syntax = "proto2"; package Api; import "sc2ai/protocol/common.proto"; import "sc2ai/protocol/data.proto"; import "sc2ai/protocol/debug.proto"; import "sc2ai/protocol/error.proto"; import "sc2ai/protocol/query.proto"; import "sc2ai/protocol/raw.proto"; import "sc2ai/protocol/score.proto"; import "sc2ai/protocol/spatial.proto"; import "sc2ai/protocol/ui.proto"; // // Notes: // Single player flow: // 1) Call Request.create_game with a valid single player map (a multiplayer map will end right away). // 2) Call Request.join_game, wait for the response. // 3) Request.end will terminate the game. Observations can still be made. // Multi-player flow: // 1) Launch two game instances with separate ports. // 2) Designate a host, and Request.create_game with a multiplayer map. // 3) Call Request.join on BOTH clients. Join will block until both clients connect. // 4) Wait for a response from both clients. They can now play/step. // 5) Steps should be syncronized. One client may time out if they are not. Multiple step sizes are ok. // 4) Call Request.leave at any point or when the game ends. Observations will not be valid after this. // // States: // //------------------|---------------------------------------------------|-----------------------| // Request | Valid in State | Transition to State | //------------------|---------------------------------------------------|-----------------------| // create_game | launched | init_game | // | ended (singleplayer only) | init_game | // join_game* | init_game (singleplayer or multiplayer host only) | in_game | // | launched (multiplayer client only) | in_game | // restart_game | ended | in_game | // start_replay | launched | in_replay | // | ended (singleplayer only) | | // leave_game | in_game (required when finishing multiplayer) | launched | // quick_save | in_game | | // quick_load | in_game | | // | ended | | // quit | any | quit (not sent) | // game_info | in_game | | // | in_replay | | // | ended | | // observation | in_game | | // | in_replay | | // | ended | | // step* | in_game (not available in realtime mode) | in_game | // | in_replay | ended | // action | in_game (not available to observers) | | // obs_action | in_game (only for observers) | | // | in_replay | | // data | in_game | | // | in_replay | | // | ended | | // query | in_game | | // | in_replay | | // | ended | | // save_replay | in_game | | // | ended (only after a game) | | // map_command | in_game | | // replay_info | any | | // available_maps | any | | // save_map | any | | // ping | any | | // debug | in_game | various | //------------------|---------------------------------------------------|-----------------------| // // * In multiplayer, these require synchronization between clients. // // Notes: // - if a request fails, the game remains in the current state. // // // Request/Response // message Request { oneof request { // Game Setup RequestCreateGame create_game = 1; // Send to host to initialize game. RequestJoinGame join_game = 2; // Send to host and all clients for game to begin. RequestRestartGame restart_game = 3; // Single player only. Reinitializes the game with the same player setup. RequestStartReplay start_replay = 4; // Start playing a replay. RequestLeaveGame leave_game = 5; // Multiplayer only. Disconnects from a multiplayer game, equivalent to surrender. RequestQuickSave quick_save = 6; // Saves game to an in-memory bookmark. RequestQuickLoad quick_load = 7; // Loads from an in-memory bookmark. RequestQuit quit = 8; // Terminates the application. // During Game RequestGameInfo game_info = 9; // Static data about the current game and map. RequestObservation observation = 10; // Snapshot of the current game state. RequestAction action = 11; // Executes an action for a participant. RequestObserverAction obs_action = 21; // Executes an action for an observer. RequestStep step = 12; // Advances the game simulation. RequestData data = 13; // Data about different gameplay elements. May be different for different games. RequestQuery query = 14; // Additional methods for inspecting game state. RequestSaveReplay save_replay = 15; // Generates a replay. RequestMapCommand map_command = 22; // Execute a particular trigger through a string interface // Other. RequestReplayInfo replay_info = 16; // Returns metadata about a replay file. Does not load the replay. RequestAvailableMaps available_maps = 17; // Returns directory of maps that can be played on. RequestSaveMap save_map = 18; // Saves binary map data to the local temp directory. // Debugging RequestPing ping = 19; // Network ping for testing connection. RequestDebug debug = 20; // Display debug information and execute debug actions. } optional uint32 id = 97; } message Response { oneof response { ResponseCreateGame create_game = 1; ResponseJoinGame join_game = 2; ResponseRestartGame restart_game = 3; ResponseStartReplay start_replay = 4; ResponseLeaveGame leave_game = 5; ResponseQuickSave quick_save = 6; ResponseQuickLoad quick_load = 7; ResponseQuit quit = 8; ResponseGameInfo game_info = 9; ResponseObservation observation = 10; ResponseAction action = 11; ResponseObserverAction obs_action = 21; ResponseStep step = 12; ResponseData data = 13; ResponseQuery query = 14; ResponseSaveReplay save_replay = 15; ResponseReplayInfo replay_info = 16; ResponseAvailableMaps available_maps = 17; ResponseSaveMap save_map = 18; ResponseMapCommand map_command = 22; // Debugging ResponsePing ping = 19; ResponseDebug debug = 20; } optional uint32 id = 97; repeated string error = 98; // If command is missing, this will contain the error. Otherwise this will contain any warnings. optional Status status = 99; // Should be sent back with all responses. } enum Status { launched = 1; // Game has been launch and is not yet doing anything. init_game = 2; // Create game has been called, and the host is awaiting players. in_game = 3; // In a single or multiplayer game. in_replay = 4; // In a replay. ended = 5; // Game has ended, can still request game info, but ready for a new game. quit = 6; // Application is shutting down. unknown = 99; // Should not happen, but indicates an error if it occurs. } //----------------------------------------------------------------------------- // If successful, puts the game into the status: init_game. // The next expected request should be RequestJoinGame. Can also quit (exit). message RequestCreateGame { oneof Map { LocalMap local_map = 1; // Local .SC2Map file string battlenet_map_name = 2; // Map published to BattleNet } repeated PlayerSetup player_setup = 3; optional bool disable_fog = 4; optional uint32 random_seed = 5; // Sets the pseudo-random seed for the game. optional bool realtime = 6; // If set, the game plays in real time. } message LocalMap { // A map can be specified either by a file path or the data of the .SC2Map file. // If you provide both, it will play the game using map_data and store map_path // into the replay. (260 character max) optional string map_path = 1; optional bytes map_data = 7; } message ResponseCreateGame { enum Error { MissingMap = 1; InvalidMapPath = 2; InvalidMapData = 3; InvalidMapName = 4; InvalidMapHandle = 5; MissingPlayerSetup = 6; InvalidPlayerSetup = 7; MultiplayerUnsupported = 8; // Multiplayer is not supported in the current build. } optional Error error = 1; optional string error_details = 2; } //----------------------------------------------------------------------------- // If successful, puts the game into the status: in_game. Will be able to // request actions, observations and step the game. message RequestJoinGame { oneof participation { Race race = 1; // Join as participant uint32 observed_player_id = 2; // Join as observer } optional InterfaceOptions options = 3; // This is limited to what is specified in RequestCreateGame, but you can request less information if you want. optional PortSet server_ports = 4; // Do not set in the single-player case. This is the port a server will use. repeated PortSet client_ports = 5; // Do not set in the single-player case. These are the ports clients will use to initialize communication. // Currently only a singe client is supported. optional int32 shared_port = 6; // deprecated optional string player_name = 7; // Use this to set the player's name to something other than autogenerated name. optional string host_ip = 8; // Both game creator and joiner should provide the ip address of the game creator in order to play remotely. Defaults to localhost. } message PortSet { optional int32 game_port = 1; // Game right now needs two internal ports to establish a multiplay game on the local host. optional int32 base_port = 2; } message ResponseJoinGame { optional uint32 player_id = 1; enum Error { MissingParticipation = 1; InvalidObservedPlayerId = 2; MissingOptions = 3; MissingPorts = 4; GameFull = 5; LaunchError = 6; // Multiplayer specific. FeatureUnsupported = 7; // Multiplayer is not supported in the current build for the requested features. NoSpaceForUser = 8; MapDoesNotExist = 9; CannotOpenMap = 10; ChecksumError = 11; NetworkError = 12; OtherError = 13; } optional Error error = 2; optional string error_details = 3; } //----------------------------------------------------------------------------- message RequestRestartGame { } // The defaultRestartGameLoops is specified to be (1<<18) by default message ResponseRestartGame { enum Error { LaunchError = 1; } optional Error error = 1; optional string error_details = 2; optional bool need_hard_reset = 3; // This will occur once the simulation_loop is greater then defaultRestartGameLoops } //----------------------------------------------------------------------------- message RequestStartReplay { oneof replay { string replay_path = 1; bytes replay_data = 5; } optional bytes map_data = 6; // Overrides the map path stored in the replay. optional int32 observed_player_id = 2; optional InterfaceOptions options = 3; optional bool disable_fog = 4; optional bool realtime = 7; optional bool record_replay = 8; // Allow RequestSaveReplay from a replay. Useful for truncating a replay, or restoring tracker.events. } message ResponseStartReplay { enum Error { MissingReplay = 1; InvalidReplayPath = 2; InvalidReplayData = 3; InvalidMapData = 4; InvalidObservedPlayerId = 5; MissingOptions = 6; LaunchError = 7; } optional Error error = 1; optional string error_details = 2; } //----------------------------------------------------------------------------- message RequestMapCommand { optional string trigger_cmd = 1; } message ResponseMapCommand { enum Error { NoTriggerError = 1; } optional Error error = 1; optional string error_details = 2; } //----------------------------------------------------------------------------- message RequestLeaveGame { } message ResponseLeaveGame { } //----------------------------------------------------------------------------- message RequestQuickSave { } //----------------------------------------------------------------------------- message ResponseQuickSave { } //----------------------------------------------------------------------------- message RequestQuickLoad { } //----------------------------------------------------------------------------- message ResponseQuickLoad { } //----------------------------------------------------------------------------- message RequestQuit { } message ResponseQuit { } //----------------------------------------------------------------------------- message RequestGameInfo { } message ResponseGameInfo { optional string map_name = 1; repeated string mod_names = 6; optional string local_map_path = 2; repeated PlayerInfo player_info = 3; optional StartRaw start_raw = 4; // Populated if Raw interface is enabled. optional InterfaceOptions options = 5; } //----------------------------------------------------------------------------- message RequestObservation { optional bool disable_fog = 1; optional uint32 game_loop = 2; // In realtime the request will only return once the simulation game loop has reached this value. When not realtime this value is ignored. } message ResponseObservation { repeated Action actions = 1; // Actions this player did since the last Observation. repeated ActionError action_errors = 2; // Equivalent of UI "red text" errors. optional Observation observation = 3; repeated PlayerResult player_result = 4; // Only populated if the game ended during this step. repeated ChatReceived chat = 5; } message ChatReceived { optional uint32 player_id = 1; optional string message = 2; } //----------------------------------------------------------------------------- message RequestAction { repeated Action actions = 1; } message ResponseAction { repeated ActionResult result = 1; } //----------------------------------------------------------------------------- message RequestObserverAction { repeated ObserverAction actions = 1; } message ResponseObserverAction { } //----------------------------------------------------------------------------- message RequestStep { optional uint32 count = 1; // Number of game loops to simulate for the next frame. } message ResponseStep { // Max simulation_loop is (1<<19) before "end of time" will occur // The "end of time" is classified as the maximum number of game loops or absolute game time // representable as a positive fixed point number. // When we reach the "end of time", permanently pause the game and end the game for all. optional uint32 simulation_loop = 1; } //----------------------------------------------------------------------------- message RequestData { optional bool ability_id = 1; optional bool unit_type_id = 2; optional bool upgrade_id = 3; optional bool buff_id = 4; optional bool effect_id = 5; } message ResponseData { repeated AbilityData abilities = 1; repeated UnitTypeData units = 2; repeated UpgradeData upgrades = 3; repeated BuffData buffs = 4; repeated EffectData effects = 5; } //----------------------------------------------------------------------------- message RequestSaveReplay { } message ResponseSaveReplay { optional bytes data = 1; } //----------------------------------------------------------------------------- message RequestReplayInfo { oneof replay { string replay_path = 1; // Limitation: might fail if the replay file is currently loaded. bytes replay_data = 2; } optional bool download_data = 3; // Ensure the data and binary are downloaded if this is an old version replay. } message PlayerInfoExtra { optional PlayerInfo player_info = 1; optional PlayerResult player_result = 2; optional int32 player_mmr = 3; optional int32 player_apm = 4; } message ResponseReplayInfo { optional string map_name = 1; optional string local_map_path = 2; repeated PlayerInfoExtra player_info = 3; optional uint32 game_duration_loops = 4; optional float game_duration_seconds = 5; optional string game_version = 6; optional string data_version = 11; optional uint32 data_build = 7; optional uint32 base_build = 8; enum Error { MissingReplay = 1; InvalidReplayPath = 2; InvalidReplayData = 3; ParsingError = 4; DownloadError = 5; } optional Error error = 9; optional string error_details = 10; } //----------------------------------------------------------------------------- message RequestAvailableMaps { } // This will only contain locally cached BattleNet maps. // To download all ladder maps, log in and queue into a ladder match. // To download any other map, play a custom game on that map. message ResponseAvailableMaps { repeated string local_map_paths = 1; // All the maps in the "Maps/" directory. repeated string battlenet_map_names = 2; // All the maps in the BattleNet cache. } //----------------------------------------------------------------------------- // Copies map data into the path specified. message RequestSaveMap { optional string map_path = 1; // Path the game process will write to, relative to the temp directory. (260 character max) optional bytes map_data = 2; // Binary map data of a .SC2Map. } message ResponseSaveMap { enum Error { InvalidMapData = 1; } optional Error error = 1; } //----------------------------------------------------------------------------- message RequestPing { } message ResponsePing { optional string game_version = 1; optional string data_version = 2; optional uint32 data_build = 3; optional uint32 base_build = 4; } //----------------------------------------------------------------------------- message RequestDebug { repeated DebugCommand debug = 1; } message ResponseDebug { } // // Game Setup // enum Difficulty { VeryEasy = 1; Easy = 2; Medium = 3; MediumHard = 4; Hard = 5; Harder = 6; VeryHard = 7; CheatVision = 8; CheatMoney = 9; CheatInsane = 10; } enum PlayerType { Participant = 1; Computer = 2; Observer = 3; } enum AIBuild { RandomBuild = 1; Rush = 2; Timing = 3; Power = 4; Macro = 5; Air = 6; } message PlayerSetup { optional PlayerType type = 1; // Only used for a computer player. optional Race race = 2; optional Difficulty difficulty = 3; optional string player_name = 4; optional AIBuild ai_build = 5; } message SpatialCameraSetup { optional Size2DI resolution = 2; optional Size2DI minimap_resolution = 3; // Below are only relevant for feature layers. optional float width = 1; // Set the screen camera width in world units. optional bool crop_to_playable_area = 4; // Crop minimap to the playable area. optional bool allow_cheating_layers = 5; // Return unit_type on the minimap, and potentially other cheating layers. } message InterfaceOptions { // Interface options optional bool raw = 1; optional bool score = 2; optional SpatialCameraSetup feature_layer = 3; // Omit to disable. optional SpatialCameraSetup render = 4; // Omit to disable. optional bool show_cloaked = 5; // By default cloaked units are completely hidden. This shows some details. optional bool show_burrowed_shadows = 9; // By default burrowed units are completely hidden. This shows some details for those that produce a shadow. optional bool show_placeholders = 8; // Return placeholder units (buildings to be constructed), both for raw and feature layers. // By default raw actions select, act and revert the selection. This is useful // if you're playing simultaneously with the agent so it doesn't steal your // selection. This inflates APM (due to deselect) and makes the actions hard // to follow in a replay. Setting this to true will cause raw actions to do // select, act, but not revert the selection. optional bool raw_affects_selection = 6; // Changes the coordinates in raw.proto to be relative to the playable area. // The map_size and playable_area will be the diagonal of the real playable area. optional bool raw_crop_to_playable_area = 7; } message PlayerInfo { // Identifier that will be used to reference this player. // SC2 will always assign playerIds starting from 1 in standard Melee maps. This may not be true in custom maps. optional uint32 player_id = 1; optional PlayerType type = 2; optional Race race_requested = 3; optional Race race_actual = 4; // Only populated for your player or when watching replay optional Difficulty difficulty = 5; optional AIBuild ai_build = 7; optional string player_name = 6; } // // During Game // message PlayerCommon { optional uint32 player_id = 1; optional uint32 minerals = 2; optional uint32 vespene = 3; optional uint32 food_cap = 4; optional uint32 food_used = 5; optional uint32 food_army = 6; optional uint32 food_workers = 7; optional uint32 idle_worker_count = 8; optional uint32 army_count = 9; optional uint32 warp_gate_count = 10; optional uint32 larva_count = 11; } message Observation { optional uint32 game_loop = 9; optional PlayerCommon player_common = 1; repeated Alert alerts = 10; repeated AvailableAbility abilities = 3; // Abilities available in the selection. Enabled if in this list, disabled otherwise. optional Score score = 4; optional ObservationRaw raw_data = 5; // Populated if Raw interface is enabled. optional ObservationFeatureLayer feature_layer_data = 6; // Populated if Feature Layer interface is enabled. optional ObservationRender render_data = 7; // Populated if Render interface is enabled. optional ObservationUI ui_data = 8; // Populated if Feature Layer or Render interface is enabled. } message Action { optional ActionRaw action_raw = 1; // Populated if Raw interface is enabled. optional ActionSpatial action_feature_layer = 2; // Populated if Feature Layer interface is enabled. optional ActionSpatial action_render = 3; // Not implemented. Populated if Render interface is enabled. optional ActionUI action_ui = 4; // Populated if Feature Layer or Render interface is enabled. optional ActionChat action_chat = 6; // Chat messages as a player typing into the chat channel. optional uint32 game_loop = 7; // Populated for actions in ResponseObservation. The game loop on which the action was executed. } message ActionChat { enum Channel { Broadcast = 1; Team = 2; } optional Channel channel = 1; optional string message = 2; } message ActionError { optional uint64 unit_tag = 1; // Only populated when using raw interface. optional uint64 ability_id = 2; optional ActionResult result = 3; } message ObserverAction { oneof action { ActionObserverPlayerPerspective player_perspective = 1; // Not implemented ActionObserverCameraMove camera_move = 2; ActionObserverCameraFollowPlayer camera_follow_player = 3; ActionObserverCameraFollowUnits camera_follow_units = 4; // Not implemented } } message ActionObserverPlayerPerspective { optional uint32 player_id = 1; // 0 to observe "Everyone" } message ActionObserverCameraMove { optional Point2D world_pos = 1; // Distance between camera and terrain. Larger value zooms out camera. // Defaults to standard camera distance if set to 0. optional float distance = 2; } message ActionObserverCameraFollowPlayer { optional uint32 player_id = 1; // Not implemented. Value must be [1, 15] } message ActionObserverCameraFollowUnits { repeated uint64 unit_tags = 1; } enum Alert { AlertError = 3; AddOnComplete = 4; BuildingComplete = 5; BuildingUnderAttack = 6; LarvaHatched = 7; MergeComplete = 8; MineralsExhausted = 9; MorphComplete = 10; MothershipComplete = 11; MULEExpired = 12; NuclearLaunchDetected = 1; NukeComplete = 13; NydusWormDetected = 2; ResearchComplete = 14; TrainError = 15; TrainUnitComplete = 16; TrainWorkerComplete = 17; TransformationComplete = 18; UnitUnderAttack = 19; UpgradeComplete = 20; VespeneExhausted = 21; WarpInComplete = 22; } enum Result { Victory = 1; Defeat = 2; Tie = 3; Undecided = 4; } message PlayerResult { optional uint32 player_id = 1; optional Result result = 2; }