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.UnitTypewhich aims to to make the list of types more manageable. The UnitType can be accessed by theUnit.unit_typeproperty.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_shields¶
-
Unit.max_energy¶
-
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_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.Point2Dof 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.Point2DIof the unit
-
Unit.unit_type¶ The
library.UnitTypeof the unit
-
Unit.weapon_cooldown¶
-
Unit.is_carrying_minerals¶ Returns if this unit is currently holding minerals
-
Unit.is_carrying_gas¶ Returns if this unit is currently holding gas
-
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!)
-
Unit.gas_left_in_refinery¶ This is used on the geyser. Returns the amount of gas left in refinery
-
Unit.minerals_left_in_mineralfield¶ Returns the amount of minerals left in mineralfield
-
Unit.owner¶ Returns the Player ID, the owner of the unit
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.is_constructing(self, unit_type: library.UnitType)¶ Returns true if the unit is currently constructing another unit of type unit_type. Note that unit_type needs to be an instance of
library.UnitType
-
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.Point2Dorlibrary.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
-