ValvePython / dota2

🐸 Python package for interacting with Dota 2 Game Coordinator
http://dota2.readthedocs.io
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Match details #67

Open Mrfull opened 3 years ago

Mrfull commented 3 years ago

I want to get results(who win or lose) in match, how i can do it? It's return to me some job_id, but what is it? self.dota.request_match_details(match_id) And where i can get match_id if i create lobby by

settings = { 'game_name': lobby_name, "game_mode": DOTA_GameMode.DOTA_GAMEMODE_1V1MID, "pass_key": "PWA", } self.dota.create_practice_lobby(password, settings)

rossengeorgiev commented 3 years ago

dota.wait_event(job_id) to wait for response to that specific request, or to any match details response wait_event('match_details')

Mrfull commented 3 years ago

So for get this match_details, user witch one play via python code, should be in lobby all time till game will finished?

rossengeorgiev commented 3 years ago

I don't understand what you are asking

Mrfull commented 3 years ago

I'm asking about, to get information about which team won, you need the bot to be in the match until the end of the game, right?

rossengeorgiev commented 3 years ago

No. Just get the match details after the match

Mrfull commented 3 years ago

How script can know when match is finished?

DEV-ONI commented 3 years ago

Assuming you're waiting for the match to finish and not retrieving details of a public lobby -

On the lobby event: EVENT_LOBBY_CHANGED, if the CSODOTALobby.State is POSTGAME, the protobuf message passed to the event handler will contain details you want about the match such as the match duration and the winning faction. The outcome is k_EMatchOutcome_Unknown by default until the postgame.

https://github.com/ValvePython/dota2/blob/ca75440adca20d852b9aec3917e4387466848d5b/protobufs/dota_gcmessages_common_match_management.proto#L275

You can create a dispatcher that handles all the lobby states from the EVENT_LOBBY_CHANGED event.

Mrfull commented 3 years ago

Can you give me some example how to do it for get match results?

DEV-ONI commented 3 years ago

Sure friend

Initialize the Dota2Client. Let's say dota_client here is an instance of Dota2Client

I wrote this in a hurry so hope you can understand



from dota2.common_enums import ESOType
from dota2.features import sharedobjects as so

# get lobby proto
CSODOTALobbyProto = so.find_so_proto(ESOType.CSODOTALobby)
LobbyState = CSODOTALobbyProto.State

# add this callback for event 'lobby_changed'
dota_client.on('lobby_changed', lobby_change_handler)

# lobby state handler dispatch
state_handler_dispatch = dict([
    (LobbyState.UI, #callable here),
    (LobbyState.READYUP, #callable here),
    (LobbyState.NOTREADY, #callable here),
    (LobbyState.SERVERSETUP, #callable here),
    (LobbyState.RUN, #callable here),
    (LobbyState.POSTGAME,  post_game_handler),
    (LobbyState.SERVERASSIGN, #callable)
])

def lobby_change_handler(message):

    logger.info(f"Event: Lobby Change: {message}")

   # if message field has state
    if message.HasField('state'):
        # call appropriate handler for lobby state
        state_handler_dispatch[message.state](message)

def post_game_handler(message):
    # protobuf message passed to this callable will contain info about the postgame
    pass
DEV-ONI commented 3 years ago

I made a slight error which I corrected.

Attach the post game handler to LobbyState.POSTGAME instead of LOBBYASSIGN

Mrfull commented 3 years ago

@DEV-ONI If you know can you answer on thats questions: https://github.com/ValvePython/dota2/issues/68

DEV-ONI commented 3 years ago

Can you show me the code for this? You're getting a KeyError, which means you're attempting to get a key in state_handler_dispatch that doesn't exist.

On Mon, Jul 12, 2021 at 2:11 AM Mrfull @.***> wrote:

@DEV-ONI https://github.com/DEV-ONI If you know can you answer on thats questions:

68 https://github.com/ValvePython/dota2/issues/68

— You are receiving this because you were mentioned. Reply to this email directly, view it on GitHub https://github.com/ValvePython/dota2/issues/67#issuecomment-877840711, or unsubscribe https://github.com/notifications/unsubscribe-auth/AMOT7ZAHRKNGCEKL7QDM63LTXHNFBANCNFSM47J6BBWA .

Mrfull commented 3 years ago

@DEV-ONI Thats how its look in my code:

class DotaController:
    def  __init__(self):
        self.client = SteamClient()
        self.dota = Dota2Client(self.client)

        # get lobby proto
        CSODOTALobbyProto = so.find_so_proto(ESOType.CSODOTALobby)
        LobbyState = CSODOTALobbyProto.State

        # add this callback for event 'lobby_changed'
        self.dota.on('lobby_changed', self.lobby_change_handler)
        self.client.on('disconnected', self.reconnect_client)

        # lobby state handler dispatch
        self.state_handler_dispatch = dict([
            (LobbyState.UI, self.test),
            (LobbyState.READYUP, self.test),
            (LobbyState.NOTREADY, self.test),
            (LobbyState.SERVERSETUP, self.test),
            (LobbyState.RUN, self.test),
            (LobbyState.POSTGAME, self.post_game_handler),
            (LobbyState.SERVERASSIGN, self.test)
        ])

    def lobby_change_handler(self, message):
        logging.info(f"Event: Lobby Change: {message}")

        # if message field has state
        print("all members: " + str(len(message.all_members)))
        if message.HasField('state'):
            # call appropriate handler for lobby state

            self.state_handler_dispatch[message.state](message)

    def post_game_handler(self, message):
        print("message: " + str(message))
        print("match_outcome: " + str(message.match_outcome))

    def test(self, message):
        logging.info(f"Event: State: {message.state}")