Unit#

class empire_earth.units.unit.Unit(name: str = '', id: int = 0, type_id: int = 0, family: int = 0, building: str = '', button_id: int = 0, hitpoints: float = 0, speed: float = 0, range: float = 0, attack: float = 0, attack_mode: int = 0, seconds_per_attack: float = 0, weapon_hit_id: int = 0, armor_shock: float = 0, armor_arrow: float = 0, armor_pierce: float = 0, armor_gun: float = 0, armor_laser: float = 0, armor_missile: float = 0, epoch_start: int = 0, epoch_stop: int = 0, cost_food: int = 0, cost_wood: int = 0, cost_stone: int = 0, cost_iron: int = 0, cost_gold: int = 0, dbfamily: dataclasses.InitVar[DataFrame] = None, dbweapontohit: dataclasses.InitVar[DataFrame] = None)#

Bases: object

Parameters:
  • name (str) –

  • id (int) –

  • type_id (int) –

  • family (int) –

  • building (str) –

  • button_id (int) –

  • hitpoints (float) –

  • speed (float) –

  • range (float) –

  • attack (float) –

  • attack_mode (int) –

  • seconds_per_attack (float) –

  • weapon_hit_id (int) –

  • armor_shock (float) –

  • armor_arrow (float) –

  • armor_pierce (float) –

  • armor_gun (float) –

  • armor_laser (float) –

  • armor_missile (float) –

  • epoch_start (int) –

  • epoch_stop (int) –

  • cost_food (int) –

  • cost_wood (int) –

  • cost_stone (int) –

  • cost_iron (int) –

  • cost_gold (int) –

  • dbfamily (dataclasses.InitVar[DataFrame]) –

  • dbweapontohit (dataclasses.InitVar[DataFrame]) –

__init__(name='', id=0, type_id=0, family=0, building='', button_id=0, hitpoints=0, speed=0, range=0, attack=0, attack_mode=0, seconds_per_attack=0, weapon_hit_id=0, armor_shock=0, armor_arrow=0, armor_pierce=0, armor_gun=0, armor_laser=0, armor_missile=0, epoch_start=0, epoch_stop=0, cost_food=0, cost_wood=0, cost_stone=0, cost_iron=0, cost_gold=0, dbfamily=None, dbweapontohit=None)#
Parameters:
  • name (str) –

  • id (int) –

  • type_id (int) –

  • family (int) –

  • building (str) –

  • button_id (int) –

  • hitpoints (float) –

  • speed (float) –

  • range (float) –

  • attack (float) –

  • attack_mode (int) –

  • seconds_per_attack (float) –

  • weapon_hit_id (int) –

  • armor_shock (float) –

  • armor_arrow (float) –

  • armor_pierce (float) –

  • armor_gun (float) –

  • armor_laser (float) –

  • armor_missile (float) –

  • epoch_start (int) –

  • epoch_stop (int) –

  • cost_food (int) –

  • cost_wood (int) –

  • cost_stone (int) –

  • cost_iron (int) –

  • cost_gold (int) –

  • dbfamily (dataclasses.InitVar[DataFrame]) –

  • dbweapontohit (dataclasses.InitVar[DataFrame]) –

Return type:

None

Attributes

armor_arrow

armor_gun

armor_laser

armor_missile

armor_pierce

armor_shock

attack

attack_mode

building

building_id_sorted

button_id

cost_food

cost_gold

cost_iron

cost_stone

cost_total

cost_wood

dbfamily

dbweapontohit

epoch_start

epoch_stop

family

hitpoints

id

is_air

is_land

is_sea

name

range

seconds_per_attack

speed

theater

theater_id

type_id

weapon_hit_id

Methods

__init__([name, id, type_id, family, ...])

armor_final(attacker)

attack_final(defender)

attack_multiplier(defender)

attack_multiplier_family(defender)

attack_multiplier_weapontohit(defender)

damage_dealt_out_of_range(defender)

damage_dealt_per_hit(defender)

damage_dealt_per_second(defender)

fractional_damage_dealt_per_second(defender)

fractional_damage_dealt_per_second_per_resource(...)

hitpoints_effective(defender)

is_available(epoch)

ratio_fractional_damage_dealt_per_second(...)

ratio_fractional_damage_dealt_per_second_per_resource(...)

Inheritance Diagram

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armor_final(attacker)#
Parameters:

attacker (Unit) –

attack_final(defender)#
Parameters:

defender (Unit) –

attack_multiplier(defender)#
Parameters:

defender (Unit) –

attack_multiplier_family(defender)#
Parameters:

defender (Unit) –

attack_multiplier_weapontohit(defender)#
Parameters:

defender (Unit) –

damage_dealt_out_of_range(defender)#
Parameters:

defender (Unit) –

damage_dealt_per_hit(defender)#
Parameters:

defender (Unit) –

damage_dealt_per_second(defender)#
Parameters:

defender (Unit) –

fractional_damage_dealt_per_second(defender)#
Parameters:

defender (Unit) –

fractional_damage_dealt_per_second_per_resource(defender)#
Parameters:

defender (Unit) –

hitpoints_effective(defender)#
Parameters:

defender (Unit) –

is_available(epoch)#
Parameters:

epoch (int) –

ratio_fractional_damage_dealt_per_second(defender)#
Parameters:

defender (Unit) –

ratio_fractional_damage_dealt_per_second_per_resource(defender)#
Parameters:

defender (Unit) –

armor_arrow: float = 0#
armor_gun: float = 0#
armor_laser: float = 0#
armor_missile: float = 0#
armor_pierce: float = 0#
armor_shock: float = 0#
attack: float = 0#
attack_mode: int = 0#
building: str = ''#
property building_id_sorted#
button_id: int = 0#
cost_food: int = 0#
cost_gold: int = 0#
cost_iron: int = 0#
cost_stone: int = 0#
property cost_total: int#
cost_wood: int = 0#
dbfamily: dataclasses.InitVar[DataFrame] = None#
dbweapontohit: dataclasses.InitVar[DataFrame] = None#
epoch_start: int = 0#
epoch_stop: int = 0#
family: int = 0#
hitpoints: float = 0#
id: int = 0#
property is_air: bool#
property is_land: bool#
property is_sea: bool#
name: str = ''#
range: float = 0#
seconds_per_attack: float = 0#
speed: float = 0#
property theater#
property theater_id#
type_id: int = 0#
weapon_hit_id: int = 0#