Game
Class
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class
pybrood.Game
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getForces() → Forceset
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getPlayers() → Playerset
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getAllUnits() → Unitset
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getMinerals() → Unitset
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getGeysers() → Unitset
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getNeutralUnits() → Unitset
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getStaticMinerals() → Unitset
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getStaticGeysers() → Unitset
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getStaticNeutralUnits() → Unitset
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getBullets() → Bulletset
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getNukeDots() → list
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getForce(forceID: int) → Force
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getPlayer(playerID: int) → Player
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getUnit(unitID: int) → Unit
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indexToUnit(unitIndex: int) → Unit
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getRegion(regionID: int) → Region
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getGameType() → GameType
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getLatency() → int
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getFrameCount() → int
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getReplayFrameCount() → int
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getFPS() → int
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getAverageFPS() → float
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getMousePosition() → Tuple[int, int]
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getMouseState(button: MouseButton) → bool
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getKeyState(key: Key) → bool
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getScreenPosition() → Tuple[int, int]
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setScreenPosition(x: int, y: int)
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setScreenPosition(p: Tuple[int, int])
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pingMinimap(x: int, y: int)
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pingMinimap(p: Tuple[int, int])
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isFlagEnabled(flag: int) → bool
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enableFlag(flag: int)
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getUnitsOnTile(tileX: int, tileY: int) → Unitset
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getUnitsOnTile(tile: Tuple[int, int]) → Unitset
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getUnitsInRectangle(left: int, top: int, right: int, bottom: int) → Unitset
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getUnitsInRectangle(topLeft: Tuple[int, int], bottomRight: Tuple[int, int]) → Unitset
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getUnitsInRadius(x: int, y: int, radius: int) → Unitset
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getUnitsInRadius(center: Tuple[int, int], radius: int) → Unitset
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getClosestUnit(center: Tuple[int, int], radius: int=999999) → Unit
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getClosestUnitInRectangle(center: Tuple[int, int], left: int=0, top: int=0, right: int=999999, bottom: int=999999) → Unit
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getLastError() → Error
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setLastError(e: Error=Errors.None) → bool
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mapWidth() → int
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mapHeight() → int
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mapFileName() → str
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mapPathName() → str
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mapName() → str
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mapHash() → str
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isWalkable(walkX: int, walkY: int) → bool
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isWalkable(position: Tuple[int, int]) → bool
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getGroundHeight(tileX: int, tileY: int) → int
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getGroundHeight(position: Tuple[int, int]) → int
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isBuildable(tileX: int, tileY: int, includeBuildings: bool=False) → bool
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isBuildable(position: Tuple[int, int], includeBuildings: bool=False) → bool
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isVisible(tileX: int, tileY: int) → bool
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isVisible(position: Tuple[int, int]) → bool
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isExplored(tileX: int, tileY: int) → bool
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isExplored(position: Tuple[int, int]) → bool
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hasCreep(tileX: int, tileY: int) → bool
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hasCreep(position: Tuple[int, int]) → bool
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hasPowerPrecise(x: int, y: int, unitType: UnitType=UnitTypes.None) → bool
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hasPowerPrecise(position: Tuple[int, int], unitType: UnitType=UnitTypes.None) → bool
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hasPower(tileX: int, tileY: int, unitType: UnitType=UnitTypes.None) → bool
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hasPower(position: Tuple[int, int], unitType: UnitType=UnitTypes.None) → bool
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hasPower(tileX: int, tileY: int, tileWidth: int, tileHeight: int, unitType: UnitType=UnitTypes.None) → bool
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hasPower(position: Tuple[int, int], tileWidth: int, tileHeight: int, unitType: UnitType=UnitTypes.None) → bool
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canBuildHere(position: Tuple[int, int], type: UnitType, builder: Unit=None, checkExplored: bool=False) → bool
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canMake(type: UnitType, builder: Unit=None) → bool
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canResearch(type: TechType, unit: Unit=None, checkCanIssueCommandType: bool=True) → bool
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canUpgrade(type: UpgradeType, unit: Unit=None, checkCanIssueCommandType: bool=True) → bool
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getStartLocations() → list
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print(line: str)
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sendText(line: str)
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sendTextEx(toAllies: bool, line: str)
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isInGame() → bool
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isMultiplayer() → bool
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isBattleNet() → bool
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isPaused() → bool
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isReplay() → bool
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pauseGame()
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resumeGame()
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leaveGame()
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restartGame()
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setLocalSpeed(speed: int)
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getSelectedUnits() → Unitset
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self() → Player
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enemy() → Player
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neutral() → Player
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allies() → Playerset
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enemies() → Playerset
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observers() → Playerset
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setTextSize(size: TextSize=TextSize.Default)
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drawText(ctype: CoordinateType, x: int, y: int, line: str)
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drawTextMap(x: int, y: int, line: str)
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drawTextMap(p: Tuple[int, int], line: str)
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drawTextMouse(x: int, y: int, line: str)
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drawTextMouse(p: Tuple[int, int], line: str)
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drawTextScreen(x: int, y: int, line: str)
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drawTextScreen(p: Tuple[int, int], line: str)
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drawBox(ctype: CoordinateType, left: int, top: int, right: int, bottom: int, color: Color, isSolid: bool=False)
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drawBoxMap(left: int, top: int, right: int, bottom: int, color: Color, isSolid: bool=False)
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drawBoxMap(leftTop: Tuple[int, int], rightBottom: Tuple[int, int], color: Color, isSolid: bool=False)
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drawBoxMouse(left: int, top: int, right: int, bottom: int, color: Color, isSolid: bool=False)
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drawBoxMouse(leftTop: Tuple[int, int], rightBottom: Tuple[int, int], color: Color, isSolid: bool=False)
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drawBoxScreen(left: int, top: int, right: int, bottom: int, color: Color, isSolid: bool=False)
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drawBoxScreen(leftTop: Tuple[int, int], rightBottom: Tuple[int, int], color: Color, isSolid: bool=False)
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drawTriangle(ctype: CoordinateType, ax: int, ay: int, bx: int, by: int, cx: int, cy: int, color: Color, isSolid: bool=False)
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drawTriangleMap(ax: int, ay: int, bx: int, by: int, cx: int, cy: int, color: Color, isSolid: bool=False)
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drawTriangleMap(a: Tuple[int, int], b: Tuple[int, int], c: Tuple[int, int], color: Color, isSolid: bool=False)
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drawTriangleMouse(ax: int, ay: int, bx: int, by: int, cx: int, cy: int, color: Color, isSolid: bool=False)
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drawTriangleMouse(a: Tuple[int, int], b: Tuple[int, int], c: Tuple[int, int], color: Color, isSolid: bool=False)
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drawTriangleScreen(ax: int, ay: int, bx: int, by: int, cx: int, cy: int, color: Color, isSolid: bool=False)
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drawTriangleScreen(a: Tuple[int, int], b: Tuple[int, int], c: Tuple[int, int], color: Color, isSolid: bool=False)
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drawCircle(ctype: CoordinateType, x: int, y: int, radius: int, color: Color, isSolid: bool=False)
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drawCircleMap(x: int, y: int, radius: int, color: Color, isSolid: bool=False)
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drawCircleMap(p: Tuple[int, int], radius: int, color: Color, isSolid: bool=False)
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drawCircleMouse(x: int, y: int, radius: int, color: Color, isSolid: bool=False)
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drawCircleMouse(p: Tuple[int, int], radius: int, color: Color, isSolid: bool=False)
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drawCircleScreen(x: int, y: int, radius: int, color: Color, isSolid: bool=False)
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drawCircleScreen(p: Tuple[int, int], radius: int, color: Color, isSolid: bool=False)
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drawEllipse(ctype: CoordinateType, x: int, y: int, xrad: int, yrad: int, color: Color, isSolid: bool=False)
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drawEllipseMap(x: int, y: int, xrad: int, yrad: int, color: Color, isSolid: bool=False)
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drawEllipseMap(p: Tuple[int, int], xrad: int, yrad: int, color: Color, isSolid: bool=False)
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drawEllipseMouse(x: int, y: int, xrad: int, yrad: int, color: Color, isSolid: bool=False)
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drawEllipseMouse(p: Tuple[int, int], xrad: int, yrad: int, color: Color, isSolid: bool=False)
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drawEllipseScreen(x: int, y: int, xrad: int, yrad: int, color: Color, isSolid: bool=False)
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drawEllipseScreen(p: Tuple[int, int], xrad: int, yrad: int, color: Color, isSolid: bool=False)
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drawDot(ctype: CoordinateType, x: int, y: int, color: Color)
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drawDotMap(x: int, y: int, color: Color)
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drawDotMap(p: Tuple[int, int], color: Color)
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drawDotMouse(x: int, y: int, color: Color)
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drawDotMouse(p: Tuple[int, int], color: Color)
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drawDotScreen(x: int, y: int, color: Color)
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drawDotScreen(p: Tuple[int, int], color: Color)
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drawLine(ctype: CoordinateType, x1: int, y1: int, x2: int, y2: int, color: Color)
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drawLineMap(x1: int, y1: int, x2: int, y2: int, color: Color)
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drawLineMap(a: Tuple[int, int], b: Tuple[int, int], color: Color)
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drawLineMouse(x1: int, y1: int, x2: int, y2: int, color: Color)
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drawLineMouse(a: Tuple[int, int], b: Tuple[int, int], color: Color)
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drawLineScreen(x1: int, y1: int, x2: int, y2: int, color: Color)
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drawLineScreen(a: Tuple[int, int], b: Tuple[int, int], color: Color)
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getLatencyFrames() → int
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getLatencyTime() → int
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getRemainingLatencyFrames() → int
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getRemainingLatencyTime() → int
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getRevision() → int
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isDebug() → bool
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isLatComEnabled() → bool
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setLatCom(isEnabled: bool)
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isGUIEnabled() → bool
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setGUI(enabled: bool)
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getInstanceNumber() → int
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getAPM(includeSelects: bool=False) → int
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setMap(mapFileName: str) → bool
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setMap(mapFileName: str) → bool
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setFrameSkip(frameSkip: int)
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hasPath(source: Tuple[int, int], destination: Tuple[int, int]) → bool
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setAlliance(player: Player, allied: bool=True, alliedVictory: bool=True) → bool
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setVision(player: Player, enabled: bool=True) → bool
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elapsedTime() → int
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setCommandOptimizationLevel(level: int)
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countdownTimer() → int
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getAllRegions() → Regionset
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getRegionAt(x: int, y: int) → Region
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getRegionAt(position: Tuple[int, int]) → Region
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getLastEventTime() → int
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setRevealAll(reveal: bool=True) → bool
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getBuildLocation(type: UnitType, desiredPosition: Tuple[int, int], maxRange: int=64, creep: bool=False) → Tuple[int, int]
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getDamageFrom(fromType: UnitType, toType: UnitType, fromPlayer: Player=None, toPlayer: Player=None) → int
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getDamageTo(toType: UnitType, fromType: UnitType, toPlayer: Player=None, fromPlayer: Player=None) → int