client.py#
- class sc2.client.Client(ws, save_replay_path: str = None) None [source]#
- Parameters:
save_replay_path (
str
)
- async chat_send(message: str, team_only: bool) None [source]#
Writes a message to the chat
- Parameters:
message (
str
)team_only (
bool
)
- Return type:
None
- async debug_all_resources() None [source]#
Gives 5000 minerals and 5000 vespene to the bot.
- Return type:
None
- debug_box2_out(pos: Unit | Point3, half_vertex_length: float = 0.25, color: tuple | list | Point3 = None) None [source]#
Draws a box center at a position ‘pos’, with box side lengths (vertices) of two times ‘half_vertex_length’.
- debug_box_out(p_min: Unit | Point3, p_max: Unit | Point3, color: tuple | list | Point3 = None) None [source]#
Draws a box with p_min and p_max as corners of the box.
- async debug_control_enemy() None [source]#
Allows control over enemy units and structures similar to team games control - does not allow the bot to spend the opponent’s ressources. Using it a second time disables it again.
- Return type:
None
- async debug_cooldown() None [source]#
Disables cooldowns of unit abilities for the bot. Using it a second time disables it again.
- Return type:
None
- async debug_create_unit(unit_spawn_commands: list[list[UnitTypeId | int | Point2 | Point3]]) None [source]#
Usage example (will spawn 5 marines in the center of the map for player ID 1): await self._client.debug_create_unit([[UnitTypeId.MARINE, 5, self._game_info.map_center, 1]])
- Parameters:
unit_spawn_commands (
list
[list
[UnitTypeId
|int
|Point2
|Point3
]])- Return type:
None
- async debug_fast_build() None [source]#
Sets the build time of units and structures and upgrades to zero. Using it a second time disables it again.
- Return type:
None
- async debug_food() None [source]#
Should disable food usage (does not seem to work?). Using it a second time disables it again.
- Return type:
None
- async debug_free() None [source]#
Units, structures and upgrades are free of mineral and gas cost. Using it a second time disables it again.
- Return type:
None
- async debug_gas() None [source]#
Gives 5000 vespene to the bot. This does not seem to be working.
- Return type:
None
- async debug_god() None [source]#
Your units and structures no longer take any damage. Using it a second time disables it again.
- Return type:
None
- async debug_hang(delay_in_seconds: float) None [source]#
Freezes the SC2 client. Not recommended to be used.
- Parameters:
delay_in_seconds (
float
)- Return type:
None
- debug_line_out(p0: Unit | Point3, p1: Unit | Point3, color: tuple | list | Point3 = None) None [source]#
Draws a line from p0 to p1.
- async debug_set_unit_value(unit_tags: Iterable[int] | Units | Unit, unit_value: int, value: float) None [source]#
Sets a “unit value” (Energy, Life or Shields) of the given units to the given value. Can’t set the life of a unit to 0, use “debug_kill_unit” for that. Also can’t set the life above the unit’s maximum. The following example sets the health of all your workers to 1: await self.debug_set_unit_value(self.workers, 2, value=1)
- async debug_show_map() None [source]#
Reveals the whole map for the bot. Using it a second time disables it again.
- Return type:
None
- debug_sphere_out(p: Unit | Point3, r: float, color: tuple | list | Point3 = None) None [source]#
Draws a sphere at point p with radius r.
- async debug_tech_tree() None [source]#
Removes all tech requirements (e.g. can build a factory without having a barracks). Using it a second time disables it again.
- Return type:
None
- debug_text_screen(text: str, pos: Point2 | Point3 | tuple | list, color: tuple | list | Point3 = None, size: int = 8) None [source]#
Draws a text on the screen (monitor / game window) with coordinates 0 <= x, y <= 1.
- debug_text_simple(text: str) None [source]#
Draws a text in the top left corner of the screen (up to a max of 6 messages fit there).
- Parameters:
text (
str
)- Return type:
None
- debug_text_world(text: str, pos: Unit | Point3, color: tuple | list | Point3 = None, size: int = 8) None [source]#
Draws a text at Point3 position in the game world. To grab a unit’s 3d position, use unit.position3d Usually the Z value of a Point3 is between 8 and 14 (except for flying units). Use self.get_terrain_z_height() from bot_ai.py to get the Z value (height) of the terrain at a 2D position.
- async debug_upgrade() None [source]#
Researches all currently available upgrades. E.g. using it once unlocks combat shield, stimpack and 1-1. Using it a second time unlocks 2-2 and all other upgrades stay researched.
- Return type:
None
- async dump_data(ability_id: bool = True, unit_type_id: bool = True, upgrade_id: bool = True, buff_id: bool = True, effect_id: bool = True) None [source]#
Dump the game data files choose what data to dump in the keywords this function writes to a text file call it one time in on_step with: await self._client.dump_data()
- Parameters:
ability_id (
bool
)unit_type_id (
bool
)upgrade_id (
bool
)buff_id (
bool
)effect_id (
bool
)
- Return type:
None
- async leave() None [source]#
You can use ‘await self.client.leave()’ to surrender midst game.
- Return type:
None
- async move_camera(position: Unit | Units | Point2 | Point3) None [source]#
Moves camera to the target position
- async move_camera_spatial(position: Point2 | Point3) None [source]#
Moves camera to the target position using the spatial aciton interface
- async obs_move_camera(position: Unit | Units | Point2 | Point3) None [source]#
Moves observer camera to the target position. Only works when observing (e.g. watching the replay).
- async query_available_abilities(units: list[Unit] | Units, ignore_resource_requirements: bool = False) list[list[AbilityId]] [source]#
Query abilities of multiple units
- async query_available_abilities_with_tag(units: list[Unit] | Units, ignore_resource_requirements: bool = False) dict[int, set[AbilityId]] [source]#
Query abilities of multiple units
- async query_building_placement(ability: AbilityData, positions: list[Point2 | Point3], ignore_resources: bool = True) list[ActionResult] [source]#
This function might be deleted in favor of the function above (_query_building_placement_fast).
- Parameters:
ability (
AbilityData
)ignore_resources (
bool
)
- Return type:
list
[ActionResult
]
- async query_pathing(start: Unit | Point2 | Point3, end: Point2 | Point3) int | float | None [source]#
Caution: returns “None” when path not found Try to combine queries with the function below because the pathing query is generally slow.
- async query_pathings(zipped_list: list[list[Unit | Point2 | Point3]]) list[float] [source]#
Usage: await self.query_pathings([[unit1, target2], [unit2, target2]]) -> returns [distance1, distance2] Caution: returns 0 when path not found
- async quick_load() None [source]#
- Return type:
None
Loads the game state from the previously stored in-memory bookmark. Caution:
The SC2 Client will crash if the game wasn’t quicksaved
The bot step iteration counter will not reset
self.state.game_loop will be set to zero after the quickload, and self.time is dependant on it
- async quick_save() None [source]#
Saves the current game state to an in-memory bookmark. See: Blizzard/s2client-proto
- Return type:
None