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GameEngine — server-side game loop running at 4 ticks/second.
One engine instance per active room. Responsibilities:
- Tick loop (asyncio task)
- Apply parsed voice commands
- Mining, construction, production, movement, combat
- Win-condition check
- State broadcast via Socket.IO
"""
from __future__ import annotations
import asyncio
import logging
import math
from typing import TYPE_CHECKING, Optional, Union
from config import TICK_INTERVAL, HARVEST_INTERVAL_TICKS, MINERAL_PER_HARVEST, GAS_PER_HARVEST, MINING_DRILL_TICKS
from .bot import BOT_TICK_INTERVAL, BotPlayer
from .buildings import Building, BuildingDef, BuildingStatus, BuildingType, BUILDING_DEFS
from .commands import ActionResult, ActionType, CommandResult, GameAction, ParsedCommand
from .map import MAP_HEIGHT, MAP_WIDTH, MAP_LANDMARKS, ResourceType
from .pathfinding import find_path, invalidate_path_cache, is_walkable, nearest_walkable_navpoint, snap_to_walkable
from .state import GamePhase, GameState, PlayerState
from .tech_tree import can_build, can_train, get_producer, missing_for_build, missing_for_train
from .units import Unit, UnitDef, UnitStatus, UnitType, UNIT_DEFS
if TYPE_CHECKING:
import socketio
log = logging.getLogger(__name__)
# Auto-attack trigger range (fraction of weapon range)
AUTO_ATTACK_RANGE_FACTOR = 0.6
# Radius (in tiles) to consider "units in zone" for query_units
ZONE_RADIUS = 10.0
# Unit hitbox radius for attack range (center + radius)
UNIT_RADIUS = 0.5
class GameEngine:
def __init__(self, state: GameState, sio: "socketio.AsyncServer") -> None:
self.state = state
self.sio = sio
self._task: Optional[asyncio.Task] = None # type: ignore[type-arg]
self.bot: Optional[BotPlayer] = None
self._sound_events: list[dict] = [] # fire/death per tick, sent in game_update
self._cmd_lang: str = "fr"
# ------------------------------------------------------------------
# Lifecycle
# ------------------------------------------------------------------
def start(self) -> None:
self._task = asyncio.create_task(self._loop())
async def stop(self) -> None:
if self._task:
self._task.cancel()
try:
await self._task
except asyncio.CancelledError:
pass
# ------------------------------------------------------------------
# Public command entry point
# ------------------------------------------------------------------
def apply_command(self, player_id: str, parsed: ParsedCommand) -> CommandResult:
self._cmd_lang = getattr(parsed, "language", "fr") or "fr"
player = self.state.players.get(player_id)
if not player or self.state.phase != GamePhase.PLAYING:
return CommandResult(results=[], feedback_override="game_not_in_progress")
results: list[ActionResult] = []
last_query_unit_ids: Optional[list[str]] = None
for action in parsed.actions:
# If assign_to_group has no unit_ids, use result of previous query_units
if action.type == ActionType.ASSIGN_TO_GROUP and not action.unit_ids and last_query_unit_ids is not None:
action = action.model_copy(update={"unit_ids": last_query_unit_ids})
result = self._dispatch(player, action)
results.append(result)
if result.success and action.type == ActionType.QUERY_UNITS:
last_query_unit_ids = result.unit_ids
player.recalculate_supply()
return CommandResult(results=results)
# ------------------------------------------------------------------
# Tick loop
# ------------------------------------------------------------------
async def _loop(self) -> None:
while self.state.phase == GamePhase.PLAYING:
await asyncio.sleep(TICK_INTERVAL)
try:
self._tick()
if self.bot and self.state.tick % BOT_TICK_INTERVAL == 0:
self.bot.act()
except Exception:
log.exception("Uncaught exception in _tick (tick=%d)", self.state.tick)
await self._broadcast()
if self.state.phase == GamePhase.GAME_OVER and self.state.winner:
winner_state = self.state.players.get(self.state.winner)
winner_name = winner_state.player_name if winner_state else self.state.winner
await self.sio.emit(
"game_over",
{"winner_id": self.state.winner, "winner_name": winner_name},
room=self.state.room_id,
)
break
def _tick(self) -> None:
self.state.tick += 1
self._sound_events.clear()
for player in self.state.players.values():
self._tick_construction(player)
self._tick_production(player)
self._tick_mining(player)
self._tick_movement_and_combat()
self._apply_crowd_pressure()
self._tick_healing()
self._remove_dead()
for player in self.state.players.values():
player.recalculate_supply()
winner = self._check_win()
if winner:
self.state.phase = GamePhase.GAME_OVER
self.state.winner = winner
# ------------------------------------------------------------------
# Sub-tick processors
# ------------------------------------------------------------------
def _tick_construction(self, player: PlayerState) -> None:
"""Advance SCV-built buildings under construction."""
for building in player.buildings.values():
if building.status != BuildingStatus.CONSTRUCTING:
continue
# Only progress if the assigned SCV has arrived (status == BUILDING)
scv = next(
(u for u in player.units.values()
if u.building_target_id == building.id and u.status == UnitStatus.BUILDING),
None,
)
if not scv:
continue
building.construction_ticks_remaining -= 1
# HP grows linearly from 15% to 100% over build time
hp_gain = building.max_hp * 0.85 / max(1, building.construction_max_ticks)
building.hp = min(building.hp + hp_gain, float(building.max_hp))
if building.construction_ticks_remaining <= 0:
building.status = BuildingStatus.ACTIVE
building.construction_ticks_remaining = 0
building.hp = float(building.max_hp)
scv.building_target_id = None
scv.target_x = scv.target_y = None
# Auto-return SCV to nearest mineral patch
cc = player.command_center()
cx = float(cc.x) + 2.0 if cc else scv.x
cy = float(cc.y) + 1.5 if cc else scv.y
patch = self.state.game_map.nearest_mineral(cx, cy)
if patch:
scv.status = UnitStatus.MINING_MINERALS
scv.assigned_resource_id = patch.id
scv.harvest_carry = False
scv.harvest_amount = 0
scv.harvest_mining_ticks = 0
patch.assigned_scv_ids.append(scv.id)
self._set_unit_destination(scv, float(patch.x), float(patch.y), is_flying=False)
else:
scv.status = UnitStatus.IDLE
def _tick_production(self, player: PlayerState) -> None:
"""Tick building production queues and spawn units."""
for building in player.buildings.values():
if building.status == BuildingStatus.CONSTRUCTING:
continue
if not building.production_queue:
building.status = BuildingStatus.ACTIVE
continue
item = building.production_queue[0]
item.ticks_remaining -= 1
building.status = BuildingStatus.PRODUCING
if item.ticks_remaining <= 0:
building.production_queue.pop(0)
building.status = (
BuildingStatus.PRODUCING if building.production_queue
else BuildingStatus.ACTIVE
)
self._spawn_unit(player, building, UnitType(item.unit_type))
def _spawn_unit(self, player: PlayerState, building: Building, ut: UnitType) -> None:
raw_sx, raw_sy = building.spawn_point()
is_flying = UNIT_DEFS[ut].is_flying
if is_flying:
sx, sy = raw_sx, raw_sy
else:
blocked = self._building_blocked_rects()
sx, sy = nearest_walkable_navpoint(raw_sx, raw_sy, blocked_rects=blocked)
tx = building.rally_x if building.rally_x is not None else sx
ty = building.rally_y if building.rally_y is not None else sy
unit = Unit.create(ut, player.player_id, sx, sy)
if tx != sx or ty != sy:
unit.status = UnitStatus.MOVING
self._set_unit_destination(unit, tx, ty, is_flying=is_flying)
player.units[unit.id] = unit
if ut == UnitType.SCV:
cc = player.command_center()
bdefn = BUILDING_DEFS[building.building_type]
patch = self.state.game_map.nearest_mineral(
float(building.x) + bdefn.width / 2,
float(building.y) + bdefn.height / 2,
)
if patch and cc:
unit.status = UnitStatus.MINING_MINERALS
unit.assigned_resource_id = patch.id
unit.harvest_carry = False
unit.harvest_amount = 0
unit.harvest_mining_ticks = 0
patch.assigned_scv_ids.append(unit.id)
self._set_unit_destination(unit, float(patch.x), float(patch.y), is_flying=False)
def _tick_mining(self, player: PlayerState) -> None:
"""SCVs do round-trips between resources and the Command Center.
Each tick the harvester moves toward its current target (handled by
_tick_movement_and_combat). Here we only detect arrival events and
trigger the collect/deposit logic.
"""
cc = player.command_center()
if not cc:
# If CC is gone reset all mining SCVs
for unit in player.units.values():
if unit.status in (UnitStatus.MINING_MINERALS, UnitStatus.MINING_GAS):
unit.status = UnitStatus.IDLE
unit.target_x = unit.target_y = None
unit.path_waypoints = []
unit.harvest_carry = False
unit.harvest_mining_ticks = 0
return
mineral_arrive = 1.2 # SCV stops right next to the patch
cc_edge_arrive = 1.2 # SCV triggers deposit when ~1 tile from any CC visual edge
for unit in player.units.values():
if unit.status == UnitStatus.MINING_MINERALS:
resource = self.state.game_map.get_resource(unit.assigned_resource_id or "")
if not resource or resource.is_depleted:
# Remove from old patch assignment
if resource and unit.id in resource.assigned_scv_ids:
resource.assigned_scv_ids.remove(unit.id)
unit.assigned_resource_id = None
# Auto-reassign to next available mineral instead of going idle
next_patch = self.state.game_map.nearest_mineral(cc.x, cc.y)
if next_patch:
unit.assigned_resource_id = next_patch.id
next_patch.assigned_scv_ids.append(unit.id)
unit.harvest_mining_ticks = 0
self._set_unit_destination(unit, float(next_patch.x), float(next_patch.y), is_flying=False)
else:
unit.status = UnitStatus.IDLE
unit.target_x = unit.target_y = None
unit.path_waypoints = []
unit.harvest_carry = False
unit.harvest_mining_ticks = 0
continue
rx, ry = float(resource.x), float(resource.y)
if not unit.harvest_carry:
if unit.target_x is None:
self._set_unit_destination(unit, rx, ry, is_flying=False)
if unit.dist_to(rx, ry) <= mineral_arrive:
unit.harvest_mining_ticks += 1
if unit.harvest_mining_ticks >= MINING_DRILL_TICKS:
gathered = min(MINERAL_PER_HARVEST, resource.amount)
resource.amount -= gathered
unit.harvest_carry = True
unit.harvest_amount = gathered
unit.harvest_mining_ticks = 0
tx, ty = self._nearest_building_entry(unit, cc)
self._set_unit_destination(unit, tx, ty, is_flying=False)
else:
if unit.target_x is None:
tx, ty = self._nearest_building_entry(unit, cc)
self._set_unit_destination(unit, tx, ty, is_flying=False)
if self._dist_unit_to_building(unit, cc) <= cc_edge_arrive:
player.minerals += unit.harvest_amount
unit.harvest_carry = False
unit.harvest_amount = 0
self._set_unit_destination(unit, rx, ry, is_flying=False)
elif unit.status == UnitStatus.MINING_GAS:
resource = self.state.game_map.get_resource(unit.assigned_resource_id or "")
if not resource or not resource.has_refinery:
unit.assigned_resource_id = None
unit.status = UnitStatus.IDLE
unit.target_x = unit.target_y = None
unit.path_waypoints = []
unit.harvest_carry = False
continue
rx, ry = float(resource.x), float(resource.y)
if not unit.harvest_carry:
if unit.target_x is None:
self._set_unit_destination(unit, rx, ry, is_flying=False)
if unit.dist_to(rx, ry) <= mineral_arrive:
unit.harvest_carry = True
unit.harvest_amount = GAS_PER_HARVEST
tx, ty = self._nearest_building_entry(unit, cc)
self._set_unit_destination(unit, tx, ty, is_flying=False)
else:
if unit.target_x is None:
tx, ty = self._nearest_building_entry(unit, cc)
self._set_unit_destination(unit, tx, ty, is_flying=False)
if self._dist_unit_to_building(unit, cc) <= cc_edge_arrive:
player.gas += unit.harvest_amount
unit.harvest_carry = False
unit.harvest_amount = 0
self._set_unit_destination(unit, rx, ry, is_flying=False)
def _tick_movement_and_combat(self) -> None:
"""Move units toward targets and resolve attacks."""
# Build flat lookup of all units across both players
all_units: dict[str, tuple[Unit, str]] = {} # id -> (unit, owner_id)
for pid, player in self.state.players.items():
for uid, unit in player.units.items():
all_units[uid] = (unit, pid)
for pid, player in self.state.players.items():
enemy = self.state.enemy_of(pid)
if not enemy:
continue
for unit in player.units.values():
defn = UNIT_DEFS[unit.unit_type]
# Siege tanks in siege mode cannot move
if unit.is_sieged:
self._combat_attack(unit, defn, all_units, player, enemy, sieged=True)
continue
# Building SCVs stay put; mining SCVs move but skip combat
if unit.status == UnitStatus.BUILDING:
continue
if unit.status == UnitStatus.MOVING_TO_BUILD:
if unit.target_x is not None and unit.target_y is not None:
self._move_toward(unit, defn, unit.target_x, unit.target_y)
continue
if unit.status in (UnitStatus.MINING_MINERALS, UnitStatus.MINING_GAS):
if unit.target_x is not None and unit.target_y is not None:
self._move_toward(unit, defn, unit.target_x, unit.target_y)
continue
# Movement (attack-move: stop and shoot if enemy in range)
if unit.status in (UnitStatus.MOVING, UnitStatus.ATTACKING, UnitStatus.PATROLLING):
target_x = unit.target_x
target_y = unit.target_y
if target_x is not None and target_y is not None:
if unit.status == UnitStatus.ATTACKING:
nearest = self._nearest_enemy_in_range(
unit, enemy, defn.attack_range, for_attack_move=True
)
if nearest is not None:
if isinstance(nearest, Unit):
unit.attack_target_id = nearest.id
unit.attack_target_building_id = None
else:
unit.attack_target_building_id = nearest.id
unit.attack_target_id = None
# Don't move this tick; combat will run below
else:
self._move_toward(unit, defn, target_x, target_y)
else:
self._move_toward(unit, defn, target_x, target_y)
# Auto-attack: idle units defend themselves
auto_range = defn.attack_range * AUTO_ATTACK_RANGE_FACTOR
if unit.status == UnitStatus.IDLE:
nearest = self._nearest_enemy_in_range(
unit, enemy, auto_range, for_attack_move=False
)
if nearest:
if isinstance(nearest, Unit):
unit.attack_target_id = nearest.id
unit.attack_target_building_id = None
else:
unit.attack_target_building_id = nearest.id
unit.attack_target_id = None
# Combat (unit or building target)
if unit.attack_target_id or unit.attack_target_building_id:
self._combat_attack(unit, defn, all_units, player, enemy, sieged=False)
def _building_blocked_rects(self) -> list[tuple[float, float, float, float]]:
"""Collision footprints (x, y, w, h) used for pathfinding and unit collision.
Uses the shrunk collision box so units can pass between buildings
that have a small visual gap.
"""
rects: list[tuple[float, float, float, float]] = []
for player in self.state.players.values():
for b in player.buildings.values():
if b.status == BuildingStatus.DESTROYED:
continue
defn = BUILDING_DEFS[b.building_type]
chw, chh = defn.col_hw(), defn.col_hh()
rects.append((b.x - chw, b.y - chh, chw * 2, chh * 2))
return rects
def _set_unit_destination(
self, unit: Unit, tx: float, ty: float, *, is_flying: bool
) -> None:
"""Set unit target and path_waypoints; for ground units uses pathfinding within walkable zones."""
unit.target_x = tx
unit.target_y = ty
unit.path_waypoints = []
if is_flying:
return
blocked = self._building_blocked_rects()
sx, sy = unit.x, unit.y
path = find_path(sx, sy, tx, ty, blocked_rects=blocked)
if path is None:
# Start is inside a building footprint — snap start outside first
snapped_start = snap_to_walkable(sx, sy, blocked_rects=blocked)
if snapped_start != (sx, sy):
path = find_path(snapped_start[0], snapped_start[1], tx, ty, blocked_rects=blocked)
if path is None:
snapped_dst = snap_to_walkable(tx, ty, blocked_rects=blocked)
unit.target_x, unit.target_y = snapped_dst[0], snapped_dst[1]
return
if not path:
return
unit.target_x, unit.target_y = path[0][0], path[0][1]
unit.path_waypoints = [[p[0], p[1]] for p in path[1:]]
def _would_overlap(
self, unit: Unit, new_x: float, new_y: float, *, exclude_unit_id: Optional[str] = None
) -> bool:
"""True if (new_x, new_y) would overlap another unit or a building.
Mining SCVs use soft collision (they can pass through each other, like in SC).
For other units, if two already overlap we allow moves that increase separation.
"""
_mining = (UnitStatus.MINING_MINERALS, UnitStatus.MINING_GAS)
unit_is_miner = unit.status in _mining
for player in self.state.players.values():
for u in player.units.values():
if u.id == unit.id or (exclude_unit_id and u.id == exclude_unit_id):
continue
# Miners pass through other miners (soft collision, matching SC behaviour)
if unit_is_miner and u.status in _mining:
continue
min_dist = 2 * UNIT_RADIUS
new_dist = math.hypot(new_x - u.x, new_y - u.y)
if new_dist >= min_dist:
continue
# Already overlapping: allow the move only if it increases separation
cur_dist = math.hypot(unit.x - u.x, unit.y - u.y)
if cur_dist < min_dist and new_dist >= cur_dist:
continue # moving away from an already-overlapping unit — allow
return True
for rx, ry, w, h in self._building_blocked_rects():
px = max(rx, min(rx + w, new_x))
py = max(ry, min(ry + h, new_y))
if math.hypot(new_x - px, new_y - py) < UNIT_RADIUS:
return True
return False
def _move_toward(self, unit: Unit, defn: UnitDef, tx: float, ty: float) -> None:
"""Move unit up to one full step toward target, consuming intermediate waypoints smoothly."""
step = defn.move_speed * TICK_INTERVAL
remaining = step
cur_tx, cur_ty = tx, ty
moved = False
arrived = False
while remaining > 1e-6:
dx = cur_tx - unit.x
dy = cur_ty - unit.y
dist = math.sqrt(dx * dx + dy * dy)
if dist < 1e-6:
# Already on this waypoint — advance immediately
if unit.path_waypoints:
nw = unit.path_waypoints.pop(0)
cur_tx = nw[0]; cur_ty = nw[1]
unit.target_x = cur_tx; unit.target_y = cur_ty
else:
arrived = True
break
if dist <= remaining:
# Can reach this waypoint within remaining budget — snap and continue
unit.x = cur_tx
unit.y = cur_ty
remaining -= dist
moved = True
if unit.path_waypoints:
nw = unit.path_waypoints.pop(0)
cur_tx = nw[0]; cur_ty = nw[1]
unit.target_x = cur_tx; unit.target_y = cur_ty
else:
arrived = True
break
else:
# Partial move — try direct, then rotated directions to flow around obstacles
nx = dx / dist
ny = dy / dist
dist_before = dist
new_x = unit.x + nx * remaining
new_y = unit.y + ny * remaining
if not self._would_overlap(unit, new_x, new_y):
unit.x = new_x
unit.y = new_y
moved = True
else:
# Build candidate directions: random jitter first (breaks vortex),
# then deterministic ±30°/±60°/±90° fallbacks.
import random as _random
_rjit = _random.uniform(-0.45, 0.45) # up to ~26° random rotation
_cr, _sr = math.cos(_rjit), math.sin(_rjit)
_cos30, _sin30 = 0.866, 0.5
_cos60, _sin60 = 0.5, 0.866
steer_candidates = [
# Random jitter — breaks symmetry and prevents vortex
( nx * _cr - ny * _sr, nx * _sr + ny * _cr),
# Deterministic ±30°, ±60°, ±90°
( nx * _cos30 - ny * _sin30, nx * _sin30 + ny * _cos30),
( nx * _cos30 + ny * _sin30, -nx * _sin30 + ny * _cos30),
( nx * _cos60 - ny * _sin60, nx * _sin60 + ny * _cos60),
( nx * _cos60 + ny * _sin60, -nx * _sin60 + ny * _cos60),
(-ny, nx),
( ny, -nx),
]
for ax, ay in steer_candidates:
cx2 = unit.x + ax * remaining
cy2 = unit.y + ay * remaining
if not self._would_overlap(unit, cx2, cy2):
unit.x = cx2
unit.y = cy2
moved = True
break
# Oscillation detection: if we moved but didn't get closer to current
# waypoint, increment stall counter. After enough stall ticks, skip
# 2 waypoints ahead to escape the oscillation zone.
if moved:
new_dist = math.hypot(cur_tx - unit.x, cur_ty - unit.y)
if new_dist >= dist_before - step * 0.25:
unit.nav_stall_ticks += 1
if unit.nav_stall_ticks >= 10:
unit.nav_stall_ticks = 0
# Skip up to 2 waypoints ahead to jump past the congestion
for _ in range(2):
if unit.path_waypoints:
nw = unit.path_waypoints.pop(0)
cur_tx, cur_ty = nw[0], nw[1]
unit.target_x, unit.target_y = cur_tx, cur_ty
else:
unit.nav_stall_ticks = 0
break
unit.target_x = cur_tx
unit.target_y = cur_ty
if moved or arrived:
unit.stuck_ticks = 0
if arrived:
unit.nav_stall_ticks = 0
else:
unit.stuck_ticks += 1
if unit.stuck_ticks >= 3:
unit.stuck_ticks = 0
# Recalculate path from current position to break the deadlock
self._set_unit_destination(unit, tx, ty, is_flying=defn.is_flying)
if unit.path_waypoints:
nw = unit.path_waypoints.pop(0)
unit.target_x, unit.target_y = nw[0], nw[1]
else:
arrived = True
else:
return
if not arrived:
return
if unit.status == UnitStatus.MOVING:
unit.status = UnitStatus.IDLE
unit.target_x = unit.target_y = None
elif unit.status == UnitStatus.ATTACKING:
unit.status = UnitStatus.IDLE
unit.target_x = unit.target_y = None
elif unit.status == UnitStatus.MOVING_TO_BUILD:
unit.status = UnitStatus.BUILDING
unit.target_x = unit.target_y = None
elif unit.status == UnitStatus.PATROLLING:
unit.target_x, unit.patrol_x = unit.patrol_x, unit.target_x
unit.target_y, unit.patrol_y = unit.patrol_y, unit.target_y
def _combat_attack(
self,
unit: Unit,
defn: UnitDef,
all_units: dict[str, tuple[Unit, str]],
player: PlayerState,
enemy: PlayerState,
sieged: bool,
) -> None:
if unit.attack_cooldown > 0:
unit.attack_cooldown -= 1
return
rng = defn.siege_range if sieged else defn.attack_range
target_unit, _ = all_units.get(unit.attack_target_id or "", (None, None))
target_building = enemy.buildings.get(unit.attack_target_building_id or "")
has_valid_unit = (
unit.attack_target_id and target_unit is not None and target_unit.hp > 0
)
has_valid_building = (
unit.attack_target_building_id
and target_building is not None
and target_building.status != BuildingStatus.DESTROYED
and target_building.hp > 0
)
need_acquire = not (has_valid_unit or has_valid_building)
if need_acquire:
unit.attack_target_id = None
unit.attack_target_building_id = None
target = self._nearest_enemy_in_range(unit, enemy, rng)
if not target:
return
if isinstance(target, Unit):
unit.attack_target_id = target.id
target_unit = target
else:
unit.attack_target_building_id = target.id
target_building = target
# --- Target is a unit ---
if unit.attack_target_id and target_unit and target_unit.hp > 0:
dist = unit.dist_to(target_unit.x, target_unit.y)
attack_range = defn.siege_range if sieged else defn.attack_range
in_range = dist <= attack_range + 2 * UNIT_RADIUS
if not in_range:
if not sieged:
unit.target_x = target_unit.x
unit.target_y = target_unit.y
unit.status = UnitStatus.ATTACKING
return
if sieged:
dmg = defn.siege_damage
splash = defn.siege_splash_radius
cooldown = defn.siege_cooldown_ticks
for eu in enemy.units.values():
if eu.dist_to(target_unit.x, target_unit.y) <= splash:
self._apply_damage(eu, dmg)
self._alert_allies(victim=eu, attacker=unit, victim_player=enemy)
self._sound_events.append({"kind": "fire", "unit_type": unit.unit_type.value})
else:
target_flying = UNIT_DEFS[target_unit.unit_type].is_flying
dmg = defn.air_damage if target_flying else defn.ground_damage
cooldown = defn.attack_cooldown_ticks
if dmg > 0:
self._apply_damage(target_unit, dmg)
self._sound_events.append({"kind": "fire", "unit_type": unit.unit_type.value})
self._alert_allies(victim=target_unit, attacker=unit, victim_player=enemy)
unit.attack_cooldown = cooldown
unit.status = UnitStatus.ATTACKING
return
# --- Target is a building ---
if unit.attack_target_building_id and target_building and target_building.hp > 0:
dist = self._dist_unit_to_building(unit, target_building)
attack_range = defn.siege_range if sieged else defn.attack_range
in_range = dist <= attack_range + UNIT_RADIUS
if not in_range:
if not sieged:
cx, cy = self._building_center(target_building)
unit.target_x = cx
unit.target_y = cy
unit.status = UnitStatus.ATTACKING
return
dmg = defn.siege_damage if sieged else defn.ground_damage
cooldown = defn.siege_cooldown_ticks if sieged else defn.attack_cooldown_ticks
if dmg > 0:
target_building.hp = max(0.0, target_building.hp - dmg)
self._sound_events.append({"kind": "fire", "unit_type": unit.unit_type.value})
unit.attack_cooldown = cooldown
unit.status = UnitStatus.ATTACKING
return
def _apply_damage(self, target: Unit, raw_dmg: int) -> None:
defn = UNIT_DEFS[target.unit_type]
effective = max(0, raw_dmg - defn.armor)
target.hp = max(0.0, target.hp - effective)
def _alert_allies(self, victim: Unit, attacker: Unit, victim_player: PlayerState) -> None:
"""Idle combat allies within double their attack range of the victim rally to attack the aggressor."""
for ally in victim_player.units.values():
if ally.id == victim.id or ally.status != UnitStatus.IDLE:
continue
ally_defn = UNIT_DEFS[ally.unit_type]
if ally_defn.ground_damage == 0 and ally_defn.air_damage == 0:
continue
alert_range = ally_defn.attack_range * 2
if ally.dist_to(victim.x, victim.y) <= alert_range:
ally.attack_target_id = attacker.id
ally.attack_target_building_id = None
ally.status = UnitStatus.ATTACKING
ally.target_x = attacker.x
ally.target_y = attacker.y
def _apply_crowd_pressure(self) -> None:
"""Nudge ground units that are not firing when allied moving units press behind them.
For each non-firing idle/moving ground unit, we sum the pressure vectors of
nearby allies that are actively advancing toward it (within a ~3-unit cone).
A small fraction of the resulting vector is applied as a nudge, provided the
destination is collision-free.
"""
PUSH_RADIUS = UNIT_RADIUS * 5 # ~2.5 tile look-ahead for pushers
NUDGE = UNIT_RADIUS * 0.35 # ≈0.175 tiles per tick (soft shove)
MIN_DOT = 0.45 # cos ~63° — pusher must face the blockee
for player in self.state.players.values():
for unit in player.units.values():
defn = UNIT_DEFS[unit.unit_type]
# Only nudge ground units that are not shooting and not doing special work
if defn.is_flying:
continue
if unit.attack_target_id or unit.attack_target_building_id:
continue
if unit.is_sieged:
continue
if unit.status in (
UnitStatus.MINING_MINERALS,
UnitStatus.MINING_GAS,
UnitStatus.BUILDING,
UnitStatus.MOVING_TO_BUILD,
):
continue
fx, fy = 0.0, 0.0
for pusher in player.units.values():
if pusher.id == unit.id:
continue
if pusher.status not in (UnitStatus.MOVING, UnitStatus.ATTACKING, UnitStatus.PATROLLING):
continue
if pusher.target_x is None or pusher.target_y is None:
continue
dx_rel = unit.x - pusher.x
dy_rel = unit.y - pusher.y
d = math.hypot(dx_rel, dy_rel)
if d > PUSH_RADIUS or d < 1e-6:
continue
# Direction the pusher wants to go
dx_m = pusher.target_x - pusher.x
dy_m = pusher.target_y - pusher.y
dm = math.hypot(dx_m, dy_m)
if dm < 1e-6:
continue
nx_m, ny_m = dx_m / dm, dy_m / dm
# The blockee must be roughly in the pusher's forward cone
dot = (dx_rel / d) * nx_m + (dy_rel / d) * ny_m
if dot < MIN_DOT:
continue
# Pressure strength: stronger when closer and more aligned
strength = dot * (1.0 - d / PUSH_RADIUS)
fx += nx_m * strength
fy += ny_m * strength
fmag = math.hypot(fx, fy)
if fmag < 1e-6:
continue
new_x = unit.x + (fx / fmag) * NUDGE
new_y = unit.y + (fy / fmag) * NUDGE
if not self._would_overlap(unit, new_x, new_y):
unit.x = new_x
unit.y = new_y
def _tick_healing(self) -> None:
"""Medics heal the most-injured adjacent infantry unit."""
for player in self.state.players.values():
for medic in player.units_of(UnitType.MEDIC):
defn = UNIT_DEFS[UnitType.MEDIC]
healable = [
u for u in player.units.values()
if u.unit_type in (UnitType.MARINE, UnitType.MEDIC)
and u.hp < u.max_hp
and medic.dist_to(u.x, u.y) <= defn.attack_range
and u.id != medic.id
]
if healable:
target = min(healable, key=lambda u: u.hp / u.max_hp)
target.hp = min(float(target.max_hp), target.hp + defn.heal_per_tick)
medic.status = UnitStatus.HEALING
def _remove_dead(self) -> None:
"""Remove units with hp <= 0 and mark buildings as destroyed."""
for player in self.state.players.values():
dead = [uid for uid, u in player.units.items() if u.hp <= 0]
for uid in dead:
# Unassign from resource patches
unit = player.units[uid]
self._sound_events.append({"kind": "death", "unit_type": unit.unit_type.value})
if unit.assigned_resource_id:
res = self.state.game_map.get_resource(unit.assigned_resource_id)
if res and uid in res.assigned_scv_ids:
res.assigned_scv_ids.remove(uid)
for gids in player.control_groups.values():
if uid in gids:
gids.remove(uid)
del player.units[uid]
for building in player.buildings.values():
if building.hp <= 0 and building.status != BuildingStatus.DESTROYED:
building.status = BuildingStatus.DESTROYED
building.production_queue.clear()
invalidate_path_cache()
def _check_win(self) -> Optional[str]:
if self.state.is_tutorial:
return None
for player_id, player in self.state.players.items():
cc = player.command_center()
if cc is None:
enemy = self.state.enemy_of(player_id)
return enemy.player_id if enemy else None
return None
# ------------------------------------------------------------------
# Helpers
# ------------------------------------------------------------------
def _building_center(self, b: Building) -> tuple[float, float]:
return (b.x, b.y)
def _dist_unit_to_building(self, unit: Unit, building: Building) -> float:
"""Distance from unit center to nearest point on the visual building footprint.
Uses the full visual box (not the shrunk collision box) so that attack range
and deposit detection work relative to the visible edge of the building.
"""
defn = BUILDING_DEFS[building.building_type]
x0, x1 = building.x - defn.width / 2, building.x + defn.width / 2
y0, y1 = building.y - defn.height / 2, building.y + defn.height / 2
px = max(x0, min(x1, unit.x))
py = max(y0, min(y1, unit.y))
return math.sqrt((unit.x - px) ** 2 + (unit.y - py) ** 2)
def _nearest_building_entry(self, unit: Unit, building: Building) -> tuple[float, float]:
"""Return a point just outside the nearest visual edge of a building, on the unit's side.
SCVs use this to approach from whichever direction they're coming from,
so they can deposit/interact from any side instead of always queuing at one point.
Uses the visual box (not the collision box) so the SCV visually touches the building.
"""
defn = BUILDING_DEFS[building.building_type]
hw = defn.width / 2
hh = defn.height / 2
px = max(building.x - hw, min(building.x + hw, unit.x))
py = max(building.y - hh, min(building.y + hh, unit.y))
dx = unit.x - px
dy = unit.y - py
d = math.hypot(dx, dy)
margin = UNIT_RADIUS + 0.3
if d > 0:
return (px + dx / d * margin, py + dy / d * margin)
return (building.x, building.y + hh + margin)
def _nearest_enemy_in_range(
self,
unit: Unit,
enemy: PlayerState,
max_range: float,
*,
for_attack_move: bool = False,
) -> Optional[Union[Unit, Building]]:
"""Return the nearest enemy unit or building within max_range.
If for_attack_move: use unit radius and building footprint distance."""
best: Optional[tuple[float, Union[Unit, Building]]] = None
unit_range = max_range + (2 * UNIT_RADIUS if for_attack_move else 0)
for u in enemy.units.values():
d = unit.dist_to(u.x, u.y)
if d <= unit_range and (best is None or d < best[0]):
best = (d, u)
build_range = max_range + (UNIT_RADIUS if for_attack_move else 0)
for b in enemy.buildings.values():
if b.status == BuildingStatus.DESTROYED:
continue
d = self._dist_unit_to_building(unit, b) if for_attack_move else unit.dist_to(
*self._building_center(b)
)
if d <= build_range and (best is None or d < best[0]):
best = (d, b)
return best[1] if best else None
def _resolve_zone(self, player_id: str, zone: str) -> tuple[float, float]:
import re as _re
player = self.state.players[player_id]
enemy = self.state.enemy_of(player_id)
cc = player.command_center()
base_x = cc.x if cc else float(MAP_WIDTH) / 2
base_y = cc.y if cc else float(MAP_HEIGHT) / 2
if zone == "my_base":
return (base_x, base_y)
if zone == "enemy_base" and enemy:
ecc = enemy.command_center()
return (ecc.x, ecc.y) if ecc else (MAP_WIDTH - 5, MAP_HEIGHT - 5)
if zone == "center":
return (MAP_WIDTH / 2, MAP_HEIGHT / 2)
if zone == "top_left":
return (4.0, 4.0)
if zone == "top_right":
return (MAP_WIDTH - 4.0, 4.0)
if zone == "bottom_left":
return (4.0, MAP_HEIGHT - 4.0)
if zone == "bottom_right":
return (MAP_WIDTH - 4.0, MAP_HEIGHT - 4.0)
if zone == "front_line":
military = [
u for u in player.units.values()
if u.unit_type != UnitType.SCV
]
if military:
avg_x = sum(u.x for u in military) / len(military)
avg_y = sum(u.y for u in military) / len(military)
return (avg_x, avg_y)
m = _re.match(r'^mineral_(\d+)$', zone)
if m:
idx = int(m.group(1)) - 1
minerals = [
r for r in self.state.game_map.resources
if r.resource_type == ResourceType.MINERAL and not r.is_depleted
]
minerals.sort(key=lambda r: (r.x - base_x) ** 2 + (r.y - base_y) ** 2)
if 0 <= idx < len(minerals):
return (float(minerals[idx].x), float(minerals[idx].y))
m = _re.match(r'^geyser_(\d+)$', zone)
if m:
idx = int(m.group(1)) - 1
geysers = [
r for r in self.state.game_map.resources
if r.resource_type == ResourceType.GEYSER
]
geysers.sort(key=lambda r: (r.x - base_x) ** 2 + (r.y - base_y) ** 2)
if 0 <= idx < len(geysers):
return (float(geysers[idx].x), float(geysers[idx].y))
# Named geographic landmark
for lm in MAP_LANDMARKS:
if zone == lm["slug"]:
return (float(lm["x"]), float(lm["y"]))
# Clock-based position: e.g. "3h", "12h", "10h30"
m = _re.match(r'^(\d{1,2})h(?:30)?$', zone)
if m:
hour_str = m.group(0) # full match like "3h" or "10h30"
hour = int(m.group(1))
half = hour_str.endswith("30")
hour_decimal = hour + (0.5 if half else 0.0)
angle_rad = (hour_decimal / 12.0) * 2.0 * math.pi
dx = math.sin(angle_rad)
dy = -math.cos(angle_rad) # y increases downward
cx_map = MAP_WIDTH / 2.0
cy_map = MAP_HEIGHT / 2.0
x = max(4.0, min(MAP_WIDTH - 4.0, cx_map + dx * cx_map * 0.9))
y = max(4.0, min(MAP_HEIGHT - 4.0, cy_map + dy * cy_map * 0.9))
return (x, y)
# Fallback: enemy base
if enemy:
ecc = enemy.command_center()
if ecc:
return (float(ecc.x) + 2, float(ecc.y) + 2)
return (MAP_WIDTH / 2, MAP_HEIGHT / 2)
def _resolve_selector(self, player: PlayerState, selector: str, max_count: Optional[int] = None) -> list[Unit]:
s = selector.lower()
if s == "all":
units = list(player.units.values())
elif s == "all_military":
units = [u for u in player.units.values() if u.unit_type != UnitType.SCV]
elif s == "all_marines":
units = player.units_of(UnitType.MARINE)
elif s == "all_medics":
units = player.units_of(UnitType.MEDIC)
elif s == "all_goliaths":
units = player.units_of(UnitType.GOLIATH)
elif s == "all_tanks":
units = player.units_of(UnitType.TANK)
elif s == "all_wraiths":
units = player.units_of(UnitType.WRAITH)
elif s == "all_scv":
units = player.units_of(UnitType.SCV)
elif s == "idle_scv":
all_scvs = player.units_of(UnitType.SCV)
idle = [u for u in all_scvs if u.status == UnitStatus.IDLE]
if idle:
units = idle
else:
mining = [u for u in all_scvs if u.status in (UnitStatus.MINING_MINERALS, UnitStatus.MINING_GAS)]
units = mining if mining else all_scvs
elif s == "most_damaged":
all_units = list(player.units.values())
units = [min(all_units, key=lambda u: u.hp / u.max_hp)] if all_units else []
else:
units = []
if max_count is not None:
units = units[:max_count]
return units
def _query_unit_ids(
self, player: PlayerState, target_zone: Optional[str] = None, unit_type: Optional[str] = None
) -> list[str]:
"""Return unit IDs matching zone (within ZONE_RADIUS of zone center) and/or unit_type."""
units: list[Unit] = list(player.units.values())
if target_zone:
zx, zy = self._resolve_zone(player.player_id, target_zone)
units = [u for u in units if u.dist_to(zx, zy) <= ZONE_RADIUS]
if unit_type:
try:
ut = UnitType(unit_type)
units = [u for u in units if u.unit_type == ut]
except ValueError:
pass
return [u.id for u in units]
# Vision radii (in cells) — must match frontend constants
_UNIT_VISION: dict[UnitType, float] = {
UnitType.SCV: 6, UnitType.MARINE: 6, UnitType.MEDIC: 6,
UnitType.GOLIATH: 8, UnitType.TANK: 8, UnitType.WRAITH: 9,
}
_BUILDING_VISION: dict[BuildingType, float] = {
BuildingType.COMMAND_CENTER: 10, BuildingType.SUPPLY_DEPOT: 7,
BuildingType.BARRACKS: 7, BuildingType.ENGINEERING_BAY: 7,
BuildingType.REFINERY: 7, BuildingType.FACTORY: 7,
BuildingType.ARMORY: 7, BuildingType.STARPORT: 7,
}
_SCV_BUILD_RANGE: float = 6.0
def _is_visible(self, player: PlayerState, x: float, y: float) -> bool:
"""Return True if tile (x, y) is within vision of any own unit or building."""
for u in player.units.values():
r = self._UNIT_VISION.get(u.unit_type, 6.0)
if (u.x - x) ** 2 + (u.y - y) ** 2 <= r * r:
return True
for b in player.buildings.values():
if b.status == BuildingStatus.DESTROYED:
continue
r = self._BUILDING_VISION.get(b.building_type, 7.0)
if (b.x - x) ** 2 + (b.y - y) ** 2 <= r * r:
return True
return False
def _find_build_position(
self,
player: PlayerState,
bt: BuildingType,
near_scv: Unit,
search_center: Optional[tuple[float, float]] = None,
search_radius: Optional[float] = None,
) -> Optional[tuple[float, float]]:
"""Return CENTER coordinates for a new building, or None if no valid spot found.
If search_center is given, the spiral search is anchored there instead of the SCV.
If search_radius is given, it overrides _SCV_BUILD_RANGE as the maximum search distance.
"""
defn = BUILDING_DEFS[bt]
cx, cy = search_center if search_center else (near_scv.x, near_scv.y)
radius_limit = search_radius if search_radius is not None else self._SCV_BUILD_RANGE
for radius in range(1, int(radius_limit) + 2):
for dx in range(-radius, radius + 1):
for dy in range(-radius, radius + 1):
tl_x, tl_y = int(cx) + dx, int(cy) + dy
tile_cx = tl_x + defn.width / 2.0
tile_cy = tl_y + defn.height / 2.0
if (tile_cx - cx) ** 2 + (tile_cy - cy) ** 2 > radius_limit ** 2:
continue
if not self._can_place(tl_x, tl_y, defn):
continue
if not self._is_visible(player, tile_cx, tile_cy):
continue
return (tile_cx, tile_cy)
return None
def _find_expansion_position(self, player: PlayerState) -> Optional[tuple[float, float]]:
"""Find a valid position for a new command center near unclaimed resource clusters.
An expansion position is a resource cluster (group of minerals) that has no
existing command center (from any player) within CC_CLAIM_RADIUS tiles.
The closest such cluster to the player's current base is preferred.
"""
from .map import ResourceType
CC_CLAIM_RADIUS = 15.0
CLUSTER_MERGE_DIST = 10.0
CC_SEARCH_RADIUS = 14.0
all_ccs = [
b
for p in self.state.players.values()
for b in p.buildings.values()
if b.building_type == BuildingType.COMMAND_CENTER
and b.status != BuildingStatus.DESTROYED
]
minerals = [
r for r in self.state.game_map.resources
if r.resource_type == ResourceType.MINERAL and not r.is_depleted
]
if not minerals:
return None
free_minerals = [
m for m in minerals
if not any(
(m.x - cc.x) ** 2 + (m.y - cc.y) ** 2 <= CC_CLAIM_RADIUS ** 2
for cc in all_ccs
)
]
if not free_minerals:
return None
# Group free minerals into clusters
clusters: list[list] = []
for m in free_minerals:
placed = False
for cluster in clusters:
ccx = sum(r.x for r in cluster) / len(cluster)
ccy = sum(r.y for r in cluster) / len(cluster)
if (m.x - ccx) ** 2 + (m.y - ccy) ** 2 <= CLUSTER_MERGE_DIST ** 2:
cluster.append(m)
placed = True
break
if not placed:
clusters.append([m])
if not clusters:
return None
cc = player.command_center()
ref_x = cc.x if cc else float(MAP_WIDTH) / 2
ref_y = cc.y if cc else float(MAP_HEIGHT) / 2
def cluster_center(cluster: list) -> tuple[float, float]:
return (
sum(r.x for r in cluster) / len(cluster),
sum(r.y for r in cluster) / len(cluster),
)
clusters_by_dist = sorted(
clusters,
key=lambda c: (cluster_center(c)[0] - ref_x) ** 2 + (cluster_center(c)[1] - ref_y) ** 2,
)
cc_defn = BUILDING_DEFS[BuildingType.COMMAND_CENTER]
for cluster in clusters_by_dist:
ecx, ecy = cluster_center(cluster)
for radius in range(0, int(CC_SEARCH_RADIUS) + 2):
for dx in range(-radius, radius + 1):
for dy in range(-radius, radius + 1):
tl_x, tl_y = int(ecx) + dx, int(ecy) + dy
tile_cx = tl_x + cc_defn.width / 2.0
tile_cy = tl_y + cc_defn.height / 2.0
if (tile_cx - ecx) ** 2 + (tile_cy - ecy) ** 2 > CC_SEARCH_RADIUS ** 2:
continue
if not self._can_place(tl_x, tl_y, cc_defn):
continue
return (tile_cx, tile_cy)
return None
def _eject_units_from_building(self, building: "Building") -> None:
"""Push any ground unit whose centre falls inside building's collision box to the nearest walkable tile."""
from .pathfinding import snap_to_walkable
defn = BUILDING_DEFS[building.building_type]
chw, chh = defn.col_hw(), defn.col_hh()
bx0 = building.x - chw
by0 = building.y - chh
bx1 = building.x + chw
by1 = building.y + chh
blocked = self._building_blocked_rects()
for p in self.state.players.values():
for unit in p.units.values():
if UNIT_DEFS[unit.unit_type].is_flying:
continue
if bx0 <= unit.x <= bx1 and by0 <= unit.y <= by1:
nx, ny = snap_to_walkable(unit.x, unit.y, blocked_rects=blocked)
unit.x = nx
unit.y = ny
# Clear any path that might route back inside
unit.target_x = nx
unit.target_y = ny
unit.path_waypoints = []
def _can_place(self, tl_x: int, tl_y: int, defn: BuildingDef) -> bool:
"""Check if a building with given top-left corner can be placed (no overlap, in bounds)."""
if tl_x < 0 or tl_y < 0 or tl_x + defn.width > MAP_WIDTH or tl_y + defn.height > MAP_HEIGHT:
return False
# Check overlap with existing buildings (stored as center coords)
for player in self.state.players.values():
for b in player.buildings.values():
if b.status == BuildingStatus.DESTROYED:
continue
bd = BUILDING_DEFS[b.building_type]
if tl_x < b.x + bd.width / 2 and tl_x + defn.width > b.x - bd.width / 2 \
and tl_y < b.y + bd.height / 2 and tl_y + defn.height > b.y - bd.height / 2:
return False
# Check overlap with resources
for res in self.state.game_map.resources:
if tl_x <= res.x < tl_x + defn.width and tl_y <= res.y < tl_y + defn.height:
return False
return True
# ------------------------------------------------------------------
# Command dispatchers
# ------------------------------------------------------------------
def _dispatch(self, player: PlayerState, action: GameAction) -> ActionResult:
try:
t = action.type
if t == ActionType.BUILD:
return self._cmd_build(player, action)
if t == ActionType.TRAIN:
return self._cmd_train(player, action)
if t == ActionType.MOVE:
return self._cmd_move(player, action)
if t == ActionType.ATTACK:
return self._cmd_attack(player, action)
if t == ActionType.SIEGE:
return self._cmd_siege(player, action, siege=True)
if t == ActionType.UNSIEGE:
return self._cmd_siege(player, action, siege=False)
if t == ActionType.CLOAK:
return self._cmd_cloak(player, action, cloak=True)
if t == ActionType.DECLOAK:
return self._cmd_cloak(player, action, cloak=False)
if t == ActionType.GATHER:
return self._cmd_gather(player, action)
if t == ActionType.STOP:
return self._cmd_stop(player, action)
if t == ActionType.PATROL:
return self._cmd_patrol(player, action)
if t == ActionType.QUERY:
return self._cmd_query(player, action)
if t == ActionType.QUERY_UNITS:
return self._cmd_query_units(player, action)
if t == ActionType.ASSIGN_TO_GROUP:
return self._cmd_assign_to_group(player, action)
if t == ActionType.DEFEND:
return self._cmd_defend(player, action)
if t == ActionType.RESIGN:
return self._cmd_resign(player)
return ActionResult(
action_type=t, success=False, data={"error": "unknown_action"}
)
except Exception as exc:
log.exception("Error applying action %s", action.type)
return ActionResult(
action_type=str(action.type), success=False, data={"error": "exception", "detail": str(exc)}
)
def _cmd_build(self, player: PlayerState, action: GameAction) -> ActionResult:
raw = action.building_type
if not raw:
return ActionResult(action_type="build", success=False, data={"error": "build_missing_type"})
try:
bt = BuildingType(raw)
except ValueError:
return ActionResult(action_type="build", success=False, data={"error": "build_unknown", "raw": raw})
if not can_build(bt, player):
missing = missing_for_build(bt, player)
names = ", ".join(m.value for m in missing)
return ActionResult(
action_type="build", success=False, data={"error": "build_missing_prereq", "names": names}
)
defn = BUILDING_DEFS[bt]
if player.minerals < defn.mineral_cost or player.gas < defn.gas_cost:
return ActionResult(
action_type="build", success=False,
data={"error": "build_insufficient_resources", "mineral": defn.mineral_cost, "gas": defn.gas_cost},
)
# Clamp count to what resources and SCVs allow
count = max(1, min(action.count or 1, 5))
if defn.mineral_cost > 0:
count = min(count, player.minerals // defn.mineral_cost)
if defn.gas_cost > 0:
count = min(count, player.gas // defn.gas_cost)
# Pool of free SCVs (idle first, then mining) — one SCV per building
available_scvs = (
[u for u in player.units_of(UnitType.SCV) if u.status == UnitStatus.IDLE]
+ [u for u in player.units_of(UnitType.SCV)
if u.status in (UnitStatus.MINING_MINERALS, UnitStatus.MINING_GAS)]
)
count = min(count, len(available_scvs))
if count == 0:
return ActionResult(action_type="build", success=False, data={"error": "build_no_scv"})
built = 0
for i in range(count):
scv = available_scvs[i]
# Determine the command center that should anchor this build
nearest_cc = player.nearest_command_center(scv.x, scv.y)
cc_anchor = (float(nearest_cc.x), float(nearest_cc.y)) if nearest_cc else None
# Find center position for this building
if bt == BuildingType.COMMAND_CENTER:
# New CC must go on an expansion (near unclaimed resources)
pos_opt = self._find_expansion_position(player)
if not pos_opt:
# Fallback: build anywhere the SCV can reach
pos_opt = self._find_build_position(player, bt, scv)
if not pos_opt:
break
pos_cx, pos_cy = pos_opt
elif bt == BuildingType.REFINERY:
cx, cy = cc_anchor if cc_anchor else (scv.x, scv.y)
geyser = self.state.game_map.nearest_geyser_without_refinery(cx, cy)
if not geyser:
break
# Refinery (2×2) centered on geyser tile (+1 from integer geyser coord)
pos_cx: float = geyser.x + 1.0
pos_cy: float = geyser.y + 1.0
if not self._is_visible(player, pos_cx, pos_cy):
break
geyser.has_refinery = True
else:
# Build around the nearest command center with a wider search radius
pos_opt = self._find_build_position(
player, bt, scv,
search_center=cc_anchor,
search_radius=12.0,
)
if not pos_opt:
break
pos_cx, pos_cy = pos_opt
# Unassign from resource if mining
if scv.assigned_resource_id:
res = self.state.game_map.get_resource(scv.assigned_resource_id)
if res and scv.id in res.assigned_scv_ids:
res.assigned_scv_ids.remove(scv.id)
scv.assigned_resource_id = None
scv.harvest_carry = False
scv.harvest_amount = 0
scv.harvest_mining_ticks = 0
player.minerals -= defn.mineral_cost
player.gas -= defn.gas_cost
building = Building.create(bt, player.player_id, pos_cx, pos_cy)
player.buildings[building.id] = building
invalidate_path_cache()
# Eject any ground units trapped inside the new building's footprint
self._eject_units_from_building(building)
scv.status = UnitStatus.MOVING_TO_BUILD
scv.building_target_id = building.id
# Navigate to the nearest point just outside the building edge
bw = float(defn.width)
bh = float(defn.height)
edge_x = max(pos_cx - bw / 2, min(pos_cx + bw / 2, scv.x))
edge_y = max(pos_cy - bh / 2, min(pos_cy + bh / 2, scv.y))
dx = scv.x - edge_x
dy = scv.y - edge_y
edge_dist = math.hypot(dx, dy)
approach_margin = UNIT_RADIUS + 0.6
if edge_dist > 0:
dest_x = edge_x + dx / edge_dist * approach_margin
dest_y = edge_y + dy / edge_dist * approach_margin
else:
dest_x = pos_cx + bw / 2 + approach_margin
dest_y = pos_cy
self._set_unit_destination(scv, dest_x, dest_y, is_flying=False)
built += 1
if built == 0:
return ActionResult(action_type="build", success=False, data={"error": "build_no_placement"})
return ActionResult(
action_type="build", success=True,
data={"built": built, "building": bt.value},
sound_events=[{"kind": "move_ack", "unit_type": "scv"}],
)
def _cmd_train(self, player: PlayerState, action: GameAction) -> ActionResult:
raw = action.unit_type
if not raw:
return ActionResult(action_type="train", success=False, data={"error": "train_missing_type"})
try:
ut = UnitType(raw)
except ValueError:
return ActionResult(action_type="train", success=False, data={"error": "train_unknown", "raw": raw})
if not can_train(ut, player):
missing = missing_for_train(ut, player)
names = ", ".join(m.value for m in missing)
return ActionResult(
action_type="train", success=False, data={"error": "train_missing_prereq", "names": names}
)
defn = UNIT_DEFS[ut]
producer_type = get_producer(ut)
producers = player.active_buildings_of(producer_type)
if not producers:
return ActionResult(
action_type="train", success=False,
data={"error": "train_no_producer", "producer": producer_type.value},
)
count = max(1, min(action.count or 1, 20))
num_producers = len(producers)
total_minerals = defn.mineral_cost * count
total_gas = defn.gas_cost * count
if player.minerals < total_minerals or player.gas < total_gas:
return ActionResult(
action_type="train", success=False, data={"error": "train_insufficient_resources"}
)
queued_supply = sum(
UNIT_DEFS[UnitType(item.unit_type)].supply_cost
for b in player.buildings.values()
for item in b.production_queue
)
if player.supply_used + queued_supply + defn.supply_cost * count > player.supply_max:
return ActionResult(
action_type="train", success=False, data={"error": "train_insufficient_supply"}
)
from .buildings import ProductionItem # local import to avoid cycle
for i in range(count):
building = producers[i % num_producers]
building.production_queue.append(
ProductionItem(
unit_type=ut.value,
ticks_remaining=defn.build_time_ticks,
max_ticks=defn.build_time_ticks,
)
)
player.minerals -= total_minerals
player.gas -= total_gas
return ActionResult(
action_type="train", success=True,
data={"count": count, "unit": ut.value},
)
def _cmd_move(self, player: PlayerState, action: GameAction) -> ActionResult:
units = self._resolve_selector(player, action.unit_selector or "all_military", max_count=action.count)
if not units:
return ActionResult(action_type="move", success=False, data={"error": "no_units_selected"})
tx, ty = self._resolve_zone(player.player_id, action.target_zone or "center")
for unit in units:
if unit.is_sieged:
continue
unit.status = UnitStatus.MOVING
unit.attack_target_id = None
unit.attack_target_building_id = None
self._set_unit_destination(unit, tx, ty, is_flying=UNIT_DEFS[unit.unit_type].is_flying)
move_ack = [{"kind": "move_ack", "unit_type": units[0].unit_type.value}]
zone = action.target_zone or "center"
return ActionResult(
action_type="move", success=True,
data={"n": len(units), "zone": zone}, sound_events=move_ack,
)
def _cmd_attack(self, player: PlayerState, action: GameAction) -> ActionResult:
units = self._resolve_selector(player, action.unit_selector or "all_military", max_count=action.count)
if not units:
return ActionResult(action_type="attack", success=False, data={"error": "no_units_selected"})
tx, ty = self._resolve_zone(player.player_id, action.target_zone or "enemy_base")
for unit in units:
if unit.is_sieged:
continue
unit.status = UnitStatus.ATTACKING
unit.attack_target_id = None
unit.attack_target_building_id = None
self._set_unit_destination(unit, tx, ty, is_flying=UNIT_DEFS[unit.unit_type].is_flying)
move_ack = [{"kind": "move_ack", "unit_type": units[0].unit_type.value}]
zone = action.target_zone or "enemy_base"
return ActionResult(
action_type="attack", success=True,
data={"n": len(units), "zone": zone}, sound_events=move_ack,
)
def _cmd_siege(self, player: PlayerState, action: GameAction, siege: bool) -> ActionResult:
tanks = self._resolve_selector(player, action.unit_selector or "all_tanks", max_count=action.count)
tanks = [u for u in tanks if u.unit_type == UnitType.TANK]
if not tanks:
return ActionResult(action_type="siege", success=False, data={"error": "siege_no_tanks"})
for tank in tanks:
tank.is_sieged = siege
tank.status = UnitStatus.SIEGED if siege else UnitStatus.IDLE
if siege:
tank.target_x = tank.target_y = None
mode = "siege" if siege else "mobile"
return ActionResult(
action_type="siege", success=True,
data={"n": len(tanks), "mode": mode},
)
def _cmd_cloak(self, player: PlayerState, action: GameAction, cloak: bool) -> ActionResult:
wraiths = self._resolve_selector(player, action.unit_selector or "all_wraiths", max_count=action.count)
wraiths = [u for u in wraiths if u.unit_type == UnitType.WRAITH]
if not wraiths:
return ActionResult(action_type="cloak", success=False, data={"error": "cloak_no_wraiths"})
for wraith in wraiths:
wraith.is_cloaked = cloak
state = "on" if cloak else "off"
return ActionResult(
action_type="cloak", success=True,
data={"n": len(wraiths), "state": state},
)
def _cmd_gather(self, player: PlayerState, action: GameAction) -> ActionResult:
resource_type = (action.resource_type or "minerals").lower()
cc = player.command_center()
cx, cy = (float(cc.x), float(cc.y)) if cc else (0.0, 0.0)
# For gas we default to all_scv so that SCVs currently mining minerals
# can be reassigned; for minerals we prefer idle SCVs to avoid disrupting gas workers.
if resource_type == "gas":
default_selector = "all_scv"
else:
default_selector = "idle_scv"
scvs = self._resolve_selector(player, action.unit_selector or default_selector, max_count=action.count)
scvs = [u for u in scvs if u.unit_type == UnitType.SCV]
if not scvs:
return ActionResult(action_type="gather", success=False, data={"error": "gather_no_scv"})
assigned = 0
if resource_type == "gas":
for scv in scvs:
geyser = self.state.game_map.nearest_available_geyser(cx, cy)
if not geyser:
break
if scv.assigned_resource_id and scv.assigned_resource_id in \
[r.id for r in self.state.game_map.resources]:
old = self.state.game_map.get_resource(scv.assigned_resource_id)
if old and scv.id in old.assigned_scv_ids:
old.assigned_scv_ids.remove(scv.id)
scv.status = UnitStatus.MINING_GAS
scv.assigned_resource_id = geyser.id
scv.harvest_carry = False
scv.harvest_amount = 0
scv.harvest_mining_ticks = 0
self._set_unit_destination(scv, float(geyser.x), float(geyser.y), is_flying=False)
geyser.assigned_scv_ids.append(scv.id)
assigned += 1
else:
# Distribute SCVs across patches evenly: pick the patch with fewest assigned SCVs
# (avoids funnelling all 5 SCVs to the same nearest patch)
mineral_patches = [
r for r in self.state.game_map.resources
if r.resource_type.value == "mineral" and not r.is_depleted and r.has_capacity
]
if not mineral_patches:
return ActionResult(action_type="gather", success=False, data={"error": "gather_no_resource"})
for scv in scvs:
if not mineral_patches:
break
# Choose patch with fewest assigned SCVs (tie-break: nearest to CC)
patch = min(
mineral_patches,
key=lambda r: (len(r.assigned_scv_ids), (r.x - cx) ** 2 + (r.y - cy) ** 2)
)
if not patch:
break
if scv.assigned_resource_id:
old = self.state.game_map.get_resource(scv.assigned_resource_id)
if old and scv.id in old.assigned_scv_ids:
old.assigned_scv_ids.remove(scv.id)
scv.status = UnitStatus.MINING_MINERALS
scv.assigned_resource_id = patch.id
scv.harvest_carry = False
scv.harvest_amount = 0
scv.harvest_mining_ticks = 0
self._set_unit_destination(scv, float(patch.x), float(patch.y), is_flying=False)
patch.assigned_scv_ids.append(scv.id)
assigned += 1
# Remove full patches from candidates
mineral_patches = [r for r in mineral_patches if r.has_capacity]
if assigned == 0:
return ActionResult(
action_type="gather", success=False, data={"error": "gather_no_resource"}
)
move_ack = [{"kind": "move_ack", "unit_type": "scv"}]
return ActionResult(
action_type="gather", success=True,
data={"n": assigned, "resource": resource_type}, sound_events=move_ack,
)
def _cmd_stop(self, player: PlayerState, action: GameAction) -> ActionResult:
units = self._resolve_selector(player, action.unit_selector or "all_military", max_count=action.count)
for unit in units:
unit.status = UnitStatus.IDLE
unit.target_x = unit.target_y = None
unit.path_waypoints = []
unit.attack_target_id = None
unit.attack_target_building_id = None
return ActionResult(action_type="stop", success=True, data={"n": len(units)})
def _cmd_patrol(self, player: PlayerState, action: GameAction) -> ActionResult:
units = self._resolve_selector(player, action.unit_selector or "all_military", max_count=action.count)
if not units:
return ActionResult(action_type="patrol", success=False, data={"error": "no_units_selected"})
tx, ty = self._resolve_zone(player.player_id, action.target_zone or "center")
for unit in units:
if unit.is_sieged:
continue
unit.patrol_x = unit.x
unit.patrol_y = unit.y
unit.status = UnitStatus.PATROLLING
self._set_unit_destination(unit, tx, ty, is_flying=UNIT_DEFS[unit.unit_type].is_flying)
move_ack = [{"kind": "move_ack", "unit_type": units[0].unit_type.value}]
zone = action.target_zone or "center"
return ActionResult(
action_type="patrol", success=True,
data={"n": len(units), "zone": zone}, sound_events=move_ack,
)
def _cmd_query(self, player: PlayerState, action: GameAction) -> ActionResult:
return ActionResult(
action_type="query", success=True,
data={"summary": player.summary(self._cmd_lang)},
)
def _cmd_query_units(self, player: PlayerState, action: GameAction) -> ActionResult:
"""Query units by zone and/or type; return their IDs in result.unit_ids."""
zone = (action.target_zone or "").strip() or None
ut = (action.unit_type or "").strip() or None
ids = self._query_unit_ids(player, target_zone=zone, unit_type=ut)
return ActionResult(
action_type="query_units",
success=True,
data={"n": len(ids)},
unit_ids=ids,
)
def _cmd_assign_to_group(self, player: PlayerState, action: GameAction) -> ActionResult:
"""Assign unit IDs to a control group (1, 2, or 3). Uses only IDs; invalid IDs are skipped."""
gi = action.group_index
if gi is None or gi not in (1, 2, 3):
return ActionResult(
action_type="assign_to_group",
success=False,
data={"error": "group_invalid"},
)
ids = list(action.unit_ids) if action.unit_ids else []
valid_ids = [uid for uid in ids if uid in player.units]
player.control_groups[gi] = valid_ids
return ActionResult(
action_type="assign_to_group",
success=True,
data={"gi": gi, "n": len(valid_ids)},
)
def _cmd_defend(self, player: PlayerState, action: GameAction) -> ActionResult:
"""Send available military units to patrol around a base zone.
Units are spread evenly on a circle around the zone center and bounce
between two diametrically-opposite perimeter points so they continuously
sweep the area and auto-attack any enemy that enters their weapon range.
"""
units = self._resolve_selector(
player, action.unit_selector or "all_military", max_count=action.count
)
units = [u for u in units if not u.is_sieged and u.unit_type != UnitType.SCV]
if not units:
return ActionResult(action_type="defend", success=False, data={"error": "no_units_selected"})
zone = action.target_zone or "my_base"
cx, cy = self._resolve_zone(player.player_id, zone)
DEFEND_RADIUS = 6.0 # patrol orbit radius around the base center
n = len(units)
for i, unit in enumerate(units):
angle = (2 * math.pi * i) / n
# Two opposite points on the perimeter
px1 = cx + DEFEND_RADIUS * math.cos(angle)
py1 = cy + DEFEND_RADIUS * math.sin(angle)
px2 = cx + DEFEND_RADIUS * math.cos(angle + math.pi)
py2 = cy + DEFEND_RADIUS * math.sin(angle + math.pi)
is_flying = UNIT_DEFS[unit.unit_type].is_flying
unit.attack_target_id = None
unit.attack_target_building_id = None
# Store the far patrol point as the return waypoint
unit.patrol_x = px2
unit.patrol_y = py2
unit.status = UnitStatus.PATROLLING
self._set_unit_destination(unit, px1, py1, is_flying=is_flying)
move_ack = [{"kind": "move_ack", "unit_type": units[0].unit_type.value}]
return ActionResult(
action_type="defend", success=True,
data={"n": len(units), "zone": zone}, sound_events=move_ack,
)
def _cmd_resign(self, player: PlayerState) -> ActionResult:
"""Player forfeits — opponent is declared winner immediately."""
opponent_id = next(
(pid for pid in self.state.players if pid != player.player_id), None
)
if not opponent_id:
return ActionResult(action_type="resign", success=False, data={"error": "no_opponent"})
self.state.phase = GamePhase.GAME_OVER
self.state.winner = opponent_id
return ActionResult(action_type="resign", success=True, data={})
def cancel_building_construction(self, player_id: str, building_id: str) -> ActionResult:
"""Cancel an in-progress construction: remove the building and refund 75% of costs."""
player = self.state.players.get(player_id)
if not player:
return ActionResult(action_type="cancel_construction", success=False, data={"error": "player_not_found"})
building = player.buildings.get(building_id)
if not building:
return ActionResult(action_type="cancel_construction", success=False, data={"error": "building_not_found"})
if building.status != BuildingStatus.CONSTRUCTING:
return ActionResult(action_type="cancel_construction", success=False, data={"error": "not_under_construction"})
defn = BUILDING_DEFS[building.building_type]
# Free the SCV assigned to this building
for unit in player.units.values():
if unit.building_target_id == building_id:
unit.building_target_id = None
unit.target_x = unit.target_y = None
unit.path_waypoints = []
unit.status = UnitStatus.IDLE
# If it's a refinery, mark the underlying geyser as free again
if building.building_type == BuildingType.REFINERY:
geyser_x = building.x - 1.0
geyser_y = building.y - 1.0
for resource in self.state.game_map.resources:
if resource.resource_type == ResourceType.GEYSER and abs(resource.x - geyser_x) < 0.5 and abs(resource.y - geyser_y) < 0.5:
resource.has_refinery = False
break
del player.buildings[building_id]
invalidate_path_cache()
# Refund 75% of the original cost (rounded down)
player.minerals += int(defn.mineral_cost * 0.75)
player.gas += int(defn.gas_cost * 0.75)
return ActionResult(
action_type="cancel_construction", success=True,
data={"building": building.building_type.value, "refund_minerals": int(defn.mineral_cost * 0.75), "refund_gas": int(defn.gas_cost * 0.75)},
)
# ------------------------------------------------------------------
# Broadcast
# ------------------------------------------------------------------
async def _broadcast(self) -> None:
payload = self.state.model_dump(mode="json")
payload["sound_events"] = self._sound_events
await self.sio.emit("game_update", payload, room=self.state.room_id)
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