def __init__(self, id, x, y, speed_x, speed_y, angle, faction: (None, Faction), radius, type: (None, ProjectileType), owner_unit_id, owner_player_id): CircularUnit.__init__(self, id, x, y, speed_x, speed_y, angle, faction, radius) self.type = type self.owner_unit_id = owner_unit_id self.owner_player_id = owner_player_id
def __init__(self, id, mass, x, y, speed_x, speed_y, angle, angular_speed, radius, car_id, player_id, type: (None, ProjectileType)): CircularUnit.__init__(self, id, mass, x, y, speed_x, speed_y, angle, angular_speed, radius) self.car_id = car_id self.player_id = player_id self.type = type
def __init__(self, id, x, y, radius, player_id, durability, max_durability, max_speed, vision_range, squared_vision_range, ground_attack_range, squared_ground_attack_range, aerial_attack_range, squared_aerial_attack_range, ground_damage, aerial_damage, ground_defence, aerial_defence, attack_cooldown_ticks, remaining_attack_cooldown_ticks, type: (None, VehicleType), aerial, selected, groups): CircularUnit.__init__(self, id, x, y, radius) self.player_id = player_id self.durability = durability self.max_durability = max_durability self.max_speed = max_speed self.vision_range = vision_range self.squared_vision_range = squared_vision_range self.ground_attack_range = ground_attack_range self.squared_ground_attack_range = squared_ground_attack_range self.aerial_attack_range = aerial_attack_range self.squared_aerial_attack_range = squared_aerial_attack_range self.ground_damage = ground_damage self.aerial_damage = aerial_damage self.ground_defence = ground_defence self.aerial_defence = aerial_defence self.attack_cooldown_ticks = attack_cooldown_ticks self.remaining_attack_cooldown_ticks = remaining_attack_cooldown_ticks self.type = type self.aerial = aerial self.selected = selected self.groups = groups
def __init__(self, id, x, y, speed_x, speed_y, angle, faction: (None, Faction), radius, life, max_life, statuses): CircularUnit.__init__(self, id, x, y, speed_x, speed_y, angle, faction, radius) self.life = life self.max_life = max_life self.statuses = statuses
def __init__(self, id, x, y, speed_x, speed_y, angle, faction, radius, type): CircularUnit.__init__(self, id, x, y, speed_x, speed_y, angle, faction, radius) self.type = type
def __init__(self, id, x, y, speed_x, speed_y, angle, faction, radius, type, owner_unit_id, owner_player_id): CircularUnit.__init__(self, id, x, y, speed_x, speed_y, angle, faction, radius) self.type = type self.owner_unit_id = owner_unit_id self.owner_player_id = owner_player_id
def __init__(self, id, mass, x, y, speed_x, speed_y, angle, angular_speed, radius, remaining_lifetime): CircularUnit.__init__(self, id, mass, x, y, speed_x, speed_y, angle, angular_speed, radius) self.remaining_lifetime = remaining_lifetime
def __init__(self, id, x, y, speed_x, speed_y, angle, faction: (None, Faction), radius, type: (None, BonusType)): CircularUnit.__init__(self, id, x, y, speed_x, speed_y, angle, faction, radius) self.type = type