Unit¶
-
class
library.
Unit
¶ An instance of the class Unit represents one unit in the game. The units are not limited to moveable units, but every entity which is not part of the background is a unit. For example, the minerals and geysers are units as well as all buildings.
For all possible types of units see the enum
library.UNIT_TYPEID
. Some types of objects are almost the same, for example there are many types of mineral deposits, but all of them are mineable. This is one of the motivations behind thelibrary.UnitType
which aims to to make the list of types more manageable. The UnitType can be accessed by theUnit.unit_type
property.It is possible to use Unit as keys in a dictionary, which might be helpful for bookkeeping.
Properties:
-
Unit.
buffs
¶ Returns a list of BuffID
-
Unit.
build_percentage
¶
-
Unit.
energy
¶
-
Unit.
facing
¶ Returns the direction the unit is facing
-
Unit.
hit_points
¶
-
Unit.
max_hit_points
¶
-
Unit.
id
¶
-
Unit.
is_alive
¶
-
Unit.
is_blip
¶ Returns true if unit is a “blip” - a ping on the map.
-
Unit.
is_being_constructed
¶ Returns build_progress > 0
-
Unit.
is_burrowed
¶
-
Unit.
is_cloaked
¶
-
Unit.
is_completed
¶ Returns build_progress >= 1
-
Unit.
is_constructing
¶
-
Unit.
is_flying
¶
-
Unit.
is_idle
¶
-
Unit.
is_powered
¶
-
Unit.
is_training
¶
-
Unit.
is_valid
¶
-
Unit.
player
¶ Returns the constant corresponding to player which this unit belongs to. See Player constants for more information.
-
Unit.
position
¶ The
library.Point2D
of the unit
-
Unit.
current_ability_id
¶ The AbilityID of currently used ability
-
Unit.
progress
¶ Returns the progress of currently used ability (-1 if not using ability)
-
Unit.
radius
¶ Retruns the radius of the unit
-
Unit.
shields
¶
-
Unit.
tile_position
¶ The
library.Point2DI
of the unit
-
Unit.
unit_type
¶ The
library.UnitType
of the unit
-
Unit.
weapon_cooldown
¶
-
Unit.
target
¶ Returns target if unit has one, otherwise will fail the assertion (make sure not to call this unless certain that the unit has a target!).
Methods:
-
Unit.
ability
(*args, **kwargs)¶ Overloaded function.
- ability(self: library.Unit, arg0: sc2::SC2Type<sc2::ABILITY_ID>) -> None
- ability(self: library.Unit, arg0: sc2::SC2Type<sc2::ABILITY_ID>, arg1: sc2::Point2D) -> None
- ability(self: library.Unit, arg0: sc2::SC2Type<sc2::ABILITY_ID>, arg1: library.Unit) -> None
Call an ability directly, different abilities has different targets. Some target the unit itself (no argument), target a point (Point2D as argument) and some target a Unit (instance of Unit as argument).
-
Unit.
stop
(self: library.Unit) → None¶
-
Unit.
attack_unit
(self: library.Unit, arg0: library.Unit) → None¶
-
Unit.
attack_move
(self: library.Unit, arg0: sc2::Point2D) → None¶
-
Unit.
move
(self, point)¶ Move the unit to the given point, the point being an instance of either
library.Point2D
orlibrary.Point2DI
.
-
Unit.
right_click
(self: library.Unit, arg0: library.Unit) → None¶ Same as right-clicking in the game, for example making workers mine minerals
-
Unit.
repair
(self: library.Unit, arg0: library.Unit) → None¶
-
Unit.
build
(self: library.Unit, building_type: UnitType, position: sc2::Point2DI) → None¶ Build unit of type building_type at given position
-
Unit.
build_target
(self: library.Unit, building_type: UnitType, target: library.Unit) → None¶ Build building_type on top of target Unit, useful for building refineries
-
Unit.
train
(self: library.Unit, unit_type: UnitType) → None¶ Train unit of type
-
Unit.
research
(self: library.Unit, upgrade_id: sc2::SC2Type<sc2::UPGRADE_ID>) → None¶ Research the given
library.UPGRADE_ID
-
Unit.
morph
(self: library.Unit, unit_type: UnitType) → None¶ Morph into type of unit_type
-
Unit.
has_target
()¶ Returns True if the target has a valid target and False otherwise.
-
Unit.
hold_position
(self: library.Unit) → None¶
-
Unit.
stop_dance
(self: library.Unit) → None¶ Stop and dance
-