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use sc2_proto::score::{
CategoryScoreDetails as ProtoCategoryScoreDetails,
Score as ProtoScore,
ScoreDetails as ProtoScoreDetails,
Score_ScoreType as ProtoScoreType,
VitalScoreDetails as ProtoVitalScoreDetails,
};
use super::super::{FromProto, IntoSc2, Result};
/// source of a score
#[derive(Debug, Copy, Clone, Eq, PartialEq)]
pub enum ScoreType {
/// map generated score (from curriculum maps with special scoring)
Curriculum,
/// melee score
///
/// summation of in-progress and current units/buildings value + minerals
/// + vespene
Melee,
}
/// score evaluated at the end of a game
#[derive(Debug, Copy, Clone)]
pub struct Score {
/// method of scoring
score_type: ScoreType,
/// overall score
score: f32,
/// more detailed scoring
details: ScoreDetails,
}
impl FromProto<ProtoScore> for Score {
fn from_proto(mut score: ProtoScore) -> Result<Self> {
Ok(Self {
score_type: {
if score.has_score_type() {
match score.get_score_type() {
ProtoScoreType::Curriculum => ScoreType::Curriculum,
ProtoScoreType::Melee => ScoreType::Melee,
}
} else {
ScoreType::Melee
}
},
score: score.get_score() as f32,
details: score.take_score_details().into_sc2()?,
})
}
}
/// score by category
#[derive(Debug, Copy, Clone)]
pub struct CategoryScoreDetails {
/// overall score
none: f32,
/// military score
army: f32,
/// economic score
economy: f32,
/// tech score
technology: f32,
/// upgrade score
upgrade: f32,
}
impl FromProto<ProtoCategoryScoreDetails> for CategoryScoreDetails {
fn from_proto(details: ProtoCategoryScoreDetails) -> Result<Self> {
Ok(Self {
none: details.get_none(),
army: details.get_army(),
economy: details.get_economy(),
technology: details.get_technology(),
upgrade: details.get_upgrade(),
})
}
}
/// details related to health or damage
#[derive(Debug, Copy, Clone)]
pub struct VitalScoreDetails {
/// health score
life: f32,
/// shield score
shields: f32,
/// energy score
energy: f32,
}
impl FromProto<ProtoVitalScoreDetails> for VitalScoreDetails {
fn from_proto(details: ProtoVitalScoreDetails) -> Result<Self> {
Ok(Self {
life: details.get_life(),
shields: details.get_shields(),
energy: details.get_energy(),
})
}
}
/// detailed scoring
#[derive(Debug, Copy, Clone)]
pub struct ScoreDetails {
/// time elapsed while production was idle
idle_production_time: f32,
/// time elapsed while workers were idle
idle_worker_time: f32,
/// total unit value
total_value_units: f32,
/// total structural value
total_value_structures: f32,
/// value of enemy units destroyed
///
/// note that this field is a combo of minerals, vespene, and a human
/// designer guess. might be useful as a delta. the weighting of the
/// combination and the human designer guess is asymmetric with the total
/// value
killed_value_units: f32,
/// value of enemy structures destroyed
///
/// note that this field is a combo of minerals, vespene, and a human
/// designer guess. might be useful as a delta. the weighting of the
/// combination and the human designer guess is asymmetric with the total
/// value
killed_value_structures: f32,
/// total minerals collected
collected_minerals: f32,
/// total vespene collected
collected_vespene: f32,
/// collection rate of minerals
collection_rate_minerals: f32,
/// collection rate of vespene
collection_rate_vespene: f32,
/// total minerals spent
spent_minerals: f32,
/// total vespene spent
spent_vespene: f32,
/// total food used
food_used: Option<CategoryScoreDetails>,
/// TODO: find out what this means
killed_minerals: Option<CategoryScoreDetails>,
/// TODO: find out what this means
killed_vespene: Option<CategoryScoreDetails>,
/// TODO: find out what this means
lost_minerals: Option<CategoryScoreDetails>,
/// TODO: find out what this means
lost_vespene: Option<CategoryScoreDetails>,
/// TODO: find out what this means
friendly_fire_minerals: Option<CategoryScoreDetails>,
/// TODO: find out what this means
friendly_fire_vespene: Option<CategoryScoreDetails>,
/// TODO: find out what this means
used_minerals: Option<CategoryScoreDetails>,
/// TODO: find out what this means
used_vespene: Option<CategoryScoreDetails>,
/// TODO: find out what this means
total_used_minerals: Option<CategoryScoreDetails>,
/// TODO: find out what this means
total_used_vespene: Option<CategoryScoreDetails>,
/// total damage dealt to enemies
total_damage_dealt: Option<VitalScoreDetails>,
/// total damage taken from enemies
total_damage_taken: Option<VitalScoreDetails>,
/// total damage healed
total_healed: Option<VitalScoreDetails>,
}
impl FromProto<ProtoScoreDetails> for ScoreDetails {
fn from_proto(mut details: ProtoScoreDetails) -> Result<Self> {
Ok(Self {
idle_production_time: details.get_idle_production_time(),
idle_worker_time: details.get_idle_worker_time(),
total_value_units: details.get_total_value_units(),
total_value_structures: details.get_total_value_structures(),
killed_value_units: details.get_killed_value_units(),
killed_value_structures: details.get_killed_value_structures(),
collected_minerals: details.get_collected_minerals(),
collected_vespene: details.get_collected_vespene(),
collection_rate_minerals: details.get_collection_rate_minerals(),
collection_rate_vespene: details.get_collection_rate_vespene(),
spent_minerals: details.get_spent_minerals(),
spent_vespene: details.get_spent_vespene(),
food_used: {
if details.has_food_used() {
Some(details.take_food_used().into_sc2()?)
} else {
None
}
},
killed_minerals: {
if details.has_killed_minerals() {
Some(details.take_killed_minerals().into_sc2()?)
} else {
None
}
},
killed_vespene: {
if details.has_killed_vespene() {
Some(details.take_killed_vespene().into_sc2()?)
} else {
None
}
},
lost_minerals: {
if details.has_lost_minerals() {
Some(details.take_lost_minerals().into_sc2()?)
} else {
None
}
},
lost_vespene: {
if details.has_lost_vespene() {
Some(details.take_lost_vespene().into_sc2()?)
} else {
None
}
},
friendly_fire_minerals: {
if details.has_friendly_fire_minerals() {
Some(details.take_friendly_fire_minerals().into_sc2()?)
} else {
None
}
},
friendly_fire_vespene: {
if details.has_friendly_fire_vespene() {
Some(details.take_friendly_fire_vespene().into_sc2()?)
} else {
None
}
},
used_minerals: {
if details.has_used_minerals() {
Some(details.take_used_minerals().into_sc2()?)
} else {
None
}
},
used_vespene: {
if details.has_used_vespene() {
Some(details.take_used_vespene().into_sc2()?)
} else {
None
}
},
total_used_minerals: {
if details.has_total_used_minerals() {
Some(details.take_total_used_minerals().into_sc2()?)
} else {
None
}
},
total_used_vespene: {
if details.has_total_used_vespene() {
Some(details.take_total_used_vespene().into_sc2()?)
} else {
None
}
},
total_damage_dealt: {
if details.has_total_damage_dealt() {
Some(details.take_total_damage_dealt().into_sc2()?)
} else {
None
}
},
total_damage_taken: {
if details.has_total_damage_taken() {
Some(details.take_total_damage_taken().into_sc2()?)
} else {
None
}
},
total_healed: {
if details.has_total_healed() {
Some(details.take_total_healed().into_sc2()?)
} else {
None
}
},
})
}
}