lib/sc2ai/player/debug.rb in sc2ai-0.2.0 vs lib/sc2ai/player/debug.rb in sc2ai-0.3.0
- old
+ new
@@ -20,11 +20,11 @@
# Draw Commands ---
# Prints debug text top left corner
# @param text [String] will respect newlines
- # @param size [Size] of font, default 14px
+ # @param size [Integer] of font, default 14px
# @return [void]
def debug_print(text, size: 14)
queue_debug_command Api::DebugCommand.new(
draw: Api::DebugDraw.new(
text: [
@@ -41,11 +41,11 @@
# Prints text on screen from top and left
# @param text [String] will respect newlines
# @param left_percent [Numeric] range 0..100. percent from left of screen
# @param top_percent [Numeric] range 0..100. percent from top of screen
# @param color [Api::Color] default white
- # @param size [Size] of font, default 14px
+ # @param size [Integer] of font, default 14px
# @return [void]
def debug_text_screen(text, left_percent: 1.0, top_percent: 1.0, color: nil, size: 14)
queue_debug_command Api::DebugCommand.new(
draw: Api::DebugDraw.new(
text: [
@@ -65,11 +65,11 @@
# Prints text on screen at 3d world position
# @param text [String] will respect newlines
# @param point [Api::Point] point in the world, i.e. unit.pos
# @param color [Api::Color] default white
- # @param size [Size] of font, default 14px
+ # @param size [Integer] of font, default 14px
# @return [void]
def debug_text_world(text, point:, color: nil, size: 14)
queue_debug_command Api::DebugCommand.new(
draw: Api::DebugDraw.new(
text: [
@@ -150,11 +150,11 @@
end
# Renders a block on the floor, drawn by 4 lines
# Pass in either a pos (Position/Unit) or exact x * y coordinates
# Optional indentation adds padding on borders inward
- # @param pos [Api::Unit, Api::Position]
+ # @param pos [Api::Unit, Sc2::Position]
# @param x [Float, Integer]
# @param y [Float, Integer]
# @param color [Api::Color]
# @param indent [Float] default 0.05. should be lower than < 1.0
# @example
@@ -164,12 +164,12 @@
def debug_tile(pos = nil, x: nil, y: nil, color: nil, indent: 0.05)
if pos.is_a?(Api::Unit)
x = pos.pos.x.floor
y = pos.pos.y.floor
elsif pos.is_a?(Sc2::Position)
- x = pos.pos.x.floor
- y = pos.pos.y.floor
+ x = pos.x.floor
+ y = pos.y.floor
end
# Raise above floor to prevent texture clipping
z = geo.terrain_height(x:, y:).to_f + 0.1
tl = Api::Point[x + indent, y + 1.0 - indent, z]
@@ -185,22 +185,22 @@
# Other Commands ---
# @param command [Integer] one of Api::DebugGameState::*
# Possible values:
- # Api::DebugGameState::Show_map
- # Api::DebugGameState::Control_enemy
- # Api::DebugGameState::Food
- # Api::DebugGameState::Free
- # Api::DebugGameState::All_resources
- # Api::DebugGameState::God
- # Api::DebugGameState::Minerals
- # Api::DebugGameState::Gas
- # Api::DebugGameState::Cooldown
- # Api::DebugGameState::Tech_tree
- # Api::DebugGameState::Upgrade
- # Api::DebugGameState::Fast_build
+ # Api::DebugGameState::SHOW_MAP
+ # Api::DebugGameState::CONTROL_ENEMY
+ # Api::DebugGameState::FOOD
+ # Api::DebugGameState::FREE
+ # Api::DebugGameState::ALL_RESOURCES
+ # Api::DebugGameState::GOD
+ # Api::DebugGameState::MINERALS
+ # Api::DebugGameState::GAS
+ # Api::DebugGameState::COOLDOWN
+ # Api::DebugGameState::TECH_TREE
+ # Api::DebugGameState::UPGRADE
+ # Api::DebugGameState::FAST_BUILD
# @return [void]
def debug_game_state(command)
queue_debug_command Api::DebugCommand.new(
game_state: command
)
@@ -235,11 +235,11 @@
)
end
# @private
# Hangs, crashes and exits the Sc2 client. DO NOT USE.
- # @param test [Integer] one of Api::DebugTestProcess::Test::Crash, Api::DebugTestProcess::Test::Hang, Api::DebugTestProcess::Test::Exit
+ # @param test [Integer] one of Api::DebugTestProcess::Test::CRASH, Api::DebugTestProcess::Test::HANG, Api::DebugTestProcess::Test::EXIT
# @param delay_ms [Integer] default 0, how long this test is delayed
# @return [void]
def debug_test_process(test:, delay_ms: 0)
queue_debug_command Api::DebugCommand.new(
test_process: Api::DebugTestProcess.new(
@@ -258,11 +258,11 @@
score:
)
)
end
- # Ends game with a specified result of either Surrender or DeclareVictory
- # @param end_result [Integer] either 1/2. Api::DebugEndGame::EndResult::Surrender or Api::DebugEndGame::EndResult::DeclareVictory
+ # Ends game with a specified result of either :SURRENDER or :DECLARE_VICTORY
+ # @param end_result [Integer] either 1/2. Api::DebugEndGame::EndResult::SURRENDER or Api::DebugEndGame::EndResult::DECLARE_VICTORY
# @return [void]
def debug_end_game(end_result:)
queue_debug_command Api::DebugCommand.new(
end_game: Api::DebugEndGame.new(
end_result: