes which do nothing except redirecting the control flow ( nodes which only contains a goto ). | def simplify(graph):
"""
Simplify the CFG by merging/deleting statement nodes when possible:
If statement B follows statement A and if B has no other predecessor
besides A, then we can merge A and B into a new statement node.
We also remove nodes which do nothing except redirecting the control
f... |
Dominator algorithm from Lengauer - Tarjan | def dom_lt(graph):
"""Dominator algorithm from Lengauer-Tarjan"""
def _dfs(v, n):
semi[v] = n = n + 1
vertex[n] = label[v] = v
ancestor[v] = 0
for w in graph.all_sucs(v):
if not semi[w]:
parent[w] = v
n = _dfs(w, n)
pred[w]... |
Breadth first search | def bfs(start):
"""
Breadth first search
Yields all nodes found from the starting point
:param start: start node
"""
to_visit = [start]
visited = {start}
while to_visit:
node = to_visit.pop(0)
yield node
if node.exception_analysis:
for _, _, exceptio... |
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