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sc2simulator's Issues

is impossible to set the tech state of Blizzard's built-in computer AI

Even with the attempted workaround in issue #1, one player cannot set all player's upgrade states. Even with the 'cheat' debug state set to allow opponent control, the game prohibits spending one's opponents resources (error message: "Can't spend other player's resources").

Using the debug API, one can create and directly destroy opponent units. One can get more resources that can be spent or even disable food/resource cost requirements altogether. One can even instant win/lose on command. Thus, it seems ridiculous to expressly forbid spending an opponent's resources.

As a workaround, the sc2gamelobby will be modified to ensure each player's client controller sets their own tech state using the workaround described in #1.

However, because there is no client controller for built-in computer AI, setting their tech state is impossible.

This issue will be resolved once a mechanism to set the built-in computer agent's tech state.

implement GUI

no new functionality would be introduced per se, but a GUI would provide a simpler, harder-to-mess-up interface to allow additional users to utilize the functionality afforded by sc2simulator.

unit selection without sc2techTree

currently all random unit generation is wholly dependent on the sc2techTree package. It would be nice to not require this package to be able to generate random units.

Cannot directly set the tech state

Given the current version of API, there isn't any option to directly set the tech state.

Reference issue in the API:
Blizzard/s2client-proto#117

As a workaround, this package attempts to initially create all of the requisite tech-producing structures (with fast/free production temporarily enabled) and research the selected upgrades. Doing so introduces a new issue #2, which also has its own limited workaround and limitations.

player #2 upgrades require player #2 to set up their own upgrades

because of #1, upgrades are researched manually with cheats enabled. Because each player can only spend their own resources (reference #2), each player must perform the upgrades themselves.

This requires the host setting up the scenario to communicate the scenario requirements to the dependent players.

editor starts with broodlings

the editor spawns as zerg and kills all units. However, when killing the zerg units, broodlings are spawned which are left to the user to delete or wait until their duration ends and they die automatically.

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