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