units.py

class sc2.units.Units(units, bot_object)

A collection of Unit objects. Makes it easy to select units by selectors.

by_tag(tag)
Parameters:

tag (int) –

Return type:

Unit

property center: Point2

Returns the central position of all units.

closer_than(distance, position)

Returns all units (from this Units object) that are closer than ‘distance’ away from target unit or position.

Example:

enemy_zerglings = self.enemy_units(UnitTypeId.ZERGLING)
my_marine = next((unit for unit in self.units if unit.type_id == UnitTypeId.MARINE), None)
if my_marine:
    close_zerglings = enemy_zerglings.closer_than(3, my_marine)
    # Contains all zerglings that are distance 3 or less away from the marine (does not include unit radius in calculation)
Parameters:
  • distance (float) –

  • position (Union[Unit, Point2]) –

Return type:

Units

closest_distance_to(position)

Returns the distance between the closest unit from this group to the target unit.

Example:

enemy_zerglings = self.enemy_units(UnitTypeId.ZERGLING)
my_marine = next((unit for unit in self.units if unit.type_id == UnitTypeId.MARINE), None)
if my_marine:
    closest_zergling_distance = enemy_zerglings.closest_distance_to(my_marine)
# Contains the distance between the marine and the closest zergling
Parameters:

position (Union[Unit, Point2]) –

Return type:

float

closest_n_units(position, n)

Returns the n closest units in distance to position.

Example:

enemy_zerglings = self.enemy_units(UnitTypeId.ZERGLING)
my_marine = next((unit for unit in self.units if unit.type_id == UnitTypeId.MARINE), None)
if my_marine:
    zerglings_filtered = enemy_zerglings.closest_n_units(my_marine, 5)
    # Contains 5 zerglings that are the closest to the marine
Parameters:
Return type:

Units

closest_to(position)

Returns the closest unit (from this Units object) to the target unit or position.

Example:

enemy_zerglings = self.enemy_units(UnitTypeId.ZERGLING)
my_marine = next((unit for unit in self.units if unit.type_id == UnitTypeId.MARINE), None)
if my_marine:
    closest_zergling = enemy_zerglings.closest_to(my_marine)
    # Contains the zergling that is closest to the target marine
Parameters:

position (Union[Unit, Point2]) –

Return type:

Unit

property collecting: Units

Returns all workers that are mining or returning resources.

copy()

Creates a new mutable Units object from Units or list object.

Parameters:

units

Return type:

Units

property enemy: Units

Deprecated: All enemy units.

exclude_type(other)

Filters all units that are not of a specific type

Example:

# Use a set instead of lists in the argument
ignore_units = self.enemy_units.exclude_type({LARVA, EGG, OVERLORD})
Parameters:

other (Union[UnitTypeId, Iterable[UnitTypeId]]) –

Return type:

Units

filter(pred)

Filters the current Units object and returns a new Units object.

Example:

from sc2.ids.unit_typeid import UnitTypeId
my_marines = self.units.filter(lambda unit: unit.type_id == UnitTypeId.MARINE)

completed_structures = self.structures.filter(lambda structure: structure.is_ready)

queens_with_energy_to_inject = self.units.filter(lambda unit: unit.type_id == UnitTypeId.QUEEN and unit.energy >= 25)

orbitals_with_energy_to_mule = self.structures.filter(lambda structure: structure.type_id == UnitTypeId.ORBITALCOMMAND and structure.energy >= 50)

my_units_that_can_shoot_up = self.units.filter(lambda unit: unit.can_attack_air)

See more unit properties in unit.py

Parameters:

pred (Callable[[Unit], Any]) –

Return type:

Units

find_by_tag(tag)
Parameters:

tag (int) –

Return type:

Optional[Unit]

property flying: Units

Returns all units that are flying.

further_than(distance, position)

Returns all units (from this Units object) that are further than ‘distance’ away from target unit or position.

Example:

enemy_zerglings = self.enemy_units(UnitTypeId.ZERGLING)
my_marine = next((unit for unit in self.units if unit.type_id == UnitTypeId.MARINE), None)
if my_marine:
    far_zerglings = enemy_zerglings.further_than(3, my_marine)
    # Contains all zerglings that are distance 3 or more away from the marine (does not include unit radius in calculation)
Parameters:
  • distance (float) –

  • position (Union[Unit, Point2]) –

Return type:

Units

furthest_distance_to(position)

Returns the distance between the furthest unit from this group to the target unit

Example:

enemy_zerglings = self.enemy_units(UnitTypeId.ZERGLING)
my_marine = next((unit for unit in self.units if unit.type_id == UnitTypeId.MARINE), None)
if my_marine:
    furthest_zergling_distance = enemy_zerglings.furthest_distance_to(my_marine)
    # Contains the distance between the marine and the furthest away zergling
Parameters:

position (Union[Unit, Point2]) –

Return type:

float

furthest_n_units(position, n)

Returns the n furhest units in distance to position.

Example:

enemy_zerglings = self.enemy_units(UnitTypeId.ZERGLING)
my_marine = next((unit for unit in self.units if unit.type_id == UnitTypeId.MARINE), None)
if my_marine:
    zerglings_filtered = enemy_zerglings.furthest_n_units(my_marine, 5)
    # Contains 5 zerglings that are the furthest to the marine
Parameters:
Return type:

Units

furthest_to(position)

Returns the furhest unit (from this Units object) to the target unit or position.

Example:

enemy_zerglings = self.enemy_units(UnitTypeId.ZERGLING)
my_marine = next((unit for unit in self.units if unit.type_id == UnitTypeId.MARINE), None)
if my_marine:
    furthest_zergling = enemy_zerglings.furthest_to(my_marine)
    # Contains the zergling that is furthest away to the target marine
Parameters:

position (Union[Unit, Point2]) –

Return type:

Unit

property gathering: Units

Returns all workers that are mining minerals or vespene (gather command).

property idle: Units

Returns all units or structures that are doing nothing (unit is standing still, structure is doing nothing).

in_attack_range_of(unit, bonus_distance=0)

Filters units that are in attack range of the given unit. This uses the unit and target unit.radius when calculating the distance, so it should be accurate. Caution: This may not work well for static structures (bunker, sieged tank, planetary fortress, photon cannon, spine and spore crawler) because it seems attack ranges differ for static / immovable units.

Example:

enemy_zerglings = self.enemy_units(UnitTypeId.ZERGLING)
my_marine = next((unit for unit in self.units if unit.type_id == UnitTypeId.MARINE), None)
if my_marine:
    all_zerglings_my_marine_can_attack = enemy_zerglings.in_attack_range_of(my_marine)

Example:

enemy_mutalisks = self.enemy_units(UnitTypeId.MUTALISK)
my_marauder = next((unit for unit in self.units if unit.type_id == UnitTypeId.MARAUDER), None)
if my_marauder:
    all_mutalisks_my_marauder_can_attack = enemy_mutaliskss.in_attack_range_of(my_marauder)
    # Is empty because mutalisk are flying and marauder cannot attack air
Parameters:
  • unit (Unit) –

  • bonus_distance (float) –

Return type:

Units

in_closest_distance_to_group(other_units)

Returns unit in shortest distance from any unit in self to any unit in group.

Loops over all units in self, then loops over all units in other_units and calculates the shortest distance. Returns the units that is closest to any unit of ‘other_units’.

Parameters:

other_units (Units) –

Return type:

Unit

in_distance_between(position, distance1, distance2)

Returns units that are further than distance1 and closer than distance2 to unit or position.

Example:

enemy_zerglings = self.enemy_units(UnitTypeId.ZERGLING)
my_marine = next((unit for unit in self.units if unit.type_id == UnitTypeId.MARINE), None)
if my_marine:
    zerglings_filtered = enemy_zerglings.in_distance_between(my_marine, 3, 5)
    # Contains all zerglings that are between distance 3 and 5 away from the marine (does not include unit radius in calculation)
Parameters:
  • position (Union[Unit, Point2, Tuple[float, float]]) –

  • distance1 (float) –

  • distance2 (float) –

Return type:

Units

in_distance_of_group(other_units, distance)

Returns units that are closer than distance from any unit in the other units object.

Parameters:
  • other_units (Units) –

  • distance (float) –

Return type:

Units

property mineral_field: Units

Returns all units that are mineral fields.

n_closest_to_distance(position, distance, n)

Returns n units that are the closest to distance away. For example if the distance is set to 5 and you want 3 units, from units with distance [3, 4, 5, 6, 7] to position, the units with distance [4, 5, 6] will be returned

Parameters:
  • position (Point2) –

  • distance (float) –

Return type:

Units

n_furthest_to_distance(position, distance, n)

Inverse of the function ‘n_closest_to_distance’, returns the furthest units instead

Parameters:
  • position (Point2) –

  • distance (float) –

Return type:

Units

property not_flying: Units

Returns all units that not are flying.

property not_ready: Units

Returns all structures that are not ready (construction not complete).

property not_structure: Units

Deprecated: All units that are not structures.

of_type(other)

Filters all units that are of a specific type

Example:

# Use a set instead of lists in the argument
some_attack_units = self.units.of_type({ZERGLING, ROACH, HYDRALISK, BROODLORD})
Parameters:

other (Union[UnitTypeId, Iterable[UnitTypeId]]) –

Return type:

Units

property owned: Units

Deprecated: All your units.

property prefer_idle: Units

Sorts units based on if they are idle. Idle units come first.

random_group_of(n)

Returns self if n >= self.amount.

Return type:

Units

property ready: Units

Returns all structures that are ready (construction complete).

property returning: Units

Returns all workers that are carrying minerals or vespene and are returning to a townhall.

same_tech(other)

Returns all structures that have the same base structure.

Untested: This should return the equivalents for WarpPrism, Observer, Overseer, SupplyDepot and others

Example:

# All command centers, flying command centers, orbital commands, flying orbital commands, planetary fortress
terran_townhalls = self.townhalls.same_tech(UnitTypeId.COMMANDCENTER)

# All hatcheries, lairs and hives
zerg_townhalls = self.townhalls.same_tech({UnitTypeId.HATCHERY})

# All spires and greater spires
spires = self.townhalls.same_tech({UnitTypeId.SPIRE})
# The following returns the same
spires = self.townhalls.same_tech({UnitTypeId.GREATERSPIRE})

# This also works with multiple unit types
zerg_townhalls_and_spires = self.structures.same_tech({UnitTypeId.HATCHERY, UnitTypeId.SPIRE})
Parameters:

other (Set[UnitTypeId]) –

Return type:

Units

same_unit(other)

Returns all units that have the same base unit while being in different modes.

Untested: This should return the equivalents for WarpPrism, Observer, Overseer, SupplyDepot and other units that have different modes but still act as the same unit

Example:

# All command centers on the ground and flying
ccs = self.townhalls.same_unit(UnitTypeId.COMMANDCENTER)

# All orbital commands on the ground and flying
ocs = self.townhalls.same_unit(UnitTypeId.ORBITALCOMMAND)

# All roaches and burrowed roaches
roaches = self.units.same_unit(UnitTypeId.ROACH)
# This is useful because roach has a different type id when burrowed
burrowed_roaches = self.units(UnitTypeId.ROACHBURROWED)
Parameters:

other (Union[UnitTypeId, Iterable[UnitTypeId]]) –

Return type:

Units

property selected: Units

Returns all units that are selected by the human player.

sorted_by_distance_to(position, reverse=False)

This function should be a bit faster than using units.sorted(key=lambda u: u.distance_to(position))

Parameters:
  • position (Union[Unit, Point2]) –

  • reverse (bool) –

Return type:

Units

property structure: Units

Deprecated: All structures.

subgroup(units)

Creates a new mutable Units object from Units or list object.

Parameters:

units (Iterable[Unit]) –

Return type:

Units

property tags: Set[int]

Returns all unit tags as a set.

tags_in(other)

Filters all units that have their tags in the ‘other’ set/list/dict

Example:

my_inject_queens = self.units.tags_in(self.queen_tags_assigned_to_do_injects)

# Do not use the following as it is slower because it first loops over all units to filter out if they are queens and loops over those again to check if their tags are in the list/set
my_inject_queens_slow = self.units(QUEEN).tags_in(self.queen_tags_assigned_to_do_injects)
Parameters:

other (Iterable[int]) –

Return type:

Units

tags_not_in(other)

Filters all units that have their tags not in the ‘other’ set/list/dict

Example:

my_non_inject_queens = self.units.tags_not_in(self.queen_tags_assigned_to_do_injects)

# Do not use the following as it is slower because it first loops over all units to filter out if they are queens and loops over those again to check if their tags are in the list/set
my_non_inject_queens_slow = self.units(QUEEN).tags_not_in(self.queen_tags_assigned_to_do_injects)
Parameters:

other (Iterable[int]) –

Return type:

Units

take(n)
Parameters:

n (int) –

Return type:

Units

property vespene_geyser: Units

Returns all units that are vespene geysers.

property visible: Units

Returns all units or structures that are visible. TODO: add proper description on which units are exactly visible (not snapshots?)