
s2clientprotocol.score.proto Maven / Gradle / Ivy
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syntax = "proto2";
package SC2APIProtocol;
message Score {
enum ScoreType {
Curriculum = 1; // map generated score (from curriculum maps with special scoring)
Melee = 2; // summation of in-progress and current units/buildings value + minerals + vespene
}
optional ScoreType score_type = 6;
optional int32 score = 7; // Note: check score_type to know whether this is a melee score or curriculum score
optional ScoreDetails score_details = 8;
}
message CategoryScoreDetails {
optional float none = 1; // Used when no other category is configured in game data
optional float army = 2;
optional float economy = 3;
optional float technology = 4;
optional float upgrade = 5;
}
message VitalScoreDetails {
optional float life = 1;
optional float shields = 2;
optional float energy = 3;
}
message ScoreDetails {
// Sum of time any available structure able to produce a unit is not. The time stacks, as in, three idle barracks will increase idle_production_time three times quicker than just one.
optional float idle_production_time = 1;
// Sum of time any worker is not mining. Note a worker building is not idle and three idle workers will increase this value three times quicker than just one.
optional float idle_worker_time = 2;
// Sum of minerals and vespene spent on completed units.
optional float total_value_units = 3;
// Sum of minerals and vespene spent on completed structures.
optional float total_value_structures = 4;
// Sum of minerals and vespene of units, belonging to the opponent, that the player has destroyed.
optional float killed_value_units = 5;
// Sum of minerals and vespene of structures, belonging to the opponent, that the player has destroyed.
optional float killed_value_structures = 6;
// Sum of minerals collected by the player.
optional float collected_minerals = 7;
// Sum of vespene collected by the player.
optional float collected_vespene = 8;
// Estimated income of minerals over the next minute based on the players current income. The unit is minerals per minute.
optional float collection_rate_minerals = 9;
// Estimated income of vespene over the next minute based on the players current income. The unit is vespene per minute.
optional float collection_rate_vespene = 10;
// Sum of spent minerals at the moment it is spent. For example, this number is incremented by 50 the moment an scv is queued in a command center. It is decremented by 50 if that unit is canceled.
optional float spent_minerals = 11;
// Sum of spent vespene at the moment it is spent. For example, this number is incremented by 50 when a reaper is queued but decremented by 50 if it is canceled.
optional float spent_vespene = 12;
// The following entries contains floating point values for the following catgories:
// none - There is no category defined in game data.
// army - This category includes all military units but not workers.
// economy - This category contains town halls, supply structures, vespene buildings and workers.
// technology - This category is any structure that produces units or upgrades, Barracks and Engineering Bays both fall in this category, for example.
// upgrade - This category is upgrades such as warp gate or weapons upgrades.
// Sum of food, or supply, utilized in the categories above.
optional CategoryScoreDetails food_used = 13;
// Sum of enemies catagories destroyed in minerals.
optional CategoryScoreDetails killed_minerals = 14;
// Sum of enemies catagories destroyed in vespene.
optional CategoryScoreDetails killed_vespene = 15;
// Sum of lost minerals for the player in each category.
optional CategoryScoreDetails lost_minerals = 16;
// Sum of lost vespene for the player in each category.
optional CategoryScoreDetails lost_vespene = 17;
// Sum of the lost minerals via destroying the players own units/buildings.
optional CategoryScoreDetails friendly_fire_minerals = 18;
// Sum of the lost vespene via destroying the players own units/buildings.
optional CategoryScoreDetails friendly_fire_vespene = 19;
// Sum of used minerals for the player in each category for each existing unit or upgrade. Therefore if a unit died worth 50 mierals this number will be decremented by 50.
optional CategoryScoreDetails used_minerals = 20;
// Sum of used vespene for the player in each category. Therefore if a unit died worth 50 vespene this number will be decremented by 50.
optional CategoryScoreDetails used_vespene = 21;
// Sum of used minerals throughout the entire game for each category. Unliked used_minerals, this value is never decremented.
optional CategoryScoreDetails total_used_minerals = 22;
// Sum of used vespene throughout the entire game for each category. Unliked used_vespene, this value is never decremented.
optional CategoryScoreDetails total_used_vespene = 23;
// Sum of damage dealt to the player's opponent for each category.
optional VitalScoreDetails total_damage_dealt = 24;
// Sum of damage taken by the player for each category.
optional VitalScoreDetails total_damage_taken = 25;
// Sum of health healed by the player. Note that technology can be healed (by queens) or repaired (by scvs).
optional VitalScoreDetails total_healed = 26;
// Recent raw APM.
optional float current_apm = 27;
// Recent effective APM.
optional float current_effective_apm = 28;
}
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