CoachAI
BWAPI AI that helps you play/analyze StarCraft v1.16 game/replay with more eyes/ears/brains, get ready for a 3rd eye/ear and a 2nd brain operation !
Install / Use
/learn @captain-majid/CoachAIREADME
or see the red line on the side bar,
This BWAPI-AI/UDAI (User-defined AI) works as an in-game helper and also as an online replay analyzer. It can help the players at-all-levels to improve, also to test and sense and remember things that weren't easy/possible before.
<details><summary>Note:</summary></details>
- CoachAI works only with StarCraft v1.16.1 using ChaosLauncher.
- When playing in ICCUP, the game is logged and you'll get the win/lose points, this won't happen if one of the players is Computer.
- In multiplayer matches (ICCUP/Lan), CoachAI will auto send message every 10s (for the 1st 2m) to each human enemy until they all acknowledge/accept that CoachAI-player has multiple advantages (cheats), so nobody can use it as a hack/deceiving/cheat tool. Also the non-CoachAI-player can send a messsage “noCoachAI” during the 1st 2m, to force the CoachAI-player to leave. (in team matches, messages sent automatically to allies, press Shift+Enter to send to all, or the CoachAI-player won't get it), I also made this topic in Blizzard official forums to end this horrible fake accusation forever, which btw was only said by trolls or very short-sighted people.
- The CoachAI can run on Windows XP starting from BWAPI v4.4.
Features in-game & in-replay: :video_game: :movie_camera:
- A RealTime measure for Macro = spent minerals + spent gas (Terran repairs not accounted), many players still measure it just by the used supplies at specific time or by inaccurate replay analysis tools, in-replay you can know @any second who is the best Macro player (same as the score screen you see at the end of game/replay).
- Want to know how many unit/building has been lost in-game/in-replay ?, just select one of the same type.
- The # of units/buildings and also the ones in-progress, and the remaining build time for each one in progress, also the remaining time for each Tech/Upgrade in progress.
- Buildings that has Rally Point will draw a line to the RP.
- Displaying the number of the assigned mineral workers on each Nexus/CC/Hatchery.
- WorkersCut measure, counts the time that Nexus/CC has been idle, if you have 2 bases the counter will be doubled, 3 -> tripled, etc.., it works for P & T, not Z.
- Idle Workers measure displays the number of idle workers, and the total lost time (as with Workers Cut, this increase when there is more Idle Workers).
- MineralsAbove measure for the time being above certain amount of minerals, see mineralsAboveLog for customization in-game.
- Detecting the game speed, by just looking at the FPS value: 24=Fastest, 21=Faster, 18=Fast, 15=Normal, etc..
- Showing if a map is 2p/3p/4p on game/replay (just counting the start locations on it).
Features in-game: :video_game:
- The # of Minerals/Gas workers from all bases.
- The # of idle production buildings (for Zerg, only the number of Larvae displayed), also the buildings IdleTime + Shield Battery remaining energy for Protoss.
- The # of idle of idle fighting units (only non-worker units that canAttackMove: HT, Siege-Mode Tank, Lurker cannot, Medics can !).
- The # of all killed enemies during the game.
- The # of all current enemies, their supplies, Minerals/Gas, upgrades, in-progress things and you can even see the enemies while they move in the dark/fog.
- MacroLog: Logs all build/train/upgrade actions and its time during the game (Tech/Upgrade logged only when its finished, unlike the reply Bo recorder).
- Hotkeys tracker/counter: Tracks how much you press a specific hotkey.
- The total time of WorkersCut and the number of lost workers due to that.
- WorkersCut log (only 2+ seconds cut is calculated): to see when exactly in the game you've stopped making workers and for how long (I personally record my screen to see what I was doing, because replay is not always an option).
- MineralsAbove log: logs the time when you're above certain amount of minerals, and for how long that was, to see when exactly you forgot to Macro.
- Customizable notification sound and period when WorkersCut happens (5s), idle worker exist (5s) or you've missed multitasking (30s/20s).
- Screen-Multitasking: A counter for each screen you step into, with total jumps during the game, the average stay @1 screen, the total stay on each screen for above 5s (customizable live, by editing totalTimeOnScreenOrSelectionAbove) and finally, a customizable notification sound when you stay @1 screen for above 30s (customizable live, by editing sameScreenWarningEvery).
- Selection-Multitasking: A counter for each selection you select, with total switches during the game, the average focus @1 selection, the total focus on each selection for above 5s (customizable live, by editing totalTimeOnScreenOrSelectionAbove) and finally, a customizable notification sound when you focus @1 selection for above 20s (customizable live, by editing sameSelectionWarningEvery).
- The TimedBo: all of us forget 1 or more things that was planned before the game, so a written Bo and tips on the game screen that dynamically highlights "What now/next?" while alerting with sound and pronouncing the current step in English JIT and allowing for more step-details to be shown/pronounced out of the succinct Bo form, will accelerate the familiarity with a specific build remarkably.
Features in-replay: :movie_camera:
- Showing the # of units/buildings & the types of tech/upgrade for each player (just select any player's unit to display the infos).
- Showing the replay duration beforehand, and also the replay name, date/time in UTC (+/- your own Time Zone), game title, game type and the map used.
- Showing each unit order and drawing a line to the order target if there is a target.
- Recording each player Bo. Only the 6th worker is logged for each player to see his split skill, for more info see replayLogUnitsFor/replayLogSupplyFor in the json file.
- Easily distinguishing which players against which on team replays, (even SC:R doesn't has this !, maybe time to write some code lazy Blizzard ?)
- During team replays showing JIT if playerX allied with playerY, and if playerY also did the same.
- Automatic highlighting of idle workers.
- Recording the max number of idle workers of each player, and when that happened.
- The screen will automatically move to where a Nuclear launch is positioned (Comsat scan or Storm autoMove is disabled by default).
- An intuitive/easier way to toggle vision of the selected player (and his allies) by pressing F7 (SC:R requires that you blind ALL other players individually to get the vision of 1 player which is not smart, here we just need to select a player/or 1 of his allies to see the required vision).
- Displaying live score of produced/killed/lost units/buildings, to get the current state of players, this is about unit/building control (more close to micro, same as the score screen you see at the end of game/replay).
AnyRace_CoachAI.json: :wrench:
This config file allows the player to modify/disable/enable many values:
-
autoTrainWorkers (default=false): trains 1 worker @time from each base until "maxWorkers" number reached (for Zerg only 1 Hatchery is used for producing).
-
maxWorkers (default=50): only works if autoTrainWorkers = true
-
autoMine (default=false): makes workers gather Minerals/Gas automatically like in SC2, so there is no idle worker.
-
autoBuildSuppliesBeforeBlocked (default=-200): if you set it to 6, the AI will try to build supply units when its 24/30 (for Zerg only 1 Hatchery is used for building)
-
maxProductionBuildingQueue (default=2): prevent the player from queuing more workers/units from the same production building.
-
workerCutWarningEvery (default=5): in seconds
-
idleWorkerWarningEvery (default=5): ^
-
idleProductionBuildingWarningEvery (default=10): ^
-
idleFightingUnitWarningEvery (default=20): ^
-
totalTimeOnScreenOrSelectionAbove (default=5): see Multitasking above
-
sameScreenWarningEvery (default=30): see Multitasking above
-
sameSelectionWarningEvery (default=20): see Multitasking above
-
logSupplyProduction (default=false): include Pylons, Overloads, etc.. in the MacroLog.
-
logUnitsProduction (default=true): include Dragoons/Zealots, etc.. in the MacroLog.
-
showMultitaskStats (default=false): show Screen-Multitasking/Selection-Multitasking measures.
-
workersCutCalculationPeriod (default=540): affects both game/replay, calculates WorkersCut for the specified 1st minutes in the game/replay.
-
replayLogUnitsFor (default=420): in-replay Bo recorder, for how long to log units production. (until 7:00)
-
replayLogSupplyFor (default=40): in-replay Bo recorder, for how long to log the supply units & the supply indicator. (like 12,Nexus --> until 40/?)
-
dontDrift (default=-1): initiates a custom CountDownTimer, just like seen in some missions, but you can use it in any map to practice/polish specific task/timing, when the timer ends the game will too, you can set it in seconds, it works whether its a game start or a saved game, when it reaches 00:15, visual/sound warning will start (this helped me remembering to save the game-state @lets say 6:00), in order to master the game-phases/tasks partially 1st, then as a whole.
-
workerCutLimit (default=3600): you can set this to 120 (as a goal/target), this will end the game immediately if you intermittently/cumulatively cut workers f
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