Manipulating Game State

Tyler edited this page Feb 19, 2021 · 10 revisions

Overview

For a general description of the feature and its possibilities, please see https://github.com/RLBot/RLBot/wiki/Manipulating-Game-State

Usage

The basic call takes this form:

fromrlbot.utils.game_state_utilimportGameStategame_state=GameState()
self.set_game_state(game_state)

You can do that from anywhere in your bot code. The above example doesn't do anything because nothing was specified on the GameState object. You can specify parts of your desired game state like this:

fromrlbot.utils.game_state_utilimportGameState, BallState, CarState, Physics, Vector3, Rotator, GameInfoStatecar_state=CarState(boost_amount=87, physics=Physics(velocity=Vector3(z=500), rotation=Rotator(math.pi/2, 0, 0),
angular_velocity=Vector3(0, 0, 0)))
ball_state=BallState(Physics(location=Vector3(0, 0, None)))
game_info_state=GameInfoState(world_gravity_z=700, game_speed=0.8)
game_state=GameState(ball=ball_state, cars={self.index: car_state}, game_info=game_info_state)
self.set_game_state(game_state)

With the above code:

  • The bot will fling itself upward with its front pointed to the ceiling.
  • The ball will warp to the middle of the field but without altering its z position.
  • The world gravity will act weakly upwards. Note: Setting gravity to 0 will reset the gravity to normal settings. If you want to disable gravity, set the gravity to something very small like 0.0001.
  • The game's speed will be reduced to 80% of the normal speed.

A None means that the property will not be changed. For example, in the above example the ball's X and Y locations will be set to 0, but the Z will be untouched.

Warning: Setting gravity and game speed every frame will likely cause your game to lag! It is strongly recommended you only set them when required (e.g. only at the start of the game).

Also, jumped and double_jumped used to be part of the API, but they're not supported anymore and aren't coming back, sorry!

Taking a snapshot

Try something like self.saved_state = GameState.create_from_gametickpacket(game_tick_packet) to capture the current state of the ball and cars for later use! You could implement a "quicksave / quickload" type functionality with this.

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
Skip to content

Manipulating Game State

Tyler edited this page Feb 19, 2021 · 10 revisions

Overview

For a general description of the feature and its possibilities, please see https://github.com/RLBot/RLBot/wiki/Manipulating-Game-State

Usage

The basic call takes this form:

fromrlbot.utils.game_state_utilimportGameStategame_state=GameState()
self.set_game_state(game_state)

You can do that from anywhere in your bot code. The above example doesn't do anything because nothing was specified on the GameState object. You can specify parts of your desired game state like this:

fromrlbot.utils.game_state_utilimportGameState, BallState, CarState, Physics, Vector3, Rotator, GameInfoStatecar_state=CarState(boost_amount=87, physics=Physics(velocity=Vector3(z=500), rotation=Rotator(math.pi/2, 0, 0),
angular_velocity=Vector3(0, 0, 0)))
ball_state=BallState(Physics(location=Vector3(0, 0, None)))
game_info_state=GameInfoState(world_gravity_z=700, game_speed=0.8)
game_state=GameState(ball=ball_state, cars={self.index: car_state}, game_info=game_info_state)
self.set_game_state(game_state)

With the above code:

  • The bot will fling itself upward with its front pointed to the ceiling.
  • The ball will warp to the middle of the field but without altering its z position.
  • The world gravity will act weakly upwards. Note: Setting gravity to 0 will reset the gravity to normal settings. If you want to disable gravity, set the gravity to something very small like 0.0001.
  • The game's speed will be reduced to 80% of the normal speed.

A None means that the property will not be changed. For example, in the above example the ball's X and Y locations will be set to 0, but the Z will be untouched.

Warning: Setting gravity and game speed every frame will likely cause your game to lag! It is strongly recommended you only set them when required (e.g. only at the start of the game).

Also, jumped and double_jumped used to be part of the API, but they're not supported anymore and aren't coming back, sorry!

Taking a snapshot

Try something like self.saved_state = GameState.create_from_gametickpacket(game_tick_packet) to capture the current state of the ball and cars for later use! You could implement a "quicksave / quickload" type functionality with this.

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Manipulating Game State

Tyler edited this page Feb 19, 2021 · 10 revisions

Overview

For a general description of the feature and its possibilities, please see https://github.com/RLBot/RLBot/wiki/Manipulating-Game-State

Usage

The basic call takes this form:

fromrlbot.utils.game_state_utilimportGameStategame_state=GameState()
self.set_game_state(game_state)

You can do that from anywhere in your bot code. The above example doesn't do anything because nothing was specified on the GameState object. You can specify parts of your desired game state like this:

fromrlbot.utils.game_state_utilimportGameState, BallState, CarState, Physics, Vector3, Rotator, GameInfoStatecar_state=CarState(boost_amount=87, physics=Physics(velocity=Vector3(z=500), rotation=Rotator(math.pi/2, 0, 0),
angular_velocity=Vector3(0, 0, 0)))
ball_state=BallState(Physics(location=Vector3(0, 0, None)))
game_info_state=GameInfoState(world_gravity_z=700, game_speed=0.8)
game_state=GameState(ball=ball_state, cars={self.index: car_state}, game_info=game_info_state)
self.set_game_state(game_state)

With the above code:

  • The bot will fling itself upward with its front pointed to the ceiling.
  • The ball will warp to the middle of the field but without altering its z position.
  • The world gravity will act weakly upwards. Note: Setting gravity to 0 will reset the gravity to normal settings. If you want to disable gravity, set the gravity to something very small like 0.0001.
  • The game's speed will be reduced to 80% of the normal speed.

A None means that the property will not be changed. For example, in the above example the ball's X and Y locations will be set to 0, but the Z will be untouched.

Warning: Setting gravity and game speed every frame will likely cause your game to lag! It is strongly recommended you only set them when required (e.g. only at the start of the game).

Also, jumped and double_jumped used to be part of the API, but they're not supported anymore and aren't coming back, sorry!

Taking a snapshot

Try something like self.saved_state = GameState.create_from_gametickpacket(game_tick_packet) to capture the current state of the ball and cars for later use! You could implement a "quicksave / quickload" type functionality with this.

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Manipulating Game State

Tyler edited this page Feb 19, 2021 · 10 revisions

Overview

For a general description of the feature and its possibilities, please see https://github.com/RLBot/RLBot/wiki/Manipulating-Game-State

Usage

The basic call takes this form:

fromrlbot.utils.game_state_utilimportGameStategame_state=GameState()
self.set_game_state(game_state)

You can do that from anywhere in your bot code. The above example doesn't do anything because nothing was specified on the GameState object. You can specify parts of your desired game state like this:

fromrlbot.utils.game_state_utilimportGameState, BallState, CarState, Physics, Vector3, Rotator, GameInfoStatecar_state=CarState(boost_amount=87, physics=Physics(velocity=Vector3(z=500), rotation=Rotator(math.pi/2, 0, 0),
angular_velocity=Vector3(0, 0, 0)))
ball_state=BallState(Physics(location=Vector3(0, 0, None)))
game_info_state=GameInfoState(world_gravity_z=700, game_speed=0.8)
game_state=GameState(ball=ball_state, cars={self.index: car_state}, game_info=game_info_state)
self.set_game_state(game_state)

With the above code:

  • The bot will fling itself upward with its front pointed to the ceiling.
  • The ball will warp to the middle of the field but without altering its z position.
  • The world gravity will act weakly upwards. Note: Setting gravity to 0 will reset the gravity to normal settings. If you want to disable gravity, set the gravity to something very small like 0.0001.
  • The game's speed will be reduced to 80% of the normal speed.

A None means that the property will not be changed. For example, in the above example the ball's X and Y locations will be set to 0, but the Z will be untouched.

Warning: Setting gravity and game speed every frame will likely cause your game to lag! It is strongly recommended you only set them when required (e.g. only at the start of the game).

Also, jumped and double_jumped used to be part of the API, but they're not supported anymore and aren't coming back, sorry!

Taking a snapshot

Try something like self.saved_state = GameState.create_from_gametickpacket(game_tick_packet) to capture the current state of the ball and cars for later use! You could implement a "quicksave / quickload" type functionality with this.

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content

Manipulating Game State

Tyler edited this page Feb 19, 2021 · 10 revisions

Overview

For a general description of the feature and its possibilities, please see https://github.com/RLBot/RLBot/wiki/Manipulating-Game-State

Usage

The basic call takes this form:

fromrlbot.utils.game_state_utilimportGameStategame_state=GameState()
self.set_game_state(game_state)

You can do that from anywhere in your bot code. The above example doesn't do anything because nothing was specified on the GameState object. You can specify parts of your desired game state like this:

fromrlbot.utils.game_state_utilimportGameState, BallState, CarState, Physics, Vector3, Rotator, GameInfoStatecar_state=CarState(boost_amount=87, physics=Physics(velocity=Vector3(z=500), rotation=Rotator(math.pi/2, 0, 0),
angular_velocity=Vector3(0, 0, 0)))
ball_state=BallState(Physics(location=Vector3(0, 0, None)))
game_info_state=GameInfoState(world_gravity_z=700, game_speed=0.8)
game_state=GameState(ball=ball_state, cars={self.index: car_state}, game_info=game_info_state)
self.set_game_state(game_state)

With the above code:

  • The bot will fling itself upward with its front pointed to the ceiling.
  • The ball will warp to the middle of the field but without altering its z position.
  • The world gravity will act weakly upwards. Note: Setting gravity to 0 will reset the gravity to normal settings. If you want to disable gravity, set the gravity to something very small like 0.0001.
  • The game's speed will be reduced to 80% of the normal speed.

A None means that the property will not be changed. For example, in the above example the ball's X and Y locations will be set to 0, but the Z will be untouched.

Warning: Setting gravity and game speed every frame will likely cause your game to lag! It is strongly recommended you only set them when required (e.g. only at the start of the game).

Also, jumped and double_jumped used to be part of the API, but they're not supported anymore and aren't coming back, sorry!

Taking a snapshot

Try something like self.saved_state = GameState.create_from_gametickpacket(game_tick_packet) to capture the current state of the ball and cars for later use! You could implement a "quicksave / quickload" type functionality with this.

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Manipulating Game State

Tyler edited this page Feb 19, 2021 · 10 revisions

Overview

For a general description of the feature and its possibilities, please see https://github.com/RLBot/RLBot/wiki/Manipulating-Game-State

Usage

The basic call takes this form:

fromrlbot.utils.game_state_utilimportGameStategame_state=GameState()
self.set_game_state(game_state)

You can do that from anywhere in your bot code. The above example doesn't do anything because nothing was specified on the GameState object. You can specify parts of your desired game state like this:

fromrlbot.utils.game_state_utilimportGameState, BallState, CarState, Physics, Vector3, Rotator, GameInfoStatecar_state=CarState(boost_amount=87, physics=Physics(velocity=Vector3(z=500), rotation=Rotator(math.pi/2, 0, 0),
angular_velocity=Vector3(0, 0, 0)))
ball_state=BallState(Physics(location=Vector3(0, 0, None)))
game_info_state=GameInfoState(world_gravity_z=700, game_speed=0.8)
game_state=GameState(ball=ball_state, cars={self.index: car_state}, game_info=game_info_state)
self.set_game_state(game_state)

With the above code:

  • The bot will fling itself upward with its front pointed to the ceiling.
  • The ball will warp to the middle of the field but without altering its z position.
  • The world gravity will act weakly upwards. Note: Setting gravity to 0 will reset the gravity to normal settings. If you want to disable gravity, set the gravity to something very small like 0.0001.
  • The game's speed will be reduced to 80% of the normal speed.

A None means that the property will not be changed. For example, in the above example the ball's X and Y locations will be set to 0, but the Z will be untouched.

Warning: Setting gravity and game speed every frame will likely cause your game to lag! It is strongly recommended you only set them when required (e.g. only at the start of the game).

Also, jumped and double_jumped used to be part of the API, but they're not supported anymore and aren't coming back, sorry!

Taking a snapshot

Try something like self.saved_state = GameState.create_from_gametickpacket(game_tick_packet) to capture the current state of the ball and cars for later use! You could implement a "quicksave / quickload" type functionality with this.

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Manipulating Game State

Tyler edited this page Feb 19, 2021 · 10 revisions

Overview

For a general description of the feature and its possibilities, please see https://github.com/RLBot/RLBot/wiki/Manipulating-Game-State

Usage

The basic call takes this form:

fromrlbot.utils.game_state_utilimportGameStategame_state=GameState()
self.set_game_state(game_state)

You can do that from anywhere in your bot code. The above example doesn't do anything because nothing was specified on the GameState object. You can specify parts of your desired game state like this:

fromrlbot.utils.game_state_utilimportGameState, BallState, CarState, Physics, Vector3, Rotator, GameInfoStatecar_state=CarState(boost_amount=87, physics=Physics(velocity=Vector3(z=500), rotation=Rotator(math.pi/2, 0, 0),
angular_velocity=Vector3(0, 0, 0)))
ball_state=BallState(Physics(location=Vector3(0, 0, None)))
game_info_state=GameInfoState(world_gravity_z=700, game_speed=0.8)
game_state=GameState(ball=ball_state, cars={self.index: car_state}, game_info=game_info_state)
self.set_game_state(game_state)

With the above code:

  • The bot will fling itself upward with its front pointed to the ceiling.
  • The ball will warp to the middle of the field but without altering its z position.
  • The world gravity will act weakly upwards. Note: Setting gravity to 0 will reset the gravity to normal settings. If you want to disable gravity, set the gravity to something very small like 0.0001.
  • The game's speed will be reduced to 80% of the normal speed.

A None means that the property will not be changed. For example, in the above example the ball's X and Y locations will be set to 0, but the Z will be untouched.

Warning: Setting gravity and game speed every frame will likely cause your game to lag! It is strongly recommended you only set them when required (e.g. only at the start of the game).

Also, jumped and double_jumped used to be part of the API, but they're not supported anymore and aren't coming back, sorry!

Taking a snapshot

Try something like self.saved_state = GameState.create_from_gametickpacket(game_tick_packet) to capture the current state of the ball and cars for later use! You could implement a "quicksave / quickload" type functionality with this.

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
Skip to content

Manipulating Game State

Tyler edited this page Feb 19, 2021 · 10 revisions

Overview

For a general description of the feature and its possibilities, please see https://github.com/RLBot/RLBot/wiki/Manipulating-Game-State

Usage

The basic call takes this form:

fromrlbot.utils.game_state_utilimportGameStategame_state=GameState()
self.set_game_state(game_state)

You can do that from anywhere in your bot code. The above example doesn't do anything because nothing was specified on the GameState object. You can specify parts of your desired game state like this:

fromrlbot.utils.game_state_utilimportGameState, BallState, CarState, Physics, Vector3, Rotator, GameInfoStatecar_state=CarState(boost_amount=87, physics=Physics(velocity=Vector3(z=500), rotation=Rotator(math.pi/2, 0, 0),
angular_velocity=Vector3(0, 0, 0)))
ball_state=BallState(Physics(location=Vector3(0, 0, None)))
game_info_state=GameInfoState(world_gravity_z=700, game_speed=0.8)
game_state=GameState(ball=ball_state, cars={self.index: car_state}, game_info=game_info_state)
self.set_game_state(game_state)

With the above code:

  • The bot will fling itself upward with its front pointed to the ceiling.
  • The ball will warp to the middle of the field but without altering its z position.
  • The world gravity will act weakly upwards. Note: Setting gravity to 0 will reset the gravity to normal settings. If you want to disable gravity, set the gravity to something very small like 0.0001.
  • The game's speed will be reduced to 80% of the normal speed.

A None means that the property will not be changed. For example, in the above example the ball's X and Y locations will be set to 0, but the Z will be untouched.

Warning: Setting gravity and game speed every frame will likely cause your game to lag! It is strongly recommended you only set them when required (e.g. only at the start of the game).

Also, jumped and double_jumped used to be part of the API, but they're not supported anymore and aren't coming back, sorry!

Taking a snapshot

Try something like self.saved_state = GameState.create_from_gametickpacket(game_tick_packet) to capture the current state of the ball and cars for later use! You could implement a "quicksave / quickload" type functionality with this.

Clone this wiki locally