Manager mediator
To enable communication between managers in ares-sc2, the mediator pattern is used internally. If you need to request
information or perform an action from a manager, it is strongly recommended that you do so through the mediator,
which can be accessed via self.mediator
. For example:
Mediator concrete class is the single source of truth and coordinator of communications between the managers.
Source code in src/ares/managers/manager_mediator.py
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get_air_avoidance_grid: np.ndarray
property
¶
Get the air avoidance pathing grid.
PathManager
Example:
Returns¶
np.ndarray : The air avoidance pathing grid.
get_air_grid: np.ndarray
property
¶
get_air_vs_ground_grid: np.ndarray
property
¶
Get the air vs ground pathing grid.
PathManager
Example:
Returns¶
np.ndarray : The air vs ground pathing grid.
get_all_enemy: Units
property
¶
get_building_counter: DefaultDict[UnitID, int]
property
¶
Get a dictionary containing the number of each type of building in progress.
BuildingManager.
Returns¶
DefaultDict[UnitID, int] : Number of each type of UnitID presently being tracking for building.
get_building_tracker_dict: Dict[int, Dict[str, Union[Point2, Unit, UnitID, float]]]
property
¶
Get the building tracker dictionary.
Building Manager.
Returns¶
Dict[int, Dict[str, Union[Point2, Unit, UnitID, float]]] : Tracks the worker tag to: UnitID of the building to be built Point2 of where the building is to be placed In-game time when the order started Why the building is being built
get_cached_enemy_army: Units
property
¶
get_cached_enemy_workers: Units
property
¶
get_cached_ground_grid: np.ndarray
property
¶
Get a non-influence ground pathing grid.
PathManager
Example:
Returns¶
np.ndarray : The clean ground pathing grid.
get_climber_grid: np.ndarray
property
¶
Get the climber ground pathing grid for reapers and colossus.
PathManager
Example:
Returns¶
np.ndarray : The climber pathing grid.
get_defensive_third: Point2
property
¶
Get the third furthest from enemy.
TerrainManager
Returns¶
Point2 : Location of the third base furthest from the enemy.
get_enemy_army_dict: DefaultDict[UnitID, Units]
property
¶
Get the dictionary of enemy army unit types to the units themselves.
UnitCacheManager
Returns¶
DefaultDict[UnitID, Units] : The dictionary of enemy army unit types to the units themselves.
get_enemy_expanded: bool
property
¶
Has the enemy expanded?
WARNING: Opinionated method, please write your own if you don't agree with this decision.
Intel Manager
Returns¶
bool
get_enemy_expansions: List[Tuple[Point2, float]]
property
¶
Get the expansions, as ordered from the enemy's point of view.
TerrainManager
Returns¶
List[Tuple[Point2, float]] : List of Tuples where The first element is the location of the base. The second element is the pathing distance from the enemy main base.
get_enemy_fliers: Units
property
¶
get_enemy_four_gate: bool
property
¶
Has the enemy gone four gate?
WARNING: Opinionated method, please write your own if you don't agree with this decision.
Intel Manager
Returns¶
bool
get_enemy_fourth: Point2
property
¶
get_enemy_ground: Units
property
¶
get_enemy_has_base_outside_natural: bool
property
¶
Has the enemy expanded outside of their natural?
WARNING: Opinionated method, please write your own if you don't agree with this decision.
Intel Manager
Returns¶
bool
get_enemy_ling_rushed: bool
property
¶
Has the enemy ling rushed?
WARNING: Opinionated method, please write your own if you don't agree with this decision.
Intel Manager
Returns¶
bool
get_enemy_marauder_rush: bool
property
¶
Is the enemy currently marauder rushing?
WARNING: Opinionated method, please write your own if you don't agree with this decision.
Intel Manager
Returns¶
bool
get_enemy_marine_rush: bool
property
¶
Is the enemy currently marine rushing?
WARNING: Opinionated method, please write your own if you don't agree with this decision.
Intel Manager
Returns¶
bool
get_enemy_nat: Point2
property
¶
Get the enemy natural expansion.
TerrainManager
Returns¶
Point2 : Location of the enemy natural expansion.
get_enemy_ramp: Ramp
property
¶
Get the enemy main base ramp.
TerrainManager
Returns¶
Ramp : sc2 Ramp object for the enemy main base ramp.
get_enemy_ravager_rush: Point2
property
¶
Has the enemy ravager rushed?
WARNING: Opinionated method, please write your own if you don't agree with this decision.
Intel Manager
Returns¶
bool
get_enemy_roach_rushed: Point2
property
¶
Did the enemy roach rush?
WARNING: Opinionated method, please write your own if you don't agree with this decision.
Intel Manager
Returns¶
bool
get_enemy_third: Point2
property
¶
get_enemy_tree: KDTree
property
¶
Get the KDTree representing all enemy unit positions.
UnitMemoryManager
Returns¶
KDTree : KDTree representing all enemy unit positions.
get_enemy_was_greedy: Point2
property
¶
Was the enemy greedy?
WARNING: Opinionated method, please write your own if you don't agree with this decision.
Intel Manager
Returns¶
bool
get_enemy_went_four_gate: Point2
property
¶
The enemy went four gate this game?
WARNING: Opinionated method, please write your own if you don't agree with this decision.
Intel Manager
Returns¶
bool
get_enemy_went_marauder_rush: Point2
property
¶
The enemy went marauder rush this game?
WARNING: Opinionated method, please write your own if you don't agree with this decision.
Intel Manager
Returns¶
bool
get_enemy_went_marine_rush: Point2
property
¶
The enemy went marine rush this game?
WARNING: Opinionated method, please write your own if you don't agree with this decision.
Intel Manager
Returns¶
bool
get_enemy_went_reaper: Point2
property
¶
The enemy opened with reaper this game?
WARNING: Opinionated method, please write your own if you don't agree with this decision.
Intel Manager
Returns¶
bool
get_enemy_worker_rushed: Point2
property
¶
The enemy went for a worker rush this game?
WARNING: Opinionated method, please write your own if you don't agree with this decision.
Intel Manager
Returns¶
bool
get_flying_enemy_near_bases: dict[int, set[int]]
property
¶
Get dictionary containing flying enemy near townhalls.
EnemyToBase Manager
Returns¶
dict[int, set[int]] : A dictionary where the integer key is a townhall tag. And the value contains a set of ints cotianing enemy tags near this base.
get_flying_structure_tracker: dict[int, Any]
property
¶
Get the current information stored by FlyingStructureManager.
FlyingStructureManager
Returns¶
dict[int, Any] : Key -> structure_tag, Value -> Information about the flight.
get_forcefield_positions: List[Point2]
property
¶
Get positions of forcefields.
PathManager
Example:
Returns¶
List[Point2] : List of the center point of forcefields.
get_ground_avoidance_grid: np.ndarray
property
¶
Get the ground avoidance pathing grid.
PathManager
Returns¶
np.ndarray : The ground avoidance pathing grid.
get_ground_enemy_near_bases: dict[int, set[int]]
property
¶
Get dictionary containing ground enemy near townhalls.
EnemyToBase Manager
Returns¶
dict[int, set[int]] : A dictionary where the integer key is a townhall tag. And the value contains a set of ints cotianing enemy tags near this base.
get_ground_grid: np.ndarray
property
¶
get_ground_to_air_grid: np.ndarray
property
¶
get_initial_pathing_grid: np.ndarray
property
¶
Get the pathing grid as it was on the first iteration.
TerrainManager
Returns¶
np.ndarray : The pathing grid as it was on the first iteration.
get_is_free_expansion: bool
property
¶
Check all bases for a free expansion.
TerrainManager
Returns¶
bool : True if there exists a free expansion, False otherwise.
get_is_proxy_zealot: bool
property
¶
There is currently proxy zealot attempt from enemy?
WARNING: Opinionated method, please write your own if you don't agree with this decision.
Intel Manager
Returns¶
bool
get_main_air_threats_near_townhall: Units
property
¶
Get the main enemy air force near one of our bases.
EnemyToBase Manager
Returns¶
Units : The largest enemy air force near our bases.
get_main_ground_threats_near_townhall: Units
property
¶
Get the main enemy ground force near one of our bases.
EnemyToBase Manager
Returns¶
Units : The largest enemy ground force near our bases.
get_map_choke_points: Set[Point2]
property
¶
All the points on the map that compose choke points.
TerrainManager
Returns¶
Set[Point2] : All the points on the map that compose choke points.
get_map_data_object: MapData
property
¶
Get the MapAnalyzer.MapData object being used.
PathManager
Returns¶
MapData : The MapAnalyzer.MapData object being used.
get_mineral_patch_to_list_of_workers: Dict[int, Set[int]]
property
¶
Get a dictionary containing mineral tag to worker tags
Resource Manager
Returns¶
dict : Dictionary where key is mineral tag, and value is workers assigned here.
get_mineral_target_dict: dict[int, Point2]
property
¶
Get position in front of each mineral.
This position is used for speed mining, and is also useful for making sure worker is moved to the right side of a mineral.
ResourceManager
Returns¶
dict : Key -> mineral tag, Value -> Position
get_num_available_mineral_patches: int
property
¶
Get the number available mineral fields.
An available mineral field is one that is near a townhall and has fewer than two assigned workers.
ResourceManager
Returns¶
int : Number available mineral fields.
get_ol_spot_near_enemy_nat: Point2
property
¶
Get the overlord spot nearest to the enemy natural.
TerrainManager
Returns¶
Point2 : Overlord spot near the enemy natural.
get_ol_spots: List[Point2]
property
¶
High ground Overlord hiding spots.
TerrainManager
Returns¶
List[Point2] : List of Overlord hiding spots.
get_old_own_army_dict: Dict[UnitID, Units]
property
¶
Get the previous iteration's own_army
dict.
UnitCacheManager
Returns¶
DefaultDict[UnitID, Units] : The dictionary of own army unit types to the units themselves.
get_own_army: Units
property
¶
get_own_army_dict: Dict[UnitID, Units]
property
¶
Get the dictionary of own army unit types to the units themselves.
UnitCacheManager
Returns¶
DefaultDict[UnitID, Units] : The dictionary of own army unit types to the units themselves.
get_own_expansions: List[Tuple[Point2, float]]
property
¶
Get the expansions.
TerrainManager
Returns¶
List[Tuple[Point2, float]] : List of Tuples where The first element is the location of the base. The second element is the pathing distance from our main base.
get_own_nat: Point2
property
¶
get_own_structures_dict: DefaultDict[UnitID, Units]
property
¶
Get the dictionary of own structure types to the units themselves.
UnitCacheManager
Returns¶
DefaultDict[UnitID, Units] : The dictionary of own structure types to the units themselves.
get_own_tree: Units
property
¶
Get the KDTree representing all friendly unit positions.
UnitMemoryManager
Returns¶
KDTree : KDTree representing all friendly unit positions.
get_placements_dict: dict
property
¶
Get the placement dict ares calculated at beginning of the game.
Structure of dictionary:
base_loc is a Point2 key for every expansion location on map.
placement_dict = {
base_loc: Point2:
BuildingSize.TWO_BY_TWO: {
building_pos: Point2((2, 2)):
{
available: True,
has_addon: False
taken: False,
is_wall: True,
building_tag: 0,
worker_on_route: False,
time_requested: 0.0,
production_pylon: False,
bunker: False,
optimal_pylon: False
},
{...}
},
BuildingSize.THREE_BY_THREE: {
building_pos: Point2((5, 5)):
{
available: True,
has_addon: False
taken: False,
is_wall: True,
building_tag: 0,
worker_on_route: False,
time_requested: 0.0,
production_pylon: False,
bunker: False,
optimal_pylon: False
},
{...}
},
{...}
}
PlacementManager
Returns¶
dict : Indicating if structure can be placed at given position.
get_positions_blocked_by_burrowed_enemy: List[Point2]
property
¶
Build positions that are blocked by a burrowed enemy unit.
TerrainManager
Returns¶
List[Point2] : List of build positions that are blocked by a burrowed enemy unit.
get_priority_ground_avoidance_grid: np.ndarray
property
¶
Get the pathing grid containing things ground units should always avoid.
PathManager
Returns¶
np.ndarray : The priority ground avoidance pathing grid.
get_removed_units: Units
property
¶
Get the units removed from memory units.
UnitCacheManager
Returns¶
Units : The units removed from memory units.
get_th_tag_with_largest_ground_threat: int
property
¶
Get the tag of our townhall with the largest enemy ground force nearby.
WARNING: This will remember the townhall tag even if enemy has gone.
Do not use this to detect enemy at a base.
Use get_main_ground_threats_near_townhall
Or get_ground_enemy_near_bases
instead
EnemyToBase Manager
Returns¶
Units : The largest enemy ground force near our bases.
get_unit_role_dict: Dict[UnitRole, Set[int]]
property
¶
Get the dictionary of UnitRole
to the set of tags of units with that role.
UnitRoleManager
Returns¶
Dict[UnitRole, Set[int]] :
Dictionary of UnitRole
to the set of tags of units with that role.
get_unit_to_ability_dict: dict[int, Any]
property
¶
Get a dictionary containing unit tag, to ability frame cooldowns.
AbilityTrackerManager.
Returns¶
Dict[int, Any] : Unit tag to abilities and the next frame they can be casted.
get_whole_map_array: List[List[int]]
property
¶
get_whole_map_tree: KDTree
property
¶
Get the KDTree of all points on the map.
PathManager
Returns¶
KDTree : KDTree of all points on the map.
get_worker_tag_to_townhall_tag: dict[int, int]
property
¶
Get a dictionary containing worker tag to townhall tag. Where the townhall is the place where worker returns resources
Resource Manager
Returns¶
dict : Dictionary where key is worker tag, and value is townhall tag.
get_worker_to_mineral_patch_dict: dict[int, int]
property
¶
Get a dictionary containing worker tag to mineral patch tag.
Resource Manager
Returns¶
dict : Dictionary where key is worker tag, and value is mineral tag.
get_worker_to_vespene_dict: dict
property
¶
Get a dictionary containing worker tag to gas building tag.
Resource Manager
Returns¶
dict : Dictionary where key is worker tag, and value is gas building tag.
add_managers(managers)
¶
Generate manager dictionary.
Parameters¶
managers : List of all Managers capable of handling ManagerRequests. Returns
None
Source code in src/ares/managers/manager_mediator.py
assign_role(**kwargs)
¶
Assign a unit a role.
UnitRoleManager
Parameters¶
tag : int Tag of the unit to be assigned. role : UnitRole What role the unit should have. remove_from_squad : bool (default = True) Attempt to remove this unit from squad bookkeeping.
Returns¶
None
Source code in src/ares/managers/manager_mediator.py
batch_assign_role(**kwargs)
¶
Assign a given role to a List of unit tags.
Nothing more than a for loop, provided for convenience.
UnitRoleManager
Parameters¶
tags : Set[int] Tags of the units to assign to a role. role : UnitRole The role the units should be assigned to.
Returns¶
None
Source code in src/ares/managers/manager_mediator.py
build_with_specific_worker(**kwargs)
¶
Build a structure with a specific worker.
BuildingManager.
Parameters¶
worker : Unit The chosen worker. structure_type : UnitID What type of structure to build. pos : Point2 Where the structure should be placed. building_purpose : BuildingPurpose Why the structure is being placed.
Returns¶
bool : True if a position for the building is found and the worker is valid, otherwise False
Source code in src/ares/managers/manager_mediator.py
building_position_blocked_by_burrowed_unit(**kwargs)
¶
See if the building position is blocked by a burrowed unit.
TerrainManager
Parameters¶
worker_tag : int The worker attempting to build the structure. position : Point2 Where the structure is attempting to be placed.
Returns¶
Optional[Point2] : The position that's blocked by an enemy unit.
Source code in src/ares/managers/manager_mediator.py
can_place_structure(**kwargs)
¶
Check if structure can be placed at a given position.
Faster cython alternative to python-sc2
await self.can_place()
PlacementManager
Parameters¶
position : Point2 The intended building position. structure_type : UnitID Structure type we want to place. include_addon : bool, optional For Terran structures, check addon will place too.
Returns¶
bool : Indicating if structure can be placed at given position.
Source code in src/ares/managers/manager_mediator.py
can_win_fight(**kwargs)
¶
Get the predicted engagement result between two forces.
Combat Sim Manager.
Parameters¶
own_units : Units Our units involved in the battle. enemy_units : Units The enemy units. timing_adjust : bool Take distance between units into account. good_positioning : bool Assume units are decently split. workers_do_no_damage : bool Don't take workers into account.
Returns¶
EngagementResult : Enum with human-readable engagement result
Source code in src/ares/managers/manager_mediator.py
cancel_structure(**kwargs)
¶
Cancel a structure and remove from internal ares bookkeeping.
If you try cancelling without calling this method, ares may try to keep rebuilding the cancelled structure.
BuildingManager.
Parameters¶
structure : Unit The actual structure to cancel.
Returns¶
None
Source code in src/ares/managers/manager_mediator.py
clear_role(**kwargs)
¶
find_closest_safe_spot(**kwargs)
¶
Find the closest point with the lowest cost on a grid.
PathManager
Parameters¶
from_pos : Point2 Where the search starts from. grid : np.ndarray The grid to find the low cost point on. radius : float How far away the safe point can be.
Returns¶
Point2 : The closest location with the lowest cost.
Source code in src/ares/managers/manager_mediator.py
find_low_priority_path(**kwargs)
¶
Find several points in a path.
This way a unit can queue them up all at once for performance reasons.
i.e. running drones from a base or sending an overlord to a new position.
This does not return every point in the path. Instead, it returns points spread along the path.
PathManager
Parameters¶
start : Point2 Start point of the path. target : Point2 Desired end point of the path. grid : np.ndarray The grid that should be used for pathing.
Returns¶
List[Point2] : List of points composing the path.
Source code in src/ares/managers/manager_mediator.py
find_lowest_cost_points(**kwargs)
¶
Find the point(s) with the lowest cost within radius
from from_pos
.
PathManager
Parameters¶
from_pos : Point2 Point to start the search from. radius : float How far away the returned points can be. grid : np.ndarray Which grid to query for lowest cost points.
Returns¶
List[Point2] : Points with the lowest cost on the grid.
Source code in src/ares/managers/manager_mediator.py
find_path_next_point(**kwargs)
¶
Find the next point in a path.
Parameters¶
start : Point2 Start point of the path. target : Point2 Desired end point of the path. grid : np.ndarray The grid that should be used for pathing. sensitivity : int, optional Amount of points that should be skipped in the full path between tiles that are returned. smoothing : bool, optional Optional path smoothing where nodes are removed if it's possible to jump ahead some tiles in a straight line with a lower cost. sense_danger : bool, optional Check to see if there are any dangerous tiles near the starting point. If this is True and there are no dangerous tiles near the starting point, the pathing query is skipped and the target is returned. danger_distance : float, optional How far away from the start to look for danger. danger_threshold : float, optional Minimum value for a tile to be considered dangerous.
Returns¶
Point2 : The next point in the path from the start to the target which may be the same as the target if it's safe.
Source code in src/ares/managers/manager_mediator.py
find_raw_path(**kwargs)
¶
Used for finding a full path, mostly for distance checks.
PathManager
Parameters¶
start : Point2 Start point of the path. target : Point2 Desired end point of the path. grid : np.ndarray The grid that should be used for pathing. sensitivity : int Amount of points that should be skipped in the full path between tiles that are returned.
Returns¶
List[Point2] : List of points composing the path.
Source code in src/ares/managers/manager_mediator.py
get_all_from_roles_except(**kwargs)
¶
Get all units from the given roles except for unit types in excluded.
UnitRoleManager
Parameters¶
roles : Set[UnitRole] Roles to get units from. excluded : Set[UnitTypeId] Unit types that should not be included.
Returns¶
Units : Units matching the role that are not of an excluded type.
Source code in src/ares/managers/manager_mediator.py
get_behind_mineral_positions(**kwargs)
¶
Finds 3 spots behind the mineral line
This is useful for building structures out of typical cannon range.
TerrainManager
Parameters¶
th_pos : Point2 Position of townhall to find points behind the mineral line of.
Returns¶
List[Point2] : Points behind the mineral line of the designated base.
Source code in src/ares/managers/manager_mediator.py
get_closest_overlord_spot(**kwargs)
¶
Given a position, find the closest high ground overlord spot.
TerrainManager
Parameters¶
from_pos : Point2 Position the Overlord spot should be closest to.
Returns¶
Point2 : The closest Overlord hiding spot to the position.
Source code in src/ares/managers/manager_mediator.py
get_flood_fill_area(**kwargs)
¶
Given a point, flood fill outward from it and return the valid points.
This flood fill does not continue through chokes.
TerrainManager
Parameters¶
start_point : Point2 Where to start the flood fill. max_dist : float Only include points closer than this distance to the start point.
Returns¶
Tuple[int, List[Tuple[int, int]]] : First element is the number of valid points. Second element is the list of all valid points.
Source code in src/ares/managers/manager_mediator.py
get_own_unit_count(**kwargs)
¶
Get the dictionary of own structure types to the units themselves.
UnitCacheManager
Parameters¶
unit_type_id : UnitID Unit type to count. include_alias : bool Check aliases. (default=True)
Returns¶
int : Total count of this unit including aliases if specified.
Source code in src/ares/managers/manager_mediator.py
get_position_of_main_squad(**kwargs)
¶
Given a unit role, find where the main squad is.
SquadManager
Parameters¶
role : UnitRole Get the squads for this unit role.
Returns¶
Point2 :
Source code in src/ares/managers/manager_mediator.py
get_squads(**kwargs)
¶
Given a unit role, get the updated squads.
SquadManager
Parameters¶
role : UnitRole Get the squads for this unit role. squad_radius : float (default = 11.0) The threshold as to which separate squads are formed. unit_type: Optional[Union[UnitID, set[UnitID]]] (default = None) If specified, only form squads with these unit types WARNING: Will not remove units that have already been assigned to a squad.
Returns¶
List[UnitSquad] : Each squad with this unit role.
Source code in src/ares/managers/manager_mediator.py
get_units_from_role(**kwargs)
¶
Get a Units object containing units with a given role.
If a UnitID or set of UnitIDs are given, it will only return units of those
types, otherwise it will return all units with the role. If restrict_to
is
specified, it will only retrieve units from that object.
UnitRoleManager
Parameters¶
role : UnitRole Role to get units from. unit_type : UnitTypeId Type(s) of units that should be returned. If omitted, all units with the role will be returned. restrict_to : Set[UnitTypeId] If supplied, only take Units with the given role and type if they also exist here.
Returns¶
Units : Units with the given role.
Source code in src/ares/managers/manager_mediator.py
get_units_from_roles(**kwargs)
¶
Get the units matching unit_type
from the given roles.
UnitRoleManager
Parameters¶
roles : Set[UnitRole] Roles to get units from. unit_type : UnitTypeId Type(s) of units that should be returned. If omitted, all units with the role will be returned.
Returns¶
Units : Units with the given roles.
Source code in src/ares/managers/manager_mediator.py
get_units_from_tags(**kwargs)
¶
Get a list
of Unit
objects corresponding to the given tags.
UnitCacheManager
Parameters¶
tags : Set[int] Tags of the units to retrieve.
Returns¶
None
Source code in src/ares/managers/manager_mediator.py
get_units_in_range(**kwargs)
¶
Get units in range of other units or points.
UnitMemoryManager
Parameters¶
start_points: List[Union[Unit, Tuple[float, float]]]
List of Unit
s or positions to search for units from.
distances: Union[float, List[float]]
How far away from each point to query. Must broadcast to the length of
start_points
query_tree: UnitTreeQueryType
Which KDTree should be queried.
return_as_dict: bool = False
Sets whether the returned units in range should be a dictionary or list.
Returns¶
Union[Dict[Union[int, Tuple[float, float]], Units], List[Units]] :
Returns the units in range of each start point as a dict
where the key
is the unit tag or position and the value is the Units
in range or a
list
of Units
.
Source code in src/ares/managers/manager_mediator.py
is_position_safe(**kwargs)
¶
Check if the given position is considered dangerous.
PathManager
Parameters¶
grid : np.ndarray The grid to evaluate safety on. position : Point2 The position to check the safety of. weight_safety_limit : float The maximum value the point can have on the grid to be considered safe.
Returns¶
bool: True if the position is considered safe, False otherwise.
Source code in src/ares/managers/manager_mediator.py
manager_request(receiver, request, reason=None, **kwargs)
¶
Function to request information from a manager.
Parameters¶
receiver : Manager receiving the request. request : Requested attribute/function call. reason : Why the request is being made. kwargs : Keyword arguments (if any) to be passed to the requested function.
Returns¶
Any : There are too many possible return types to list all of them.
Source code in src/ares/managers/manager_mediator.py
move_structure(**kwargs)
¶
Request a structure to move via flight.
FlyingStructureManager
Parameters¶
structure : Unit Our units involved in the battle. target : Point2 The enemy units. should_land : bool, optional Take distance between units into account.
Returns¶
None
Source code in src/ares/managers/manager_mediator.py
remove_gas_building(**kwargs)
¶
Request for a gas building to be removed from bookkeeping.
Resource Manager
Parameters¶
gas_building_tag : int The tag of the gas building to remove.
Returns¶
None
Source code in src/ares/managers/manager_mediator.py
remove_mineral_field(**kwargs)
¶
Request for a mineral field to be removed from bookkeeping.
Resource Manager
Parameters¶
mineral_field_tag : int The tag of the patch to remove.
Returns¶
None
Source code in src/ares/managers/manager_mediator.py
remove_tag_from_squads(**kwargs)
¶
Squad Manager Keyword args: tag: int
Source code in src/ares/managers/manager_mediator.py
remove_worker_from_mineral(**kwargs)
¶
Remove worker from internal data structures.
This happens if worker gets assigned to do something else
ResourceManager
Parameters¶
worker_tag : int Tag of the worker to be removed.
Returns¶
None
Source code in src/ares/managers/manager_mediator.py
request_building_placement(**kwargs)
¶
Request a building placement from the precalculated building formation.
PlacementManager
Parameters¶
base_location : Point2 The general area where the placement should be near. This should be a expansion location. structure_type : UnitID Structure type requested. wall : bool, optional Request a wall structure placement. Will find alternative if no wall placements available. find_alternative : bool, optional (NOT YET IMPLEMENTED) If no placements available at base_location, find alternative at nearby base. reserve_placement : bool, optional Reserve this booking for a while, so another customer doesnt request it. within_psionic_matrix : bool, optional Protoss specific -> calculated position have power? closest_to : Optional[Point2]
Returns¶
bool : Indicating if structure can be placed at given position.
Source code in src/ares/managers/manager_mediator.py
request_warp_in(**kwargs)
¶
Request a warp in spot, without making a query to the game client.
PlacementManager
Parameters¶
unit_type: UnitTypeId The unit we want to warp in target : Optional[Point2] If provided, attempt to find spot closest to this location.
Source code in src/ares/managers/manager_mediator.py
select_worker(**kwargs)
¶
Select a worker via the ResourceManager.
This way we can select one assigned to a far mineral patch. Make sure to change the worker role once selected, otherwise it will be selected to mine again. This doesn't select workers from geysers, so make sure to remove workers from gas if low on workers.
ResourceManager
Parameters¶
target_position : Point2
Location to get the closest workers to.
force_close : bool
Select the available worker closest to target_position
if True.
select_persistent_builder : bool
If True we can select the persistent_builder if it's available.
only_select_persistent_builder : bool
If True, don't find an alternative worker
min_health_perc :
Only select workers above this health percentage.
min_shield_perc :
Only select workers above this shield percentage.
Returns¶
Optional[Unit] : Selected worker, if available.
Source code in src/ares/managers/manager_mediator.py
set_workers_per_gas(**kwargs)
¶
Give all units in a role a different role.
ResourceManager
Parameters¶
amount : int Num workers to assign to each gas building
Returns¶
None
Source code in src/ares/managers/manager_mediator.py
switch_roles(**kwargs)
¶
Give all units in a role a different role.
UnitRoleManager
Parameters¶
from_role : UnitRole Role the units currently have. to_role : UnitRole Role to assign to the units.
Returns¶
None
Source code in src/ares/managers/manager_mediator.py
update_unit_to_ability_dict(**kwargs)
¶
Update tracking to reflect ability usage.
After a unit uses an ability it should call this to update the frame the ability will next be available
AbilityTrackerManager.
Parameters¶
ability : AbilityId The AbilityId that was used. unit_tag : int The tag of the Unit that used the ability
Returns¶
None