def __init__(self, player: PlayerId, x: float, y: float, z: float, reference_id: int, unit_const: int, status: int, rotation: float, initial_animation_frame: int, garrisoned_in_id: int): raise_if_not_int_subclass([unit_const]) self._player: PlayerId = PlayerId(player) """ PLEASE NOTE: This is an internal (read-only) value for ease of access. It accurately represent the actual player controlling the unit but is not directly connected to it. Changing this value will have no impact to your scenario. To change which player controls this unit, use: unit_manager.change_ownership(Unit, to_player) """ self.x: float = x self.y: float = y self.z: float = z self.reference_id: int = reference_id self.unit_const: int = unit_const self.status: int = status self.rotation: float = rotation self.initial_animation_frame: int = initial_animation_frame self.garrisoned_in_id: int = garrisoned_in_id super().__init__()
def __init__( self, condition_type: int = None, quantity: int = None, attribute: int = None, unit_object: int = None, next_object: int = None, object_list: int = None, source_player: IntEnum = None, technology: IntEnum = None, timer: int = None, area_x1: int = None, area_y1: int = None, area_x2: int = None, area_y2: int = None, object_group: int = None, object_type: int = None, ai_signal: int = None, inverted: int = None, variable: int = None, comparison: int = None, target_player: IntEnum = None, unit_ai_action: int = None, xs_function: str = None, ): raise_if_not_int_subclass([object_list, technology]) self.condition_type: int = condition_type self.quantity: int = quantity self.attribute: int = attribute self.unit_object: int = unit_object self.next_object: int = next_object self.object_list: int = object_list self.source_player: int = source_player self.technology: int = technology self.timer: int = timer self.area_x1: int = area_x1 self.area_y1: int = area_y1 self.area_x2: int = area_x2 self.area_y2: int = area_y2 self.object_group: int = object_group self.object_type: int = object_type self.ai_signal: int = ai_signal self.inverted: int = inverted self.variable: int = variable self.comparison: int = comparison self.target_player: int = target_player self.unit_ai_action: int = unit_ai_action self.xs_function: str = xs_function super().__init__()
def __init__( self, effect_type: int = None, ai_script_goal: int = None, armour_attack_quantity: int = None, armour_attack_class: int = None, quantity: int = None, tribute_list: int = None, diplomacy: int = None, object_list_unit_id: int = None, source_player: int = None, target_player: int = None, technology: int = None, string_id: int = None, display_time: int = None, trigger_id: int = None, location_x: int = None, location_y: int = None, location_object_reference: int = None, area_1_x: int = None, area_1_y: int = None, area_2_x: int = None, area_2_y: int = None, object_group: int = None, object_type: int = None, instruction_panel_position: int = None, attack_stance: int = None, time_unit: int = None, enabled: int = None, food: int = None, wood: int = None, stone: int = None, gold: int = None, item_id: int = None, flash_object: int = None, force_research_technology: int = None, visibility_state: int = None, scroll: int = None, operation: int = None, object_list_unit_id_2: int = None, button_location: int = None, ai_signal_value: int = None, object_attributes: int = None, variable: int = None, timer: int = None, facet: int = None, play_sound: int = None, player_color: int = None, message: str = None, sound_name: str = None, selected_object_ids: List[int] = None, ): raise_if_not_int_subclass( [object_list_unit_id, technology, object_list_unit_id_2]) if selected_object_ids is None: selected_object_ids = [] self.effect_type: int = effect_type self.ai_script_goal: int = ai_script_goal self.armour_attack_quantity: int = armour_attack_quantity self.armour_attack_class: int = armour_attack_class self.quantity: int = quantity self.tribute_list: int = tribute_list self.diplomacy: int = diplomacy self.object_list_unit_id: int = object_list_unit_id self.source_player: int = source_player self.target_player: int = target_player self.technology: int = technology self.string_id: int = string_id self.display_time: int = display_time self.trigger_id: int = trigger_id self.location_x: int = location_x self.location_y: int = location_y self.location_object_reference: int = location_object_reference self.area_1_x: int = area_1_x self.area_1_y: int = area_1_y self.area_2_x: int = area_2_x self.area_2_y: int = area_2_y self.object_group: int = object_group self.object_type: int = object_type self.instruction_panel_position: int = instruction_panel_position self.attack_stance: int = attack_stance self.time_unit: int = time_unit self.enabled: int = enabled self.food: int = food self.wood: int = wood self.stone: int = stone self.gold: int = gold self.item_id: int = item_id self.flash_object: int = flash_object self.force_research_technology: int = force_research_technology self.visibility_state: int = visibility_state self.scroll: int = scroll self.operation: int = operation self.object_list_unit_id_2: int = object_list_unit_id_2 self.button_location: int = button_location self.ai_signal_value: int = ai_signal_value self.object_attributes: int = object_attributes self.variable: int = variable self.timer: int = timer self.facet: int = facet self.play_sound: int = play_sound self.player_color: int = player_color self.message: str = message self.sound_name: str = sound_name self.selected_object_ids: List[int] = selected_object_ids super().__init__()