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02f4a63 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 | """Pydantic models for the OpenRA-RL environment.
Defines the Action, Observation, and State types used across
the OpenEnv client-server boundary.
"""
from enum import Enum
from typing import Dict, List, Optional
from pydantic import Field
from openenv.core.env_server.types import Action, Observation, State
# โโโ Action Types โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
class ActionType(str, Enum):
"""Available command types matching the protobuf ActionType enum."""
NO_OP = "no_op"
MOVE = "move"
ATTACK_MOVE = "attack_move"
ATTACK = "attack"
STOP = "stop"
HARVEST = "harvest"
BUILD = "build"
TRAIN = "train"
DEPLOY = "deploy"
SELL = "sell"
REPAIR = "repair"
PLACE_BUILDING = "place_building"
CANCEL_PRODUCTION = "cancel_production"
SET_RALLY_POINT = "set_rally_point"
GUARD = "guard"
SET_STANCE = "set_stance"
ENTER_TRANSPORT = "enter_transport"
UNLOAD = "unload"
POWER_DOWN = "power_down"
SET_PRIMARY = "set_primary"
SURRENDER = "surrender"
class CommandModel(Action):
"""A single command to issue to the game engine."""
action: ActionType = Field(..., description="Type of command to execute")
actor_id: int = Field(default=0, description="Subject actor ID (for unit commands)")
target_actor_id: int = Field(default=0, description="Target actor ID (for attack, etc.)")
target_x: int = Field(default=0, description="Target cell X coordinate")
target_y: int = Field(default=0, description="Target cell Y coordinate")
item_type: str = Field(default="", description="Actor type for build/train commands")
queued: bool = Field(default=False, description="Queue after current activity vs interrupt")
class OpenRAAction(Action):
"""Action sent from the agent to the OpenRA environment.
Contains a list of commands to execute in a single game step.
Multiple commands can be issued per step (e.g., move unit A and build unit B).
"""
commands: List[CommandModel] = Field(
default_factory=list, description="List of commands to execute this step"
)
# โโโ Observation Types โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
class EconomyInfo(Action):
"""Player economic state."""
cash: int = Field(default=0, description="Available cash")
ore: int = Field(default=0, description="Raw ore in silos")
power_provided: int = Field(default=0, description="Total power generation")
power_drained: int = Field(default=0, description="Total power consumption")
resource_capacity: int = Field(default=0, description="Maximum resource storage")
harvester_count: int = Field(default=0, description="Number of active harvesters")
class MilitaryInfo(Action):
"""Player military statistics."""
units_killed: int = Field(default=0, description="Enemy units destroyed")
units_lost: int = Field(default=0, description="Own units lost")
buildings_killed: int = Field(default=0, description="Enemy buildings destroyed")
buildings_lost: int = Field(default=0, description="Own buildings lost")
army_value: int = Field(default=0, description="Total value of active army")
active_unit_count: int = Field(default=0, description="Number of active units")
kills_cost: int = Field(default=0, description="Total cost of enemy units/buildings killed")
deaths_cost: int = Field(default=0, description="Total cost of own units/buildings lost")
assets_value: int = Field(default=0, description="Total value of all assets (units + buildings)")
experience: int = Field(default=0, description="Player experience points")
order_count: int = Field(default=0, description="Total orders issued")
class UnitInfoModel(Action):
"""Information about a single unit."""
actor_id: int = Field(..., description="Unique actor ID")
type: str = Field(..., description="Actor type (e.g., 'e1', '1tnk', 'harv')")
pos_x: int = Field(default=0, description="World position X")
pos_y: int = Field(default=0, description="World position Y")
cell_x: int = Field(default=0, description="Cell position X")
cell_y: int = Field(default=0, description="Cell position Y")
hp_percent: float = Field(default=1.0, description="Health percentage 0.0-1.0")
is_idle: bool = Field(default=True, description="Whether the unit is idle")
current_activity: str = Field(default="", description="Current activity name")
owner: str = Field(default="", description="Owner player internal name")
can_attack: bool = Field(default=False, description="Whether the unit can attack")
# Sprint 4: enriched unit data
facing: int = Field(default=0, description="WAngle 0-1023 direction unit faces")
experience_level: int = Field(default=0, description="Veterancy level (0=none)")
stance: int = Field(default=0, description="0=HoldFire, 1=ReturnFire, 2=Defend, 3=AttackAnything")
speed: int = Field(default=0, description="Base movement speed")
attack_range: int = Field(default=0, description="Max attack range in WDist units")
passenger_count: int = Field(default=-1, description="Cargo count (0 if transport empty, -1 if N/A)")
is_building: bool = Field(default=False, description="False for units, helps distinguish in visible_enemies")
class BuildingInfoModel(Action):
"""Information about a single building."""
actor_id: int = Field(..., description="Unique actor ID")
type: str = Field(..., description="Actor type (e.g., 'powr', 'barr', 'weap')")
pos_x: int = Field(default=0, description="World position X")
pos_y: int = Field(default=0, description="World position Y")
hp_percent: float = Field(default=1.0, description="Health percentage 0.0-1.0")
owner: str = Field(default="", description="Owner player internal name")
is_producing: bool = Field(default=False, description="Whether actively producing")
production_progress: float = Field(default=0.0, description="Production progress 0.0-1.0")
producing_item: str = Field(default="", description="Item currently being produced")
is_powered: bool = Field(default=True, description="Whether powered")
# Sprint 4: enriched building data
is_repairing: bool = Field(default=False, description="Actively being repaired")
sell_value: int = Field(default=0, description="Refund amount if sold")
rally_x: int = Field(default=-1, description="Rally point cell X (-1 if none)")
rally_y: int = Field(default=-1, description="Rally point cell Y (-1 if none)")
power_amount: int = Field(default=0, description="Power provided (+) or consumed (-)")
can_produce: List[str] = Field(default_factory=list, description="Items this building can produce")
cell_x: int = Field(default=0, description="Cell position X")
cell_y: int = Field(default=0, description="Cell position Y")
class ProductionInfoModel(Action):
"""Information about a production queue entry."""
queue_type: str = Field(..., description="Queue type: Building, Infantry, Vehicle, Aircraft")
item: str = Field(..., description="Actor type being produced")
progress: float = Field(default=0.0, description="Progress 0.0-1.0")
remaining_ticks: int = Field(default=0, description="Ticks until completion")
remaining_cost: int = Field(default=0, description="Remaining cost")
paused: bool = Field(default=False, description="Whether production is paused")
class MapInfoModel(Action):
"""Basic map information."""
width: int = Field(default=0, description="Map width in cells")
height: int = Field(default=0, description="Map height in cells")
map_name: str = Field(default="", description="Map display name")
class OpenRAObservation(Observation):
"""Observation returned from the OpenRA environment each step.
Contains structured game state data matching the protobuf GameObservation.
"""
tick: int = Field(default=0, description="Current game tick")
economy: EconomyInfo = Field(default_factory=EconomyInfo, description="Economic state")
military: MilitaryInfo = Field(default_factory=MilitaryInfo, description="Military statistics")
units: List[UnitInfoModel] = Field(default_factory=list, description="Own units")
buildings: List[BuildingInfoModel] = Field(default_factory=list, description="Own buildings")
production: List[ProductionInfoModel] = Field(default_factory=list, description="Active production queues")
visible_enemies: List[UnitInfoModel] = Field(default_factory=list, description="Visible enemy units")
visible_enemy_buildings: List[BuildingInfoModel] = Field(
default_factory=list, description="Visible enemy buildings"
)
map_info: MapInfoModel = Field(default_factory=MapInfoModel, description="Map metadata")
available_production: List[str] = Field(
default_factory=list, description="Actor types available for production"
)
result: str = Field(default="", description="Game result: 'win', 'lose', 'draw', or ''")
# Spatial map tensor (base64-encoded float32 array for JSON transport)
spatial_map: str = Field(default="", description="Base64-encoded spatial tensor: HรWรC float32 array")
spatial_channels: int = Field(default=0, description="Number of spatial channels")
# Multi-dimensional reward vector (when reward_vector.enabled=True)
reward_vector: Optional[Dict[str, float]] = Field(
default=None,
description="8-dimensional reward: combat, economy, infrastructure, intelligence, composition, tempo, disruption, outcome",
)
# Inherited from Observation:
# done: bool = False
# reward: float | None = None
# metadata: Dict[str, Any] = {}
# โโโ State โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
class OpenRAState(State):
"""Environment state tracking episode metadata.
Extends the base State with OpenRA-specific fields.
"""
game_tick: int = Field(default=0, description="Current game tick")
map_name: str = Field(default="", description="Active map name")
opponent_type: str = Field(default="bot_normal", description="Opponent type: bot_easy, bot_normal, bot_hard")
planning_strategy: str = Field(default="", description="Agent's pre-game strategy if planning was used")
planning_turns_used: int = Field(default=0, description="Number of planning turns used")
# Inherited from State:
# episode_id: Optional[str] = None
# step_count: int = 0
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