sc2.units module
import random from .unit import Unit from .ids.unit_typeid import UnitTypeId from .position import Point2, Point3 from typing import List, Dict, Set, Tuple, Any, Optional, Union # mypy type checking class Units(list): """A collection for units. Makes it easy to select units by selectors.""" @classmethod def from_proto(cls, units, game_data): return cls( (Unit(u, game_data) for u in units), game_data ) def __init__(self, units, game_data): super().__init__(units) self.game_data = game_data def __call__(self, *args, **kwargs): return UnitSelection(self, *args, **kwargs) def select(self, *args, **kwargs): return UnitSelection(self, *args, **kwargs) def __or__(self, other: "Units") -> "Units": tags = {unit.tag for unit in self} units = self + [unit for unit in other if unit.tag not in tags] return Units(units, self.game_data) def __and__(self, other: "Units") -> "Units": tags = {unit.tag for unit in self} units = [unit for unit in other if unit.tag in tags] return Units(units, self.game_data) def __sub__(self, other: "Units") -> "Units": tags = {unit.tag for unit in other} units = [unit for unit in self if unit.tag not in tags] return Units(units, self.game_data) @property def amount(self) -> int: return len(self) @property def empty(self) -> bool: return self.amount == 0 @property def exists(self) -> bool: return bool(self.amount) def find_by_tag(self, tag) -> Optional[Unit]: for unit in self: if unit.tag == tag: return unit return None def by_tag(self, tag): unit = self.find_by_tag(tag) if unit is None: raise KeyError("Unit not found") return unit @property def first(self) -> Unit: assert self.exists return self[0] def take(self, n: int, require_all: bool=True) -> "Units": assert (not require_all) or len(self) >= n return self[:n] @property def random(self) -> Unit: assert self.exists return random.choice(self) def random_or(self, other: any) -> Unit: if self.exists: return random.choice(self) else: return other def random_group_of(self, n): assert 0 <= n <= self.amount if n == 0: return self.subgroup([]) elif self.amount == n: return self else: return self.subgroup(random.sample(self, n)) def in_attack_range_of(self, unit: Unit, bonus_distance: Union[int, float]=0) -> "Units": """ Filters units that are in attack range of the unit in parameter """ return self.filter(lambda x: unit.target_in_range(x, bonus_distance=bonus_distance)) def closest_distance_to(self, position: Union[Unit, Point2, Point3]) -> Union[int, float]: """ Returns the distance between the closest unit from this group to the target unit """ assert self.exists if isinstance(position, Unit): position = position.position return position.distance_to_closest([u.position for u in self]) # Note: list comprehension creation is 0-5% faster than set comprehension def furthest_distance_to(self, position: Union[Unit, Point2, Point3]) -> Union[int, float]: """ Returns the distance between the furthest unit from this group to the target unit """ assert self.exists if isinstance(position, Unit): position = position.position return position.distance_to_furthest([u.position for u in self]) def closest_to(self, position: Union[Unit, Point2, Point3]) -> Unit: assert self.exists if isinstance(position, Unit): position = position.position return position.closest(self) def furthest_to(self, position: Union[Unit, Point2, Point3]) -> Unit: assert self.exists if isinstance(position, Unit): position = position.position return position.furthest(self) def closer_than(self, distance: Union[int, float], position: Union[Unit, Point2, Point3]) -> "Units": if isinstance(position, Unit): position = position.position distance_squared = distance ** 2 return self.filter(lambda unit: unit.position._distance_squared(position.to2) < distance_squared) def further_than(self, distance: Union[int, float], position: Union[Unit, Point2, Point3]) -> "Units": if isinstance(position, Unit): position = position.position distance_squared = distance ** 2 return self.filter(lambda unit: unit.position._distance_squared(position.to2) > distance_squared) def subgroup(self, units): return Units(list(units), self.game_data) def filter(self, pred: callable) -> "Units": return self.subgroup(filter(pred, self)) def sorted(self, keyfn: callable, reverse: bool=False) -> "Units": if len(self) in [0, 1]: return self return self.subgroup(sorted(self, key=keyfn, reverse=reverse)) def sorted_by_distance_to(self, position: Union[Unit, Point2], reverse: bool=False) -> "Units": """ This function should be a bit faster than using units.sorted(keyfn=lambda u: u.distance_to(position)) """ if len(self) in [0, 1]: return self position = position.position return self.sorted(keyfn=lambda unit: unit.position._distance_squared(position), reverse=reverse) def tags_in(self, other: Union[Set[int], List[int], Dict[int, Any]]) -> "Units": """ Filters all units that have their tags in the 'other' set/list/dict """ # example: self.units(QUEEN).tags_in(self.queen_tags_assigned_to_do_injects) if isinstance(other, list): other = set(other) return self.filter(lambda unit: unit.tag in other) def tags_not_in(self, other: Union[Set[int], List[int], Dict[int, Any]]) -> "Units": """ Filters all units that have their tags not in the 'other' set/list/dict """ # example: self.units(QUEEN).tags_not_in(self.queen_tags_assigned_to_do_injects) if isinstance(other, list): other = set(other) return self.filter(lambda unit: unit.tag not in other) def of_type(self, other: Union[UnitTypeId, Set[UnitTypeId], List[UnitTypeId], Dict[UnitTypeId, Any]]) -> "Units": """ Filters all units that are of a specific type """ # example: self.units.of_type([ZERGLING, ROACH, HYDRALISK, BROODLORD]) if isinstance(other, UnitTypeId): other = {other} if isinstance(other, list): other = set(other) return self.filter(lambda unit: unit.type_id in other) def exclude_type(self, other: Union[UnitTypeId, Set[UnitTypeId], List[UnitTypeId], Dict[UnitTypeId, Any]]) -> "Units": """ Filters all units that are not of a specific type """ # example: self.known_enemy_units.exclude_type([OVERLORD]) if isinstance(other, UnitTypeId): other = {other} if isinstance(other, list): other = set(other) return self.filter(lambda unit: unit.type_id not in other) def same_tech(self, other: Union[UnitTypeId, Set[UnitTypeId], List[UnitTypeId], Dict[UnitTypeId, Any]]) -> "Units": """ Usage: 'self.units.same_tech(UnitTypeId.COMMANDCENTER)' or 'self.units.same_tech(UnitTypeId.ORBITALCOMMAND)' returns all CommandCenter, CommandCenterFlying, OrbitalCommand, OrbitalCommandFlying, PlanetaryFortress This also works with a set/list/dict parameter, e.g. 'self.units.same_tech({UnitTypeId.COMMANDCENTER, UnitTypeId.SUPPLYDEPOT})' Untested: This should return the equivalents for Hatchery, WarpPrism, Observer, Overseer, SupplyDepot and others """ if isinstance(other, UnitTypeId): other = {other} tech_alias_types = set(other) for unitType in other: tech_alias = self.game_data.units[unitType.value].tech_alias if tech_alias: for same in tech_alias: tech_alias_types.add(same) return self.filter(lambda unit: unit.type_id in tech_alias_types or unit._type_data.tech_alias is not None and any(same in tech_alias_types for same in unit._type_data.tech_alias)) def same_unit(self, other: Union[UnitTypeId, Set[UnitTypeId], List[UnitTypeId], Dict[UnitTypeId, Any]]) -> "Units": """ Usage: 'self.units.same_tech(UnitTypeId.COMMANDCENTER)' returns CommandCenter and CommandCenterFlying, 'self.units.same_tech(UnitTypeId.ORBITALCOMMAND)' returns OrbitalCommand and OrbitalCommandFlying This also works with a set/list/dict parameter, e.g. 'self.units.same_tech({UnitTypeId.COMMANDCENTER, UnitTypeId.SUPPLYDEPOT})' Untested: This should return the equivalents for WarpPrism, Observer, Overseer, SupplyDepot and others """ if isinstance(other, UnitTypeId): other = {other} unit_alias_types = set(other) for unitType in other: unit_alias = self.game_data.units[unitType.value].unit_alias if unit_alias: unit_alias_types.add(unit_alias) return self.filter(lambda unit: unit.type_id in unit_alias_types or unit._type_data.unit_alias is not None and unit._type_data.unit_alias in unit_alias_types) @property def center(self) -> Point2: """ Returns the central point of all units in this list """ assert self.exists pos = Point2((sum([unit.position.x for unit in self]) / self.amount, \ sum([unit.position.y for unit in self]) / self.amount)) return pos @property def selected(self) -> "Units": return self.filter(lambda unit: unit.is_selected) @property def tags(self) -> Set[int]: return {unit.tag for unit in self} @property def ready(self) -> "Units": return self.filter(lambda unit: unit.is_ready) @property def not_ready(self) -> "Units": return self.filter(lambda unit: not unit.is_ready) @property def noqueue(self) -> "Units": return self.filter(lambda unit: unit.noqueue) @property def idle(self) -> "Units": return self.filter(lambda unit: unit.is_idle) @property def owned(self) -> "Units": return self.filter(lambda unit: unit.is_mine) @property def enemy(self) -> "Units": return self.filter(lambda unit: unit.is_enemy) @property def flying(self) -> "Units": return self.filter(lambda unit: unit.is_flying) @property def not_flying(self) -> "Units": return self.filter(lambda unit: not unit.is_flying) @property def structure(self) -> "Units": return self.filter(lambda unit: unit.is_structure) @property def not_structure(self) -> "Units": return self.filter(lambda unit: not unit.is_structure) @property def gathering(self) -> "Units": return self.filter(lambda unit: unit.is_gathering) @property def returning(self) -> "Units": return self.filter(lambda unit: unit.is_returning) @property def collecting(self) -> "Units": return self.filter(lambda unit: unit.is_collecting) @property def visible(self) -> "Units": return self.filter(lambda unit: unit.is_visible) @property def mineral_field(self) -> "Units": return self.filter(lambda unit: unit.is_mineral_field) @property def vespene_geyser(self) -> "Units": return self.filter(lambda unit: unit.is_vespene_geyser) @property def prefer_idle(self) -> "Units": return self.sorted(lambda unit: unit.is_idle, reverse=True) def prefer_close_to(self, p: Union[Unit, Point2, Point3]) -> "Units": # TODO redundant? return self.sorted_by_distance_to(p) class UnitSelection(Units): def __init__(self, parent, unit_type_id=None): assert unit_type_id is None or isinstance(unit_type_id, (UnitTypeId, set)) if isinstance(unit_type_id, set): assert all(isinstance(t, UnitTypeId) for t in unit_type_id) self.unit_type_id = unit_type_id super().__init__([u for u in parent if self.matches(u)], parent.game_data) def matches(self, unit): if self.unit_type_id is None: # empty selector matches everything return True elif isinstance(self.unit_type_id, set): return unit.type_id in self.unit_type_id else: return self.unit_type_id == unit.type_id
Classes
class UnitSelection
A collection for units. Makes it easy to select units by selectors.
class UnitSelection(Units): def __init__(self, parent, unit_type_id=None): assert unit_type_id is None or isinstance(unit_type_id, (UnitTypeId, set)) if isinstance(unit_type_id, set): assert all(isinstance(t, UnitTypeId) for t in unit_type_id) self.unit_type_id = unit_type_id super().__init__([u for u in parent if self.matches(u)], parent.game_data) def matches(self, unit): if self.unit_type_id is None: # empty selector matches everything return True elif isinstance(self.unit_type_id, set): return unit.type_id in self.unit_type_id else: return self.unit_type_id == unit.type_id
Ancestors (in MRO)
- UnitSelection
- Units
- builtins.list
- builtins.object
Static methods
def __init__(
self, parent, unit_type_id=None)
Initialize self. See help(type(self)) for accurate signature.
def __init__(self, parent, unit_type_id=None): assert unit_type_id is None or isinstance(unit_type_id, (UnitTypeId, set)) if isinstance(unit_type_id, set): assert all(isinstance(t, UnitTypeId) for t in unit_type_id) self.unit_type_id = unit_type_id super().__init__([u for u in parent if self.matches(u)], parent.game_data)
def by_tag(
self, tag)
def by_tag(self, tag): unit = self.find_by_tag(tag) if unit is None: raise KeyError("Unit not found") return unit
def closer_than(
self, distance, position)
def closer_than(self, distance: Union[int, float], position: Union[Unit, Point2, Point3]) -> "Units": if isinstance(position, Unit): position = position.position distance_squared = distance ** 2 return self.filter(lambda unit: unit.position._distance_squared(position.to2) < distance_squared)
def closest_distance_to(
self, position)
Returns the distance between the closest unit from this group to the target unit
def closest_distance_to(self, position: Union[Unit, Point2, Point3]) -> Union[int, float]: """ Returns the distance between the closest unit from this group to the target unit """ assert self.exists if isinstance(position, Unit): position = position.position return position.distance_to_closest([u.position for u in self]) # Note: list comprehension creation is 0-5% faster than set comprehension
def closest_to(
self, position)
def closest_to(self, position: Union[Unit, Point2, Point3]) -> Unit: assert self.exists if isinstance(position, Unit): position = position.position return position.closest(self)
def exclude_type(
self, other)
Filters all units that are not of a specific type
def exclude_type(self, other: Union[UnitTypeId, Set[UnitTypeId], List[UnitTypeId], Dict[UnitTypeId, Any]]) -> "Units": """ Filters all units that are not of a specific type """ # example: self.known_enemy_units.exclude_type([OVERLORD]) if isinstance(other, UnitTypeId): other = {other} if isinstance(other, list): other = set(other) return self.filter(lambda unit: unit.type_id not in other)
def filter(
self, pred)
def filter(self, pred: callable) -> "Units": return self.subgroup(filter(pred, self))
def find_by_tag(
self, tag)
def find_by_tag(self, tag) -> Optional[Unit]: for unit in self: if unit.tag == tag: return unit return None
def further_than(
self, distance, position)
def further_than(self, distance: Union[int, float], position: Union[Unit, Point2, Point3]) -> "Units": if isinstance(position, Unit): position = position.position distance_squared = distance ** 2 return self.filter(lambda unit: unit.position._distance_squared(position.to2) > distance_squared)
def furthest_distance_to(
self, position)
Returns the distance between the furthest unit from this group to the target unit
def furthest_distance_to(self, position: Union[Unit, Point2, Point3]) -> Union[int, float]: """ Returns the distance between the furthest unit from this group to the target unit """ assert self.exists if isinstance(position, Unit): position = position.position return position.distance_to_furthest([u.position for u in self])
def furthest_to(
self, position)
def furthest_to(self, position: Union[Unit, Point2, Point3]) -> Unit: assert self.exists if isinstance(position, Unit): position = position.position return position.furthest(self)
def in_attack_range_of(
self, unit, bonus_distance=0)
Filters units that are in attack range of the unit in parameter
def in_attack_range_of(self, unit: Unit, bonus_distance: Union[int, float]=0) -> "Units": """ Filters units that are in attack range of the unit in parameter """ return self.filter(lambda x: unit.target_in_range(x, bonus_distance=bonus_distance))
def matches(
self, unit)
def matches(self, unit): if self.unit_type_id is None: # empty selector matches everything return True elif isinstance(self.unit_type_id, set): return unit.type_id in self.unit_type_id else: return self.unit_type_id == unit.type_id
def of_type(
self, other)
Filters all units that are of a specific type
def of_type(self, other: Union[UnitTypeId, Set[UnitTypeId], List[UnitTypeId], Dict[UnitTypeId, Any]]) -> "Units": """ Filters all units that are of a specific type """ # example: self.units.of_type([ZERGLING, ROACH, HYDRALISK, BROODLORD]) if isinstance(other, UnitTypeId): other = {other} if isinstance(other, list): other = set(other) return self.filter(lambda unit: unit.type_id in other)
def prefer_close_to(
self, p)
def prefer_close_to(self, p: Union[Unit, Point2, Point3]) -> "Units": # TODO redundant? return self.sorted_by_distance_to(p)
def random_group_of(
self, n)
def random_group_of(self, n): assert 0 <= n <= self.amount if n == 0: return self.subgroup([]) elif self.amount == n: return self else: return self.subgroup(random.sample(self, n))
def random_or(
self, other)
def random_or(self, other: any) -> Unit: if self.exists: return random.choice(self) else: return other
def same_tech(
self, other)
Usage: 'self.units.same_tech(UnitTypeId.COMMANDCENTER)' or 'self.units.same_tech(UnitTypeId.ORBITALCOMMAND)' returns all CommandCenter, CommandCenterFlying, OrbitalCommand, OrbitalCommandFlying, PlanetaryFortress This also works with a set/list/dict parameter, e.g. 'self.units.same_tech({UnitTypeId.COMMANDCENTER, UnitTypeId.SUPPLYDEPOT})' Untested: This should return the equivalents for Hatchery, WarpPrism, Observer, Overseer, SupplyDepot and others
def same_tech(self, other: Union[UnitTypeId, Set[UnitTypeId], List[UnitTypeId], Dict[UnitTypeId, Any]]) -> "Units": """ Usage: 'self.units.same_tech(UnitTypeId.COMMANDCENTER)' or 'self.units.same_tech(UnitTypeId.ORBITALCOMMAND)' returns all CommandCenter, CommandCenterFlying, OrbitalCommand, OrbitalCommandFlying, PlanetaryFortress This also works with a set/list/dict parameter, e.g. 'self.units.same_tech({UnitTypeId.COMMANDCENTER, UnitTypeId.SUPPLYDEPOT})' Untested: This should return the equivalents for Hatchery, WarpPrism, Observer, Overseer, SupplyDepot and others """ if isinstance(other, UnitTypeId): other = {other} tech_alias_types = set(other) for unitType in other: tech_alias = self.game_data.units[unitType.value].tech_alias if tech_alias: for same in tech_alias: tech_alias_types.add(same) return self.filter(lambda unit: unit.type_id in tech_alias_types or unit._type_data.tech_alias is not None and any(same in tech_alias_types for same in unit._type_data.tech_alias))
def same_unit(
self, other)
Usage: 'self.units.same_tech(UnitTypeId.COMMANDCENTER)' returns CommandCenter and CommandCenterFlying, 'self.units.same_tech(UnitTypeId.ORBITALCOMMAND)' returns OrbitalCommand and OrbitalCommandFlying This also works with a set/list/dict parameter, e.g. 'self.units.same_tech({UnitTypeId.COMMANDCENTER, UnitTypeId.SUPPLYDEPOT})' Untested: This should return the equivalents for WarpPrism, Observer, Overseer, SupplyDepot and others
def same_unit(self, other: Union[UnitTypeId, Set[UnitTypeId], List[UnitTypeId], Dict[UnitTypeId, Any]]) -> "Units": """ Usage: 'self.units.same_tech(UnitTypeId.COMMANDCENTER)' returns CommandCenter and CommandCenterFlying, 'self.units.same_tech(UnitTypeId.ORBITALCOMMAND)' returns OrbitalCommand and OrbitalCommandFlying This also works with a set/list/dict parameter, e.g. 'self.units.same_tech({UnitTypeId.COMMANDCENTER, UnitTypeId.SUPPLYDEPOT})' Untested: This should return the equivalents for WarpPrism, Observer, Overseer, SupplyDepot and others """ if isinstance(other, UnitTypeId): other = {other} unit_alias_types = set(other) for unitType in other: unit_alias = self.game_data.units[unitType.value].unit_alias if unit_alias: unit_alias_types.add(unit_alias) return self.filter(lambda unit: unit.type_id in unit_alias_types or unit._type_data.unit_alias is not None and unit._type_data.unit_alias in unit_alias_types)
def select(
self, *args, **kwargs)
def select(self, *args, **kwargs): return UnitSelection(self, *args, **kwargs)
def sorted(
self, keyfn, reverse=False)
def sorted(self, keyfn: callable, reverse: bool=False) -> "Units": if len(self) in [0, 1]: return self return self.subgroup(sorted(self, key=keyfn, reverse=reverse))
def sorted_by_distance_to(
self, position, reverse=False)
This function should be a bit faster than using units.sorted(keyfn=lambda u: u.distance_to(position))
def sorted_by_distance_to(self, position: Union[Unit, Point2], reverse: bool=False) -> "Units": """ This function should be a bit faster than using units.sorted(keyfn=lambda u: u.distance_to(position)) """ if len(self) in [0, 1]: return self position = position.position return self.sorted(keyfn=lambda unit: unit.position._distance_squared(position), reverse=reverse)
def subgroup(
self, units)
def subgroup(self, units): return Units(list(units), self.game_data)
def tags_in(
self, other)
Filters all units that have their tags in the 'other' set/list/dict
def tags_not_in(
self, other)
Filters all units that have their tags not in the 'other' set/list/dict
def take(
self, n, require_all=True)
def take(self, n: int, require_all: bool=True) -> "Units": assert (not require_all) or len(self) >= n return self[:n]
Instance variables
var amount
var center
Returns the central point of all units in this list
var collecting
var empty
var enemy
var exists
var first
var flying
var gathering
var idle
var mineral_field
var noqueue
var not_flying
var not_ready
var not_structure
var owned
var prefer_idle
var random
var ready
var returning
var selected
var structure
var unit_type_id
var vespene_geyser
var visible
Methods
def from_proto(
cls, units, game_data)
@classmethod def from_proto(cls, units, game_data): return cls( (Unit(u, game_data) for u in units), game_data )
class Units
A collection for units. Makes it easy to select units by selectors.
class Units(list): """A collection for units. Makes it easy to select units by selectors.""" @classmethod def from_proto(cls, units, game_data): return cls( (Unit(u, game_data) for u in units), game_data ) def __init__(self, units, game_data): super().__init__(units) self.game_data = game_data def __call__(self, *args, **kwargs): return UnitSelection(self, *args, **kwargs) def select(self, *args, **kwargs): return UnitSelection(self, *args, **kwargs) def __or__(self, other: "Units") -> "Units": tags = {unit.tag for unit in self} units = self + [unit for unit in other if unit.tag not in tags] return Units(units, self.game_data) def __and__(self, other: "Units") -> "Units": tags = {unit.tag for unit in self} units = [unit for unit in other if unit.tag in tags] return Units(units, self.game_data) def __sub__(self, other: "Units") -> "Units": tags = {unit.tag for unit in other} units = [unit for unit in self if unit.tag not in tags] return Units(units, self.game_data) @property def amount(self) -> int: return len(self) @property def empty(self) -> bool: return self.amount == 0 @property def exists(self) -> bool: return bool(self.amount) def find_by_tag(self, tag) -> Optional[Unit]: for unit in self: if unit.tag == tag: return unit return None def by_tag(self, tag): unit = self.find_by_tag(tag) if unit is None: raise KeyError("Unit not found") return unit @property def first(self) -> Unit: assert self.exists return self[0] def take(self, n: int, require_all: bool=True) -> "Units": assert (not require_all) or len(self) >= n return self[:n] @property def random(self) -> Unit: assert self.exists return random.choice(self) def random_or(self, other: any) -> Unit: if self.exists: return random.choice(self) else: return other def random_group_of(self, n): assert 0 <= n <= self.amount if n == 0: return self.subgroup([]) elif self.amount == n: return self else: return self.subgroup(random.sample(self, n)) def in_attack_range_of(self, unit: Unit, bonus_distance: Union[int, float]=0) -> "Units": """ Filters units that are in attack range of the unit in parameter """ return self.filter(lambda x: unit.target_in_range(x, bonus_distance=bonus_distance)) def closest_distance_to(self, position: Union[Unit, Point2, Point3]) -> Union[int, float]: """ Returns the distance between the closest unit from this group to the target unit """ assert self.exists if isinstance(position, Unit): position = position.position return position.distance_to_closest([u.position for u in self]) # Note: list comprehension creation is 0-5% faster than set comprehension def furthest_distance_to(self, position: Union[Unit, Point2, Point3]) -> Union[int, float]: """ Returns the distance between the furthest unit from this group to the target unit """ assert self.exists if isinstance(position, Unit): position = position.position return position.distance_to_furthest([u.position for u in self]) def closest_to(self, position: Union[Unit, Point2, Point3]) -> Unit: assert self.exists if isinstance(position, Unit): position = position.position return position.closest(self) def furthest_to(self, position: Union[Unit, Point2, Point3]) -> Unit: assert self.exists if isinstance(position, Unit): position = position.position return position.furthest(self) def closer_than(self, distance: Union[int, float], position: Union[Unit, Point2, Point3]) -> "Units": if isinstance(position, Unit): position = position.position distance_squared = distance ** 2 return self.filter(lambda unit: unit.position._distance_squared(position.to2) < distance_squared) def further_than(self, distance: Union[int, float], position: Union[Unit, Point2, Point3]) -> "Units": if isinstance(position, Unit): position = position.position distance_squared = distance ** 2 return self.filter(lambda unit: unit.position._distance_squared(position.to2) > distance_squared) def subgroup(self, units): return Units(list(units), self.game_data) def filter(self, pred: callable) -> "Units": return self.subgroup(filter(pred, self)) def sorted(self, keyfn: callable, reverse: bool=False) -> "Units": if len(self) in [0, 1]: return self return self.subgroup(sorted(self, key=keyfn, reverse=reverse)) def sorted_by_distance_to(self, position: Union[Unit, Point2], reverse: bool=False) -> "Units": """ This function should be a bit faster than using units.sorted(keyfn=lambda u: u.distance_to(position)) """ if len(self) in [0, 1]: return self position = position.position return self.sorted(keyfn=lambda unit: unit.position._distance_squared(position), reverse=reverse) def tags_in(self, other: Union[Set[int], List[int], Dict[int, Any]]) -> "Units": """ Filters all units that have their tags in the 'other' set/list/dict """ # example: self.units(QUEEN).tags_in(self.queen_tags_assigned_to_do_injects) if isinstance(other, list): other = set(other) return self.filter(lambda unit: unit.tag in other) def tags_not_in(self, other: Union[Set[int], List[int], Dict[int, Any]]) -> "Units": """ Filters all units that have their tags not in the 'other' set/list/dict """ # example: self.units(QUEEN).tags_not_in(self.queen_tags_assigned_to_do_injects) if isinstance(other, list): other = set(other) return self.filter(lambda unit: unit.tag not in other) def of_type(self, other: Union[UnitTypeId, Set[UnitTypeId], List[UnitTypeId], Dict[UnitTypeId, Any]]) -> "Units": """ Filters all units that are of a specific type """ # example: self.units.of_type([ZERGLING, ROACH, HYDRALISK, BROODLORD]) if isinstance(other, UnitTypeId): other = {other} if isinstance(other, list): other = set(other) return self.filter(lambda unit: unit.type_id in other) def exclude_type(self, other: Union[UnitTypeId, Set[UnitTypeId], List[UnitTypeId], Dict[UnitTypeId, Any]]) -> "Units": """ Filters all units that are not of a specific type """ # example: self.known_enemy_units.exclude_type([OVERLORD]) if isinstance(other, UnitTypeId): other = {other} if isinstance(other, list): other = set(other) return self.filter(lambda unit: unit.type_id not in other) def same_tech(self, other: Union[UnitTypeId, Set[UnitTypeId], List[UnitTypeId], Dict[UnitTypeId, Any]]) -> "Units": """ Usage: 'self.units.same_tech(UnitTypeId.COMMANDCENTER)' or 'self.units.same_tech(UnitTypeId.ORBITALCOMMAND)' returns all CommandCenter, CommandCenterFlying, OrbitalCommand, OrbitalCommandFlying, PlanetaryFortress This also works with a set/list/dict parameter, e.g. 'self.units.same_tech({UnitTypeId.COMMANDCENTER, UnitTypeId.SUPPLYDEPOT})' Untested: This should return the equivalents for Hatchery, WarpPrism, Observer, Overseer, SupplyDepot and others """ if isinstance(other, UnitTypeId): other = {other} tech_alias_types = set(other) for unitType in other: tech_alias = self.game_data.units[unitType.value].tech_alias if tech_alias: for same in tech_alias: tech_alias_types.add(same) return self.filter(lambda unit: unit.type_id in tech_alias_types or unit._type_data.tech_alias is not None and any(same in tech_alias_types for same in unit._type_data.tech_alias)) def same_unit(self, other: Union[UnitTypeId, Set[UnitTypeId], List[UnitTypeId], Dict[UnitTypeId, Any]]) -> "Units": """ Usage: 'self.units.same_tech(UnitTypeId.COMMANDCENTER)' returns CommandCenter and CommandCenterFlying, 'self.units.same_tech(UnitTypeId.ORBITALCOMMAND)' returns OrbitalCommand and OrbitalCommandFlying This also works with a set/list/dict parameter, e.g. 'self.units.same_tech({UnitTypeId.COMMANDCENTER, UnitTypeId.SUPPLYDEPOT})' Untested: This should return the equivalents for WarpPrism, Observer, Overseer, SupplyDepot and others """ if isinstance(other, UnitTypeId): other = {other} unit_alias_types = set(other) for unitType in other: unit_alias = self.game_data.units[unitType.value].unit_alias if unit_alias: unit_alias_types.add(unit_alias) return self.filter(lambda unit: unit.type_id in unit_alias_types or unit._type_data.unit_alias is not None and unit._type_data.unit_alias in unit_alias_types) @property def center(self) -> Point2: """ Returns the central point of all units in this list """ assert self.exists pos = Point2((sum([unit.position.x for unit in self]) / self.amount, \ sum([unit.position.y for unit in self]) / self.amount)) return pos @property def selected(self) -> "Units": return self.filter(lambda unit: unit.is_selected) @property def tags(self) -> Set[int]: return {unit.tag for unit in self} @property def ready(self) -> "Units": return self.filter(lambda unit: unit.is_ready) @property def not_ready(self) -> "Units": return self.filter(lambda unit: not unit.is_ready) @property def noqueue(self) -> "Units": return self.filter(lambda unit: unit.noqueue) @property def idle(self) -> "Units": return self.filter(lambda unit: unit.is_idle) @property def owned(self) -> "Units": return self.filter(lambda unit: unit.is_mine) @property def enemy(self) -> "Units": return self.filter(lambda unit: unit.is_enemy) @property def flying(self) -> "Units": return self.filter(lambda unit: unit.is_flying) @property def not_flying(self) -> "Units": return self.filter(lambda unit: not unit.is_flying) @property def structure(self) -> "Units": return self.filter(lambda unit: unit.is_structure) @property def not_structure(self) -> "Units": return self.filter(lambda unit: not unit.is_structure) @property def gathering(self) -> "Units": return self.filter(lambda unit: unit.is_gathering) @property def returning(self) -> "Units": return self.filter(lambda unit: unit.is_returning) @property def collecting(self) -> "Units": return self.filter(lambda unit: unit.is_collecting) @property def visible(self) -> "Units": return self.filter(lambda unit: unit.is_visible) @property def mineral_field(self) -> "Units": return self.filter(lambda unit: unit.is_mineral_field) @property def vespene_geyser(self) -> "Units": return self.filter(lambda unit: unit.is_vespene_geyser) @property def prefer_idle(self) -> "Units": return self.sorted(lambda unit: unit.is_idle, reverse=True) def prefer_close_to(self, p: Union[Unit, Point2, Point3]) -> "Units": # TODO redundant? return self.sorted_by_distance_to(p)
Ancestors (in MRO)
- Units
- builtins.list
- builtins.object
Static methods
def __init__(
self, units, game_data)
Initialize self. See help(type(self)) for accurate signature.
def __init__(self, units, game_data): super().__init__(units) self.game_data = game_data
def by_tag(
self, tag)
def by_tag(self, tag): unit = self.find_by_tag(tag) if unit is None: raise KeyError("Unit not found") return unit
def closer_than(
self, distance, position)
def closer_than(self, distance: Union[int, float], position: Union[Unit, Point2, Point3]) -> "Units": if isinstance(position, Unit): position = position.position distance_squared = distance ** 2 return self.filter(lambda unit: unit.position._distance_squared(position.to2) < distance_squared)
def closest_distance_to(
self, position)
Returns the distance between the closest unit from this group to the target unit
def closest_distance_to(self, position: Union[Unit, Point2, Point3]) -> Union[int, float]: """ Returns the distance between the closest unit from this group to the target unit """ assert self.exists if isinstance(position, Unit): position = position.position return position.distance_to_closest([u.position for u in self]) # Note: list comprehension creation is 0-5% faster than set comprehension
def closest_to(
self, position)
def closest_to(self, position: Union[Unit, Point2, Point3]) -> Unit: assert self.exists if isinstance(position, Unit): position = position.position return position.closest(self)
def exclude_type(
self, other)
Filters all units that are not of a specific type
def exclude_type(self, other: Union[UnitTypeId, Set[UnitTypeId], List[UnitTypeId], Dict[UnitTypeId, Any]]) -> "Units": """ Filters all units that are not of a specific type """ # example: self.known_enemy_units.exclude_type([OVERLORD]) if isinstance(other, UnitTypeId): other = {other} if isinstance(other, list): other = set(other) return self.filter(lambda unit: unit.type_id not in other)
def filter(
self, pred)
def filter(self, pred: callable) -> "Units": return self.subgroup(filter(pred, self))
def find_by_tag(
self, tag)
def find_by_tag(self, tag) -> Optional[Unit]: for unit in self: if unit.tag == tag: return unit return None
def further_than(
self, distance, position)
def further_than(self, distance: Union[int, float], position: Union[Unit, Point2, Point3]) -> "Units": if isinstance(position, Unit): position = position.position distance_squared = distance ** 2 return self.filter(lambda unit: unit.position._distance_squared(position.to2) > distance_squared)
def furthest_distance_to(
self, position)
Returns the distance between the furthest unit from this group to the target unit
def furthest_distance_to(self, position: Union[Unit, Point2, Point3]) -> Union[int, float]: """ Returns the distance between the furthest unit from this group to the target unit """ assert self.exists if isinstance(position, Unit): position = position.position return position.distance_to_furthest([u.position for u in self])
def furthest_to(
self, position)
def furthest_to(self, position: Union[Unit, Point2, Point3]) -> Unit: assert self.exists if isinstance(position, Unit): position = position.position return position.furthest(self)
def in_attack_range_of(
self, unit, bonus_distance=0)
Filters units that are in attack range of the unit in parameter
def in_attack_range_of(self, unit: Unit, bonus_distance: Union[int, float]=0) -> "Units": """ Filters units that are in attack range of the unit in parameter """ return self.filter(lambda x: unit.target_in_range(x, bonus_distance=bonus_distance))
def of_type(
self, other)
Filters all units that are of a specific type
def of_type(self, other: Union[UnitTypeId, Set[UnitTypeId], List[UnitTypeId], Dict[UnitTypeId, Any]]) -> "Units": """ Filters all units that are of a specific type """ # example: self.units.of_type([ZERGLING, ROACH, HYDRALISK, BROODLORD]) if isinstance(other, UnitTypeId): other = {other} if isinstance(other, list): other = set(other) return self.filter(lambda unit: unit.type_id in other)
def prefer_close_to(
self, p)
def prefer_close_to(self, p: Union[Unit, Point2, Point3]) -> "Units": # TODO redundant? return self.sorted_by_distance_to(p)
def random_group_of(
self, n)
def random_group_of(self, n): assert 0 <= n <= self.amount if n == 0: return self.subgroup([]) elif self.amount == n: return self else: return self.subgroup(random.sample(self, n))
def random_or(
self, other)
def random_or(self, other: any) -> Unit: if self.exists: return random.choice(self) else: return other
def same_tech(
self, other)
Usage: 'self.units.same_tech(UnitTypeId.COMMANDCENTER)' or 'self.units.same_tech(UnitTypeId.ORBITALCOMMAND)' returns all CommandCenter, CommandCenterFlying, OrbitalCommand, OrbitalCommandFlying, PlanetaryFortress This also works with a set/list/dict parameter, e.g. 'self.units.same_tech({UnitTypeId.COMMANDCENTER, UnitTypeId.SUPPLYDEPOT})' Untested: This should return the equivalents for Hatchery, WarpPrism, Observer, Overseer, SupplyDepot and others
def same_tech(self, other: Union[UnitTypeId, Set[UnitTypeId], List[UnitTypeId], Dict[UnitTypeId, Any]]) -> "Units": """ Usage: 'self.units.same_tech(UnitTypeId.COMMANDCENTER)' or 'self.units.same_tech(UnitTypeId.ORBITALCOMMAND)' returns all CommandCenter, CommandCenterFlying, OrbitalCommand, OrbitalCommandFlying, PlanetaryFortress This also works with a set/list/dict parameter, e.g. 'self.units.same_tech({UnitTypeId.COMMANDCENTER, UnitTypeId.SUPPLYDEPOT})' Untested: This should return the equivalents for Hatchery, WarpPrism, Observer, Overseer, SupplyDepot and others """ if isinstance(other, UnitTypeId): other = {other} tech_alias_types = set(other) for unitType in other: tech_alias = self.game_data.units[unitType.value].tech_alias if tech_alias: for same in tech_alias: tech_alias_types.add(same) return self.filter(lambda unit: unit.type_id in tech_alias_types or unit._type_data.tech_alias is not None and any(same in tech_alias_types for same in unit._type_data.tech_alias))
def same_unit(
self, other)
Usage: 'self.units.same_tech(UnitTypeId.COMMANDCENTER)' returns CommandCenter and CommandCenterFlying, 'self.units.same_tech(UnitTypeId.ORBITALCOMMAND)' returns OrbitalCommand and OrbitalCommandFlying This also works with a set/list/dict parameter, e.g. 'self.units.same_tech({UnitTypeId.COMMANDCENTER, UnitTypeId.SUPPLYDEPOT})' Untested: This should return the equivalents for WarpPrism, Observer, Overseer, SupplyDepot and others
def same_unit(self, other: Union[UnitTypeId, Set[UnitTypeId], List[UnitTypeId], Dict[UnitTypeId, Any]]) -> "Units": """ Usage: 'self.units.same_tech(UnitTypeId.COMMANDCENTER)' returns CommandCenter and CommandCenterFlying, 'self.units.same_tech(UnitTypeId.ORBITALCOMMAND)' returns OrbitalCommand and OrbitalCommandFlying This also works with a set/list/dict parameter, e.g. 'self.units.same_tech({UnitTypeId.COMMANDCENTER, UnitTypeId.SUPPLYDEPOT})' Untested: This should return the equivalents for WarpPrism, Observer, Overseer, SupplyDepot and others """ if isinstance(other, UnitTypeId): other = {other} unit_alias_types = set(other) for unitType in other: unit_alias = self.game_data.units[unitType.value].unit_alias if unit_alias: unit_alias_types.add(unit_alias) return self.filter(lambda unit: unit.type_id in unit_alias_types or unit._type_data.unit_alias is not None and unit._type_data.unit_alias in unit_alias_types)
def select(
self, *args, **kwargs)
def select(self, *args, **kwargs): return UnitSelection(self, *args, **kwargs)
def sorted(
self, keyfn, reverse=False)
def sorted(self, keyfn: callable, reverse: bool=False) -> "Units": if len(self) in [0, 1]: return self return self.subgroup(sorted(self, key=keyfn, reverse=reverse))
def sorted_by_distance_to(
self, position, reverse=False)
This function should be a bit faster than using units.sorted(keyfn=lambda u: u.distance_to(position))
def sorted_by_distance_to(self, position: Union[Unit, Point2], reverse: bool=False) -> "Units": """ This function should be a bit faster than using units.sorted(keyfn=lambda u: u.distance_to(position)) """ if len(self) in [0, 1]: return self position = position.position return self.sorted(keyfn=lambda unit: unit.position._distance_squared(position), reverse=reverse)
def subgroup(
self, units)
def subgroup(self, units): return Units(list(units), self.game_data)
def tags_in(
self, other)
Filters all units that have their tags in the 'other' set/list/dict
def tags_not_in(
self, other)
Filters all units that have their tags not in the 'other' set/list/dict
def take(
self, n, require_all=True)
def take(self, n: int, require_all: bool=True) -> "Units": assert (not require_all) or len(self) >= n return self[:n]
Instance variables
var amount
var center
Returns the central point of all units in this list
var collecting
var empty
var enemy
var exists
var first
var flying
var game_data
var gathering
var idle
var mineral_field
var noqueue
var not_flying
var not_ready
var not_structure
var owned
var prefer_idle
var random
var ready
var returning
var selected
var structure
var vespene_geyser
var visible
Methods
def from_proto(
cls, units, game_data)
@classmethod def from_proto(cls, units, game_data): return cls( (Unit(u, game_data) for u in units), game_data )