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old_data.py
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old_data.py
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import re
from .utils import TimeDict
OBJECTTYPE_CODES = {}
ABILITIES = {}
def _uncamel_case(name):
"""Turn 'CamelCase' into 'Camel Case'"""
return re.sub(r'(?<=.)([A-Z])', r' \1', name)
def _make_underscored(name):
return '_'.join(name.lower().split(' '))
class MetaGameObject(type):
def __new__(cls, name, bases, dct):
code = dct.pop('code', None)
if code and code not in OBJECTTYPE_CODES:
def _get_abilities(cls_data, cls_bases, ability_type='abilities'):
abilities = cls_data.get(ability_type, {})
for base in cls_bases:
abilities.update(_get_abilities(base.__dict__, base.__bases__, ability_type=ability_type))
return abilities
data = {
'name': dct.get('name', False) or _uncamel_case(name),
}
for (key,value) in dct.items():
if callable(value):
data[key] = value
ability_dispatch = {}
def _dispatch_ability(abilities, ability_function, prefix=False):
for (ab_code, ab_name) in abilities.items():
func_name = _make_underscored(ab_name)
if prefix:
func_name = '%s_%s' % (prefix, func_name)
# function is overrideable
func = dct.get(func_name, False) or ability_function
ability_dispatch[ab_code] = func_name
def _do_ability(ab):
def _do(self, timestamp):
return func(self, timestamp, ab)
return _do
data[func_name] = _do_ability(ab_name)
def _ability(self, timestamp, ability):
pass
def _move(self, timestamp, ability):
pass
def _cast(self, timestamp, spell):
self.spell_casts.append((timestamp, spell,))
def _research(self, timestamp, research):
self.researched.append((timestamp, research,))
def _train(self, timestamp, unit):
self.trained.append((timestamp, unit,))
def _build(self, timestamp, building):
self.built.append((timestamp, building,))
_dispatch_ability(_get_abilities(dct, bases), _ability)
_dispatch_ability(_get_abilities(dct, bases, ability_type='move'), _move)
_dispatch_ability(_get_abilities(dct, bases, ability_type='spells'), _cast, prefix='cast')
_dispatch_ability(_get_abilities(dct, bases, ability_type='research'), _research, prefix='research')
_dispatch_ability(_get_abilities(dct, bases, ability_type='train'), _train, prefix='train')
_dispatch_ability(_get_abilities(dct, bases, ability_type='build'), _build, prefix='build')
kls = super(MetaGameObject, cls).__new__(cls, name, bases, data)
for (key, value) in dct.items():
if hasattr(value, 'code'): # mode/upgrade
mode_code = value.code
if hasattr(value, 'mode') or hasattr(value, 'upgrade'):
mode_codes = value.mode if hasattr(value, 'mode') else value.upgrade
is_upgrade = hasattr(value, 'upgrade')
mode_dct = dict(value.__dict__.items())
mode_base = GameObject
if mode_dct.get('inherit', False):
mode_base = kls
mode_bases = tuple([mode_base,] + list(value.__bases__))
mode = cls.__new__(cls, value.__name__, mode_bases, mode_dct)
def _morph_to(self, timestamp):
if not is_upgrade: # upgrades cost money, which we can't track
self.morph_to(mode, timestamp)
def _morph_back(self, timestamp):
if not is_upgrade:
self.morph_to(kls, timestamp)
def _dispatch_morph(morph_code, morph_cls, func_name, func):
if not hasattr(morph_cls, func_name):
setattr(morph_cls, func_name, func)
ability_dispatch[morph_code] = func_name
mode_codes_to = mode_codes[0]
if not isinstance(mode_codes_to, list):
mode_codes_to = [mode_codes[0],]
for mode_code in mode_codes_to:
_dispatch_morph(mode_code, kls, 'morph_to_%s' % (_make_underscored(mode.name),), _morph_to)
if mode_codes[1]: # cancel
_dispatch_morph(mode_codes[1], mode, 'morph_to_%s' % (_make_underscored(kls.name),), _morph_back)
if mode_codes[2]: # cancel
_dispatch_morph(mode_codes[2], kls, 'cancel_morph_to_%s' % (_make_underscored(mode.name),), _morph_back)
OBJECTTYPE_CODES[mode_code] = mode
ABILITIES.update(ability_dispatch)
# Register it
OBJECTTYPE_CODES[code] = kls
else:
kls = super(MetaGameObject, cls).__new__(cls, name, bases, dct)
return kls
class GameObject(object):
__metaclass__ = MetaGameObject
abilities = {
0x3700: 'Right click',
0x5700: 'Right click in fog',
}
@classmethod
def get_type(cls, code):
return OBJECTTYPE_CODES[code]
@classmethod
def get_ability(cls, code):
return ABILITIES[code]
@classmethod
def has_type(cls, code):
return code in OBJECTTYPE_CODES
def __init__(self, id, timestamp):
self.id = id
self.first_seen = None
self.last_seen = None
self.player = None
self.object_types = TimeDict()
self.object_types[timestamp] = self.__class__
self.spell_casts = []
self.trained = []
self.built = []
self.researched = []
def name_at(self, timestamp):
return self.__class__.name
def visit(self, timestamp, player, object_type=None):
self.first_seen = min(self.first_seen, timestamp) if self.first_seen else timestamp
self.last_seen = max(self.last_seen, timestamp) if self.last_seen else timestamp
if object_type and object_type != self.__class__:
# TODO siege tanks should not auto-assign
self.morph_to(object_type, timestamp)
if not player.is_observer and not self.player:
self.player = player
def morph_to(self, cls, timestamp):
self.object_types[timestamp] = cls
self.__class__ = cls
def alive_at(self, frame):
return (self.first_seen and self.first_seen <= frame) and (self.last_seen and (self.last_seen > frame))
def alive_between(self, start, end):
return self.alive_at(start) or self.alive_at(end)
def __repr__(self):
return '%s (%s)' % (self.name, hex(self.id))
class Terran(object):
race = 'Terran'
class Protoss(object):
race = 'Protoss'
class Zerg(object):
race = 'Zerg'
class Moveable(object):
move = {
0x002400: 'Stop',
0x002620: 'Follow',
}
class Unit(Moveable):
move = {
0x002610: 'Move to',
0x002611: 'Patrol',
0x002602: 'Hold position',
}
class Army(object):
move = {
0x002602: 'Hold position',
0x002a10: 'Attack move',
0x002a20: 'Attack object',
}
class SpellCaster(object):
move = {
0x002613: 'Scan move', # attack move for units without attack
0x002623: 'Scan target', # attack move for units without attack
}
class Building(object):
abilities = {
0x013000: 'Cancel build',
0x013001: 'Halt build',
}
class Production(Building):
abilities = {
0x011710: 'Set rally point',
0x011720: 'Set rally target',
0x012c00: 'Cancel', # Generic ESC cancel
0x012c31: 'Cancel unit', # Cancel + build id
}
pass
class Main(Building):
pass
#
# Some useful for stats and other things
#
class Worker(Unit):
pass
class Scout(object):
pass
class Detector(object):
pass
#
# Decorators
#
def Mode(mode_code, return_code, cancel_code=None):
def get_class(cls):
cls.mode = (mode_code, return_code, cancel_code)
cls.inherit = getattr(cls, 'inherit', False)
return cls
return get_class
def Upgrade(upgrade_code, cancel_code):
def get_class(cls):
cls.upgrade = (upgrade_code, None, cancel_code)
cls.inherit = getattr(cls, 'inherit', False)
return cls
return get_class
def Cloak(cloak_code, decloak_code):
def _class(cls):
cls.cloak = lambda self, timestamp: None
cls.decloak = lambda self, timestamp: None
ABILITIES[cloak_code] = 'cloak'
ABILITIES[decloak_code] = 'decloak'
return cls
return _class
# all, all(moving), unload unit, load unit
def Transport(all_code, all_moving_code, unload_unit_code, load_unit_code):
def get_class(cls):
if all_code:
ABILITIES[all_code] = 'unload_all'
cls.unload_all = lambda self, timestamp: None
if all_moving_code:
ABILITIES[all_moving_code] = 'unload_all_while_moving'
cls.unload_all_while_moving = lambda self, timestamp: None
if unload_unit_code:
ABILITIES[unload_unit_code] = 'unload_unit'
cls.unload_unit = lambda self, timestamp: None
if load_unit_code:
ABILITIES[load_unit_code] = 'load_unit'
cls.load_unit = lambda self, timestamp: None
return cls
return get_class
#
# This is going to take a while
#
class SCV(GameObject, Worker, Terran):
code = 0x4901
name = 'SCV'
abilities = {
0x012820: 'Gather resources',
0x012801: 'Return cargo',
0x013100: 'Toggle Auto-Repair',
0x013120: 'Repair',
0x01f206: 'Halt',
}
build = {
0x013210: 'Command Center',
0x013211: 'Supply Depot',
0x013213: 'Barracks',
0x013214: 'Engineering Bay',
0x013215: 'Missile Turret',
0x013216: 'Bunker',
0x013222: 'Refinery',
0x017210: 'Sensor Tower',
0x017211: 'Ghost Academy',
0x017212: 'Factory',
0x017213: 'Starport',
0x017215: 'Armory',
0x017217: 'Fusion Core',
}
class MULE(GameObject, Worker, Terran):
code = 0xb901
name = 'MULE'
abilities = {
0x003900: 'Toggle Auto-Repair',
0x003920: 'Repair',
}
# Barracks
class Marine(GameObject, Army, Terran):
code = 0x4c01
abilities = {
0x013400: 'Use Stimpack (mixed)',
}
class Marauder(GameObject, Unit, Army, Terran):
code = 0x4f01
abilities = {
0x013400: 'Use Stimpack (mixed)',
0x012100: 'Use Stimpack',
}
class Reaper(GameObject, Unit, Army, Terran):
code = 0x4d01
@Cloak(0x013500, 0x013501)
class Ghost(GameObject, Unit, Army, Terran):
code = 0x4e01
abilities = {
0x003200: 'Hold fire',
0x003300: 'Weapons free',
0x031f01: 'Cancel Tactical Nuclear Strike',
}
spells = {
0x032210: 'EMP Round',
0x013620: 'Sniper Round',
0x031f10: 'Tactical Nuclear Strike',
}
# Factory
class Hellion(GameObject, Unit, Army, Terran):
code = 0x5101
class SiegeTank(GameObject, Unit, Army, Terran):
code = 0x3d01
@Mode(0x013800, 0x013900)
class Sieged(Army):
code = 0x3c01
class Thor(GameObject, Unit, Army, Terran):
code = 0x5001
spells = {
0x012320: '250mm Strike Cannons',
}
# Starport
class Viking(GameObject, Unit, Army, Terran):
code = 0x3e01
@Mode(0x013e00, 0x013f00)
class Landed(Unit, Army):
code = 0x3f01
# all, all(moving), unload unit, load unit
@Transport(0x013b12, 0x013b22, 0x013b33, 0x013b20)
class Medivac(GameObject, Unit, Army, Terran):
code = 0x5201
spells = {
0x013700: 'Toggle Auto-Heal',
0x020803: 'Heal'
}
class Raven(GameObject, Unit, SpellCaster, Terran, Detector):
code = 0x5401
spells = {
0x033b10: 'Auto Turret',
0x003e10: 'Point Defense Drone',
0x010a20: 'Seeker Missile',
}
@Cloak(0x013a00, 0x013a01)
class Banshee(GameObject, Unit, Army, Terran):
code = 0x5301
class Battlecruiser(GameObject, Unit, Army, Terran):
code = 0x5501
spells = {
0x013d20: 'Yamato Cannon',
}
# Terran GameObjects
class AutoTurret(GameObject, Terran):
code = 0x3b01
name = 'Auto-turret'
class PointDefenseDrone(GameObject, Terran):
code = 0x2501
# Terran Buildings
class TerranMain(Main):
abilities = {
0x011910: 'Set rally point',
0x011920: 'Set rally target',
}
train = {
0x020c00: 'SCV',
}
@Transport(0x020101, None, 0x020133, None)
class CommandCenter(GameObject, TerranMain, Production, Terran):
code = 0x2d01
abilities = {
0x20104: 'Load All',
}
def load_all(self, selection):
pass
@Mode(0x020200, 0x020310)
class Flying(Moveable):
code = 0x4001
@Upgrade(0x031400, 0x031401)
class OrbitalCommand(TerranMain, Production, Terran):
code = 0xa001
spells = {
0x010b10: 'MULE',
0x010b20: 'MULE',
0x012220: 'Extra Supplies',
0x013c10: 'Scanner Sweep',
}
@Mode(0x031700, 0x031810)
class Flying(Moveable):
code = 0xa201
@Upgrade(0x030f00, 0x030f01)
class PlanetaryFortress(TerranMain, Production, Terran):
code = 0x9e01
abilities = {
0x012e00: 'Cancel', # Generic ESC cancel (only seen at PF)
}
class SupplyDepot(GameObject, Building, Terran):
code = 0x2e01
@Mode(0x020e00, 0x020f00)
class Lowered(Building):
code = 0x4b01
class Refinery(GameObject, Building, Terran):
code = 0x2f01
class Barracks(GameObject, Production, Terran):
code = 0x3001
abilities = {
0x02c406: 'Cancel addon',
}
train = {
0x021000: 'Marine',
0x021001: 'Reaper',
0x021002: 'Ghost',
0x021003: 'Marauder',
}
build = {
0x020400: 'Techlab',
0x020401: 'Reactor',
}
@Mode(0x020500, 0x020d10)
class Flying(Moveable):
code = 0x4a01
build = {
0x020410: 'Techlab',
0x020411: 'Reactor',
}
class EngineeringBay(GameObject, Building, Terran):
code = 0x3101
research = {
0x021300: 'Hi-Sec Auto Tracking',
0x021301: 'Building Armor',
0x021302: 'Infantry Weapons Level 1',
0x021303: 'Infantry Weapons Level 2',
0x021304: 'Infantry Weapons Level 3',
0x021305: 'Neosteel Frame',
0x021306: 'Infantry Armor Level 1',
0x021307: 'Infantry Armor Level 2',
0x025300: 'Infantry Armor Level 3',
}
@Transport(0x020001, None, 0x020033, 0x20020)
class Bunker(GameObject, Building, Terran):
code = 0x3301
abilities = {
0x032100: 'Salvage',
0x032f20: 'Attack',
0x033000: 'Stimpack',
0x033300: 'Stop'
}
class SensorTower(GameObject, Building, Terran):
code = 0x3401
class MissileTurret(GameObject, Building, Terran):
code = 0x3201
class Factory(GameObject, Production, Terran):
code = 0x3601
train = {
0x021101: 'Siege Tank',
0x021104: 'Thor',
0x021105: 'Hellion',
}
build = {
0x020600: 'Build Techlab',
0x020601: 'Build Reactor',
}
abilities = {
0x020700: 'Set rally point',
0x02c606: 'Cancel addon',
}
@Mode(0x020700, 0x020a10)
class Flying(Moveable):
code = 0x4701
build = {
0x020610: 'Techlab',
0x020611: 'Rector',
}
class GhostAcademy(GameObject, Building, Terran):
code = 0x3501
abilities = {
0x021500: 'Arm silo with Nuke',
}
research = {
0x021900: 'Personal Cloaking',
0x021901: 'Moebius Reactor',
}
class Starport(GameObject, Production, Terran):
code = 0x3701
train = {
0x021200: 'Medivac',
0x021201: 'Banshee',
0x021202: 'Raven',
0x021203: 'Battlecruiser',
0x021204: 'Viking',
}
build = {
0x020800: 'Techlab',
0x020801: 'Reactor',
}
abilities = {
0x02c806: 'Cancel addon',
}
@Mode(0x020900, 0x020b10)
class Flying(Moveable):
code = 0x4801
build = {
0x020810: 'Techlab',
0x020811: 'Reactor',
}
class Armory(GameObject, Building, Terran):
code = 0x3901
research = {
0x021a02: 'Vehicle Plating Level 1',
0x021a03: 'Vehicle Plating Level 2',
0x021a04: 'Vehicle Plating Level 3',
0x021a05: 'Vehicle Weapons Level 1',
0x021a06: 'Vehicle Weapons Level 2',
0x021a07: 'Vehicle Weapons Level 3',
0x025a00: 'Ship Plating Level 1',
0x025a01: 'Ship Plating Level 2',
0x025a02: 'Ship Plating Level 3',
0x025a03: 'Ship Weapons Level 1',
0x025a04: 'Ship Weapons Level 2',
0x025a05: 'Ship Weapons Level 3',
}
class Techlab(GameObject, Building, Terran):
code = 0x1e01
class TechlabBarracks(GameObject, Building, Terran):
code = 0x4101
name = "Techlab (Barracks)"
research = {
0x021403: 'Nitro Packs',
0x021600: 'Stimpack',
0x021601: 'Combat Shields',
0x021602: 'Concussive Shells',
}
abilities = {
0x012f00: 'Cancel Research',
0x012f31: 'Cancel specific Research',
}
class TechlabFactory(GameObject, Building, Terran):
code = 0x4301
name = "Techlab (Factory)"
research = {
0x021700: 'Siege Tech',
0x021701: 'Infernal Pre-igniter',
0x021702: '250mm Strike Cannons',
}
abilities = {
0x012f00: 'Cancel Research',
0x012f31: 'Cancel specific Research',
}
class Starport(GameObject, Building, Terran):
code = 0x4501
name = "Techlab (Starport)"
research = {
0x021800: 'Cloaking Field',
0x021802: 'Caduceus Reactor',
0x021803: 'Corvid Rector',
0x021806: 'Seeker Missile',
0x021807: 'Durable Materials',
}
abilities = {
0x012f00: 'Cancel Research',
0x012f31: 'Cancel specific Research',
}
class Reactor(GameObject, Building, Terran):
code = 0x1f01
class Barracks(GameObject, Building, Terran):
code = 0x4201
name = "Reactor (Barracks)"
class Factory(GameObject, Building, Terran):
code = 0x4401
name = "Reactor (Factory)"
class Starport(GameObject, Building, Terran):
code = 0x4601
name = "Reactor (Starport)"
class FusionCore(GameObject, Building, Terran):
code = 0x3a01
research = {
0x031c00: 'Weapon Refit',
0x031c01: 'Behemoth Reactor',
}
#
# Protoss
#
class Probe(GameObject, Worker, Protoss):
code = 0x7001
abilities = {
0x012901: 'Return cargo',
}
build = {
0x021b10: 'Nexus',
0x021b11: 'Pylon',
0x021b13: 'Gateway',
0x021b14: 'Forge',
0x021b15: 'Fleet Beacon',
0x021b16: 'Twilight Council',
0x021b17: 'Photon Cannon',
0x021b22: 'Assimilator',
0x025b11: 'Stargate',
0x025b12: 'Templar Archives',
0x025b13: 'Dark Shrine',
0x025b14: 'Robotics Bay',
0x025b15: 'Robotics Facility',
0x025b16: 'Cybernetics Core',
}
class Zealot(GameObject, Unit, Army, Protoss):
code = 0x6501
class Stalker(GameObject, Unit, Army, Protoss):
code = 0x6601
abilities = {
0x030b10: 'Blink',
}
class Sentry(GameObject, Unit, Army, Protoss):
code = 0x6901
spells = {
0x003f00: 'Archon',
0x010000: 'Colossus',
0x010100: 'High Templar',
0x010200: 'Immortal',
0x010300: 'Phoenix',
0x010400: 'Probe',
0x010500: 'Stalker',
0x010600: 'Void Ray',
0x010700: 'Warp Prism',
0x010800: 'Zealot',
0x003800: 'Guardian Shield',
0x031910: 'Force Field',
}
class HighTemplar(GameObject, Unit, Army, Protoss):
code = 0x6701
spells = {
0x022110: 'Psionic Storm',
0x003c20: 'Feedback',
}
@Upgrade(0x033c00, 0x0) # TODO: cancel code?
class Archon(Unit, Army, Protoss):
code = 0xa801
abilities = {
0x011810: 'Set rally point', # while morphing
}
class DarkTemplar(GameObject, Unit, Army, Protoss):
code = 0x6801
@Upgrade(0x033c00, 0x0) # TODO: cancel code?
class Archon(GameObject, Unit, Army, Protoss):
code = 0xa801
class Immortal(GameObject, Unit, Army, Protoss):
code = 0x6f01
class Colossus(GameObject, Unit, Army, Protoss):
code = 0x1d01
class Observer(GameObject, Unit, Detector, Protoss):
code = 0x6e01
@Transport(0x021c12, 0x021c22, 0x021c33, 0x021c20)
class WarpPrism(GameObject, Unit, Army, Protoss):
code = 0x6d01
@Mode(0x031a00, 0x031b00)
class Phasing(object):
code = 0xa401
class Phoenix(GameObject, Unit, Army, Protoss):
code = 0x6a01
abilities = {
0x010c01: 'Cancel Graviton Beam',
}
spells = {
0x010c20: 'Graviton Beam',
}
class VoidRay(GameObject, Unit, Army, Protoss):
code = 0x6c01
class Carrier(GameObject, Unit, Army, Protoss):
code = 0x6b01
train = {
0x022400: 'Interceptor',
}
class Mothership(GameObject, Unit, Army, Protoss):
code = 0x2401
spells = {
0x032310: 'Vortex',
0x003d10: 'Mass Recall',
}
class HallucinatedImmortal(GameObject, Unit, Army, Protoss):
code = 0x6f02
class HallucinatedColossus(GameObject, Unit, Army, Protoss):
code = 0x1d02
class HallucinatedPhoenix(GameObject, Unit, Army, Protoss):
code = 0x6a02
class HallucinatedVoidRay(GameObject, Unit, Army, Protoss):
code = 0x6c02
# Buildings
class Nexus(GameObject, Main, Production, Protoss):
code = 0x5701
train = {
0x022000: 'Probe',
0x003b00: 'Mothership',
}
spells = {
0x012520: 'Chrono Boost',
}
abilities = {
0x011a10: 'Set rally point',
0x011a20: 'Set rally target',
}
class Pylon(GameObject, Building, Protoss):
code = 0x5801
class Assimilator(GameObject, Building, Protoss):
code = 0x5901
class Gateway(GameObject, Production, Protoss):
code = 0x5a01
train = {
0x021d00: 'Zealot',
0x021d01: 'Stalker',
0x021d03: 'High Templar',
0x021d04: 'Dark Templar',
0x021d05: 'Sentry',
}
@Mode(0x031500, 0x031600)
class WarpGate(Production):
code = 0xa101
full_name = "Warp Gate"
train = {
0x030710: 'Zealot',
0x030711: 'Stalker',
0x030713: 'High Templar',
0x030714: 'Dark Templar',
0x030715: 'Sentry',
}
class Forge(GameObject, Building, Protoss):
code = 0x5b01
research = {
0x022500: 'Ground Weapons Level 1',
0x022501: 'Ground Weapons Level 2',
0x022502: 'Ground Weapons Level 3',
0x022503: 'Ground Armor Level 1',
0x022504: 'Ground Armor Level 2',
0x022505: 'Ground Armor Level 3',
0x022506: 'Shield Level 1',
0x022507: 'Shield Level 2',
0x026500: 'Shield Level 3',
}
class CyberneticsCore(GameObject, Building, Protoss):
code = 0x6401
research = {
0x031d00: 'Air Weapons Level 1',
0x031d01: 'Air Weapons Level 2',
0x031d02: 'Air Weapons Level 3',
0x031d03: 'Air Armor Level 1',
0x031d04: 'Air Armor Level 2',
0x031d05: 'Air Armor Level 3',
0x031d06: 'Warp Gate',
0x035d01: 'Hallucination',
}
class PhotonCannon(GameObject, Building, Detector, Protoss):
code = 0x5e01
class RoboticsFacility(GameObject, Production, Protoss):
code = 0x6301
train = {
0x021f00: 'Warp Prism',
0x021f01: 'Observer',
0x021f02: 'Colossus',
0x021f03: 'Immortal',
}
class Stargate(GameObject, Production, Protoss):
code = 0x5f01
train = {
0x021e00: 'Phoenix',
0x021e02: 'Carrier',
0x021e04: 'Void Ray',
}
class TwilightCouncil(GameObject, Building, Protoss):
code = 0x5d01
research = {
0x031e00: 'Charge',
0x031e01: 'Blink',
}
class FleetBeacon(GameObject, Building, Protoss):
code = 0x5c01
research = {
0x003601: 'Graviton Catapult',
}
class TemplarArchives(GameObject, Building, Protoss):
code = 0x6001
research = {
0x022700: 'Khaydarin Amulet',
0x022704: 'Psionic Storm',
}
class DarkShrine(GameObject, Building, Protoss):
code = 0x6101
class RoboticsBay(GameObject, Building, Protoss):
code = 0x6201
research = {
0x022601: 'Gravitic Booster',
0x022602: 'Gravitic Drive',
0x022605: 'Extended Thermal Lance',
}
#
# Zerg
#
class Larva(GameObject, Zerg):
code = 0xb101
train = {
0x023200: 'Drone',
0x023201: 'Zergling',
0x023202: 'Overlord',
0x023203: 'Hydralisk',
0x023204: 'Mutalisk',
0x023206: 'Ultralisk',
0x027201: 'Roach',
0x027202: 'Infestor',
0x027203: 'Corruptor',
}
class Egg(GameObject, Zerg):
code = 0x8301
class Drone(GameObject, Worker, Zerg):
code = 0x8401
abilities = {
0x022901: 'Return cargo',
0x023600: 'Burrow',
}
build = {
0x022810: 'Hatchery',
0x022813: 'Spawning Pool',
0x022814: 'Evolution Chamber',
0x022815: 'Hydralisk Den',
0x022816: 'Spire',
0x022817: 'Ultralisk Cavern',
0x022822: 'Extractor',
0x026810: 'Infestation Pit',
0x026811: 'Nydus Network',
0x026812: 'Baneling Nest',
0x026815: 'Roach Warren',
0x026816: 'Spine Crawler',
0x026817: 'Spore Crawler',
}
@Mode(0x023600, 0x023700)
class Burrowed(object):
code = 0x9001
class Queen(GameObject, Unit, Army, Zerg):
code = 0x9a01
spells = {
0x033510: 'Creep Tumor',
0x012020: 'Larva',
0x032620: 'Transfuse',
}
@Mode(0x030800, 0x030900)
class Burrowed(object):
code = 0x9901
class Zergling(GameObject, Unit, Army, Zerg):
code = 0x8501
@Upgrade(0x003a00, 0x012b00)
class BanelingCocoon(object):
code = 0x2201
@Mode(0x023c00, 0x023d00)
class Burrowed(object):
code = 0x9301
class Baneling(GameObject, Unit, Army):
code = 0x2301
abilities = {
0x003500: 'Explode',
0x011D20: 'Attack Structure'
}
@Mode(0x023400, 0x023500)
class Burrowed(object):
code = 0x8f01
class Roach(GameObject, Unit, Army, Zerg):
code = 0x8a01
@Mode(0x023a00, 0x023b00)
class Burrowed(Moveable):
code = 0x9201
move = {
0x033200: 'Stop', # XXX what else?
}
class Hydralisk(GameObject, Unit, Army, Zerg):
code = 0x8701
@Mode(0x023800, 0x023900)
class Burrowed(object):
code = 0x9101
class Infestor(GameObject, Unit, Army, Zerg):
code = 0x8b01
spells = {
0x003710: 'Fungal Growth',
0x011e10: 'Infested Terran',
0x011f20: 'Neural Paraiste',
}
@Mode(0x030c00, 0x030d00)
class Burrowed(Moveable):
code = 0x9b01
class Ultralisk(GameObject, Unit, Army, Zerg):
code = 0x8901
@Mode(0x031200, 0x031300)
class Burrowed(object):
code = 0x9f01
class Broodling(GameObject, Unit, Zerg):
code = 0xcf01
class Changeling(GameObject, Unit, Zerg):
code = 0x2601
# TODO insta-change beween them
class ChangelingZealot(GameObject):
code = 0x2701
class ChangelingMarine(GameObject):
code = 0x2801
description = 'Marine'
class ChangelingMarineShield(GameObject):
code = 0x2901
description = 'Marine'
class ChangelingZergling(GameObject):
code = 0x2a01
description = 'Zergling'
class ChangelingZerglingWings(GameObject):
code = 0x2b01
description = 'Zergling'
class InfestedTerranEgg(GameObject, Zerg):
code = 0xb001
@Upgrade(0x0, 0x0) # TODO codes?
class InfestedTerran(Unit, Army):
code = 0x2101
@Mode(0x0, 0x0) # TODO codes?
class Burrowed(object):
code = 0x9401
@Transport(0x030a01, None, 0x030a33, 0x030a20)
class NydusWorm(GameObject, Building, Zerg):
code = 0xa901
@Transport(0x030412, 0x030422, 0x030433, 0x030404)
class Overlord(GameObject, Unit, Zerg):
code = 0x8601
abilities = {
0x033400: 'Generate Creep',
0x033401: 'Stop generating Creep',
0x030401: 'Unload all at',
}
@Mode(0x030e00, 0x030e01)
class OverseerCocoon(object):
code = 0x9c01
class Overseer(GameObject, Unit, Detector):
code = 0x9d01
spells = {
0x011000: 'Changeling',
0x040320: 'Contaminate',
}
class Mutalisk(GameObject, Unit, Army, Zerg):