Unit

Class

class pybrood.Unit
getID() → int
exists() → bool
getReplayID() → int
getPlayer() → Player
getType() → UnitType
getPosition() → Tuple[int, int]
getTilePosition() → Tuple[int, int]
getAngle() → float
getVelocityX() → float
getVelocityY() → float
getRegion() → Region
getLeft() → int
getTop() → int
getRight() → int
getBottom() → int
getHitPoints() → int
getShields() → int
getEnergy() → int
getResources() → int
getResourceGroup() → int
getDistance(target: Tuple[int, int]) → int
getDistance(target: Unit) → int
hasPath(target: Tuple[int, int]) → bool
hasPath(target: Unit) → bool
getLastCommandFrame() → int
getLastAttackingPlayer() → Player
getInitialType() → UnitType
getInitialPosition() → Tuple[int, int]
getInitialTilePosition() → Tuple[int, int]
getInitialHitPoints() → int
getInitialResources() → int
getKillCount() → int
getAcidSporeCount() → int
getInterceptorCount() → int
getScarabCount() → int
getSpiderMineCount() → int
getGroundWeaponCooldown() → int
getAirWeaponCooldown() → int
getSpellCooldown() → int
getDefenseMatrixPoints() → int
getDefenseMatrixTimer() → int
getEnsnareTimer() → int
getIrradiateTimer() → int
getLockdownTimer() → int
getMaelstromTimer() → int
getOrderTimer() → int
getPlagueTimer() → int
getRemoveTimer() → int
getStasisTimer() → int
getStimTimer() → int
getBuildType() → UnitType
getTrainingQueue() → List[UnitType]
getTech() → TechType
getUpgrade() → UpgradeType
getRemainingBuildTime() → int
getRemainingTrainTime() → int
getRemainingResearchTime() → int
getRemainingUpgradeTime() → int
getBuildUnit() → Unit
getTarget() → Unit
getTargetPosition() → Tuple[int, int]
getOrder() → Order
getSecondaryOrder() → Order
getOrderTarget() → Unit
getOrderTargetPosition() → Tuple[int, int]
getRallyPosition() → Tuple[int, int]
getRallyUnit() → Unit
getAddon() → Unit
getNydusExit() → Unit
getPowerUp() → Unit
getTransport() → Unit
getLoadedUnits() → Unitset
getSpaceRemaining() → int
getCarrier() → Unit
getInterceptors() → Unitset
getHatchery() → Unit
getLarva() → Unitset
getUnitsInRadius(radius: int) → Unitset
getUnitsInWeaponRange(weapon: WeaponType) → Unitset
getClosestUnit(radius: int=999999) → Unit
hasNuke() → bool
isAccelerating() → bool
isAttacking() → bool
isAttackFrame() → bool
isBeingConstructed() → bool
isBeingGathered() → bool
isBeingHealed() → bool
isBlind() → bool
isBraking() → bool
isBurrowed() → bool
isCarryingGas() → bool
isCarryingMinerals() → bool
isCloaked() → bool
isCompleted() → bool
isConstructing() → bool
isDefenseMatrixed() → bool
isDetected() → bool
isEnsnared() → bool
isFlying() → bool
isFollowing() → bool
isGatheringGas() → bool
isGatheringMinerals() → bool
isHallucination() → bool
isHoldingPosition() → bool
isIdle() → bool
isInterruptible() → bool
isInvincible() → bool
isInWeaponRange(target: Unit) → bool
isIrradiated() → bool
isLifted() → bool
isLoaded() → bool
isLockedDown() → bool
isMaelstrommed() → bool
isMorphing() → bool
isMoving() → bool
isParasited() → bool
isPatrolling() → bool
isPlagued() → bool
isRepairing() → bool
isResearching() → bool
isSelected() → bool
isSieged() → bool
isStartingAttack() → bool
isStasised() → bool
isStimmed() → bool
isStuck() → bool
isTraining() → bool
isUnderAttack() → bool
isUnderDarkSwarm() → bool
isUnderDisruptionWeb() → bool
isUnderStorm() → bool
isPowered() → bool
isUpgrading() → bool
isVisible(player: Player=None) → bool
isTargetable() → bool
attack(target: Tuple[int, int], shiftQueueCommand: bool=False) → bool
attack(target: Unit, shiftQueueCommand: bool=False) → bool
build(type: UnitType, target: Tuple[int, int]=TILEPOSITION_NONE) → bool
buildAddon(type: UnitType) → bool
train(type: UnitType=UnitTypes.None) → bool
morph(type: UnitType) → bool
research(tech: TechType) → bool
upgrade(upgrade: UpgradeType) → bool
setRallyPoint(target: Tuple[int, int]) → bool
setRallyPoint(target: Unit) → bool
move(target: Tuple[int, int], shiftQueueCommand: bool=False) → bool
patrol(target: Tuple[int, int], shiftQueueCommand: bool=False) → bool
holdPosition(shiftQueueCommand: bool=False) → bool
stop(shiftQueueCommand: bool=False) → bool
follow(target: Unit, shiftQueueCommand: bool=False) → bool
gather(target: Unit, shiftQueueCommand: bool=False) → bool
returnCargo(shiftQueueCommand: bool=False) → bool
repair(target: Unit, shiftQueueCommand: bool=False) → bool
burrow() → bool
unburrow() → bool
cloak() → bool
decloak() → bool
siege() → bool
unsiege() → bool
lift() → bool
land(target: Tuple[int, int]) → bool
load(target: Unit, shiftQueueCommand: bool=False) → bool
unload(target: Unit) → bool
unloadAll(shiftQueueCommand: bool=False) → bool
unloadAll(target: Tuple[int, int], shiftQueueCommand: bool=False) → bool
rightClick(target: Tuple[int, int], shiftQueueCommand: bool=False) → bool
rightClick(target: Unit, shiftQueueCommand: bool=False) → bool
haltConstruction() → bool
cancelConstruction() → bool
cancelAddon() → bool
cancelTrain(slot: int=-2) → bool
cancelMorph() → bool
cancelResearch() → bool
cancelUpgrade() → bool
useTech(tech: TechType, target: Tuple[int, int]) → bool
useTech(tech: TechType, target: Unit=None) → bool
placeCOP(target: Tuple[int, int]) → bool
canCommand() → bool
canCommandGrouped(checkCommandibility: bool=True) → bool
canIssueCommandType(ct: UnitCommandType, checkCommandibility: bool=True) → bool
canIssueCommandTypeGrouped(ct: UnitCommandType, checkCommandibilityGrouped: bool=True, checkCommandibility: bool=True) → bool
canTargetUnit(targetUnit: Unit, checkCommandibility: bool=True) → bool
canAttack(checkCommandibility: bool=True) → bool
canAttack(target: Tuple[int, int], checkCanTargetUnit: bool=True, checkCanIssueCommandType: bool=True, checkCommandibility: bool=True) → bool
canAttack(target: Unit, checkCanTargetUnit: bool=True, checkCanIssueCommandType: bool=True, checkCommandibility: bool=True) → bool
canAttackGrouped(checkCommandibilityGrouped: bool=True, checkCommandibility: bool=True) → bool
canAttackGrouped(target: Tuple[int, int], checkCanTargetUnit: bool=True, checkCanIssueCommandType: bool=True, checkCommandibilityGrouped: bool=True, checkCommandibility: bool=True) → bool
canAttackGrouped(target: Unit, checkCanTargetUnit: bool=True, checkCanIssueCommandType: bool=True, checkCommandibilityGrouped: bool=True, checkCommandibility: bool=True) → bool
canAttackMove(checkCommandibility: bool=True) → bool
canAttackMoveGrouped(checkCommandibilityGrouped: bool=True, checkCommandibility: bool=True) → bool
canAttackUnit(checkCommandibility: bool=True) → bool
canAttackUnit(targetUnit: Unit, checkCanTargetUnit: bool=True, checkCanIssueCommandType: bool=True, checkCommandibility: bool=True) → bool
canAttackUnitGrouped(checkCommandibilityGrouped: bool=True, checkCommandibility: bool=True) → bool
canAttackUnitGrouped(targetUnit: Unit, checkCanTargetUnit: bool=True, checkCanIssueCommandType: bool=True, checkCommandibilityGrouped: bool=True, checkCommandibility: bool=True) → bool
canBuild(checkCommandibility: bool=True) → bool
canBuild(uType: UnitType, checkCanIssueCommandType: bool=True, checkCommandibility: bool=True) → bool
canBuild(uType: UnitType, tilePos: Tuple[int, int], checkTargetUnitType: bool=True, checkCanIssueCommandType: bool=True, checkCommandibility: bool=True) → bool
canBuildAddon(checkCommandibility: bool=True) → bool
canBuildAddon(uType: UnitType, checkCanIssueCommandType: bool=True, checkCommandibility: bool=True) → bool
canTrain(checkCommandibility: bool=True) → bool
canTrain(uType: UnitType, checkCanIssueCommandType: bool=True, checkCommandibility: bool=True) → bool
canMorph(checkCommandibility: bool=True) → bool
canMorph(uType: UnitType, checkCanIssueCommandType: bool=True, checkCommandibility: bool=True) → bool
canResearch(checkCommandibility: bool=True) → bool
canResearch(type: TechType, checkCanIssueCommandType: bool=True) → bool
canUpgrade(checkCommandibility: bool=True) → bool
canUpgrade(type: UpgradeType, checkCanIssueCommandType: bool=True) → bool
canSetRallyPoint(checkCommandibility: bool=True) → bool
canSetRallyPoint(target: Tuple[int, int], checkCanTargetUnit: bool=True, checkCanIssueCommandType: bool=True, checkCommandibility: bool=True) → bool
canSetRallyPoint(target: Unit, checkCanTargetUnit: bool=True, checkCanIssueCommandType: bool=True, checkCommandibility: bool=True) → bool
canSetRallyPosition(checkCommandibility: bool=True) → bool
canSetRallyUnit(checkCommandibility: bool=True) → bool
canSetRallyUnit(targetUnit: Unit, checkCanTargetUnit: bool=True, checkCanIssueCommandType: bool=True, checkCommandibility: bool=True) → bool
canMove(checkCommandibility: bool=True) → bool
canMoveGrouped(checkCommandibilityGrouped: bool=True, checkCommandibility: bool=True) → bool
canPatrol(checkCommandibility: bool=True) → bool
canPatrolGrouped(checkCommandibilityGrouped: bool=True, checkCommandibility: bool=True) → bool
canFollow(checkCommandibility: bool=True) → bool
canFollow(targetUnit: Unit, checkCanTargetUnit: bool=True, checkCanIssueCommandType: bool=True, checkCommandibility: bool=True) → bool
canGather(checkCommandibility: bool=True) → bool
canGather(targetUnit: Unit, checkCanTargetUnit: bool=True, checkCanIssueCommandType: bool=True, checkCommandibility: bool=True) → bool
canReturnCargo(checkCommandibility: bool=True) → bool
canHoldPosition(checkCommandibility: bool=True) → bool
canStop(checkCommandibility: bool=True) → bool
canRepair(checkCommandibility: bool=True) → bool
canRepair(targetUnit: Unit, checkCanTargetUnit: bool=True, checkCanIssueCommandType: bool=True, checkCommandibility: bool=True) → bool
canBurrow(checkCommandibility: bool=True) → bool
canUnburrow(checkCommandibility: bool=True) → bool
canCloak(checkCommandibility: bool=True) → bool
canDecloak(checkCommandibility: bool=True) → bool
canSiege(checkCommandibility: bool=True) → bool
canUnsiege(checkCommandibility: bool=True) → bool
canLift(checkCommandibility: bool=True) → bool
canLand(checkCommandibility: bool=True) → bool
canLand(target: Tuple[int, int], checkCanIssueCommandType: bool=True, checkCommandibility: bool=True) → bool
canLoad(checkCommandibility: bool=True) → bool
canLoad(targetUnit: Unit, checkCanTargetUnit: bool=True, checkCanIssueCommandType: bool=True, checkCommandibility: bool=True) → bool
canUnloadWithOrWithoutTarget(checkCommandibility: bool=True) → bool
canUnloadAtPosition(targDropPos: Tuple[int, int], checkCanIssueCommandType: bool=True, checkCommandibility: bool=True) → bool
canUnload(checkCommandibility: bool=True) → bool
canUnload(targetUnit: Unit, checkCanTargetUnit: bool=True, checkPosition: bool=True, checkCanIssueCommandType: bool=True, checkCommandibility: bool=True) → bool
canUnloadAll(checkCommandibility: bool=True) → bool
canUnloadAllPosition(checkCommandibility: bool=True) → bool
canUnloadAllPosition(targDropPos: Tuple[int, int], checkCanIssueCommandType: bool=True, checkCommandibility: bool=True) → bool
canRightClick(checkCommandibility: bool=True) → bool
canRightClick(target: Tuple[int, int], checkCanTargetUnit: bool=True, checkCanIssueCommandType: bool=True, checkCommandibility: bool=True) → bool
canRightClick(target: Unit, checkCanTargetUnit: bool=True, checkCanIssueCommandType: bool=True, checkCommandibility: bool=True) → bool
canRightClickGrouped(checkCommandibilityGrouped: bool=True, checkCommandibility: bool=True) → bool
canRightClickGrouped(target: Tuple[int, int], checkCanTargetUnit: bool=True, checkCanIssueCommandType: bool=True, checkCommandibilityGrouped: bool=True, checkCommandibility: bool=True) → bool
canRightClickGrouped(target: Unit, checkCanTargetUnit: bool=True, checkCanIssueCommandType: bool=True, checkCommandibilityGrouped: bool=True, checkCommandibility: bool=True) → bool
canRightClickPosition(checkCommandibility: bool=True) → bool
canRightClickPositionGrouped(checkCommandibilityGrouped: bool=True, checkCommandibility: bool=True) → bool
canRightClickUnit(checkCommandibility: bool=True) → bool
canRightClickUnit(targetUnit: Unit, checkCanTargetUnit: bool=True, checkCanIssueCommandType: bool=True, checkCommandibility: bool=True) → bool
canRightClickUnitGrouped(checkCommandibilityGrouped: bool=True, checkCommandibility: bool=True) → bool
canRightClickUnitGrouped(targetUnit: Unit, checkCanTargetUnit: bool=True, checkCanIssueCommandType: bool=True, checkCommandibilityGrouped: bool=True, checkCommandibility: bool=True) → bool
canHaltConstruction(checkCommandibility: bool=True) → bool
canCancelConstruction(checkCommandibility: bool=True) → bool
canCancelAddon(checkCommandibility: bool=True) → bool
canCancelTrain(checkCommandibility: bool=True) → bool
canCancelTrainSlot(checkCommandibility: bool=True) → bool
canCancelTrainSlot(slot: int, checkCanIssueCommandType: bool=True, checkCommandibility: bool=True) → bool
canCancelMorph(checkCommandibility: bool=True) → bool
canCancelResearch(checkCommandibility: bool=True) → bool
canCancelUpgrade(checkCommandibility: bool=True) → bool
canUseTechWithOrWithoutTarget(checkCommandibility: bool=True) → bool
canUseTechWithOrWithoutTarget(tech: TechType, checkCanIssueCommandType: bool=True, checkCommandibility: bool=True) → bool
canUseTech(tech: TechType, target: Tuple[int, int], checkCanTargetUnit: bool=True, checkTargetsType: bool=True, checkCanIssueCommandType: bool=True, checkCommandibility: bool=True) → bool
canUseTech(tech: TechType, target: Unit=None, checkCanTargetUnit: bool=True, checkTargetsType: bool=True, checkCanIssueCommandType: bool=True, checkCommandibility: bool=True) → bool
canUseTechWithoutTarget(tech: TechType, checkCanIssueCommandType: bool=True, checkCommandibility: bool=True) → bool
canUseTechUnit(tech: TechType, checkCanIssueCommandType: bool=True, checkCommandibility: bool=True) → bool
canUseTechUnit(tech: TechType, targetUnit: Unit, checkCanTargetUnit: bool=True, checkTargetsUnits: bool=True, checkCanIssueCommandType: bool=True, checkCommandibility: bool=True) → bool
canUseTechPosition(tech: TechType, checkCanIssueCommandType: bool=True, checkCommandibility: bool=True) → bool
canUseTechPosition(tech: TechType, target: Tuple[int, int], checkTargetsPositions: bool=True, checkCanIssueCommandType: bool=True, checkCommandibility: bool=True) → bool
canPlaceCOP(checkCommandibility: bool=True) → bool
canPlaceCOP(target: Tuple[int, int], checkCanIssueCommandType: bool=True, checkCommandibility: bool=True) → bool