Exemple #1
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 async def morph_Archons(self):
     if upgrade.PSISTORMTECH is self.state.upgrades or self.already_pending_upgrade(upgrade.PSISTORMTECH):
         archons = self.army(unit.ARCHON)
         ht_amount = int(archons.amount / 2)
         ht_thresh = ht_amount + 1
     else:
         ht_thresh = 1
     if self.units(unit.HIGHTEMPLAR).amount > ht_thresh:
         hts = self.units(unit.HIGHTEMPLAR).sorted(lambda u: u.energy)
         ht2 = hts[0]
         ht1 = hts[1]
         if ht2 and ht1:
             for ht in self.army(unit.HIGHTEMPLAR):
                 if ht.tag == ht1.tag or ht.tag==ht2.tag:
                     self.army.remove(ht)
             if ht1.distance_to(ht2) > 4:
                 if ht1.distance_to(self.main_base_ramp.bottom_center) > 30:
                     self.do(ht1.move(ht2))
                     self.do(ht2.move(ht1))
                 else:
                     self.do(ht1.move(self.main_base_ramp.bottom_center))
                     self.do(ht2.move(self.main_base_ramp.bottom_center))
             else:
                 # print('morphing!')
                 from s2clientprotocol import raw_pb2 as raw_pb
                 from s2clientprotocol import sc2api_pb2 as sc_pb
                 command = raw_pb.ActionRawUnitCommand(
                     ability_id=ability.MORPH_ARCHON.value,
                     unit_tags=[ht1.tag,ht2.tag],
                     queue_command=False
                 )
                 action = raw_pb.ActionRaw(unit_command=command)
                 await self._client._execute(action=sc_pb.RequestAction(
                     actions=[sc_pb.Action(action_raw=action)]
                 ))
Exemple #2
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def combine_actions(action_iter):
    for key, items in groupby(action_iter, key=lambda a: a.combining_tuple):
        ability, target, queue = key

        if target is None:
            cmd = raw_pb.ActionRawUnitCommand(
                ability_id=ability.value,
                unit_tags=[u.unit.tag for u in items],
                queue_command=queue)
        elif isinstance(target, Point2):
            cmd = raw_pb.ActionRawUnitCommand(
                ability_id=ability.value,
                unit_tags=[u.unit.tag for u in items],
                queue_command=queue,
                target_world_space_pos=common_pb.Point2D(x=target.x,
                                                         y=target.y))
        elif isinstance(target, Unit):
            cmd = raw_pb.ActionRawUnitCommand(
                ability_id=ability.value,
                unit_tags=[u.unit.tag for u in items],
                queue_command=queue,
                target_unit_tag=target.tag)
        else:
            raise RuntimeError(
                f"Must target an unit or a point or None, found '{target !r}'")

        yield raw_pb.ActionRaw(unit_command=cmd)
Exemple #3
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    async def execute(self) -> bool:
        templars = self.cache.own(self.allowed_types).ready
        for ht in templars:  # type: Unit
            if ht.is_idle and ht.tag in self.already_merging_tags:
                self.knowledge.roles.clear_task(ht)
                self.already_merging_tags.remove(ht.tag)

        templars = templars.tags_not_in(self.already_merging_tags)

        if templars.amount > 1:
            unit: Unit = templars[0]
            self.already_merging_tags.append(unit.tag)

            target: Unit = templars.tags_not_in(self.already_merging_tags).closest_to(unit)

            # Reserve upcoming archon so that they aren't stolen by other states.
            self.knowledge.roles.set_task(UnitTask.Reserved, unit)
            self.knowledge.roles.set_task(UnitTask.Reserved, target)
            self.knowledge.print(f"[ARCHON] merging {str(unit.type_id)} and {str(unit.type_id)}")

            from s2clientprotocol import raw_pb2 as raw_pb
            from s2clientprotocol import sc2api_pb2 as sc_pb
            command = raw_pb.ActionRawUnitCommand(
                ability_id=AbilityId.MORPH_ARCHON.value,
                unit_tags=[unit.tag, target.tag],
                queue_command=False
            )
            action = raw_pb.ActionRaw(unit_command=command)
            await self.ai._client._execute(action=sc_pb.RequestAction(
                actions=[sc_pb.Action(action_raw=action)]
            ))

        return True
Exemple #4
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 def step(self, obs):
     """
     :param obs: observation to pass to agent
     :return: returns starcraft action based on observation
     """
     action_id, arguments = self.agent.step(obs)
     args = arguments[SCIIAgentWrapper.ARG_SLICE[action_id]]
     raw_action = raw_pb.ActionRaw(unit_command=self.actions[action_id](
         *args))
     action = sc_pb.Action(action_raw=raw_action)
     return action
Exemple #5
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 async def move_camera(self, position: Union[Unit, Point2, Point3]):
     """ Moves camera to the target position """
     assert isinstance(position, (Unit, Point2, Point3))
     if isinstance(position, Unit):
         position = position.position
     await self._execute(action=sc_pb.RequestAction(action=[
         sc_pb.Action(action_raw=raw_pb.ActionRaw(
             camera_move=raw_pb.ActionRawCameraMove(
                 center_world_space=common_pb.Point(x=position.x,
                                                    y=position.y))))
     ]))
Exemple #6
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    async def toggle_autocast(self, units: Union[List[Unit], Units],
                              ability: AbilityId):
        """ Toggle autocast of all specified units """
        assert units
        assert isinstance(units, list)
        assert all(isinstance(u, Unit) for u in units)
        assert isinstance(ability, AbilityId)

        await self._execute(action=sc_pb.RequestAction(actions=[
            sc_pb.Action(action_raw=raw_pb.ActionRaw(
                toggle_autocast=raw_pb.ActionRawToggleAutocast(
                    ability_id=ability.value, unit_tags=(u.tag
                                                         for u in units))))
        ]))
Exemple #7
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 async def morph_archons(self):
     if self.units(UnitTypeId.HIGHTEMPLAR).ready.amount >= 2:
         ht1 = self.units(UnitTypeId.HIGHTEMPLAR).ready.random
         ht2 = next((ht for ht in self.units(UnitTypeId.HIGHTEMPLAR).ready if ht.tag != ht1.tag), None)
         if ht2:
             command = raw_pb.ActionRawUnitCommand(
                     ability_id=AbilityId.MORPH_ARCHON.value,
                     unit_tags=[ht1.tag, ht2.tag],
                     queue_command=False
                 )
             action = raw_pb.ActionRaw(unit_command=command)
             await self._client._execute(action=sc_pb.RequestAction(
                     actions=[sc_pb.Action(action_raw=action)]
                 ))
Exemple #8
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    async def move_camera(self, position: Union[Unit, Units, Point2, Point3]):
        """Moves camera to the target position

        :param position:"""
        assert isinstance(position, (Unit, Units, Point2, Point3))
        if isinstance(position, Units):
            position = position.center
        if isinstance(position, Unit):
            position = position.position
        await self._execute(action=sc_pb.RequestAction(actions=[
            sc_pb.Action(action_raw=raw_pb.ActionRaw(
                camera_move=raw_pb.ActionRawCameraMove(
                    center_world_space=position.to3.as_Point)))
        ]))
Exemple #9
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    def get_agent_action_heuristic(self, a_id, action):

        unit = self.get_unit_by_id(a_id)
        tag = unit.tag

        target_tag = self.enemies[self.heuristic_targets[a_id]].tag
        action_id = action_attack_id

        cmd = r_pb.ActionRawUnitCommand(ability_id=action_id,
                                        target_unit_tag=target_tag,
                                        unit_tags=[tag],
                                        queue_command=False)

        sc_action = sc_pb.Action(action_raw=r_pb.ActionRaw(unit_command=cmd))
        return sc_action
Exemple #10
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 async def whiteball(self):
     if self.units(UnitTypeId.HIGHTEMPLAR).idle.ready.amount >= 4:
         ht1 = self.units(UnitTypeId.HIGHTEMPLAR).idle.ready.random
         ht2 = next((ht
                     for ht in self.units(UnitTypeId.HIGHTEMPLAR).idle.ready
                     if ht.tag != ht1.tag), None)
         if ht2:
             from s2clientprotocol import raw_pb2 as raw_pb
             from s2clientprotocol import sc2api_pb2 as sc_pb
             command = raw_pb.ActionRawUnitCommand(
                 ability_id=AbilityId.MORPH_ARCHON.value,
                 unit_tags=[ht1.tag, ht2.tag],
                 queue_command=False)
             action = raw_pb.ActionRaw(unit_command=command)
             await self._client._execute(action=sc_pb.RequestAction(
                 actions=[sc_pb.Action(action_raw=action)]))
    def get_agent_action_heuristic(self, a_id, action):

        unit = self.get_unit_by_id(a_id)
        tag = unit.tag

        #if self.map_type == 'MMM':
        #    if unit.unit_type == self.medivac_id:
        #        units = [t_unit for t_unit in self.agents.values() if
        #                 (t_unit.unit_type == self.marine_id and t_unit.health < t_unit.health_max and t_unit.health > 0)]
        #        if len(units) == 0:
        #            units = [t_unit for t_unit in self.agents.values() if
        #                     (t_unit.unit_type == self.marauder_id and t_unit.health > 0)]
        #        action_id = action_heal_id
        #    elif unit.unit_type == self.marauder_id:
        #        units = [t_unit for t_unit in self.enemies.values() if (t_unit.unit_type == 48 or t_unit.unit_type == 51)]
        #        action_id = action_attack_id
        #    else:
        #        units = self.enemies.values()
        #        action_id = action_attack_id
        #else:
        #    units = self.enemies.items()
        #    action_id = action_attack_id
        #
        # for t_id, t_unit in units:
        #     if t_unit.health > 0:
        #         target_tag = t_unit.tag
        #         target_id = t_id
        #         break

        target_tag = self.enemies[self.heuristic_targets[a_id]].tag
        action_id = action_attack_id

        cmd = r_pb.ActionRawUnitCommand(ability_id = action_id,
                target_unit_tag = target_tag,
                unit_tags = [tag],
                queue_command = False)

        sc_action = sc_pb.Action(action_raw=r_pb.ActionRaw(unit_command=cmd))
        return sc_action
Exemple #12
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    def perform(self, spawn_id):
        # Pass arguments
        print(self)
        unit_command = raw_pb.ActionRawUnitCommand(ability_id=self.sc2_id)
        unit_command.unit_tags.append(spawn_id)

        if self.require['target'] == 'point':
            unit_command.target_world_space_pos.x = self.require['pos_x']
            unit_command.target_world_space_pos.y = self.require['pos_y']

        elif self.require['target'] == 'unit':
            unit_command.target_unit_tag = self.require['unit_tag']
        else:
            pass

        action_raw = raw_pb.ActionRaw(unit_command=unit_command)
        action = sc_pb.RequestAction()
        action.actions.add(action_raw=action_raw)

        msg = MessageToJson(action)

        print(type(msg))

        return msg
Exemple #13
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    def get_agent_action(self, a_id, action):
        """Construct the action for agent a_id."""

        unit = self.get_unit_by_id(a_id)
        tag = unit.tag
        x = unit.pos.x
        y = unit.pos.y

        if action == 0:
            # no-op (valid only when dead)
            assert unit.health == 0, "No-op only available for dead agents."
            if self.debug:
                logging.debug("Agent {}: Dead".format(a_id))
            return None
        elif action == 1:
            # stop
            cmd = r_pb.ActionRawUnitCommand(ability_id=actions["stop"],
                                            unit_tags=[tag],
                                            queue_command=False)
            if self.debug:
                logging.debug("Agent {}: Stop".format(a_id))

        elif action == 2:
            # move north
            cmd = r_pb.ActionRawUnitCommand(
                ability_id=actions["move"],
                target_world_space_pos=sc_common.Point2D(x=x,
                                                         y=y +
                                                         self._move_amount),
                unit_tags=[tag],
                queue_command=False)
            if self.debug:
                logging.debug("Agent {}: Move North".format(a_id))

        elif action == 3:
            # move south
            cmd = r_pb.ActionRawUnitCommand(
                ability_id=actions["move"],
                target_world_space_pos=sc_common.Point2D(x=x,
                                                         y=y -
                                                         self._move_amount),
                unit_tags=[tag],
                queue_command=False)
            if self.debug:
                logging.debug("Agent {}: Move South".format(a_id))

        elif action == 4:
            # move east
            cmd = r_pb.ActionRawUnitCommand(
                ability_id=actions["move"],
                target_world_space_pos=sc_common.Point2D(x=x +
                                                         self._move_amount,
                                                         y=y),
                unit_tags=[tag],
                queue_command=False)
            if self.debug:
                logging.debug("Agent {}: Move East".format(a_id))

        elif action == 5:
            # move west
            cmd = r_pb.ActionRawUnitCommand(
                ability_id=actions["move"],
                target_world_space_pos=sc_common.Point2D(x=x -
                                                         self._move_amount,
                                                         y=y),
                unit_tags=[tag],
                queue_command=False)
            if self.debug:
                logging.debug("Agent {}: Move West".format(a_id))

        elif action == 6:
            cmd = r_pb.ActionRawUnitCommand(
                ability_id=actions["forcefield"],
                target_world_space_pos=sc_common.Point2D(
                    x=x + self.field_offset[0], y=y + self.field_offset[1]),
                unit_tags=[tag],
                queue_command=False)

            if self.debug:
                logging.debug(
                    "Agent {}: Releasing Force Field at Location: {}".format(
                        a_id,
                        (x + self.field_offset[0], y + self.field_offset[1])))

        elif action == 7:
            cmd = r_pb.ActionRawUnitCommand(
                ability_id=actions["autoturrent"],
                target_world_space_pos=sc_common.Point2D(x=x, y=y),
                unit_tags=[tag],
                queue_command=False)

            if self.debug:
                logging.debug(
                    "Agent {}: Building A Auto-Turrent at Location: {}".format(
                        a_id, (x, y)))

        else:
            # attack/heal units that are in range
            target_id = action - self.n_actions_no_attack
            if self.map_content == "MMM" and self.unit_to_name(
                    unit) == 'medivac':
                target_unit = self.agents[target_id]
                action_name = "heal"
            else:
                target_unit = self.enemies[target_id]
                action_name = "attack"

            action_id = actions[action_name]
            target_tag = target_unit.tag

            cmd = r_pb.ActionRawUnitCommand(ability_id=action_id,
                                            target_unit_tag=target_tag,
                                            unit_tags=[tag],
                                            queue_command=False)

            if self.debug:
                logging.debug("Agent {} {}s unit # {}".format(
                    a_id, action_name, target_id))

        sc_action = sc_pb.Action(action_raw=r_pb.ActionRaw(unit_command=cmd))
        return sc_action
Exemple #14
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    def get_agent_action(self, a_id, action):

        unit = self.get_unit_by_id(a_id)
        tag = unit.tag
        x = unit.pos.x
        y = unit.pos.y

        if action == 0:
            # no-op (valid only when dead)
            try:
                assert unit.health == 0, "No-op chosen but the agent's unit is not dead"
            except Exception as e:
                pass
            if self.debug_inputs:
                print("Agent %d: Dead" % a_id)
            return None
        elif action == 1:
            # stop
            cmd = r_pb.ActionRawUnitCommand(ability_id=action_stop_id,
                                            unit_tags=[tag],
                                            queue_command=False)
            if self.debug_inputs:
                print("Agent %d: Stop" % a_id)

        elif action == 2:
            # north
            cmd = r_pb.ActionRawUnitCommand(
                ability_id=action_move_id,
                target_world_space_pos=sc_common.Point2D(x=x,
                                                         y=y +
                                                         self._move_amount),
                unit_tags=[tag],
                queue_command=False)
            if self.debug_inputs:
                print("Agent %d: North" % a_id)

        elif action == 3:
            # south
            cmd = r_pb.ActionRawUnitCommand(
                ability_id=action_move_id,
                target_world_space_pos=sc_common.Point2D(x=x,
                                                         y=y -
                                                         self._move_amount),
                unit_tags=[tag],
                queue_command=False)
            if self.debug_inputs:
                print("Agent %d: South" % a_id)

        elif action == 4:
            # east
            cmd = r_pb.ActionRawUnitCommand(
                ability_id=action_move_id,
                target_world_space_pos=sc_common.Point2D(x=x +
                                                         self._move_amount,
                                                         y=y),
                unit_tags=[tag],
                queue_command=False)
            if self.debug_inputs:
                print("Agent %d: East" % a_id)

        elif action == 5:
            # west
            cmd = r_pb.ActionRawUnitCommand(
                ability_id=action_move_id,
                target_world_space_pos=sc_common.Point2D(x=x -
                                                         self._move_amount,
                                                         y=y),
                unit_tags=[tag],
                queue_command=False)
            if self.debug_inputs:
                print("Agent %d: West" % a_id)
        else:
            # attack/heal units that are in range
            target_id = action - self.n_actions_no_attack
            if self.map_type == 'MMM' and unit.unit_type == self.medivac_id:
                target_unit = self.agents[target_id]
                action_id = action_heal_id
            else:
                target_unit = self.enemies[target_id]
                action_id = action_attack_id
            target_tag = target_unit.tag

            cmd = r_pb.ActionRawUnitCommand(ability_id=action_id,
                                            target_unit_tag=target_tag,
                                            unit_tags=[tag],
                                            queue_command=False)

            if self.debug_inputs:
                print("Agent %d attacks enemy # %d" % (a_id, target_id))

        sc_action = sc_pb.Action(action_raw=r_pb.ActionRaw(unit_command=cmd))
        return sc_action
Exemple #15
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action = sc_pb.RequestAction()
action.actions.add(action_raw = action_raw)
test_client.comm.send(action=action)

"""

"""Move Units"""
unit_tag_list=[]

observation = sc_pb.RequestObservation()
t=test_client.comm.send(observation=observation)

for unit in t.observation.observation.raw_data.units:
    if unit.unit_type == 84: # Probe unit_type_tag
        unit_tag_list.append(unit.tag)

unit_command = raw_pb.ActionRawUnitCommand()
unit_command.ability_id = 16 # Move Ability
unit_command.target_world_space_pos.x = 30
unit_command.target_world_space_pos.y = 30
for i in range(0,12):
    unit_command.unit_tags.append(unit_tag_list[i])
action_raw = raw_pb.ActionRaw(unit_command = unit_command)

action = sc_pb.RequestAction()
action.actions.add(action_raw = action_raw)
test_client.comm.send(action=action)

#conn.close()
Exemple #16
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def combine_actions(action_iter):
    """
    Example input:
    [
        # Each entry in the list is a unit command, with an ability, unit, target, and queue=boolean
        UnitCommand(AbilityId.TRAINQUEEN_QUEEN, Unit(name='Hive', tag=4353687554), None, False),
        UnitCommand(AbilityId.TRAINQUEEN_QUEEN, Unit(name='Lair', tag=4359979012), None, False),
        UnitCommand(AbilityId.TRAINQUEEN_QUEEN, Unit(name='Hatchery', tag=4359454723), None, False),
    ]
    """
    for key, items in groupby(action_iter, key=lambda a: a.combining_tuple):
        ability: AbilityId
        target: Union[None, Point2, Unit]
        queue: bool
        # See constants.py for combineable abilities
        combineable: bool
        ability, target, queue, combineable = key

        if combineable:
            # Combine actions with no target, e.g. train and research commands
            if target is None:
                cmd = raw_pb.ActionRawUnitCommand(
                    ability_id=ability.value,
                    unit_tags={u.unit.tag
                               for u in items},
                    queue_command=queue)
            # Combine actions with target point
            elif isinstance(target, Point2):
                cmd = raw_pb.ActionRawUnitCommand(
                    ability_id=ability.value,
                    unit_tags={u.unit.tag
                               for u in items},
                    queue_command=queue,
                    target_world_space_pos=common_pb.Point2D(x=target.x,
                                                             y=target.y),
                )
            # Combine actions with target unit
            elif isinstance(target, Unit):
                cmd = raw_pb.ActionRawUnitCommand(
                    ability_id=ability.value,
                    unit_tags={u.unit.tag
                               for u in items},
                    queue_command=queue,
                    target_unit_tag=target.tag,
                )
            else:
                raise RuntimeError(
                    f"Must target a unit, point or None, found '{target !r}'")

            yield raw_pb.ActionRaw(unit_command=cmd)

        else:
            """
            Return one action for each unit; this is required for certain commands that would otherwise be grouped, and only executed once
            Examples:
            Select 3 hatcheries, build a queen with each hatch - the grouping function would group these unit tags and only issue one train command once to all 3 unit tags - resulting in one total train command
            I imagine the same thing would happen to certain other abilities: Battlecruiser yamato on same target, queen transfuse on same time, ghost snipe on same target, all build commands with the same unit type and also all morphs (zergling to banelings)
            However, other abilities can and should be grouped, see constants.py 'COMBINEABLE_ABILITIES'
            """
            u: UnitCommand
            if target is None:
                for u in items:
                    cmd = raw_pb.ActionRawUnitCommand(ability_id=ability.value,
                                                      unit_tags={u.unit.tag},
                                                      queue_command=queue)
                    yield raw_pb.ActionRaw(unit_command=cmd)
            elif isinstance(target, Point2):
                for u in items:
                    cmd = raw_pb.ActionRawUnitCommand(
                        ability_id=ability.value,
                        unit_tags={u.unit.tag},
                        queue_command=queue,
                        target_world_space_pos=common_pb.Point2D(x=target.x,
                                                                 y=target.y),
                    )
                    yield raw_pb.ActionRaw(unit_command=cmd)

            elif isinstance(target, Unit):
                for u in items:
                    cmd = raw_pb.ActionRawUnitCommand(
                        ability_id=ability.value,
                        unit_tags={u.unit.tag},
                        queue_command=queue,
                        target_unit_tag=target.tag,
                    )
                    yield raw_pb.ActionRaw(unit_command=cmd)
            else:
                raise RuntimeError(
                    f"Must target a unit, point or None, found '{target !r}'")
Exemple #17
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    def get_agent_action(self, a_id, action):
        """Construct the action for agent a_id."""
        avail_actions = self.get_avail_agent_actions(a_id)

        # modify
        # assert avail_actions[action] == 1, \
        #         "Agent {} cannot perform action {}".format(a_id, action)
        if avail_actions[action] != 1:
            return None

        unit = self.get_unit_by_id(a_id)
        tag = unit.tag
        x = unit.pos.x
        y = unit.pos.y

        if action == 0:
            # no-op (valid only when dead)
            assert unit.health == 0, "No-op only available for dead agents."
            if self.debug:
                logging.debug("Agent {}: Dead".format(a_id))
            return None
        elif action == 1:
            # stop
            cmd = r_pb.ActionRawUnitCommand(ability_id=actions["stop"],
                                            unit_tags=[tag],
                                            queue_command=False)
            if self.debug:
                logging.debug("Agent {}: Stop".format(a_id))

        elif action == 2:
            # move north
            cmd = r_pb.ActionRawUnitCommand(
                ability_id=actions["move"],
                target_world_space_pos=sc_common.Point2D(x=x,
                                                         y=y +
                                                         self._move_amount),
                unit_tags=[tag],
                queue_command=False)
            if self.debug:
                logging.debug("Agent {}: Move North".format(a_id))

        elif action == 3:
            # move south
            cmd = r_pb.ActionRawUnitCommand(
                ability_id=actions["move"],
                target_world_space_pos=sc_common.Point2D(x=x,
                                                         y=y -
                                                         self._move_amount),
                unit_tags=[tag],
                queue_command=False)
            if self.debug:
                logging.debug("Agent {}: Move South".format(a_id))

        elif action == 4:
            # move east
            cmd = r_pb.ActionRawUnitCommand(
                ability_id=actions["move"],
                target_world_space_pos=sc_common.Point2D(x=x +
                                                         self._move_amount,
                                                         y=y),
                unit_tags=[tag],
                queue_command=False)
            if self.debug:
                logging.debug("Agent {}: Move East".format(a_id))

        elif action == 5:
            # move west
            cmd = r_pb.ActionRawUnitCommand(
                ability_id=actions["move"],
                target_world_space_pos=sc_common.Point2D(x=x -
                                                         self._move_amount,
                                                         y=y),
                unit_tags=[tag],
                queue_command=False)
            if self.debug:
                logging.debug("Agent {}: Move West".format(a_id))
        else:
            # attack/heal units that are in range
            target_id = action - self.n_actions_no_attack
            if self.map_type == "MMM" and unit.unit_type == self.medivac_id:
                target_unit = self.agents[target_id]
                action_name = "heal"
            else:
                target_unit = self.enemies[target_id]
                action_name = "attack"

            action_id = actions[action_name]
            target_tag = target_unit.tag

            cmd = r_pb.ActionRawUnitCommand(ability_id=action_id,
                                            target_unit_tag=target_tag,
                                            unit_tags=[tag],
                                            queue_command=False)

            if self.debug:
                logging.debug("Agent {} {}s unit # {}".format(
                    a_id, action_name, target_id))

        sc_action = sc_pb.Action(action_raw=r_pb.ActionRaw(unit_command=cmd))
        return sc_action