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+ + + + + + + + + + \ No newline at end of file diff --git a/api_reference/behaviors/combat_behaviors.html b/api_reference/behaviors/combat_behaviors.html new file mode 100644 index 0000000..03681f4 --- /dev/null +++ b/api_reference/behaviors/combat_behaviors.html @@ -0,0 +1,6454 @@ + + + + + + + + + + + + + + + + + + + + + + + Individual Combat Behaviors - Ares SC2 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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Individual Combat Behaviors

+ +
+ + + + +
+ + + + + + + + +
+ + + + + + + + +
+ + + +

+ CombatManeuver + + + + dataclass + + +

+ + +
+

+ Bases: Behavior

+ + +

Execute behaviors sequentially.

+

Add behaviors

+

Example: +

from ares import AresBot
+from ares.behaviors.combat import CombatManeuver
+from ares.behaviors.combat.individual import (
+    DropCargo,
+    KeepUnitSafe,
+    PathUnitToTarget,
+    PickUpCargo,
+)
+
+class MyBot(AresBot):
+    mine_drop_medivac_tag: int
+
+    async def on_step(self, iteration):
+        # Left out here, but `self.mine_drop_medivac_tag`
+        # bookkeeping is up to the user
+        medivac: Optional[Unit] = self.unit_tag_dict.get(
+            self.mine_drop_medivac_tag, None
+        )
+        if not medivac:
+            return
+
+        air_grid: np.ndarray = self.mediator.get_air_grid
+
+        # initiate a new CombatManeuver
+        mine_drop: CombatManeuver = CombatManeuver()
+
+        # then add behaviors in the order they should be executed
+        # first priority is picking up units
+        # (will return False if no cargo and move to next behavior)
+        mine_drop.add(
+            PickUpCargo(
+                unit=medivac,
+                grid=air_grid,
+                pickup_targets=mines_to_pickup
+            )
+        )
+
+        # if there is cargo, path to target and drop them off
+        if medivac.has_cargo:
+            # path
+            mine_drop.add(
+                PathUnitToTarget(
+                    unit=medivac,
+                    grid=air_grid,
+                    target=self.enemy_start_locations[0],
+                )
+            )
+            # drop off the mines
+            mine_drop.add(DropCargo(unit=medivac, target=medivac.position))
+
+        # no cargo and no units to pick up, stay safe
+        else:
+            mine_drop.add(KeepUnitSafe(unit=medivac, grid=air_grid))
+
+        # register the mine_drop behavior
+        self.register_behavior(mine_drop)
+

+ + +

Attributes:

+ + + + + + + + + + + + + + + +
NameTypeDescription
micros + list[Behavior] + +
+

A list of behaviors that should be executed. Defaults to an empty list.

+
+
+ + + + + + +
+ Source code in src/ares/behaviors/combat/combat_maneuver.py +
@dataclass
+class CombatManeuver(Behavior):
+    """Execute behaviors sequentially.
+
+    Add behaviors
+
+    Example:
+    ```py
+    from ares import AresBot
+    from ares.behaviors.combat import CombatManeuver
+    from ares.behaviors.combat.individual import (
+        DropCargo,
+        KeepUnitSafe,
+        PathUnitToTarget,
+        PickUpCargo,
+    )
+
+    class MyBot(AresBot):
+        mine_drop_medivac_tag: int
+
+        async def on_step(self, iteration):
+            # Left out here, but `self.mine_drop_medivac_tag`
+            # bookkeeping is up to the user
+            medivac: Optional[Unit] = self.unit_tag_dict.get(
+                self.mine_drop_medivac_tag, None
+            )
+            if not medivac:
+                return
+
+            air_grid: np.ndarray = self.mediator.get_air_grid
+
+            # initiate a new CombatManeuver
+            mine_drop: CombatManeuver = CombatManeuver()
+
+            # then add behaviors in the order they should be executed
+            # first priority is picking up units
+            # (will return False if no cargo and move to next behavior)
+            mine_drop.add(
+                PickUpCargo(
+                    unit=medivac,
+                    grid=air_grid,
+                    pickup_targets=mines_to_pickup
+                )
+            )
+
+            # if there is cargo, path to target and drop them off
+            if medivac.has_cargo:
+                # path
+                mine_drop.add(
+                    PathUnitToTarget(
+                        unit=medivac,
+                        grid=air_grid,
+                        target=self.enemy_start_locations[0],
+                    )
+                )
+                # drop off the mines
+                mine_drop.add(DropCargo(unit=medivac, target=medivac.position))
+
+            # no cargo and no units to pick up, stay safe
+            else:
+                mine_drop.add(KeepUnitSafe(unit=medivac, grid=air_grid))
+
+            # register the mine_drop behavior
+            self.register_behavior(mine_drop)
+    ```
+
+    Attributes:
+        micros: A list of behaviors that should be executed. Defaults to an empty list.
+
+    """
+
+    micros: list[Behavior] = field(default_factory=list)
+
+    def add(
+        self,
+        behavior: Union[
+            "CombatIndividualBehavior", "CombatGroupBehavior", "CombatManeuver"
+        ],
+    ) -> None:
+        """
+        Args:
+            behavior: Add a new combat behavior to the current maneuver object.
+
+        """
+        self.micros.append(behavior)
+
+    def execute(self, ai: "AresBot", config: dict, mediator: ManagerMediator) -> bool:
+        for order in self.micros:
+            if order.execute(ai, config, mediator):
+                # executed an action
+                return True
+        # none of the combat micros completed, no actions executed
+        return False
+
+
+ + + +
+ + + + + + + + + +
+ + +

+ add(behavior) + +

+ + +
+ + + +

Parameters:

+ + + + + + + + + + + + + + + + + +
NameTypeDescriptionDefault
+ behavior + + Union[CombatIndividualBehavior, CombatGroupBehavior, CombatManeuver] + +
+

Add a new combat behavior to the current maneuver object.

+
+
+ required +
+ +
+ Source code in src/ares/behaviors/combat/combat_maneuver.py +
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def add(
+    self,
+    behavior: Union[
+        "CombatIndividualBehavior", "CombatGroupBehavior", "CombatManeuver"
+    ],
+) -> None:
+    """
+    Args:
+        behavior: Add a new combat behavior to the current maneuver object.
+
+    """
+    self.micros.append(behavior)
+
+
+
+ +
+ + + +
+ +
+ +
+ + + + +
+ +
+ +
+ +
+ + + + +
+ + + + + + + + +
+ + + + + + + + +
+ + + +

+ AMove + + + + dataclass + + +

+ + +
+

+ Bases: CombatIndividualBehavior

+ + +

A-Move a unit to a target.

+

Example: +

from ares.behaviors.combat.individual import AMove
+
+self.register_behavior(AMove(unit, self.game_info.map_center))
+

+ + +

Attributes:

+ + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
unit + Unit + +
+

The unit to stay safe.

+
+
target + Union[Point2, Unit] + +
+

Where the unit is going.

+
+
+ + + + + + +
+ Source code in src/ares/behaviors/combat/individual/a_move.py +
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@dataclass
+class AMove(CombatIndividualBehavior):
+    """A-Move a unit to a target.
+
+    Example:
+    ```py
+    from ares.behaviors.combat.individual import AMove
+
+    self.register_behavior(AMove(unit, self.game_info.map_center))
+    ```
+
+    Attributes:
+        unit: The unit to stay safe.
+        target: Where the unit is going.
+
+    """
+
+    unit: Unit
+    target: Union[Point2, Unit]
+
+    def execute(self, ai: "AresBot", config: dict, mediator: ManagerMediator) -> bool:
+        self.unit.attack(self.target)
+        return True
+
+
+ + + +
+ + + + + + + + + + + +
+ +
+ +
+ + + + +
+ +
+ +
+ +
+ + + + +
+ + + + + + + + +
+ + + + + + + + +
+ + + +

+ AttackTarget + + + + dataclass + + +

+ + +
+

+ Bases: CombatIndividualBehavior

+ + +

Shoot a target.

+

Example: +

from ares.behaviors.combat.individual import AttackTarget
+
+unit: Unit
+target: Unit
+self.register_behavior(AttackTarget(unit, target))
+

+ + +

Attributes:

+ + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
unit + Unit + +
+

The unit to shoot.

+
+
target + Unit + +
+

The unit we want to shoot at.

+
+
+ + + + + + +
+ Source code in src/ares/behaviors/combat/individual/attack_target.py +
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@dataclass
+class AttackTarget(CombatIndividualBehavior):
+    """Shoot a target.
+
+    Example:
+    ```py
+    from ares.behaviors.combat.individual import AttackTarget
+
+    unit: Unit
+    target: Unit
+    self.register_behavior(AttackTarget(unit, target))
+    ```
+
+    Attributes:
+        unit: The unit to shoot.
+        target: The unit we want to shoot at.
+
+    """
+
+    unit: Unit
+    target: Unit
+    extra_range: float = 0.0
+
+    def execute(
+        self, ai: "AresBot", config: dict, mediator: ManagerMediator, **kwargs
+    ) -> bool:
+        self.unit.attack(self.target)
+        return True
+
+
+ + + +
+ + + + + + + + + + + +
+ +
+ +
+ + + + +
+ +
+ +
+ +
+ + + + +
+ + + + + + + + +
+ + + + + + + + +
+ + + +

+ DropCargo + + + + dataclass + + +

+ + +
+

+ Bases: CombatIndividualBehavior

+ + +

Handle releasing cargo from a container.

+

Medivacs, WarpPrism, Overlords, Nydus.

+

Example: +

from ares.behaviors.combat import DropCargo
+
+unit: Unit
+target: Unit
+self.register_behavior(DropCargo(unit, target))
+

+ + +

Attributes:

+ + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
unit + Unit + +
+

The container unit.

+
+
target + Point2 + +
+

The target position where to drop the cargo.

+
+
+ + + + + + +
+ Source code in src/ares/behaviors/combat/individual/drop_cargo.py +
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@dataclass
+class DropCargo(CombatIndividualBehavior):
+    """Handle releasing cargo from a container.
+
+    Medivacs, WarpPrism, Overlords, Nydus.
+
+    Example:
+    ```py
+    from ares.behaviors.combat import DropCargo
+
+    unit: Unit
+    target: Unit
+    self.register_behavior(DropCargo(unit, target))
+    ```
+
+    Attributes:
+        unit: The container unit.
+        target: The target position where to drop the cargo.
+
+    """
+
+    unit: Unit
+    target: Point2
+
+    def execute(self, ai: "AresBot", config: dict, mediator: ManagerMediator) -> bool:
+        # TODO: Expand logic as needed, initial working version.
+        # no action executed
+        if self.unit.cargo_used == 0 or not ai.in_pathing_grid(self.unit.position):
+            return False
+
+        ai.do_unload_container(self.unit.tag)
+        return True
+
+
+ + + +
+ + + + + + + + + + + +
+ +
+ +
+ + + + +
+ +
+ +
+ +
+ + + + +
+ + + + + + + + +
+ + + + + + + + +
+ + + +

+ KeepUnitSafe + + + + dataclass + + +

+ + +
+

+ Bases: CombatIndividualBehavior

+ + +

Get a unit to safety based on the influence grid passed in.

+

Example: +

from ares.behaviors.combat import KeepUnitSafe
+
+unit: Unit
+grid: np.ndarray = self.mediator.get_ground_grid
+self.register_behavior(KeepUnitSafe(unit, grid))
+

+ + +

Attributes:

+ + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
unit + Unit + +
+

The unit to stay safe.

+
+
grid + ndarray + +
+

2D grid which usually contains enemy influence.

+
+
+ + + + + + +
+ Source code in src/ares/behaviors/combat/individual/keep_unit_safe.py +
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@dataclass
+class KeepUnitSafe(CombatIndividualBehavior):
+    """Get a unit to safety based on the influence grid passed in.
+
+    Example:
+    ```py
+    from ares.behaviors.combat import KeepUnitSafe
+
+    unit: Unit
+    grid: np.ndarray = self.mediator.get_ground_grid
+    self.register_behavior(KeepUnitSafe(unit, grid))
+    ```
+
+    Attributes:
+        unit: The unit to stay safe.
+        grid: 2D grid which usually contains enemy influence.
+
+    """
+
+    unit: Unit
+    grid: np.ndarray
+
+    def execute(self, ai: "AresBot", config: dict, mediator: ManagerMediator) -> bool:
+        # no action executed
+        if mediator.is_position_safe(grid=self.grid, position=self.unit.position):
+            return False
+        else:
+            safe_spot: Point2 = mediator.find_closest_safe_spot(
+                from_pos=self.unit.position, grid=self.grid
+            )
+            path: Behavior = PathUnitToTarget(
+                unit=self.unit,
+                grid=self.grid,
+                target=safe_spot,
+                success_at_distance=0.0,
+            )
+            return path.execute(ai, config, mediator)
+
+
+ + + +
+ + + + + + + + + + + +
+ +
+ +
+ + + + +
+ +
+ +
+ +
+ + + + +
+ + + + + + + + +
+ + + + + + + + +
+ + + +

+ MedivacHeal + + + + dataclass + + +

+ + +
+

+ Bases: CombatIndividualBehavior

+ + +

Given close allied units, heal things up.

+ + +

Attributes:

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
unit + Unit + +
+

The siege tank unit.

+
+
close_allied + list[Unit] + +
+

All close by allied units we want to heal.

+
+
grid + ndarray + +
+

The path for medivac to heal on

+
+
keep_safe + bool + +
+

Attempt to stay safe, this may result in +not always healing units (Default is True)

+
+
+ + + + + + +
+ Source code in src/ares/behaviors/combat/individual/medivac_heal.py +
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@dataclass
+class MedivacHeal(CombatIndividualBehavior):
+    """Given close allied units, heal things up.
+
+    Attributes:
+        unit: The siege tank unit.
+        close_allied: All close by allied units we want to heal.
+        grid: The path for medivac to heal on
+        keep_safe: Attempt to stay safe, this may result in
+            not always healing units (Default is True)
+    """
+
+    unit: Unit
+    close_allied: list[Unit]
+    grid: np.ndarray
+    keep_safe: bool = True
+
+    def execute(self, ai: "AresBot", config: dict, mediator: ManagerMediator) -> bool:
+        if self.unit.type_id != UnitID.MEDIVAC:
+            return False
+
+        if self.keep_safe and KeepUnitSafe(self.unit, self.grid).execute(
+            ai, config, mediator
+        ):
+            return True
+
+        # don't interfere
+        if self.unit.is_using_ability(AbilityId.MEDIVACHEAL_HEAL):
+            return True
+
+        bio_need_healing: list[Unit] = [
+            u
+            for u in self.close_allied
+            if u.is_biological and u.health_percentage < 1.0
+        ]
+        # found something to heal
+        if len(bio_need_healing) > 0:
+            target_unit: Unit = cy_closest_to(self.unit.position, bio_need_healing)
+            self.unit(AbilityId.MEDIVACHEAL_HEAL, target_unit)
+            return True
+
+        return False
+
+
+ + + +
+ + + + + + + + + + + +
+ +
+ +
+ + + + +
+ +
+ +
+ +
+ + + + +
+ + + + + + + + +
+ + + + + + + + +
+ + + +

+ PathUnitToTarget + + + + dataclass + + +

+ + +
+

+ Bases: CombatIndividualBehavior

+ + +

Path a unit to its target destination.

+ + +
+ Add attack enemy in range logic / parameter +

Not added yet since that may be it's own Behavior

+

Example: +

from ares.behaviors.combat import PathUnitToTarget
+
+unit: Unit
+grid: np.ndarray = self.mediator.get_ground_grid
+target: Point2 = self.game_info.map_center
+self.register_behavior(PathUnitToTarget(unit, grid, target))
+

+ + +

Attributes:

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
unit + Unit + +
+

The unit to path.

+
+
grid + ndarray + +
+

2D grid to path on.

+
+
target + Point2 + +
+

Target destination.

+
+
success_at_distance + float + +
+

If the unit has gotten this close, consider path +behavior complete. Defaults to 0.0.

+
+
sensitivity + int + +
+

Path precision. Defaults to 5.

+
+
smoothing + bool + +
+

Whether to smooth out the path. Defaults to False.

+
+
sense_danger + bool + +
+

Whether to check for dangers. If none are present, +the pathing query is skipped. Defaults to True.

+
+
danger_distance + float + +
+

If sense_danger is True, how far to check for dangers. +Defaults to 20.0.

+
+
danger_threshold + float + +
+

Influence at which a danger is respected. +Defaults to 5.0.

+
+
+ + + + + + +
+ Source code in src/ares/behaviors/combat/individual/path_unit_to_target.py +
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@dataclass
+class PathUnitToTarget(CombatIndividualBehavior):
+    """Path a unit to its target destination.
+
+    TODO: Add attack enemy in range logic / parameter
+        Not added yet since that may be it's own Behavior
+
+    Example:
+    ```py
+    from ares.behaviors.combat import PathUnitToTarget
+
+    unit: Unit
+    grid: np.ndarray = self.mediator.get_ground_grid
+    target: Point2 = self.game_info.map_center
+    self.register_behavior(PathUnitToTarget(unit, grid, target))
+    ```
+
+    Attributes:
+        unit: The unit to path.
+        grid: 2D grid to path on.
+        target: Target destination.
+        success_at_distance: If the unit has gotten this close, consider path
+            behavior complete. Defaults to 0.0.
+        sensitivity: Path precision. Defaults to 5.
+        smoothing: Whether to smooth out the path. Defaults to False.
+        sense_danger: Whether to check for dangers. If none are present,
+            the pathing query is skipped. Defaults to True.
+        danger_distance: If `sense_danger` is True, how far to check for dangers.
+            Defaults to 20.0.
+        danger_threshold: Influence at which a danger is respected.
+            Defaults to 5.0.
+
+    """
+
+    unit: Unit
+    grid: np.ndarray
+    target: Point2
+    success_at_distance: float = 0.0
+    sensitivity: int = 5
+    smoothing: bool = False
+    sense_danger: bool = True
+    danger_distance: float = 20.0
+    danger_threshold: float = 5.0
+
+    def execute(self, ai: "AresBot", config: dict, mediator: ManagerMediator) -> bool:
+        distance_to_target: float = cy_distance_to(self.unit.position, self.target)
+        # no action executed
+        if distance_to_target < self.success_at_distance:
+            return False
+
+        move_to: Point2 = mediator.find_path_next_point(
+            start=self.unit.position,
+            target=self.target,
+            grid=self.grid,
+            sensitivity=self.sensitivity,
+            smoothing=self.smoothing,
+            sense_danger=self.sense_danger,
+            danger_distance=self.danger_distance,
+            danger_threshold=self.danger_threshold,
+        )
+        self.unit.move(move_to)
+        return True
+
+
+ + + +
+ + + + + + + + + + + +
+ +
+ +
+ + + + +
+ +
+ +
+ +
+ + + + +
+ + + + + + + + +
+ + + + + + + + +
+ + + +

+ PickUpCargo + + + + dataclass + + +

+ + +
+

+ Bases: CombatIndividualBehavior

+ + +

Handle loading cargo into a container.

+

Medivacs, WarpPrism, Overlords, Nydus.

+

Example: +

from ares.behaviors.combat import PickUpCargo
+
+unit: Unit # medivac for example
+grid: np.ndarray = self.mediator.get_ground_grid
+pickup_targets: Union[Units, list[Unit]] = self.workers
+self.register_behavior(PickUpCargo(unit, grid, pickup_targets))
+

+ + +

Attributes:

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
unit + Unit + +
+

The container unit.

+
+
grid + ndarray + +
+

Pathing grid for the container unit.

+
+
pickup_targets + Union[Units, list[Unit]] + +
+

Units we want to load into the container.

+
+
cargo_switch_to_role + Optional[UnitRole] + +
+

Sometimes useful to switch cargo to +a new role immediately after loading. Defaults to None.

+
+
+ + + + + + +
+ Source code in src/ares/behaviors/combat/individual/pick_up_cargo.py +
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@dataclass
+class PickUpCargo(CombatIndividualBehavior):
+    """Handle loading cargo into a container.
+
+    Medivacs, WarpPrism, Overlords, Nydus.
+
+    Example:
+    ```py
+    from ares.behaviors.combat import PickUpCargo
+
+    unit: Unit # medivac for example
+    grid: np.ndarray = self.mediator.get_ground_grid
+    pickup_targets: Union[Units, list[Unit]] = self.workers
+    self.register_behavior(PickUpCargo(unit, grid, pickup_targets))
+    ```
+
+    Attributes:
+        unit: The container unit.
+        grid: Pathing grid for the container unit.
+        pickup_targets: Units we want to load into the container.
+        cargo_switch_to_role: Sometimes useful to switch cargo to
+            a new role immediately after loading. Defaults to None.
+
+    """
+
+    unit: Unit
+    grid: np.ndarray
+    pickup_targets: Union[Units, list[Unit]]
+    cargo_switch_to_role: Optional[UnitRole] = None
+
+    def execute(self, ai: "AresBot", config: dict, mediator: ManagerMediator) -> bool:
+        # no action executed
+        if not self.pickup_targets or self.unit.type_id not in PICKUP_RANGE:
+            # just ensure tags inside are assigned correctly
+            if len(self.unit.passengers_tags) > 0 and self.cargo_switch_to_role:
+                for tag in self.unit.passengers_tags:
+                    mediator.assign_role(tag=tag, role=self.cargo_switch_to_role)
+            return False
+
+        unit_pos: Point2 = self.unit.position
+        target: Unit = cy_closest_to(unit_pos, self.pickup_targets)
+        distance: float = cy_distance_to(self.unit.position, target.position)
+
+        if distance <= PICKUP_RANGE[self.unit.type_id]:
+            self.unit(AbilityId.SMART, target)
+        else:
+            move_to: Point2 = mediator.find_path_next_point(
+                start=unit_pos, target=target.position, grid=self.grid
+            )
+            self.unit.move(move_to)
+
+        return True
+
+
+ + + +
+ + + + + + + + + + + +
+ +
+ +
+ + + + +
+ +
+ +
+ +
+ + + + +
+ + + + + + + + +
+ + + + + + + + +
+ + + +

+ RavenAutoTurret + + + + dataclass + + +

+ + +
+

+ Bases: CombatIndividualBehavior

+ + +

Drop a turret, opinionated and could be improved +Create own behavior based on this if needed.

+ + +

Attributes:

+ + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
unit + Unit + +
+

Unit

+
+
all_close_enemy + list[Unit] + +
+

All close by allied units we want to heal.

+
+
+ + + + + + +
+ Source code in src/ares/behaviors/combat/individual/raven_auto_turret.py +
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@dataclass
+class RavenAutoTurret(CombatIndividualBehavior):
+    """Drop a turret, opinionated and could be improved
+    Create own behavior based on this if needed.
+
+    Attributes:
+        unit: Unit
+        all_close_enemy: All close by allied units we want to heal.
+    """
+
+    unit: Unit
+    all_close_enemy: list[Unit]
+
+    def execute(self, ai: "AresBot", config: dict, mediator: ManagerMediator) -> bool:
+        if AbilityId.BUILDAUTOTURRET_AUTOTURRET not in self.unit.abilities:
+            return False
+
+        only_enemy_units: list[Unit] = [
+            u for u in self.all_close_enemy if u.type_id not in ALL_STRUCTURES
+        ]
+
+        if len(only_enemy_units) <= 1:
+            return False
+
+        if (
+            ai.get_total_supply(only_enemy_units) > 3
+            and AbilityId.BUILDAUTOTURRET_AUTOTURRET in self.unit.abilities
+        ):
+            target: Point2 = cy_closest_to(
+                self.unit.position, only_enemy_units
+            ).position.towards(self.unit, 3.0)
+            if not ai.in_placement_grid(target):
+                return False
+
+            self.unit(AbilityId.BUILDAUTOTURRET_AUTOTURRET, target)
+            return True
+
+        if self.all_close_enemy and not only_enemy_units:
+            target: Point2 = cy_closest_to(
+                self.unit.position, self.all_close_enemy
+            ).position.towards(self.unit, 3.0)
+            if not ai.in_placement_grid(target):
+                return False
+
+            self.unit(AbilityId.BUILDAUTOTURRET_AUTOTURRET, target)
+            return True
+
+        if self.unit.is_using_ability(AbilityId.BUILDAUTOTURRET_AUTOTURRET):
+            return True
+
+        return False
+
+
+ + + +
+ + + + + + + + + + + +
+ +
+ +
+ + + + +
+ +
+ +
+ +
+ + + + +
+ + + + + + + + +
+ + + + + + + + +
+ + + +

+ SiegeTankDecision + + + + dataclass + + +

+ + +
+

+ Bases: CombatIndividualBehavior

+ + +

Decide if a tank should either siege or unsiege.

+

VERY OPINIONATED, recommend to write own version based on this.

+ + +

Attributes:

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
unit + Unit + +
+

The siege tank unit.

+
+
close_enemy + list[Unit] + +
+

All close by enemies.

+
+
target + Point2 + +
+

Intended destination for this tank.

+
+
stay_sieged_near_target + bool + +
+

This is useful for tanks in defensive position. +If on offensive, might not be needed +Default is False.

+
+
remain_sieged + bool + +
+

Sometimes we might just want to leave the tank sieged up +Default is False.

+
+
force_unsiege + bool + +
+

We might want to not ever siege +Default is False.

+
+
+ + + + + + +
+ Source code in src/ares/behaviors/combat/individual/siege_tank_decision.py +
@dataclass
+class SiegeTankDecision(CombatIndividualBehavior):
+    """Decide if a tank should either siege or unsiege.
+
+    VERY OPINIONATED, recommend to write own version based on this.
+
+    Attributes:
+        unit: The siege tank unit.
+        close_enemy: All close by enemies.
+        target: Intended destination for this tank.
+        stay_sieged_near_target: This is useful for tanks in defensive position.
+            If on offensive, might not be needed
+            Default is False.
+        remain_sieged: Sometimes we might just want to leave the tank sieged up
+            Default is False.
+        force_unsiege: We might want to not ever siege
+            Default is False.
+    """
+
+    unit: Unit
+    close_enemy: list[Unit]
+    target: Point2
+    stay_sieged_near_target: bool = False
+    remain_sieged: bool = False
+    force_unsiege: bool = False
+
+    def execute(self, ai: "AresBot", config: dict, mediator: ManagerMediator) -> bool:
+        type_id: UnitID = self.unit.type_id
+        if type_id not in TANK_TYPES:
+            return False
+
+        enemy_ground: list[Unit] = [
+            e
+            for e in self.close_enemy
+            if not e.is_burrowed
+            and e.type_id not in CHANGELING_TYPES
+            and not UNIT_DATA[type_id]["flying"]
+        ]
+        unit_pos: Point2 = self.unit.position
+
+        if type_id == UnitID.SIEGETANK:
+            if self.force_unsiege:
+                return False
+
+            # enemy are too close, don't siege no matter what
+            if (
+                len(
+                    [
+                        e
+                        for e in enemy_ground
+                        if cy_distance_to_squared(e.position, unit_pos) < 42.25
+                    ]
+                )
+                > 0
+            ):
+                return False
+
+            # siege up for any enemy static defence
+            if (
+                len(
+                    [
+                        e
+                        for e in enemy_ground
+                        if e.type_id in STATIC_DEFENCE
+                        and cy_distance_to_squared(e.position, self.unit.position)
+                        < 169.0
+                    ]
+                )
+                > 0
+            ):
+                self.unit(AbilityId.SIEGEMODE_SIEGEMODE)
+                return True
+            elif (
+                self.stay_sieged_near_target
+                and cy_distance_to_squared(unit_pos, self.target) < 25.0
+            ):
+                self.unit(AbilityId.SIEGEMODE_SIEGEMODE)
+                return True
+
+            elif (
+                ai.get_total_supply(enemy_ground) >= 4.0 and len(enemy_ground) > 1
+            ) or ([t for t in enemy_ground if t.type_id in TANK_TYPES]):
+                self.unit(AbilityId.SIEGEMODE_SIEGEMODE)
+                return True
+
+        elif type_id == UnitID.SIEGETANKSIEGED:
+            if self.force_unsiege:
+                self.unit(AbilityId.UNSIEGE_UNSIEGE)
+                return True
+
+            # what if we are sieged and ground enemy have got too close
+            if self._enemy_too_close(unit_pos, enemy_ground):
+                self.unit(AbilityId.UNSIEGE_UNSIEGE)
+                return True
+
+            # didn't actually issue an action, but nothing more needs to be done
+            if self.remain_sieged or self.stay_sieged_near_target:
+                return False
+
+            # sometimes tanks get isolated a bit, which messes with close enemy calcs
+            # but if there are for example marines ahead, we should stay sieged
+            if self._own_units_between_tank_and_target(mediator):
+                return False
+
+            # just a general if nothing around then unsiege
+            if (
+                len(enemy_ground) == 0
+                and cy_distance_to_squared(unit_pos, self.target) > 200.0
+            ):
+                self.unit(AbilityId.UNSIEGE_UNSIEGE)
+                return True
+
+        # return true for sieged up tanks, as no further action needed
+        # return False for non sieged tanks
+        return type_id == UnitID.SIEGETANKSIEGED
+
+    @staticmethod
+    def _enemy_too_close(unit_pos: Point2, near_enemy_ground) -> bool:
+        return (
+            len(
+                [
+                    e
+                    for e in near_enemy_ground
+                    if cy_distance_to_squared(e.position, unit_pos) < 16.0
+                ]
+            )
+            > 0
+            and len(
+                [
+                    e
+                    for e in near_enemy_ground
+                    if cy_distance_to_squared(e.position, unit_pos) < 144.0
+                ]
+            )
+            < 2
+        )
+
+    def _own_units_between_tank_and_target(self, mediator: ManagerMediator):
+        tank_pos: Point2 = self.unit.position
+        target: Point2 = self.target
+
+        midway_point: Point2 = Point2(
+            ((tank_pos.x + target.x) / 2, (tank_pos.y + target.y) / 2)
+        )
+
+        own_units_ahead: Units = mediator.get_units_in_range(
+            start_points=[midway_point],
+            distances=12,
+            query_tree=UnitTreeQueryType.AllOwn,
+        )[0].filter(lambda u: not u.is_flying)
+
+        if not own_units_ahead or len(own_units_ahead) < 3:
+            return False
+
+        # own units close enough?
+        closest_to_tank: Unit = cy_closest_to(tank_pos, own_units_ahead)
+        return cy_distance_to_squared(closest_to_tank.position, tank_pos) < 72.25
+
+
+ + + +
+ + + + + + + + + + + +
+ +
+ +
+ + + + +
+ +
+ +
+ +
+ + + + +
+ + + + + + + + +
+ + + + + + + + +
+ + + +

+ PlacePredictiveAoE + + + + dataclass + + +

+ + +
+

+ Bases: CombatIndividualBehavior

+ + +

Predict an enemy position and fire AoE accordingly.

+

Warning: Use this at your own risk. Work in progress.

+ + +
+ Guess where the enemy is going based on how it's been moving. +

Cythonize this.

+
+ +

Attributes:

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
unit + Unit + +
+

The unit to fire the AoE.

+
+
path + List[Point2] + +
+

How we're getting to the target position (the last point in the list).

+
+
enemy_center_unit + Unit + +
+

Enemy unit to calculate positions based on.

+
+
aoe_ability + AbilityId + +
+

AoE ability to use.

+
+
ability_delay + int + +
+

Amount of frames between using the ability and +the ability occurring.

+
+
+ + + + + + +
+ Source code in src/ares/behaviors/combat/individual/place_predictive_aoe.py +
@dataclass
+class PlacePredictiveAoE(CombatIndividualBehavior):
+    """Predict an enemy position and fire AoE accordingly.
+
+    Warning: Use this at your own risk. Work in progress.
+
+    TODO: Guess where the enemy is going based on how it's been moving.
+        Cythonize this.
+
+    Attributes:
+        unit: The unit to fire the AoE.
+        path: How we're getting to the target position (the last point in the list).
+        enemy_center_unit: Enemy unit to calculate positions based on.
+        aoe_ability: AoE ability to use.
+        ability_delay: Amount of frames between using the ability and
+            the ability occurring.
+
+    """
+
+    unit: Unit
+    path: List[Point2]
+    enemy_center_unit: Unit
+    aoe_ability: AbilityId
+    ability_delay: int
+
+    def execute(
+        self, ai: "AresBot", config: dict, mediator: ManagerMediator, **kwargs
+    ) -> bool:
+        if self.aoe_ability in self.unit.abilities:
+            # try to fire the ability if we find a position
+            if pos := self._calculate_target_position(ai):
+                if ai.is_visible(pos):
+                    return self.unit(self.aoe_ability, pos)
+        # no position found or the ability isn't ready
+        return False
+
+    def _calculate_target_position(self, ai: "AresBot") -> Point2:
+        """Calculate where we want to put the AoE.
+
+        Returns
+        -------
+        Point2 :
+            Where we want to place the AoE.
+
+        """
+        # figure out where our unit is going to be during the chase
+        own_unit_path = self._get_unit_real_path(self.path, self.unit.distance_per_step)
+
+        # enemy path, assuming it moves directly towards our unit at all times
+        chasing_path, _reached_target = self._get_chasing_unit_path(
+            own_unit_path,
+            self.enemy_center_unit.position,
+            self.enemy_center_unit.distance_per_step,
+        )
+
+        # pick the spot along the predicted path that the enemy will have reached when
+        # the ability goes off
+        delayed_idx = math.ceil(self.ability_delay / ai.client.game_step)
+
+        return chasing_path[min(delayed_idx, len(chasing_path) - 1)]
+
+    @staticmethod
+    def _get_unit_next_position(
+        current_position: Point2,
+        current_target: Point2,
+        distance_per_step: float,
+        next_target: Optional[Point2] = None,
+    ) -> Tuple[Point2, bool]:
+        """Calculate where a unit will be on the next step.
+
+        Assumes knowledge of the unit's current position, target position, and that the
+        unit will not change direction.
+
+        TODO: handle the case where the unit is fast enough to travel multiple path
+            points per game step
+
+        Parameters
+        ----------
+        current_position: Point2
+            Where the unit currently is.
+        current_target: Point2
+            Where the unit is going.
+        distance_per_step: float
+            How far the unit moves per game step.
+        next_target: Optional[Point2]
+            Where the unit should head if it reaches the target point between steps.
+
+        Returns
+        -------
+        Tuple[Point2, bool] :
+            Point2 is where the unit will be
+            bool is whether the unit reached `current_target` in this step
+
+        """
+        reached_target: bool = False
+
+        # make sure we won't run past the target point
+        distance_to_target: float = current_position.distance_to(current_target)
+        if distance_to_target < distance_per_step:
+            if next_target:
+                """
+                Overwrite initial values to reflect moving from the current target
+                to the next position.
+                """
+                distance_per_step = (
+                    1 - distance_to_target / distance_per_step
+                ) * distance_per_step
+                current_position = current_target
+                current_target = next_target
+                reached_target = True
+            else:
+                # we don't have a next point to go to, so stop at the current target
+                return current_target, True
+
+        # offset the current position towards the target position by the amount of
+        # distance covered per game step
+        return (
+            current_position.towards(current_target, distance_per_step),
+            reached_target,
+        )
+
+    def _get_unit_real_path(
+        self, unit_path: List[Point2], unit_speed: float
+    ) -> List[Point2]:
+        """Find the location of the unit at each game step given its path.
+
+        Parameters
+        ----------
+        unit_path: List[Point2]
+            Where the unit is being told to move.
+        unit_speed: float
+            How far the unit moves each game step.
+
+        Returns
+        -------
+        List[Point2] :
+            Where the unit will be at each game iteration.
+
+        """
+        real_path: List[Point2] = [unit_path[0]]
+        curr_target_idx: int = 1
+        # 100 should be overkill, but I'm really just trying to avoid a `while` loop
+        for step in range(100):
+            if curr_target_idx >= len(unit_path):
+                # we've made it to the end of the path
+                break
+            # travel directly towards the next point on the path, updating the target
+            # point when the one before it is reached
+            next_position, increase_target_idx = self._get_unit_next_position(
+                current_position=real_path[-1],
+                current_target=unit_path[curr_target_idx],
+                distance_per_step=unit_speed,
+                next_target=unit_path[curr_target_idx + 1]
+                if curr_target_idx != len(unit_path) - 1
+                else None,
+            )
+            real_path.append(next_position)
+
+            if increase_target_idx:
+                # we made it to the current target point, get the next one
+                curr_target_idx += 1
+
+        return real_path
+
+    def _get_chasing_unit_path(
+        self, target_unit_path: List[Point2], start_position: Point2, unit_speed: float
+    ) -> Tuple[List[Point2], bool]:
+        """Calculate the path the chasing unit will take to catch the target unit.
+
+        Arguments
+        ---------
+        target_unit_path: List[Point2]
+            Where the target unit is going to be at each game iteration.
+        start_position: Point2
+            Where the chasing unit is starting from.
+        unit_speed: float
+            How far the chasing unit moves per game step.
+
+        Returns
+        -------
+        Tuple[List[Point2], bool] :
+            List[Point2] is the chasing unit's path
+            bool is whether the chasing unit caught the target unit
+
+        """
+        reached_target: bool = False
+
+        unit_path: List[Point2] = [start_position]
+        target_idx = 0
+
+        for i in range(100):
+            next_position, reached_target = self._get_unit_next_position(
+                current_position=unit_path[-1],
+                current_target=target_unit_path[target_idx],
+                distance_per_step=unit_speed,
+            )
+            unit_path.append(next_position)
+            # keep updating the target index because we're chasing a moving target, but
+            # stop if the unit we're chasing isn't moving any further
+            target_idx = min(len(target_unit_path) - 1, target_idx + 1)
+
+            if reached_target:
+                # we caught the unit
+                break
+
+        return unit_path, reached_target
+
+
+ + + +
+ + + + + + + + + + + +
+ +
+ +
+ + + + +
+ +
+ +
+ +
+ + + + +
+ + + + + + + + +
+ + + + + + + + +
+ + + +

+ ShootTargetInRange + + + + dataclass + + +

+ + +
+

+ Bases: CombatIndividualBehavior

+ + +

Find something to shoot at.

+ + +
+ Currently only picks lowest health. +

Might want to pick best one shot KO for example

+

Example: +

from ares.behaviors.combat import ShootTargetInRange
+
+unit: Unit
+target: Unit
+self.register_behavior(ShootTargetInRange(unit, target))
+

+ + +

Attributes:

+ + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
unit + Unit + +
+

The unit to shoot.

+
+
targets + Union[list[Unit], Units] + +
+

Units we want to check.

+
+
extra_range + float + +
+

Look outside the unit's weapon range. +This might be useful for hunting down low HP units.

+
+
+ + + + + + +
+ Source code in src/ares/behaviors/combat/individual/shoot_target_in_range.py +
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@dataclass
+class ShootTargetInRange(CombatIndividualBehavior):
+    """Find something to shoot at.
+
+    TODO: Currently only picks lowest health.
+        Might want to pick best one shot KO for example
+
+    Example:
+    ```py
+    from ares.behaviors.combat import ShootTargetInRange
+
+    unit: Unit
+    target: Unit
+    self.register_behavior(ShootTargetInRange(unit, target))
+    ```
+
+    Attributes:
+        unit: The unit to shoot.
+        targets: Units we want to check.
+        extra_range: Look outside the unit's weapon range.
+            This might be useful for hunting down low HP units.
+
+    """
+
+    unit: Unit
+    targets: Union[list[Unit], Units]
+    extra_range: float = 0.0
+
+    def execute(
+        self, ai: "AresBot", config: dict, mediator: ManagerMediator, **kwargs
+    ) -> bool:
+        if not self.targets:
+            return False
+
+        targets = [
+            t
+            for t in self.targets
+            if not t.is_cloaked or t.is_cloaked and t.is_revealed
+        ]
+        in_attack_range: list[Unit] = cy_in_attack_range(
+            self.unit, targets, self.extra_range
+        )
+
+        if len(in_attack_range) == 0:
+            return False
+
+        # idea here is if our unit already has an order to shoot one of these
+        # in attack range enemies then we return True but don't issue a
+        # new action
+        if (
+            self.unit.orders
+            and len([u for u in in_attack_range if u.tag == self.unit.order_target])
+            and self.unit.weapon_cooldown == 0.0
+        ):
+            return True
+
+        enemy_target: Unit = cy_pick_enemy_target(in_attack_range)
+
+        if cy_attack_ready(ai, self.unit, enemy_target):
+            self.unit.attack(enemy_target)
+            return True
+
+        return False
+
+
+ + + +
+ + + + + + + + + + + +
+ +
+ +
+ + + + +
+ +
+ +
+ +
+ + + + +
+ + + + + + + + +
+ + + + + + + + +
+ + + +

+ StutterUnitBack + + + + dataclass + + +

+ + +
+

+ Bases: CombatIndividualBehavior

+ + +

Shoot at the target if possible, else move back.

+

Example: +

from ares.behaviors.combat import StutterUnitBack
+
+unit: Unit
+target: Unit
+self.register_behavior(StutterUnitBack(unit, target))
+

+ + +

Attributes:

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
unit + Unit + +
+

The unit to shoot.

+
+
target + Unit + +
+

The unit we want to shoot at.

+
+
kite_via_pathing + bool + +
+

Kite back using pathing? Value for grid must be present.

+
+
grid + Optional[ndarray] + +
+

Pass in if using kite_via_pathing.

+
+
+ + + + + + +
+ Source code in src/ares/behaviors/combat/individual/stutter_unit_back.py +
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@dataclass
+class StutterUnitBack(CombatIndividualBehavior):
+    """Shoot at the target if possible, else move back.
+
+    Example:
+    ```py
+    from ares.behaviors.combat import StutterUnitBack
+
+    unit: Unit
+    target: Unit
+    self.register_behavior(StutterUnitBack(unit, target))
+    ```
+
+    Attributes:
+        unit: The unit to shoot.
+        target: The unit we want to shoot at.
+        kite_via_pathing: Kite back using pathing? Value for `grid` must be present.
+        grid: Pass in if using `kite_via_pathing`.
+
+    """
+
+    unit: Unit
+    target: Unit
+    kite_via_pathing: bool = True
+    grid: Optional[np.ndarray] = None
+
+    def execute(
+        self, ai: "AresBot", config: dict, mediator: ManagerMediator, **kwargs
+    ) -> bool:
+        unit = self.unit
+        target = self.target
+        if self.kite_via_pathing and self.grid is None:
+            self.grid = mediator.get_ground_grid
+
+        if cy_attack_ready(ai, unit, target):
+            return AttackTarget(unit=unit, target=target).execute(ai, config, mediator)
+        elif self.kite_via_pathing and self.grid is not None:
+            return KeepUnitSafe(unit=unit, grid=self.grid).execute(ai, config, mediator)
+        # TODO: Implement non pathing kite back
+        else:
+            logger.warning("Stutter back doesn't work for kite_via_pathing=False yet")
+            return False
+
+
+ + + +
+ + + + + + + + + + + +
+ +
+ +
+ + + + +
+ +
+ +
+ +
+ + + + +
+ + + + + + + + +
+ + + + + + + + +
+ + + +

+ StutterUnitForward + + + + dataclass + + +

+ + +
+

+ Bases: CombatIndividualBehavior

+ + +

Shoot at the target if possible, else move back.

+

Example: +

from ares.behaviors.combat import StutterUnitForward
+
+unit: Unit
+target: Unit
+self.register_behavior(StutterUnitForward(unit, target))
+

+ + +

Attributes:

+ + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
unit + Unit + +
+

The unit to shoot.

+
+
target + Unit + +
+

The unit we want to shoot at.

+
+
+ + + + + + +
+ Source code in src/ares/behaviors/combat/individual/stutter_unit_forward.py +
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@dataclass
+class StutterUnitForward(CombatIndividualBehavior):
+    """Shoot at the target if possible, else move back.
+
+    Example:
+    ```py
+    from ares.behaviors.combat import StutterUnitForward
+
+    unit: Unit
+    target: Unit
+    self.register_behavior(StutterUnitForward(unit, target))
+    ```
+
+    Attributes:
+        unit: The unit to shoot.
+        target: The unit we want to shoot at.
+    """
+
+    unit: Unit
+    target: Unit
+
+    def execute(
+        self, ai: "AresBot", config: dict, mediator: ManagerMediator, **kwargs
+    ) -> bool:
+        unit = self.unit
+        target = self.target
+        if cy_attack_ready(ai, unit, target):
+            return AttackTarget(unit=unit, target=target).execute(ai, config, mediator)
+        else:
+            unit.move(target.position)
+            return True
+
+
+ + + +
+ + + + + + + + + + + +
+ +
+ +
+ + + + +
+ +
+ +
+ +
+ + + + +
+ + + + + + + + +
+ + + + + + + + +
+ + + +

+ UseAbility + + + + dataclass + + +

+ + +
+

+ Bases: CombatIndividualBehavior

+ + +

A-Move a unit to a target.

+

Example: +

from ares.behaviors.combat import UseAbility
+from sc2.ids.ability_id import AbilityId
+
+unit: Unit
+target: Union[Unit, Point2]
+self.register_behavior(
+    UseAbility(
+        AbilityId.FUNGALGROWTH_FUNGALGROWTH, unit, target
+    )
+)
+

+ + +

Attributes:

+ + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
ability + AbilityId + +
+

The ability we want to use.

+
+
unit + Unit + +
+

The unit to use the ability.

+
+
target + Optional[Union[Point2, Unit]] + +
+

Target for this ability.

+
+
+ + + + + + +
+ Source code in src/ares/behaviors/combat/individual/use_ability.py +
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@dataclass
+class UseAbility(CombatIndividualBehavior):
+    """A-Move a unit to a target.
+
+    Example:
+    ```py
+    from ares.behaviors.combat import UseAbility
+    from sc2.ids.ability_id import AbilityId
+
+    unit: Unit
+    target: Union[Unit, Point2]
+    self.register_behavior(
+        UseAbility(
+            AbilityId.FUNGALGROWTH_FUNGALGROWTH, unit, target
+        )
+    )
+    ```
+
+    Attributes:
+        ability: The ability we want to use.
+        unit: The unit to use the ability.
+        target: Target for this ability.
+
+    """
+
+    ability: AbilityId
+    unit: Unit
+    target: Optional[Union[Point2, Unit]] = None
+
+    def execute(
+        self, ai: "AresBot", config: dict, mediator: ManagerMediator, **kwargs
+    ) -> bool:
+        if self.ability not in self.unit.abilities:
+            return False
+
+        if self.target:
+            self.unit(self.ability, self.target)
+        else:
+            self.unit(self.ability)
+
+        return True
+
+
+ + + +
+ + + + + + + + + + + +
+ +
+ +
+ + + + +
+ +
+ +
+ +
+ + + + +
+ + + + + + + + +
+ + + + + + + + +
+ + + +

+ UseAOEAbility + + + + dataclass + + +

+ + +
+

+ Bases: CombatIndividualBehavior

+ + +

Attempt to use AOE ability for a unit.

+ + +

Attributes:

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
unit + Unit + +
+

The unit that potentially has an AOE ability.

+
+
ability_id + AbilityId + +
+

Ability we want to use.

+
+
targets + list[Unit] + +
+

The targets we want to hit.

+
+
min_targets + int + +
+

Minimum targets to hit with spell.

+
+
avoid_own_flying + bool + +
+

Avoid own flying with this spell? +Default is False.

+
+
avoid_own_ground + bool + +
+

Avoid own ground with this spell? +Default is False.

+
+
bonus_tags + Optional[set] + +
+

Give more emphasize on this unit tags. +For example, perhaps a ravager can do corrosive bile +Provide enemy tags that are currently fungaled? +Default is empty Set

+
+
recalculate + bool + +
+

If unit is already using ability, should +we recalculate this behavior? +WARNING: could have performance impact +Default is False.

+
+
stack_same_spell + bool + +
+

Stack spell in same position? +Default is False.

+
+
+ + + + + + +
+ Source code in src/ares/behaviors/combat/individual/use_aoe_ability.py +
@dataclass
+class UseAOEAbility(CombatIndividualBehavior):
+    """Attempt to use AOE ability for a unit.
+
+    Attributes:
+        unit: The unit that potentially has an AOE ability.
+        ability_id: Ability we want to use.
+        targets: The targets we want to hit.
+        min_targets: Minimum targets to hit with spell.
+        avoid_own_flying: Avoid own flying with this spell?
+            Default is False.
+        avoid_own_ground: Avoid own ground with this spell?
+            Default is False.
+        bonus_tags: Give more emphasize on this unit tags.
+            For example, perhaps a ravager can do corrosive bile
+            Provide enemy tags that are currently fungaled?
+            Default is empty `Set`
+        recalculate: If unit is already using ability, should
+            we recalculate this behavior?
+            WARNING: could have performance impact
+            Default is False.
+        stack_same_spell: Stack spell in same position?
+            Default is False.
+
+    """
+
+    unit: Unit
+    ability_id: AbilityId
+    targets: list[Unit]
+    min_targets: int
+    avoid_own_flying: bool = False
+    avoid_own_ground: bool = False
+    bonus_tags: Optional[set] = field(default_factory=set)
+    recalculate: bool = False
+    stack_same_spell: bool = False
+
+    def execute(self, ai: "AresBot", config: dict, mediator: ManagerMediator) -> bool:
+        if self.ability_id not in AOE_ABILITY_SPELLS_INFO:
+            logger.warning(
+                f"You're trying to use {self.ability_id} with `UseAOEAbility`, "
+                f"but this behavior doesn't support it"
+            )
+            return False
+
+        radius: float = AOE_ABILITY_SPELLS_INFO[self.ability_id]["radius"]
+        # prevent computation if unit is going to use ability
+        if (
+            not self.recalculate
+            and self.unit.is_using_ability(self.ability_id)
+            and self._can_cast(ai, mediator, self.unit.order_target, radius)
+        ):
+            return True
+
+        # no targets / ability not ready / or
+        # total targets not enough / or not valid ability id
+        if (
+            not self.targets
+            or self.ability_id not in self.unit.abilities
+            or len(self.targets) < self.min_targets
+        ):
+            return False
+
+        position = Point2(
+            cy_find_aoe_position(
+                radius, self.targets, self.min_targets, self.bonus_tags
+            )
+        )
+
+        if self._can_cast(ai, mediator, position, radius):
+            # need to cast on the actual unit
+            if self.ability_id in {
+                AbilityId.PARASITICBOMB_PARASITICBOMB,
+                AbilityId.EFFECT_ANTIARMORMISSILE,
+            }:
+                self.unit(self.ability_id, cy_closest_to(position, self.targets))
+            else:
+                self.unit(self.ability_id, Point2(position))
+
+            return True
+        return False
+
+    def _can_cast(
+        self, ai: "AresBot", mediator: ManagerMediator, position: Point2, radius: float
+    ) -> bool:
+        can_cast: bool = (
+            self.min_targets >= 1
+            or len(
+                [
+                    u
+                    for u in self.targets
+                    if cy_distance_to(u.position, position) < radius
+                ]
+            )
+            >= self.min_targets
+        )
+        # check for friendly splash damage
+        if can_cast and self.avoid_own_ground or self.avoid_own_flying:
+            own_in_range = mediator.get_units_in_range(
+                start_points=[position],
+                distances=radius,
+                query_tree=UnitTreeQueryType.AllOwn,
+            )[0]
+            if self.avoid_own_flying and [
+                u for u in own_in_range if UNIT_DATA[u.type_id]["flying"]
+            ]:
+                can_cast = False
+            elif self.avoid_own_ground and [
+                u for u in own_in_range if not UNIT_DATA[u.type_id]["flying"]
+            ]:
+                can_cast = False
+
+        # check if spell already active in this area
+        if (
+            not self.stack_same_spell
+            and can_cast
+            and (effect_or_buff := AOE_ABILITY_SPELLS_INFO[self.ability_id]["effect"])
+        ):
+            if isinstance(effect_or_buff, EffectId):
+                radius: float = AOE_ABILITY_SPELLS_INFO[self.ability_id]["radius"]
+                for eff in ai.state.effects:
+                    if eff == effect_or_buff and any(
+                        [
+                            p
+                            for p in eff.positions
+                            if cy_distance_to(position, p) < radius
+                        ]
+                    ):
+                        can_cast = False
+            elif isinstance(effect_or_buff, BuffId):
+                if [u for u in self.targets if u.has_buff(effect_or_buff)]:
+                    can_cast = False
+
+        return can_cast
+
+
+ + + +
+ + + + + + + + + + + +
+ +
+ +
+ + + + +
+ +
+ +
+ +
+ + + + +
+ + + + + + + + +
+ + + + + + + + +
+ + + +

+ UseTransfuse + + + + dataclass + + +

+ + +
+

+ Bases: CombatIndividualBehavior

+ + +

Queen tries to transfuse something

+ + +

Attributes:

+ + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
unit + Unit + +
+

The queen that should transfuse.

+
+
targets + Union[list[Unit], Units] + +
+

Our own units to transfuse.

+
+
extra_range + float + +
+

Look a bit further out of transfuse range? +Default is 0.0

+
+
+ + + + + + +
+ Source code in src/ares/behaviors/combat/individual/use_transfuse.py +
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@dataclass
+class UseTransfuse(CombatIndividualBehavior):
+    """Queen tries to transfuse something
+
+    Attributes:
+        unit: The queen that should transfuse.
+        targets: Our own units to transfuse.
+        extra_range: Look a bit further out of transfuse range?
+            Default is 0.0
+
+    """
+
+    unit: Unit
+    targets: Union[list[Unit], Units]
+    extra_range: float = 0.0
+
+    def execute(
+        self, ai: "AresBot", config: dict, mediator: ManagerMediator, **kwargs
+    ) -> bool:
+        if self.unit.is_using_ability(AbilityId.TRANSFUSION_TRANSFUSION):
+            return True
+
+        if AbilityId.TRANSFUSION_TRANSFUSION in self.unit.abilities:
+            transfuse_targets: list[Unit] = [
+                u
+                for u in self.targets
+                if u.health_percentage < 0.4
+                and cy_distance_to(self.unit.position, u.position)
+                < 7.0 + self.unit.radius + u.radius + self.extra_range
+                and u.health_max >= 50.0
+                and u.tag != self.unit.tag
+                and u.tag not in ai.transfused_tags
+            ]
+            if transfuse_targets:
+                ai.transfused_tags.add(transfuse_targets[0].tag)
+                return UseAbility(
+                    AbilityId.TRANSFUSION_TRANSFUSION,
+                    self.unit,
+                    transfuse_targets[0],
+                ).execute(ai, config, mediator)
+
+        return False
+
+
+ + + +
+ + + + + + + + + + + +
+ +
+ +
+ + + + +
+ +
+ +
+ +
+ + + + +
+ + + + + + + + +
+ + + + + + + + +
+ + + +

+ WorkerKiteBack + + + + dataclass + + +

+ + +
+

+ Bases: CombatIndividualBehavior

+ + +

Shoot at the target if possible, else move back.

+

This is similar to stutter unit back, but takes advantage of +mineral walking.

+

Example: +

from ares.behaviors.combat import WorkerKiteBack
+
+unit: Unit
+target: Unit
+self.register_behavior(
+    WorkerKiteBack(
+        unit, target
+    )
+)
+

+ + +

Attributes:

+ + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
unit + Unit + +
+

The unit to shoot.

+
+
target + Unit + +
+

The unit we want to shoot at.

+
+
+ + + + + + +
+ Source code in src/ares/behaviors/combat/individual/worker_kite_back.py +
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@dataclass
+class WorkerKiteBack(CombatIndividualBehavior):
+    """Shoot at the target if possible, else move back.
+
+    This is similar to stutter unit back, but takes advantage of
+    mineral walking.
+
+    Example:
+    ```py
+    from ares.behaviors.combat import WorkerKiteBack
+
+    unit: Unit
+    target: Unit
+    self.register_behavior(
+        WorkerKiteBack(
+            unit, target
+        )
+    )
+    ```
+
+    Attributes:
+        unit: The unit to shoot.
+        target: The unit we want to shoot at.
+    """
+
+    unit: Unit
+    target: Unit
+
+    def execute(
+        self, ai: "AresBot", config: dict, mediator: ManagerMediator, **kwargs
+    ) -> bool:
+        unit = self.unit
+        target = self.target
+        if not target.is_memory and cy_attack_ready(ai, unit, target):
+            return AttackTarget(unit=unit, target=target).execute(ai, config, mediator)
+        elif mfs := ai.mineral_field:
+            unit.gather(cy_closest_to(position=ai.start_location, units=mfs))
+
+
+ + + +
+ + + + + + + + + + + +
+ +
+ +
+ + + + +
+ +
+ +
+ + + + + + + + + + + + + +
+
+ + + + + +
+ +
+ + + +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/api_reference/behaviors/group_combat_behaviors.html b/api_reference/behaviors/group_combat_behaviors.html new file mode 100644 index 0000000..7076482 --- /dev/null +++ b/api_reference/behaviors/group_combat_behaviors.html @@ -0,0 +1,2904 @@ + + + + + + + + + + + + + + + + + + + + + + + Group Combat Behaviors - Ares SC2 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ + + + Skip to content + + +
+
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + + +

Group Combat Behaviors

+ +
+ + + + +
+ + + + + + + + +
+ + + + + + + + +
+ + + +

+ AMoveGroup + + + + dataclass + + +

+ + +
+

+ Bases: CombatGroupBehavior

+ + +

A-Move group to a target.

+

Example: +

from ares.behaviors.combat.group import AMoveGroup
+
+self.register_behavior(AMoveGroup(units, self.game_info.map_center))
+

+ + +

Attributes:

+ + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
group + list[Unit] + +
+

Units we want to control.

+
+
group_tags + set[int] + +
+

The group unit tags.

+
+
target + Point2 + +
+

Where the unit is going.

+
+
+ + + + + + +
+ Source code in src/ares/behaviors/combat/group/a_move_group.py +
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@dataclass
+class AMoveGroup(CombatGroupBehavior):
+    """A-Move group to a target.
+
+    Example:
+    ```py
+    from ares.behaviors.combat.group import AMoveGroup
+
+    self.register_behavior(AMoveGroup(units, self.game_info.map_center))
+    ```
+
+    Attributes:
+        group (list[Unit]): Units we want to control.
+        group_tags (set[int]): The group unit tags.
+        target (Point2): Where the unit is going.
+    """
+
+    group: list[Unit]
+    group_tags: set[int]
+    target: Union[Point2, Unit]
+
+    def execute(self, ai: "AresBot", config: dict, mediator: ManagerMediator) -> bool:
+        if len(self.group) == 0:
+            return False
+
+        sorted_units: list[Unit] = cy_sorted_by_distance_to(
+            self.group, self.target.position, reverse=True
+        )
+        if self.duplicate_or_similar_order(
+            sorted_units[0], self.target, AbilityId.ATTACK
+        ):
+            return False
+
+        ai.give_same_action(AbilityId.ATTACK, self.group_tags, self.target)
+        return True
+
+
+ + + +
+ + + + + + + + + + + +
+ +
+ +
+ + + + +
+ +
+ +
+ +
+ + + + +
+ + + + + + + + +
+ + + + + + + + +
+ + + +

+ KeepGroupSafe + + + + dataclass + + +

+ + +
+

+ Bases: CombatGroupBehavior

+ + +

A-Move group to a target.

+

Example: +

from ares.behaviors.combat.group import AMoveGroup
+
+self.register_behavior(AMoveGroup(units, self.game_info.map_center))
+

+ + +

Attributes:

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
group + list[Unit] + +
+

Units we want to control.

+
+
close_enemy + Union[Units, list[Unit]] + +
+

Nearby enemy.

+
+
grid + ndarray + +
+

Grid we should check for safety.

+
+
attack_in_range_enemy + bool + +
+

Whether to attack in range if weapon is ready. +Defaults to True.

+
+
+ + + + + + +
+ Source code in src/ares/behaviors/combat/group/keep_group_safe.py +
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@dataclass
+class KeepGroupSafe(CombatGroupBehavior):
+    """A-Move group to a target.
+
+    Example:
+    ```py
+    from ares.behaviors.combat.group import AMoveGroup
+
+    self.register_behavior(AMoveGroup(units, self.game_info.map_center))
+    ```
+
+    Attributes:
+        group: Units we want to control.
+        close_enemy: Nearby enemy.
+        grid: Grid we should check for safety.
+        attack_in_range_enemy: Whether to attack in range if weapon is ready.
+            Defaults to True.
+
+    """
+
+    group: list[Unit]
+    close_enemy: Union[Units, list[Unit]]
+    grid: np.ndarray
+    attack_in_range_enemy: bool = True
+
+    def execute(self, ai: "AresBot", config: dict, mediator: ManagerMediator) -> bool:
+        if len(self.group) == 0:
+            return False
+
+        executed: bool = False
+        for u in self.group:
+            if self.attack_in_range_enemy:
+                if ShootTargetInRange(u, self.close_enemy).execute(
+                    ai, config, mediator
+                ):
+                    continue
+            if KeepUnitSafe(u, self.grid).execute(ai, config, mediator):
+                executed = True
+
+        return executed
+
+
+ + + +
+ + + + + + + + + + + +
+ +
+ +
+ + + + +
+ +
+ +
+ +
+ + + + +
+ + + + + + + + +
+ + + + + + + + +
+ + + +

+ PathGroupToTarget + + + + dataclass + + +

+ + +
+

+ Bases: CombatGroupBehavior

+ + +

Path a group to its target destination.

+

We issue only one action for the whole group and +attempt to filter spammed actions.

+

Example: +

from ares.behaviors.combat.group import PathGroupToTarget
+
+group: list[Unit] = [u for u in self.units]
+group_tags: set[int] = {u.tag for u in group}
+grid: np.ndarray = self.mediator.get_ground_grid
+start: Point2 = self.ai.start_location
+target: Point2 = self.game_info.map_center
+
+self.register_behavior(
+    PathGroupToTarget(start, group, group_tags, grid, target)
+)
+

+ + +

Attributes:

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
start + Point2 + +
+

Where to start the path query.

+
+
group + list[Unit] + +
+

The actual group units.

+
+
group_tags + set[int] + +
+

The units to path.

+
+
grid + ndarray + +
+

2D grid to path on.

+
+
target + Point2 + +
+

Target destination.

+
+
success_at_distance + float + +
+

If the unit has gotten this close, +consider the path behavior complete. Defaults to 0.0.

+
+
sensitivity + int + +
+

Path precision. Defaults to 5.

+
+
smoothing + bool + +
+

Whether to smooth out the path. Defaults to False.

+
+
sense_danger + bool + +
+

Whether to check for dangers. If none are present, +the pathing query is skipped. Defaults to False.

+
+
danger_distance + float + +
+

If sense_danger is True, how far to check for dangers. +Defaults to 20.0.

+
+
danger_threshold + float + +
+

Influence at which a danger is respected. +Defaults to 5.0.

+
+
prevent_duplicate + bool + +
+

Whether to try to prevent spamming actions. +Defaults to True.

+
+
+ + + + + + +
+ Source code in src/ares/behaviors/combat/group/path_group_to_target.py +
@dataclass
+class PathGroupToTarget(CombatGroupBehavior):
+    """Path a group to its target destination.
+
+    We issue only one action for the whole group and
+    attempt to filter spammed actions.
+
+
+    Example:
+    ```py
+    from ares.behaviors.combat.group import PathGroupToTarget
+
+    group: list[Unit] = [u for u in self.units]
+    group_tags: set[int] = {u.tag for u in group}
+    grid: np.ndarray = self.mediator.get_ground_grid
+    start: Point2 = self.ai.start_location
+    target: Point2 = self.game_info.map_center
+
+    self.register_behavior(
+        PathGroupToTarget(start, group, group_tags, grid, target)
+    )
+    ```
+
+    Attributes:
+        start: Where to start the path query.
+        group: The actual group units.
+        group_tags: The units to path.
+        grid: 2D grid to path on.
+        target: Target destination.
+        success_at_distance: If the unit has gotten this close,
+            consider the path behavior complete. Defaults to 0.0.
+        sensitivity: Path precision. Defaults to 5.
+        smoothing: Whether to smooth out the path. Defaults to False.
+        sense_danger: Whether to check for dangers. If none are present,
+            the pathing query is skipped. Defaults to False.
+        danger_distance: If `sense_danger` is True, how far to check for dangers.
+            Defaults to 20.0.
+        danger_threshold: Influence at which a danger is respected.
+            Defaults to 5.0.
+        prevent_duplicate: Whether to try to prevent spamming actions.
+            Defaults to True.
+    """
+
+    start: Point2
+    group: list[Unit]
+    group_tags: set[int]
+    grid: np.ndarray
+    target: Point2
+    distance_check_squared: float = 26.25
+    success_at_distance: float = 0.0
+    sensitivity: int = 12
+    smoothing: bool = False
+    sense_danger: bool = False
+    danger_distance: float = 20.0
+    danger_threshold: float = 5.0
+    prevent_duplicate: bool = True
+
+    def execute(self, ai: "AresBot", config: dict, mediator: ManagerMediator) -> bool:
+        assert isinstance(
+            self.start, Point2
+        ), f"{self.start} should be `Point2`, got {type(self.start)}"
+        assert isinstance(
+            self.target, Point2
+        ), f"{self.target} should be `Point2`, got {type(self.target)}"
+
+        if len(self.group) == 0:
+            return False
+
+        distance_to_target: float = cy_distance_to(self.start, self.target)
+        # no action executed
+        if distance_to_target < self.success_at_distance:
+            return False
+
+        move_to: Point2 = mediator.find_path_next_point(
+            start=self.start,
+            target=self.target,
+            grid=self.grid,
+            sensitivity=self.sensitivity,
+            smoothing=self.smoothing,
+            sense_danger=self.sense_danger,
+            danger_distance=self.danger_distance,
+            danger_threshold=self.danger_threshold,
+        )
+
+        if self.prevent_duplicate:
+            sample_unit: Unit = cy_closest_to(self.start, self.group)
+
+            if sample_unit and self.duplicate_or_similar_order(
+                sample_unit,
+                move_to,
+                AbilityId.MOVE,
+                distance_check_squared=self.distance_check_squared,
+            ):
+                return False
+
+        ai.give_same_action(AbilityId.MOVE, self.group_tags, move_to)
+        return True
+
+
+ + + +
+ + + + + + + + + + + +
+ +
+ +
+ + + + +
+ +
+ +
+ +
+ + + + +
+ + + + + + + + +
+ + + + + + + + +
+ + + +

+ StutterGroupBack + + + + dataclass + + +

+ + +
+

+ Bases: CombatGroupBehavior

+ + +

Stutter a group back in unison.

+ + +

Attributes:

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
group + list[Unit] + +
+

The group of units we want to control.

+
+
group_tags + set[int] + +
+

The group unit tags.

+
+
group_position + Point2 + +
+

The position where this group is situated.

+
+
target + Union[Point2, Unit] + +
+

Target for the group.

+
+
grid + ndarray + +
+

Grid this group will use to path on.

+
+
+ + + + + + +
+ Source code in src/ares/behaviors/combat/group/stutter_group_back.py +
@dataclass
+class StutterGroupBack(CombatGroupBehavior):
+    """Stutter a group back in unison.
+
+
+    Attributes:
+        group: The group of units we want to control.
+        group_tags: The group unit tags.
+        group_position: The position where this group is situated.
+        target: Target for the group.
+        grid: Grid this group will use to path on.
+
+    """
+
+    group: list[Unit]
+    group_tags: set[int]
+    group_position: Point2
+    target: Union[Point2, Unit]
+    grid: np.ndarray
+
+    def execute(self, ai: "AresBot", config: dict, mediator: ManagerMediator) -> bool:
+        if len(self.group) == 0:
+            return False
+
+        sorted_units: list[Unit] = cy_sorted_by_distance_to(
+            self.group, self.target.position, reverse=True
+        )
+        sample_unit: Unit = sorted_units[0]
+
+        if self.group_weapons_on_cooldown(self.group, stutter_forward=False):
+            group_safe: bool = True
+            for unit in self.group:
+                if not mediator.is_position_safe(
+                    grid=self.grid, position=unit.position
+                ):
+                    group_safe = False
+                    break
+            if group_safe:
+                return True
+            if len(self.group) > 1:
+                move_to_target: Point2 = self._calculate_retreat_position(ai)
+                safe_spot: Point2 = mediator.find_closest_safe_spot(
+                    from_pos=move_to_target, grid=self.grid
+                )
+            else:
+                safe_spot: Point2 = mediator.find_closest_safe_spot(
+                    from_pos=self.group_position, grid=self.grid
+                )
+
+            if ai.in_pathing_grid(safe_spot):
+                group_move_to: Point2 = mediator.find_path_next_point(
+                    start=self.group_position,
+                    target=safe_spot,
+                    grid=self.grid,
+                    sensitivity=min(len(self.group), 8),
+                )
+                if self.duplicate_or_similar_order(
+                    sample_unit, group_move_to, AbilityId.MOVE
+                ):
+                    return True
+                ai.give_same_action(AbilityId.MOVE, self.group_tags, group_move_to)
+        else:
+            if self.duplicate_or_similar_order(
+                sample_unit, self.target, AbilityId.ATTACK
+            ):
+                return True
+            ai.give_same_action(AbilityId.ATTACK, self.group_tags, self.target.position)
+
+        return True
+
+    def _calculate_retreat_position(self, ai: "AresBot") -> Point2:
+        """Search 8 directions for somewhere to retreat to."""
+        distance = len(self.group) * 1.5
+
+        map_bounds = ai.game_info.map_size
+        best_position: Point2 = self.group_position
+        max_distance_from_target: float = 0.0
+
+        for direction in DIRECTIONS:
+            retreat_position: Point2 = self.group_position + direction * distance
+            retreat_position = Point2(
+                (
+                    max(0, min(map_bounds[0] - 1, retreat_position.x)),
+                    max(0, min(map_bounds[1] - 1, retreat_position.y)),
+                )
+            )
+
+            if ai.in_pathing_grid(retreat_position):
+                distance_from_target: float = cy_distance_to_squared(
+                    self.target.position, retreat_position
+                )
+
+                if distance_from_target > max_distance_from_target:
+                    max_distance_from_target = distance_from_target
+                    best_position = retreat_position
+
+        return best_position
+
+
+ + + +
+ + + + + + + + + + + +
+ +
+ +
+ + + + +
+ +
+ +
+ +
+ + + + +
+ + + + + + + + +
+ + + + + + + + +
+ + + +

+ StutterGroupForward + + + + dataclass + + +

+ + +
+

+ Bases: CombatGroupBehavior

+ + +

Stutter a group forward in unison.

+ + +

Attributes:

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
group + list[Unit] + +
+

The group of units we want to control.

+
+
group_tags + set[int] + +
+

The group unit tags.

+
+
group_position + Point2 + +
+

The position where this group is situated.

+
+
target + Union[Point2, Unit] + +
+

Target for the group, used if no enemies are present.

+
+
enemies + Union[Units, list[Unit]] + +
+

The enemy units we want to stutter towards.

+
+
+ + + + + + +
+ Source code in src/ares/behaviors/combat/group/stutter_group_forward.py +
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@dataclass
+class StutterGroupForward(CombatGroupBehavior):
+    """Stutter a group forward in unison.
+
+    Attributes:
+        group: The group of units we want to control.
+        group_tags: The group unit tags.
+        group_position: The position where this group is situated.
+        target: Target for the group, used if no enemies are present.
+        enemies: The enemy units we want to stutter towards.
+
+    """
+
+    group: list[Unit]
+    group_tags: set[int]
+    group_position: Point2
+    target: Union[Point2, Unit]
+    enemies: Union[Units, list[Unit]]
+
+    def execute(self, ai: "AresBot", config: dict, mediator: ManagerMediator) -> bool:
+        if len(self.group) == 0:
+            return False
+
+        # no enemies, no actions to carry out
+        if not self.enemies:
+            return False
+
+        sorted_units: list[Unit] = cy_sorted_by_distance_to(
+            self.group, self.target.position
+        )
+        sample_unit: Unit = sorted_units[0]
+
+        # if all units are in range of something, don't worry about moving
+        all_in_range: bool = True
+        enemy_center: Point2 = Point2(cy_center(self.enemies))
+        for unit in self.group:
+            in_attack_range: list[Unit] = cy_in_attack_range(unit, self.enemies)
+
+            if not in_attack_range:
+                all_in_range = False
+                break
+
+        # if the whole group are in range of something, then don't bother moving
+        if all_in_range:
+            if not self.duplicate_or_similar_order(
+                sample_unit, self.target, AbilityId.ATTACK
+            ):
+                ai.give_same_action(AbilityId.ATTACK, self.group_tags, enemy_center)
+
+            return True
+
+        if self.group_weapons_on_cooldown(self.group, stutter_forward=True):
+            if self.duplicate_or_similar_order(
+                sample_unit, enemy_center, AbilityId.MOVE
+            ):
+                return True
+            ai.give_same_action(AbilityId.MOVE, self.group_tags, enemy_center)
+        else:
+            if self.duplicate_or_similar_order(
+                sample_unit, enemy_center, AbilityId.ATTACK
+            ):
+                return True
+            ai.give_same_action(AbilityId.ATTACK, self.group_tags, enemy_center)
+
+        return True
+
+
+ + + +
+ + + + + + + + + + + +
+ +
+ +
+ + + + +
+ +
+ +
+ +
+ + + + +
+ + + + + + + + +
+ + + + + + + + +
+ + + +

+ GroupUseAbility + + + + dataclass + + +

+ + +
+

+ Bases: CombatGroupBehavior

+ + +

Issue a single ability command for a group of units.

+

Example: +

from ares.behaviors.combat.group import GroupUseAbility
+
+self.register_behavior(
+    GroupUseAbility(
+        AbilityId.MOVE_MOVE,
+        units,
+        {u.tag for u in units}
+        self.game_info.map_center
+    )
+)
+

+ + +

Attributes:

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
ability + AbilityId + +
+

Ability we want to use.

+
+
group + list[Unit] + +
+

Units we want to control.

+
+
group_tags + set[int] + +
+

The group unit tags.

+
+
target + Union[Point2, Unit, None] + +
+

The target for this ability.

+
+
sync_command + bool + +
+

(default=True) If True, wait for all units +to be ready before trying ability.

+
+
+ + + + + + +
+ Source code in src/ares/behaviors/combat/group/group_use_ability.py +
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@dataclass
+class GroupUseAbility(CombatGroupBehavior):
+    """Issue a single ability command for a group of units.
+
+    Example:
+    ```py
+    from ares.behaviors.combat.group import GroupUseAbility
+
+    self.register_behavior(
+        GroupUseAbility(
+            AbilityId.MOVE_MOVE,
+            units,
+            {u.tag for u in units}
+            self.game_info.map_center
+        )
+    )
+    ```
+
+    Attributes:
+        ability: Ability we want to use.
+        group: Units we want to control.
+        group_tags: The group unit tags.
+        target: The target for this ability.
+        sync_command: (default=True) If True, wait for all units
+            to be ready before trying ability.
+    """
+
+    ability: AbilityId
+    group: list[Unit]
+    group_tags: set[int]
+    target: Union[Point2, Unit, None]
+    sync_command: bool = True
+
+    def execute(self, ai: "AresBot", config: dict, mediator: ManagerMediator) -> bool:
+        if len(self.group) == 0:
+            return False
+
+        issue_command: bool
+        if self.sync_command:
+            issue_command = all([self.ability in u.abilities for u in self.group])
+        else:
+            issue_command = any([self.ability in u.abilities for u in self.group])
+
+        if not issue_command:
+            return False
+
+        ai.give_same_action(self.ability, self.group_tags, self.target)
+        return True
+
+
+ + + +
+ + + + + + + + + + + +
+ +
+ +
+ + + + +
+ +
+ +
+ + + + + + + + + + + + + +
+
+ + + + + +
+ +
+ + + +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/api_reference/behaviors/index.html b/api_reference/behaviors/index.html new file mode 100644 index 0000000..4682fc7 --- /dev/null +++ b/api_reference/behaviors/index.html @@ -0,0 +1,990 @@ + + + + + + + + + + + + + + + + + + + + + + + Behaviors - Ares SC2 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ + + + Skip to content + + +
+
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + + +

Behaviors

+

Use the menu to browse available combat and macro behaviors.

+ + + + + + + + + + + + + +
+
+ + + + + +
+ +
+ + + +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/api_reference/behaviors/macro_behaviors.html b/api_reference/behaviors/macro_behaviors.html new file mode 100644 index 0000000..9f81efb --- /dev/null +++ b/api_reference/behaviors/macro_behaviors.html @@ -0,0 +1,7314 @@ + + + + + + + + + + + + + + + + + + + + + + + Macro Behaviors - Ares SC2 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ + + + Skip to content + + +
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+ + + + + + + + +

Typical Usage

+
from ares import AresBot
+from ares.behaviors.macro.mining import Mining
+
+class MyBot(AresBot):
+    async def on_step(self, iteration: int) -> None:
+        await super(MyBot, self).on_step(iteration)
+        self.register_behavior(Mining())
+
+ + +
+ + + + +
+ + + + + + + + +
+ + + + + + + + +
+ + + +

+ MacroPlan + + + + dataclass + + +

+ + +
+

+ Bases: Behavior

+ + +

Execute macro behaviors sequentially.

+

Idea here is to put macro behaviors in priority order.

+

Example: +

from ares.behaviors.macro import MacroPlan
+from ares.behaviors.macro import (
+    AutoSupply,
+    Mining
+    SpawnController
+)
+
+# initiate a new MacroPlan
+macro_plan: MacroPlan = MacroPlan()
+
+# then add behaviors in the order they should be executed
+macro_plan.add(AutoSupply())
+macro.plan.add(SpawnController(army_composition_dict=self.army_comp))
+
+
+# register the macro plan
+self.ai.register_behavior(macro_plan)
+

+ + +

Attributes:

+ + + + + + + + + + + + + + + +
NameTypeDescription
macros + list[Behavior] + +
+

A list of behaviors that should be executed. Defaults to an empty list.

+
+
+ + + + + + +
+ Source code in src/ares/behaviors/macro/macro_plan.py +
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@dataclass
+class MacroPlan(Behavior):
+    """Execute macro behaviors sequentially.
+
+    Idea here is to put macro behaviors in priority order.
+
+    Example:
+    ```py
+    from ares.behaviors.macro import MacroPlan
+    from ares.behaviors.macro import (
+        AutoSupply,
+        Mining
+        SpawnController
+    )
+
+    # initiate a new MacroPlan
+    macro_plan: MacroPlan = MacroPlan()
+
+    # then add behaviors in the order they should be executed
+    macro_plan.add(AutoSupply())
+    macro.plan.add(SpawnController(army_composition_dict=self.army_comp))
+
+
+    # register the macro plan
+    self.ai.register_behavior(macro_plan)
+    ```
+
+    Attributes:
+        macros: A list of behaviors that should be executed. Defaults to an empty list.
+
+    """
+
+    macros: list[Behavior] = field(default_factory=list)
+
+    def add(self, behavior: MacroBehavior) -> None:
+        self.macros.append(behavior)
+
+    def execute(self, ai: "AresBot", config: dict, mediator: ManagerMediator) -> bool:
+        for macro in self.macros:
+            if macro.execute(ai, config, mediator):
+                # executed a macro behavior
+                return True
+        # none of the macro behaviors completed, no actions executed
+        return False
+
+
+ + + +
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+ + + + +
+ + + + + + + + +
+ + + + + + + + +
+ + + +

+ AddonSwap + + + + dataclass + + +

+ + +
+

+ Bases: MacroBehavior

+ + +

For Terran only, swap 3x3 structures. +Pass in two structures and they will swap positions.

+

TODO: Extend this to support an exact swap, ie. swap techlab and reactor

+

Example: +

from ares.behaviors.macro import AddonSwap
+
+# factory will find a reactor to fly to, any existing
+# structure will fly to the factory's starting position
+self.register_behavior(
+    AddonSwap(factory, UnitID.REACTOR)
+)
+

+ + +

Attributes:

+ + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
structure_needing_addon + Unit + +
+

The structure type we want the addon for.

+
+
addon_required + UnitTypeId + +
+

Type of addon required.

+
+
+ + + + + + +
+ Source code in src/ares/behaviors/macro/addon_swap.py +
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@dataclass
+class AddonSwap(MacroBehavior):
+    """For Terran only, swap 3x3 structures.
+    Pass in two structures and they will swap positions.
+
+    TODO: Extend this to support an exact swap, ie. swap techlab and reactor
+
+
+    Example:
+    ```py
+    from ares.behaviors.macro import AddonSwap
+
+    # factory will find a reactor to fly to, any existing
+    # structure will fly to the factory's starting position
+    self.register_behavior(
+        AddonSwap(factory, UnitID.REACTOR)
+    )
+    ```
+
+    Attributes:
+        structure_needing_addon: The structure type we want the addon for.
+        addon_required: Type of addon required.
+    """
+
+    structure_needing_addon: Unit
+    addon_required: UnitID
+
+    def execute(self, ai: "AresBot", config: dict, mediator: ManagerMediator) -> bool:
+        assert ai.race == Race.Terran, "Can only swap addons with Terran."
+        assert (
+            self.addon_required in ADDON_TYPES
+        ), f"`self.addon_required` should be one of {ADDON_TYPES}"
+        assert (
+            self.structure_needing_addon.build_progress == 1
+        ), "Structure requiring addon is not completed, and therefore can't fly"
+
+        search_for_tags: set[int] = (
+            ai.reactor_tags
+            if self.addon_required == UnitID.REACTOR
+            else ai.techlab_tags
+        )
+
+        # search for addon required
+        add_ons: list[Unit] = [
+            s
+            for s in ai.structures
+            if s.tag in search_for_tags and s.is_ready and s.is_idle
+        ]
+        if len(add_ons) == 0:
+            return False
+
+        closest_addon: Unit = cy_sorted_by_distance_to(
+            add_ons, self.structure_needing_addon.position
+        )[0]
+
+        # is structure attached to this addon? then move it to `structure_needing_addon`
+        if attached_structures := [
+            s for s in ai.structures if s.add_on_tag == closest_addon.tag
+        ]:
+            mediator.move_structure(
+                structure=attached_structures[0],
+                target=self.structure_needing_addon.position,
+            )
+
+        mediator.move_structure(
+            structure=self.structure_needing_addon,
+            target=closest_addon.add_on_land_position,
+        )
+
+        return True
+
+
+ + + +
+ + + + + + + + + + + +
+ +
+ +
+ + + + +
+ +
+ +
+ +
+ + + + +
+ + + + + + + + +
+ + + + + + + + +
+ + + +

+ AutoSupply + + + + dataclass + + +

+ + +
+

+ Bases: MacroBehavior

+ + +

Automatically build supply, works for all races.

+

Example: +

from ares.behaviors.macro import AutoSupply
+
+self.register_behavior(AutoSupply(self.start_location))
+

+ + +

Attributes:

+ + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
base_location + Point2 + +
+

The base location where supply should be built.

+
+
return_true_if_supply_required + bool + +
+

If supply can't be afforded but is +required, return true. Useful for creating a MacroPlan.

+
+
+ + + + + + +
+ Source code in src/ares/behaviors/macro/auto_supply.py +
@dataclass
+class AutoSupply(MacroBehavior):
+    """Automatically build supply, works for all races.
+
+    Example:
+    ```py
+    from ares.behaviors.macro import AutoSupply
+
+    self.register_behavior(AutoSupply(self.start_location))
+    ```
+
+    Attributes:
+        base_location: The base location where supply should be built.
+        return_true_if_supply_required: If supply can't be afforded but is
+            required, return true. Useful for creating a `MacroPlan`.
+
+    """
+
+    base_location: Point2
+    return_true_if_supply_required: bool = True
+
+    def execute(self, ai: "AresBot", config: dict, mediator: ManagerMediator) -> bool:
+        if self._num_supply_required(ai, mediator) > 0:
+            supply_type: UnitID = RACE_SUPPLY[ai.race]
+            if ai.race == Race.Zerg:
+                if ai.num_larva_left > 0 and ai.can_afford(supply_type):
+                    ai.train(supply_type)
+                    ai.num_larva_left -= 1
+                    return True
+            else:
+                BuildStructure(self.base_location, supply_type).execute(
+                    ai, config, mediator
+                )
+            return self.return_true_if_supply_required
+
+        return False
+
+    @staticmethod
+    def _num_supply_required(ai: "AresBot", mediator: ManagerMediator) -> int:
+        """
+        TODO: Improve on this initial version
+            Should calculate based on townhalls for Zerg only?
+            Other races should be calculated based on production available
+        """
+        if ai.supply_cap >= 200:
+            return 0
+
+        num_ths: int = len(ai.ready_townhalls)
+        supply_left: float = ai.supply_left
+        supply_used: float = ai.supply_used
+        pending_supply_units: int
+        if ai.race == Race.Zerg:
+            pending_supply_units = cy_unit_pending(ai, UnitID.OVERLORD)
+        else:
+            pending_supply_units = (
+                int(ai.already_pending(RACE_SUPPLY[ai.race]))
+                + mediator.get_building_counter[RACE_SUPPLY[ai.race]]
+            )
+
+        # zerg supply focus around townhalls
+        if ai.race == Race.Zerg:
+            # supply blocked
+            if supply_left <= 0 and pending_supply_units < (num_ths + 1):
+                max_supply: int = num_ths if supply_used < 72 else num_ths + 1
+                return max_supply - pending_supply_units
+
+            # low supply, restrict supply production
+            if 60 > supply_used >= 13:
+                supply_left_threshold: int = 5 if supply_used <= 36 else 6
+                num_building = 1 if supply_left > 0 or supply_used < 29 else 2
+                if (
+                    supply_left <= supply_left_threshold
+                    and pending_supply_units < num_building
+                ):
+                    return num_building - pending_supply_units
+            else:
+                if ai.race == Race.Zerg:
+                    # scale up based on townhalls
+                    if supply_left < 4 * num_ths and pending_supply_units < num_ths:
+                        num: int = num_ths - pending_supply_units
+                        return min(num, 6)
+        # other races supply based on production facilities
+        else:
+            # scale up based on production structures
+            num_production_structures: int = len(
+                ai.structures.filter(
+                    lambda s: s.type_id in ALL_PRODUCTION_STRUCTURES
+                    and s.build_progress == 1.0
+                )
+            )
+            if supply_left <= max(
+                2 * num_production_structures, 5
+            ) and pending_supply_units < math.ceil(num_production_structures / 2):
+                num: int = (
+                    math.ceil(num_production_structures / 2) - pending_supply_units
+                )
+                return min(num, 6)
+
+            # we have no prod structures, just in case
+            elif (
+                num_production_structures == 0
+                and supply_left <= 2
+                and not pending_supply_units
+            ):
+                return 1 - pending_supply_units
+
+        return 0
+
+
+ + + +
+ + + + + + + + + + + +
+ +
+ +
+ + + + +
+ +
+ +
+ +
+ + + + +
+ + + + + + + + +
+ + + + + + + + +
+ + + +

+ BuildStructure + + + + dataclass + + +

+ + +
+

+ Bases: MacroBehavior

+ + +

Handy behavior for Terran and Protoss. +Especially combined with Mining and ares built in placement solver. +Finds an ideal mining worker, and an available precalculated placement. +Then removes worker from mining records and provides a new role.

+

Example: +

from ares.behaviors.macro import BuildStructure
+
+self.register_behavior(
+    BuildStructure(self.start_location, UnitTypeId.BARRACKS)
+)
+

+ + +

Attributes:

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
base_location + Point2 + +
+

The base location to build near.

+
+
structure_id + UnitTypeId + +
+

The structure type we want to build.

+
+
max_on_route + int + +
+

The max number of workers on route to build this. Defaults to 1.

+
+
first_pylon + bool + +
+

Will look for the first pylon in placements dict. +Defaults to False.

+
+
static_defence + bool + +
+

Will look for static defense in placements dict. +Defaults to False.

+
+
wall + bool + +
+

Find wall placement if possible. Only the main base is currently +supported. Defaults to False.

+
+
closest_to + Optional[Point2] + +
+

Find placement at this base closest to the given point. Optional.

+
+
to_count + int + +
+

Prevent going over this amount in total. +Defaults to 0, turning this check off.

+
+
to_count_per_base + int + +
+

Prevent going over this amount at this base location. +Defaults to 0, turning this check off.

+
+
tech_progress_check + float + +
+

Check if tech is ready before trying to build. +Defaults to 0.85; setting it to 0.0 turns this check off.

+
+
+ + + + + + +
+ Source code in src/ares/behaviors/macro/build_structure.py +
@dataclass
+class BuildStructure(MacroBehavior):
+    """Handy behavior for Terran and Protoss.
+    Especially combined with `Mining` and ares built in placement solver.
+    Finds an ideal mining worker, and an available precalculated placement.
+    Then removes worker from mining records and provides a new role.
+
+
+    Example:
+    ```py
+    from ares.behaviors.macro import BuildStructure
+
+    self.register_behavior(
+        BuildStructure(self.start_location, UnitTypeId.BARRACKS)
+    )
+    ```
+
+    Attributes:
+        base_location: The base location to build near.
+        structure_id: The structure type we want to build.
+        max_on_route: The max number of workers on route to build this. Defaults to 1.
+        first_pylon: Will look for the first pylon in placements dict.
+            Defaults to False.
+        static_defence: Will look for static defense in placements dict.
+            Defaults to False.
+        wall: Find wall placement if possible. Only the main base is currently
+            supported. Defaults to False.
+        closest_to: Find placement at this base closest to the given point. Optional.
+        to_count: Prevent going over this amount in total.
+            Defaults to 0, turning this check off.
+        to_count_per_base: Prevent going over this amount at this base location.
+            Defaults to 0, turning this check off.
+        tech_progress_check: Check if tech is ready before trying to build.
+            Defaults to 0.85; setting it to 0.0 turns this check off.
+
+    """
+
+    base_location: Point2
+    structure_id: UnitID
+    max_on_route: int = 1
+    first_pylon: bool = False
+    static_defence: bool = False
+    wall: bool = False
+    closest_to: Optional[Point2] = None
+    to_count: int = 0
+    to_count_per_base: int = 0
+    tech_progress_check: float = 0.85
+
+    def execute(self, ai: "AresBot", config: dict, mediator: ManagerMediator) -> bool:
+        assert (
+            ai.race != Race.Zerg
+        ), "BuildStructure Behavior not currently supported for Zerg."
+
+        # already enough workers on route to build this
+        if (
+            ai.not_started_but_in_building_tracker(self.structure_id)
+            >= self.max_on_route
+        ):
+            return False
+        # if `to_count` is set, see if there is already enough
+        if self.to_count and self._enough_existing(ai, mediator):
+            return False
+        # if we have enough at this base
+        if self.to_count_per_base and self._enough_existing_at_this_base(mediator):
+            return False
+
+        # tech progress
+        if (
+            self.tech_progress_check
+            and ai.tech_requirement_progress(self.structure_id)
+            < self.tech_progress_check
+        ):
+            return False
+
+        within_psionic_matrix: bool = (
+            ai.race == Race.Protoss and self.structure_id != UnitID.PYLON
+        )
+
+        if placement := mediator.request_building_placement(
+            base_location=self.base_location,
+            structure_type=self.structure_id,
+            first_pylon=self.first_pylon,
+            static_defence=self.static_defence,
+            wall=self.wall,
+            within_psionic_matrix=within_psionic_matrix,
+            closest_to=self.closest_to,
+        ):
+            if worker := mediator.select_worker(
+                target_position=placement,
+                force_close=True,
+            ):
+                mediator.build_with_specific_worker(
+                    worker=worker,
+                    structure_type=self.structure_id,
+                    pos=placement,
+                )
+                return True
+        return False
+
+    def _enough_existing(self, ai: "AresBot", mediator: ManagerMediator) -> bool:
+        existing_structures = mediator.get_own_structures_dict[self.structure_id]
+        num_existing: int = len(
+            [s for s in existing_structures if s.is_ready]
+        ) + ai.structure_pending(self.structure_id)
+        return num_existing >= self.to_count
+
+    def _enough_existing_at_this_base(self, mediator: ManagerMediator) -> bool:
+        placement_dict: dict = mediator.get_placements_dict
+        size: BuildingSize = STRUCTURE_TO_BUILDING_SIZE[self.structure_id]
+        potential_placements: dict[Point2:dict] = placement_dict[self.base_location][
+            size
+        ]
+        taken: list[Point2] = [
+            placement
+            for placement in potential_placements
+            if not potential_placements[placement]["available"]
+        ]
+        num_structures: int = 0
+        for t in taken:
+            if [
+                s
+                for s in mediator.get_own_structures_dict[self.structure_id]
+                if cy_distance_to_squared(s.position, t) < 9.0
+            ]:
+                num_structures += 1
+        return num_structures >= self.to_count_per_base
+
+
+ + + +
+ + + + + + + + + + + +
+ +
+ +
+ + + + +
+ +
+ +
+ +
+ + + + +
+ + + + + + + + +
+ + + + + + + + +
+ + + +

+ BuildWorkers + + + + dataclass + + +

+ + +
+

+ Bases: MacroBehavior

+ + +

Finds idle townhalls / larvae and build workers.

+

Example: +

from ares.behaviors.macro import BuildWorkers
+
+self.register_behavior(
+    BuildWorkers(to_count=80)
+)
+

+ + +

Attributes:

+ + + + + + + + + + + + + + + +
NameTypeDescription
to_count + int + +
+

The target count of workers we want to hit.

+
+
+ + + + + + +
+ Source code in src/ares/behaviors/macro/build_workers.py +
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@dataclass
+class BuildWorkers(MacroBehavior):
+    """Finds idle townhalls / larvae and build workers.
+
+    Example:
+    ```py
+    from ares.behaviors.macro import BuildWorkers
+
+    self.register_behavior(
+        BuildWorkers(to_count=80)
+    )
+    ```
+
+    Attributes:
+        to_count: The target count of workers we want to hit.
+
+    """
+
+    to_count: int
+
+    def execute(self, ai: "AresBot", config: dict, mediator: ManagerMediator) -> bool:
+        worker_type: UnitID = ai.worker_type
+        if (
+            ai.can_afford(worker_type)
+            and ai.townhalls.idle
+            and ai.supply_workers < self.to_count
+        ):
+            return SpawnController(
+                {
+                    worker_type: {"proportion": 1.0, "priority": 0},
+                }
+            ).execute(ai, config, mediator)
+
+        return False
+
+
+ + + +
+ + + + + + + + + + + +
+ +
+ +
+ + + + +
+ +
+ +
+ +
+ + + + +
+ + + + + + + + +
+ + + + + + + + +
+ + + +

+ ExpansionController + + + + dataclass + + +

+ + +
+

+ Bases: MacroBehavior

+ + +

Manage expanding.

+

Example: +

from ares.behaviors.macro import ExpansionController
+
+self.register_behavior(
+    ExpansionController(to_count=8, max_pending=2)
+)
+

+ + +

Attributes:

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
to_count + int + +
+

The target base count.

+
+
can_afford_check + bool + +
+

Check if we can afford expansion. Setting this to False +will allow the worker to move to a location ready to build the expansion. +Defaults to True.

+
+
check_location_is_safe + bool + +
+

Check if we don't knowingly expand at a dangerous +location. Defaults to True.

+
+
max_pending + int + +
+

Maximum pending townhalls at any time. Defaults to 1.

+
+
+ + + + + + +
+ Source code in src/ares/behaviors/macro/expansion_controller.py +
@dataclass
+class ExpansionController(MacroBehavior):
+    """Manage expanding.
+
+    Example:
+    ```py
+    from ares.behaviors.macro import ExpansionController
+
+    self.register_behavior(
+        ExpansionController(to_count=8, max_pending=2)
+    )
+    ```
+
+    Attributes:
+        to_count: The target base count.
+        can_afford_check: Check if we can afford expansion. Setting this to False
+            will allow the worker to move to a location ready to build the expansion.
+            Defaults to True.
+        check_location_is_safe: Check if we don't knowingly expand at a dangerous
+            location. Defaults to True.
+        max_pending: Maximum pending townhalls at any time. Defaults to 1.
+    """
+
+    to_count: int
+    can_afford_check: bool = True
+    check_location_is_safe: bool = True
+    max_pending: int = 1
+
+    def execute(self, ai: "AresBot", config: dict, mediator: ManagerMediator) -> bool:
+        # already have enough / or enough pending
+        if (
+            len([th for th in ai.townhalls if th.is_ready])
+            + ai.structure_pending(ai.base_townhall_type)
+            >= self.to_count
+            or ai.structure_pending(ai.base_townhall_type) >= self.max_pending
+            or (self.can_afford_check and not ai.can_afford(ai.base_townhall_type))
+        ):
+            return False
+
+        if location := self._get_next_expansion_location(mediator):
+            if worker := mediator.select_worker(target_position=location):
+                mediator.build_with_specific_worker(
+                    worker=worker, structure_type=ai.base_townhall_type, pos=location
+                )
+                return True
+
+        return False
+
+    def _get_next_expansion_location(
+        self, mediator: ManagerMediator
+    ) -> Optional[Point2]:
+        grid: np.ndarray = mediator.get_ground_grid
+        for el in mediator.get_own_expansions:
+            location: Point2 = el[0]
+            if (
+                self.check_location_is_safe
+                and not mediator.is_position_safe(grid=grid, position=location)
+                or self._location_is_blocked(mediator, location)
+            ):
+                continue
+
+            return location
+
+    @staticmethod
+    def _location_is_blocked(mediator: ManagerMediator, position: Point2) -> bool:
+        """
+        Check if enemy or own townhalls are blocking `position`.
+
+        Parameters
+        ----------
+        mediator : ManagerMediator
+        position : Point2
+
+        Returns
+        -------
+        bool : True if location is blocked by something.
+
+        """
+        # TODO: Not currently an issue, but maybe we should consider rocks
+        close_enemy: Units = mediator.get_units_in_range(
+            start_points=[position],
+            distances=5.5,
+            query_tree=UnitTreeQueryType.EnemyGround,
+        )[0]
+
+        close_enemy: Units = close_enemy.filter(
+            lambda u: u.type_id != UnitID.AUTOTURRET
+        )
+        if close_enemy:
+            return True
+
+        if mediator.get_units_in_range(
+            start_points=[position],
+            distances=5.5,
+            query_tree=UnitTreeQueryType.AllOwn,
+        )[0].filter(lambda u: u.type_id in TOWNHALL_TYPES):
+            return True
+
+        return False
+
+
+ + + +
+ + + + + + + + + + + +
+ +
+ +
+ + + + +
+ +
+ +
+ +
+ + + + +
+ + + + + + + + +
+ + + + + + + + +
+ + + +

+ GasBuildingController + + + + dataclass + + +

+ + +
+

+ Bases: MacroBehavior

+ + +

Maintain gas building count. +Finds an ideal mining worker, and an available geyser. +Then removes worker from mining records and provides a new role.

+

Example: +

from ares.behaviors.macro import GasBuildingController
+
+self.register_behavior(
+    GasBuildingController(to_count=len(self.townhalls)*2)
+)
+

+ + +

Attributes:

+ + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
to_count + int + +
+

How many gas buildings would we like?

+
+
max_pending + int + +
+

How many gas buildings can be pending at any time? +Defaults to 1.

+
+
closest_to + Optional[Point2] + +
+

Find available geyser closest to this location. +Optional, defaults to None

+
+
+ + + + + + +
+ Source code in src/ares/behaviors/macro/gas_building_controller.py +
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@dataclass
+class GasBuildingController(MacroBehavior):
+    """Maintain gas building count.
+    Finds an ideal mining worker, and an available geyser.
+    Then removes worker from mining records and provides a new role.
+
+
+    Example:
+    ```py
+    from ares.behaviors.macro import GasBuildingController
+
+    self.register_behavior(
+        GasBuildingController(to_count=len(self.townhalls)*2)
+    )
+    ```
+
+    Attributes:
+        to_count: How many gas buildings would we like?
+        max_pending: How many gas buildings can be pending at any time?
+            Defaults to 1.
+        closest_to: Find available geyser closest to this location.
+            Optional, defaults to `None`
+
+    """
+
+    to_count: int
+    max_pending: int = 1
+    closest_to: Optional[Point2] = None
+
+    def execute(self, ai: "AresBot", config: dict, mediator: ManagerMediator) -> bool:
+        num_gas: int
+        if ai.race == Race.Terran:
+            num_gas = ai.not_started_but_in_building_tracker(ai.gas_type) + len(
+                ai.gas_buildings
+            )
+        else:
+            num_gas = len(ai.gas_buildings) + mediator.get_building_counter[ai.gas_type]
+        # we have enough gas / building gas then don't attempt behavior
+        if (
+            num_gas >= self.to_count
+            or mediator.get_building_counter[ai.gas_type] >= self.max_pending
+            or ai.minerals < 35
+        ):
+            return False
+
+        existing_gas_buildings: Units = ai.all_gas_buildings
+        if available_geysers := [
+            u
+            for u in ai.vespene_geyser
+            if not [
+                g
+                for g in existing_gas_buildings
+                if cy_distance_to_squared(u.position, g.position) < 25.0
+            ]
+            and [
+                th
+                for th in ai.townhalls
+                if cy_distance_to_squared(u.position, th.position) < 144.0
+                and th.build_progress > 0.9
+            ]
+        ]:
+            if not self.closest_to:
+                self.closest_to = ai.start_location
+
+            available_geysers = cy_sorted_by_distance_to(
+                available_geysers, self.closest_to
+            )
+            if worker := mediator.select_worker(
+                target_position=available_geysers[0], force_close=True
+            ):
+                mediator.build_with_specific_worker(
+                    worker=worker,
+                    structure_type=ai.gas_type,
+                    pos=available_geysers[0],
+                )
+                return True
+
+        return False
+
+
+ + + +
+ + + + + + + + + + + +
+ +
+ +
+ + + + +
+ +
+ +
+ +
+ + + + +
+ + + + + + + + +
+ + + + + + + + +
+ + + +

+ Mining + + + + dataclass + + +

+ + +
+

+ Bases: MacroBehavior

+ + +

Handle worker mining control.

+

Note: Could technically be CombatBehavior, but is treated here as a +MacroBehavior since many tasks are carried out.

+

Example: +

from ares.behaviors.macro import Mining
+
+self.register_behavior(Mining())
+

+ + +

Attributes:

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
flee_at_health_perc + float + +
+

If worker is in danger, at what +health percentage should it flee? Defaults to 0.5.

+
+
keep_safe + bool + +
+

Should workers flee if they are in danger? +Defaults to True.

+
+
long_distance_mine + bool + +
+

Can the worker long distance mine if it has nothing to do? +Defaults to True.

+
+
mineral_boost + bool + +
+

Turn mineral boosting on or off. Defaults to True.

+
+
vespene_boost + bool + +
+

Turn vespene boosting on or off +(only active when workers_per_gas < 3). +WARNING: VESPENE BOOSTING CURRENTLY NOT WORKING. +Defaults to True.

+
+
workers_per_gas + int + +
+

Control how many workers are assigned to each gas. +Defaults to 3.

+
+
self_defence_active + bool + +
+

If set to True, workers will have some basic defence. +Certain workers will attack enemy in range. Defaults to True.

+
+
safe_long_distance_mineral_fields + Optional[Units] + +
+

Used internally, set when a worker starts +long distance mining. Defaults to None.

+
+
weight_safety_limit + float + +
+

Workers will flee if enemy influence is above this number. +Defaults to 12.0

+
+
+ + + + + + +
+ Source code in src/ares/behaviors/macro/mining.py +
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@dataclass
+class Mining(MacroBehavior):
+    """Handle worker mining control.
+
+    Note: Could technically be `CombatBehavior`, but is treated here as a
+    MacroBehavior since many tasks are carried out.
+
+    Example:
+    ```py
+    from ares.behaviors.macro import Mining
+
+    self.register_behavior(Mining())
+    ```
+
+    Attributes:
+        flee_at_health_perc: If worker is in danger, at what
+            health percentage should it flee? Defaults to 0.5.
+        keep_safe: Should workers flee if they are in danger?
+            Defaults to True.
+        long_distance_mine: Can the worker long distance mine if it has nothing to do?
+            Defaults to True.
+        mineral_boost: Turn mineral boosting on or off. Defaults to True.
+        vespene_boost: Turn vespene boosting on or off
+            (only active when workers_per_gas < 3).
+            WARNING: VESPENE BOOSTING CURRENTLY NOT WORKING.
+            Defaults to True.
+        workers_per_gas: Control how many workers are assigned to each gas.
+            Defaults to 3.
+        self_defence_active: If set to True, workers will have some basic defence.
+            Certain workers will attack enemy in range. Defaults to True.
+        safe_long_distance_mineral_fields: Used internally, set when a worker starts
+            long distance mining. Defaults to None.
+        weight_safety_limit: Workers will flee if enemy influence is above this number.
+            Defaults to 12.0
+
+    """
+
+    flee_at_health_perc: float = 0.5
+    keep_safe: bool = True
+    long_distance_mine: bool = True
+    mineral_boost: bool = True
+    vespene_boost: bool = False
+    workers_per_gas: int = 3
+    self_defence_active: bool = True
+    safe_long_distance_mineral_fields: Optional[Units] = None
+    locked_action_tags: dict[int, float] = field(default_factory=dict)
+    weight_safety_limit: float = 12.0
+
+    def execute(self, ai: "AresBot", config: dict, mediator: ManagerMediator) -> bool:
+        workers: Units = mediator.get_units_from_role(
+            role=UnitRole.GATHERING,
+            unit_type=ai.worker_type,
+        )
+        if not workers:
+            return False
+
+        resources_dict: dict[int, Unit] = ai.unit_tag_dict
+        health_perc: float = self.flee_at_health_perc
+        avoidance_grid: np.ndarray = mediator.get_ground_avoidance_grid
+        grid: np.ndarray = mediator.get_ground_grid
+        mineral_patch_to_list_of_workers: dict[
+            int, set[int]
+        ] = mediator.get_mineral_patch_to_list_of_workers
+        path_find: Callable = mediator.find_path_next_point
+        pos_safe: Callable = mediator.is_position_safe
+        th_dist_factor: float = config[MINING][TOWNHALL_DISTANCE_FACTOR]
+        worker_to_geyser_dict: dict[int, int] = mediator.get_worker_to_vespene_dict
+        worker_to_mineral_patch_dict: dict[
+            int, int
+        ] = mediator.get_worker_to_mineral_patch_dict
+        worker_to_th: dict[int, int] = mediator.get_worker_tag_to_townhall_tag
+        # for each mineral tag, get the position in front of the mineral
+        min_target: dict[int, Point2] = mediator.get_mineral_target_dict
+        main_enemy_ground_threats: Optional[Units] = None
+        race: Race = ai.race
+        if self.self_defence_active:
+            main_enemy_ground_threats = mediator.get_main_ground_threats_near_townhall
+
+        for worker in workers:
+            worker_position: Point2 = worker.position
+            worker_tag: int = worker.tag
+            resource: Optional[Unit] = None
+            resource_position: Optional[Point2] = None
+            resource_tag: int = -1
+
+            assigned_mineral_patch: bool = worker_tag in worker_to_mineral_patch_dict
+            assigned_gas_building: bool = worker_tag in worker_to_geyser_dict
+            dist_to_resource: float = 15.0
+            if assigned_mineral_patch or assigned_gas_building:
+                resource_tag: int = (
+                    worker_to_mineral_patch_dict[worker_tag]
+                    if assigned_mineral_patch
+                    else worker_to_geyser_dict[worker_tag]
+                )
+                # using try except is faster than dict.get()
+                try:
+                    _resource = resources_dict[resource_tag]
+                    resource_position = _resource.position
+                    resource_tag = _resource.tag
+                    resource = _resource
+                    dist_to_resource = cy_distance_to(
+                        worker_position, resource_position
+                    )
+                    if (
+                        resource.type_id in GAS_BUILDINGS
+                        and resource.vespene_contents == 0
+                    ):
+                        mediator.remove_gas_building(gas_building_tag=resource_tag)
+
+                except KeyError:
+                    # Mined out or no vision? Remove it
+                    if assigned_mineral_patch:
+                        mediator.remove_mineral_field(mineral_field_tag=resource_tag)
+                    else:
+                        mediator.remove_gas_building(gas_building_tag=resource_tag)
+                    continue
+
+            perc_health: float = (
+                worker.health_percentage
+                if race != Race.Protoss
+                else worker.shield_health_percentage
+            )
+            # keeping worker safe is first priority
+            if self.keep_safe and (
+                # lib zone / nukes etc
+                not pos_safe(grid=avoidance_grid, position=worker_position)
+                # retreat based on self.flee_at_health_perc value
+                or (
+                    perc_health <= health_perc
+                    and not pos_safe(grid=grid, position=worker_position)
+                )
+                or not pos_safe(
+                    grid=grid,
+                    position=worker_position,
+                    weight_safety_limit=self.weight_safety_limit,
+                )
+            ):
+                self._keep_worker_safe(mediator, grid, worker)
+
+            elif main_enemy_ground_threats and self._worker_attacking_enemy(
+                ai, dist_to_resource, worker
+            ):
+                pass
+
+            # do we have record of this worker? If so mine from the relevant resource
+            elif ai.townhalls and (assigned_mineral_patch or assigned_gas_building):
+                # we are far away, path to min field to avoid enemies
+                if dist_to_resource > 6.0 and not worker.is_carrying_resource:
+                    worker.move(
+                        path_find(
+                            start=worker_position,
+                            target=resource_position,
+                            grid=grid,
+                        )
+                    )
+
+                # fix realtime bug where worker is stuck with a move command
+                # but already returned minerals
+                elif (
+                    len(worker.orders) == 1
+                    and worker.orders[0].ability.id == AbilityId.MOVE
+                    and ai.ready_townhalls
+                    and worker.order_target
+                    == cy_closest_to(worker_position, ai.ready_townhalls).tag
+                    # shift worker to correct resource if it ends up on wrong one
+                ) or (worker.is_gathering and worker.order_target != resource_tag):
+                    # target being the mineral
+                    worker(AbilityId.SMART, resource)
+
+                elif (self.mineral_boost and assigned_mineral_patch) or (
+                    self.vespene_boost and self.workers_per_gas < 3
+                ):
+                    self._do_mining_boost(
+                        ai,
+                        th_dist_factor,
+                        min_target,
+                        resource,
+                        worker,
+                        worker_to_th,
+                        worker_position,
+                        resource_position,
+                    )
+                else:
+                    self._do_standard_mining(ai, worker, resource)
+
+            # nowhere for this worker to go, long distance mining
+            elif self.long_distance_mine and ai.minerals and ai.townhalls:
+                self._long_distance_mining(
+                    ai,
+                    mediator,
+                    grid,
+                    worker,
+                    mineral_patch_to_list_of_workers,
+                    worker_position,
+                )
+
+            # this worker really has nothing to do, keep it safe at least
+            # don't mine from anywhere since user requested no `long_distance_mine`
+            elif not pos_safe(grid=grid, position=worker_position):
+                self._keep_worker_safe(mediator, grid, worker)
+
+        mediator.set_workers_per_gas(amount=self.workers_per_gas)
+        return True
+
+    @staticmethod
+    def _keep_worker_safe(
+        mediator: ManagerMediator, grid: np.ndarray, worker: Unit
+    ) -> None:
+        """Logic for keeping workers in danger safe.
+
+        Parameters:
+            mediator: ManagerMediator used for getting information from
+                other managers.
+            grid: Ground grid with enemy influence.
+            worker: Worker to keep safe.
+        """
+        worker.move(
+            mediator.find_closest_safe_spot(from_pos=worker.position, grid=grid)
+        )
+
+    def _do_standard_mining(self, ai: "AresBot", worker: Unit, resource: Unit) -> None:
+        worker_tag: int = worker.tag
+        # prevent spam clicking workers on patch to reduce APM
+        if worker_tag in self.locked_action_tags:
+            if ai.time > self.locked_action_tags[worker_tag] + 0.5:
+                self.locked_action_tags.pop(worker_tag)
+            return
+        # moved worker from gas
+        if worker.is_carrying_vespene and resource.is_mineral_field:
+            worker.return_resource()
+            self.locked_action_tags[worker_tag] = ai.time
+        else:
+            # work out when we need to issue command to mine resource
+            if worker.is_idle or (
+                cy_distance_to_squared(worker.position, resource.position) > 81.0
+                and worker.order_target
+                and worker.order_target != resource
+            ):
+                worker.gather(resource)
+                self.locked_action_tags[worker_tag] = ai.time
+                return
+
+            # force worker to stay on correct resource
+            # in game auto mining will sometimes shift worker
+            if (
+                not worker.is_carrying_minerals
+                and not worker.is_carrying_vespene
+                and worker.order_target != resource.tag
+            ):
+                worker.gather(resource)
+                # to reduce apm we prevent spam clicking on same mineral
+                self.locked_action_tags[worker_tag] = ai.time
+
+    def _long_distance_mining(
+        self,
+        ai: "AresBot",
+        mediator: ManagerMediator,
+        grid: np.ndarray,
+        worker: Unit,
+        mineral_patch_to_list_of_workers: dict[int, set[int]],
+        worker_position: Point2,
+    ) -> None:
+        """Logic for long distance mining.
+
+        Parameters
+        ----------
+        ai : AresBot
+            Bot object that will be running the game.
+        mediator : ManagerMediator
+            Used for getting information from other managers.
+        grid : np.ndarray
+            Ground grid with enemy influence.
+        worker: Unit
+            Worker we want to issue actions to.
+        mineral_patch_to_list_of_workers: dict
+            Record of assigned mineral patches, so we know which ones to avoid.
+        worker_position :
+            Pass this in for optimization purposes.
+        Returns
+        -------
+
+        """
+        if (
+            worker.is_gathering
+            and worker.order_target not in mediator.get_mineral_patch_to_list_of_workers
+        ):
+            return
+
+        completed_bases: Units = ai.townhalls.ready
+        # there is nowhere to return resources!
+        if not completed_bases:
+            return
+
+        if not self.safe_long_distance_mineral_fields:
+            self.safe_long_distance_mineral_fields = (
+                self._safe_long_distance_mineral_fields(ai, mediator)
+            )
+
+        target_mineral: Optional[Unit] = None
+
+        # on route to a far mineral patch
+        if (
+            (not worker.is_gathering and not worker.is_carrying_resource)
+            # mining somewhere we manage ourselves
+            or (
+                worker.order_target
+                and worker.order_target in mineral_patch_to_list_of_workers
+            )
+        ):
+            # if there is a pending base, we should mine from there
+            pending_bases: Units = ai.townhalls.filter(lambda th: not th.is_ready)
+            if pending_bases and ai.mineral_field:
+                target_base: Unit = cy_closest_to(worker_position, pending_bases)
+                target_mineral = cy_closest_to(target_base.position, ai.mineral_field)
+            # no pending base, find a mineral field
+            elif self.safe_long_distance_mineral_fields:
+                # early game, get closest to natural
+                if ai.time < 260.0:
+                    target_mineral = cy_closest_to(
+                        mediator.get_own_nat, self.safe_long_distance_mineral_fields
+                    )
+                else:
+                    target_mineral = cy_closest_to(
+                        worker.position, self.safe_long_distance_mineral_fields
+                    )
+
+            if target_mineral:
+                target_mineral_position: Point2 = target_mineral.position
+                if (
+                    not mediator.is_position_safe(
+                        grid=grid,
+                        position=worker_position,
+                    )
+                    and cy_distance_to_squared(worker_position, target_mineral_position)
+                    > 25.0
+                ):
+                    move_to: Point2 = mediator.find_path_next_point(
+                        start=worker_position,
+                        target=target_mineral_position,
+                        grid=grid,
+                        sense_danger=False,
+                    )
+                    worker.move(move_to)
+                elif ai.mineral_field:
+                    if worker.order_target and worker.order_target == target_mineral:
+                        return
+                    worker.gather(target_mineral)
+        # worker is travelling back to a ready townhall
+        else:
+            if worker.is_returning:
+                return
+            return_base: Unit = cy_closest_to(worker_position, completed_bases)
+            return_base_position: Point2 = return_base.position
+            if (
+                not mediator.is_position_safe(grid=grid, position=worker_position)
+                and cy_distance_to_squared(worker_position, return_base_position) > 64.0
+            ):
+                move_to: Point2 = mediator.find_path_next_point(
+                    start=worker_position,
+                    target=return_base_position,
+                    grid=grid,
+                    sense_danger=False,
+                )
+                worker.move(move_to)
+            else:
+                worker.return_resource()
+
+    @staticmethod
+    def _do_mining_boost(
+        ai,
+        distance_to_townhall_factor,
+        mineral_target_dict,
+        target,
+        worker,
+        worker_tag_to_townhall_tag,
+        worker_position: Point2,
+        target_position: Point2,
+    ) -> bool:
+        """Perform the trick so that worker does not decelerate.
+
+        This avoids worker deceleration when mining by issuing a Move command near a
+        mineral patch/townhall and then issuing a Gather or Return command once the
+        worker is close enough to immediately perform the action instead of issuing a
+        Gather command and letting the SC2 engine manage the worker.
+
+        Parameters:
+            ai: Main AresBot object
+            distance_to_townhall_factor: Multiplier used for finding the target
+                of the Move command when returning resources.
+            target: Mineral field or Townhall that the worker should be
+                moving toward/performing an action on.
+            worker: The worker being boosted.
+            worker_tag_to_townhall_tag: The townhall this worker belongs to,
+                or where resources will be returned.
+            worker_position: Pass in for optimization purposes.
+            target_position: Pass in for optimization purposes.
+
+        Returns:
+            Whether this method carries out an action
+        """
+
+        if target.is_mineral_field or target.is_vespene_geyser:
+            try:
+                resource_target_pos: Point2 = mineral_target_dict[target_position]
+            except KeyError:
+                logger.warning(
+                    f"{target_position} not found in resource_target_pos, "
+                    f"no action will be provided for f{worker.tag}"
+                )
+                return False
+        else:
+            resource_target_pos: Point2 = Point2(
+                cy_towards(target_position, worker_position, TOWNHALL_TARGET)
+            )
+
+        if not target:
+            ai.mediator.remove_mineral_field(mineral_field_tag=target.tag)
+            ai.mediator.remove_worker_from_mineral(worker_tag=worker.tag)
+        elif not target.is_mineral_field and not target.vespene_contents:
+            ai.mediator.remove_gas_building(gas_building_tag=target.tag)
+
+        try:
+            townhall: Unit = ai.unit_tag_dict[worker_tag_to_townhall_tag[worker.tag]]
+        except KeyError:
+            townhall: Unit = cy_closest_to(worker_position, ai.townhalls)
+
+        return SpeedMining(
+            worker,
+            target,
+            worker_position,
+            resource_target_pos,
+            distance_to_townhall_factor,
+            townhall,
+        ).execute(ai, ai.mediator, ai.config)
+
+    @staticmethod
+    def _safe_long_distance_mineral_fields(
+        ai: "AresBot", mediator: ManagerMediator
+    ) -> list[Unit]:
+        """Find mineral fields for long distance miners.
+
+        Parameters:
+            ai: Main AresBot object
+            mediator: Manager mediator to interact with the managers
+
+        Returns:
+            Units object of safe mineral patches if mineral patches still exist
+        """
+        if not ai.mineral_field:
+            return
+
+        assigned_patches: dict[int, set] = mediator.get_mineral_patch_to_list_of_workers
+        grid: np.ndarray = mediator.get_ground_grid
+        mfs: list[Unit] = cy_sorted_by_distance_to(ai.mineral_field, ai.start_location)
+        weight_safety_limit: float = 6.0
+        if ai.state.score.collection_rate_minerals < 300:
+            weight_safety_limit = 100.0
+        safe_mfs: list[Unit] = []
+        for mf in mfs:
+            if mf in assigned_patches or not mediator.is_position_safe(
+                grid=grid, position=mf.position, weight_safety_limit=weight_safety_limit
+            ):
+                continue
+            safe_mfs.append(mf)
+
+        return safe_mfs
+
+    @staticmethod
+    def _worker_attacking_enemy(
+        ai: "AresBot", dist_to_resource: float, worker: Unit
+    ) -> bool:
+        if not worker.is_collecting or dist_to_resource > 1.0:
+            if enemies := cy_in_attack_range(worker, ai.enemy_units):
+                target: Unit = cy_pick_enemy_target(enemies)
+
+                if cy_attack_ready(ai, worker, target):
+                    worker.attack(target)
+                    return True
+        return False
+
+
+ + + +
+ + + + + + + + + + + +
+ +
+ +
+ + + + +
+ +
+ +
+ +
+ + + + +
+ + + + + + + + +
+ + + + + + + + +
+ + + +

+ ProductionController + + + + dataclass + + +

+ + +
+

+ Bases: MacroBehavior

+ + +

Handle creating extra production facilities based +on an army composition dictionary. +This dictionary should be structured the same as the one +passed into SpawnController

+

Terran / Protoss only

+

Example bot code: +

from ares.behaviors.production_controller import ProductionController
+
+# Note: This does not try to build production facilities and
+# will ignore units that are impossible to currently spawn.
+army_composition: dict[UnitID: {float, bool}] = {
+    UnitID.MARINE: {"proportion": 0.6, "priority": 2},  # lowest priority
+    UnitID.MEDIVAC: {"proportion": 0.25, "priority": 1},
+    UnitID.SIEGETANK: {"proportion": 0.15, "priority": 0},  # highest priority
+}
+# where `self` is an `AresBot` object
+self.register_behavior(ProductionController(
+    army_composition, self.ai.start_location))
+

+ + +

Attributes:

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
army_composition_dict + dict[UnitTypeId, dict[str, float, str, int]] + +
+

A dictionary detailing how an army composition +should be made up. The proportional values should all add up to 1.0, +with a priority integer for unit emphasis.

+
+
base_location + Point2 + +
+

The location where production should be built.

+
+
add_production_at_bank + tuple[int, int] + +
+

When the bank reaches this size, calculate what +extra production would be useful. Tuple where the first value is +minerals and the second is vespene. Defaults to (300, 300).

+
+
alpha + float + +
+

Controls how much production to add when the bank is higher than +add_production_at_bank. Defaults to 0.9.

+
+
unit_pending_progress + float + +
+

Check for production structures almost ready. +For example, a marine might almost be ready, meaning we don't need to +add extra production just yet. Defaults to 0.8.

+
+
ignore_below_proportion + float + +
+

If we don't want many of a unit, there's no point +adding production. Checks if it's possible to build a unit first. +Defaults to 0.05.

+
+
should_repower_structures + bool + +
+

Search for unpowered structures and build a +new pylon if needed. Defaults to True.

+
+
+ + + + + + +
+ Source code in src/ares/behaviors/macro/production_controller.py +
@dataclass
+class ProductionController(MacroBehavior):
+    """Handle creating extra production facilities based
+    on an army composition dictionary.
+    This dictionary should be structured the same as the one
+    passed into SpawnController
+
+    Terran / Protoss only
+
+    Example bot code:
+    ```py
+    from ares.behaviors.production_controller import ProductionController
+
+    # Note: This does not try to build production facilities and
+    # will ignore units that are impossible to currently spawn.
+    army_composition: dict[UnitID: {float, bool}] = {
+        UnitID.MARINE: {"proportion": 0.6, "priority": 2},  # lowest priority
+        UnitID.MEDIVAC: {"proportion": 0.25, "priority": 1},
+        UnitID.SIEGETANK: {"proportion": 0.15, "priority": 0},  # highest priority
+    }
+    # where `self` is an `AresBot` object
+    self.register_behavior(ProductionController(
+        army_composition, self.ai.start_location))
+
+    ```
+
+    Attributes:
+        army_composition_dict: A dictionary detailing how an army composition
+            should be made up. The proportional values should all add up to 1.0,
+            with a priority integer for unit emphasis.
+        base_location: The location where production should be built.
+        add_production_at_bank: When the bank reaches this size, calculate what
+            extra production would be useful. Tuple where the first value is
+            minerals and the second is vespene. Defaults to `(300, 300)`.
+        alpha: Controls how much production to add when the bank is higher than
+            `add_production_at_bank`. Defaults to `0.9`.
+        unit_pending_progress: Check for production structures almost ready.
+            For example, a marine might almost be ready, meaning we don't need to
+            add extra production just yet. Defaults to `0.8`.
+        ignore_below_proportion: If we don't want many of a unit, there's no point
+            adding production. Checks if it's possible to build a unit first.
+            Defaults to `0.05`.
+        should_repower_structures: Search for unpowered structures and build a
+            new pylon if needed. Defaults to `True`.
+
+    """
+
+    army_composition_dict: dict[UnitID, dict[str, float, str, int]]
+    base_location: Point2
+    add_production_at_bank: tuple[int, int] = (300, 300)
+    alpha: float = 0.9
+    unit_pending_progress: float = 0.75
+    ignore_below_proportion: float = 0.05
+    should_repower_structures: bool = True
+
+    def execute(self, ai: "AresBot", config: dict, mediator: ManagerMediator) -> bool:
+        assert (
+            ai.race != Race.Zerg
+        ), "ProductionController behavior is for Protoss and Terran only"
+        if ai.race == Race.Protoss and self.should_repower_structures:
+            if RestorePower().execute(ai, config, mediator):
+                return True
+
+        army_comp_dict: dict = self.army_composition_dict
+        assert isinstance(
+            army_comp_dict, dict
+        ), f"self.army_composition_dict should be dict type, got {type(army_comp_dict)}"
+
+        # get the current standing army based on the army comp dict
+        # note we don't consider units outside the army comp dict
+        unit_types: list[UnitID] = [*army_comp_dict]
+
+        num_total_units: int = sum(
+            [
+                mediator.get_own_unit_count(unit_type_id=unit_type)
+                for unit_type in unit_types
+            ]
+        )
+        proportion_sum: float = 0.0
+        structure_dict: dict[UnitID, Units] = mediator.get_own_structures_dict
+        flying_structures: dict[int, dict] = mediator.get_flying_structure_tracker
+        # +1 to avoid division by zero
+        collection_rate_minerals: int = ai.state.score.collection_rate_minerals + 1
+        collection_rate_vespene: int = ai.state.score.collection_rate_vespene + 1
+
+        # iterate through desired army comp starting with the highest priority unit
+        for unit_type_id, army_comp_info in sorted(
+            army_comp_dict.items(), key=lambda x: x[1].get("priority", int(0))
+        ):
+            assert isinstance(unit_type_id, UnitID), (
+                f"army_composition_dict expects UnitTypeId type as keys, "
+                f"got {type(unit_type_id)}"
+            )
+
+            num_this_unit: int = mediator.get_own_unit_count(unit_type_id=unit_type_id)
+            current_proportion: float = num_this_unit / (num_total_units + 1e-16)
+            target_proportion: float = army_comp_info["proportion"]
+            proportion_sum += target_proportion
+            train_from: set[UnitID] = UNIT_TRAINED_FROM[unit_type_id]
+            trained_from: UnitID = next(iter(UNIT_TRAINED_FROM[unit_type_id]))
+            if unit_type_id in GATEWAY_UNITS:
+                trained_from = UnitID.GATEWAY
+
+            existing_structures: list[Unit] = []
+            for structure_type in train_from:
+                existing_structures.extend(structure_dict[structure_type])
+
+            # we need to tech up, no further action is required
+            if TechUp(
+                unit_type_id,
+                base_location=self.base_location,
+                ignore_existing_techlabs=current_proportion < target_proportion,
+            ).execute(ai, config, mediator):
+                return True
+
+            if ai.tech_requirement_progress(trained_from) < 0.95:
+                continue
+
+            # we have a worker on route to build this production
+            # leave alone for now
+            if ai.not_started_but_in_building_tracker(trained_from):
+                continue
+
+            # we can afford prod, work out how much prod to support
+            # based on income
+            if (
+                ai.minerals > self.add_production_at_bank[0]
+                and ai.vespene > self.add_production_at_bank[1]
+            ):
+                if self._building_production_due_to_bank(
+                    ai,
+                    unit_type_id,
+                    collection_rate_minerals,
+                    collection_rate_vespene,
+                    existing_structures,
+                    trained_from,
+                    target_proportion,
+                ):
+                    return True
+
+            # target proportion is low and something is pending, don't add extra yet
+            if target_proportion <= 0.15 and (
+                any([ai.structure_pending(type_id) for type_id in train_from])
+            ):
+                continue
+
+            # existing production is enough for our income?
+            cost: Cost = ai.calculate_cost(unit_type_id)
+            total_cost = cost.minerals + cost.vespene
+            divide_by: float = total_cost * 4.5
+            if len(existing_structures) >= int(
+                (collection_rate_minerals + collection_rate_vespene) / divide_by
+            ):
+                continue
+
+            # if Terran has a production building floating, wait
+            if self.is_flying_production(ai, flying_structures, train_from):
+                continue
+
+            # already have enough of this unit type, don't need production
+            if current_proportion * 1.05 >= target_proportion:
+                continue
+
+            # already could build this unit if we wanted to?
+            if self._can_already_produce(train_from, structure_dict):
+                continue
+
+            # add max depending on income
+            max_pending = int(
+                (collection_rate_minerals + collection_rate_vespene) / 1000
+            )
+
+            if ai.structure_pending(trained_from) >= max_pending:
+                continue
+
+            built = BuildStructure(self.base_location, trained_from).execute(
+                ai, ai.config, ai.mediator
+            )
+            if built:
+                logger.info(
+                    f"{ai.time_formatted} Adding {trained_from} so that we can build "
+                    f"more {unit_type_id}. Current proportion: {current_proportion}"
+                    f" Target proportion: {target_proportion}"
+                )
+                return built
+
+        # we checked everything and no action is required
+        return False
+
+    def _building_production_due_to_bank(
+        self,
+        ai: "AresBot",
+        unit_type_id: UnitID,
+        collection_rate_minerals: int,
+        collection_rate_vespene: int,
+        existing_structures: list[Unit],
+        trained_from: UnitID,
+        target_proportion: float,
+    ) -> bool:
+        # work out how many units we could afford at once
+        cost_of_unit: Cost = ai.calculate_cost(unit_type_id)
+        simul_afford_min: int = int(
+            (collection_rate_minerals / (cost_of_unit.minerals + 1))
+            * self.alpha
+            * target_proportion
+        )
+        simul_afford_ves: int = int(
+            (collection_rate_vespene / (cost_of_unit.vespene + 1))
+            * self.alpha
+            * target_proportion
+        )
+        num_existing: int = len([s for s in existing_structures if s.is_ready])
+        num_production: int = num_existing + ai.structure_pending(trained_from)
+
+        if num_production < simul_afford_min and num_production < simul_afford_ves:
+            if BuildStructure(self.base_location, trained_from).execute(
+                ai, ai.config, ai.mediator
+            ):
+                logger.info(f"Adding {trained_from} as income level will support this.")
+                return True
+        return False
+
+    def _can_already_produce(self, train_from, structure_dict) -> bool:
+        for structure_type in train_from:
+            if structure_type == UnitID.WARPGATE and [
+                s for s in structure_dict[structure_type] if not s.is_ready
+            ]:
+                return True
+
+            for s in structure_dict[structure_type]:
+                if s.is_ready and s.is_idle:
+                    return True
+                if s.orders:
+                    if s.orders[0].progress >= self.unit_pending_progress:
+                        return True
+                # structure about to come online
+                if 1.0 > s.build_progress >= 0.9:
+                    return True
+
+        return False
+
+    def is_flying_production(
+        self, ai: "AresBot", flying_structures: dict, train_from: set[UnitID]
+    ) -> bool:
+        if ai.race == Race.Terran:
+            prod_flying: bool = False
+            # might have this structure flying
+            for tag in flying_structures:
+                if unit := ai.unit_tag_dict.get(tag, None):
+                    # make sure flying structure is nearby
+                    if (
+                        unit.type_id in UNIT_UNIT_ALIAS
+                        and cy_distance_to_squared(unit.position, self.base_location)
+                        < 360.0
+                    ):
+                        for s_id in train_from:
+                            if UNIT_UNIT_ALIAS[unit.type_id] == s_id:
+                                prod_flying = True
+                                break
+            if prod_flying:
+                return True
+        return False
+
+    def _add_techlab_to_existing(
+        self, ai: "AresBot", unit_type_id: UnitID, researched_from_id
+    ) -> bool:
+        structures_dict: dict = ai.mediator.get_own_structures_dict
+        build_techlab_from: UnitID = BUILD_TECHLAB_FROM[researched_from_id]
+        _build_techlab_from_structures: list[Unit] = structures_dict[
+            build_techlab_from
+        ].copy()
+        if without_techlabs := [
+            s
+            for s in _build_techlab_from_structures
+            if s.is_ready and s.is_idle and not s.has_add_on
+        ]:
+            without_techlabs[0].build(researched_from_id)
+            logger.info(
+                f"{ai.time_formatted} Adding {researched_from_id} so that we can "
+                f"build more {unit_type_id}"
+            )
+            return True
+        return False
+
+
+ + + +
+ + + + + + + + + + + +
+ +
+ +
+ + + + +
+ +
+ +
+ +
+ + + + +
+ + + + + + + + +
+ + + + + + + + +
+ + + +

+ RestorePower + + + + dataclass + + +

+ + +
+

+ Bases: MacroBehavior

+ + +

Restore power for protoss structures.

+

Note: ProductionController is set to call this automatically +configured via should_repower_structures parameter. +Though this behavior may also be used separately.

+

Example: +

from ares.behaviors.restore_power import RestorePower
+
+self.register_behavior(RestorePower())
+

+ + + + + + +
+ Source code in src/ares/behaviors/macro/restore_power.py +
@dataclass
+class RestorePower(MacroBehavior):
+    """Restore power for protoss structures.
+
+    Note: `ProductionController` is set to call this automatically
+    configured via `should_repower_structures` parameter.
+    Though this behavior may also be used separately.
+
+    Example:
+    ```py
+    from ares.behaviors.restore_power import RestorePower
+
+    self.register_behavior(RestorePower())
+    ```
+    """
+
+    def execute(self, ai: "AresBot", config: dict, mediator: ManagerMediator) -> bool:
+        if structures_no_power := [
+            s
+            for s in ai.structures
+            if s.type_id in REQUIRE_POWER_STRUCTURE_TYPES
+            and not cy_pylon_matrix_covers(
+                s.position,
+                mediator.get_own_structures_dict[UnitID.PYLON],
+                ai.game_info.terrain_height.data_numpy,
+                pylon_build_progress=1e-16,
+            )
+        ]:
+            for structure in structures_no_power:
+                if self._already_restoring(structure, mediator):
+                    continue
+
+                if self._restoring_power(structure, ai, config, mediator):
+                    return True
+
+        return False
+
+    @staticmethod
+    def _already_restoring(structure: Unit, mediator: ManagerMediator) -> bool:
+        """
+        Check if unpowered `structure` is currently being restored.
+        Potentially probe already on the way?
+
+        Parameters
+        ----------
+        structure
+        mediator
+
+        Returns
+        -------
+
+        """
+        building_tracker: dict = mediator.get_building_tracker_dict
+        for tag, building_info in building_tracker.items():
+            type_id: UnitID = building_info[ID]
+            if type_id == UnitID.PYLON:
+                pos: Point2 = building_info[TARGET]
+                if (
+                    cy_distance_to_squared(structure.position, pos)
+                    < PYLON_POWERED_DISTANCE_SQUARED
+                ):
+                    return True
+
+        return False
+
+    @staticmethod
+    def _restoring_power(
+        structure: Unit, ai: "AresBot", config: dict, mediator: ManagerMediator
+    ) -> bool:
+        """Given an unpowered structure, find a pylon position.
+
+        Parameters
+        ----------
+        structure
+        ai
+        mediator
+
+        Returns
+        -------
+
+        """
+        placements_dict: dict = mediator.get_placements_dict
+        position: Point2 = structure.position
+        size: BuildingSize = BuildingSize.TWO_BY_TWO
+        offset: float = 1.0
+
+        for base_loc, placements_info in placements_dict.items():
+            two_by_twos = placements_info[size]
+            if available := [
+                placement
+                for placement in two_by_twos
+                if two_by_twos[placement]["available"]
+                and cy_distance_to_squared(placement, position)
+                < PYLON_POWERED_DISTANCE_SQUARED
+                and not two_by_twos[placement]["worker_on_route"]
+                and cy_can_place_structure(
+                    (placement[0] - offset, placement[1] - offset),
+                    (2, 2),
+                    ai.state.creep.data_numpy,
+                    ai.game_info.placement_grid.data_numpy,
+                    mediator.get_ground_grid.astype(np.uint8).T,
+                    avoid_creep=True,
+                    include_addon=False,
+                )
+            ]:
+                return BuildStructure(
+                    base_loc, UnitID.PYLON, closest_to=available[0], wall=True
+                ).execute(ai, config, mediator)
+
+        return False
+
+
+ + + +
+ + + + + + + + + + + +
+ +
+ +
+ + + + +
+ +
+ +
+ +
+ + + + +
+ + + + + + + + +
+ + + + + + + + +
+ + + +

+ SpawnController + + + + dataclass + + +

+ + +
+

+ Bases: MacroBehavior

+ + +

Handle spawning army compositions.

+

Example bot code: +

from ares.behaviors.spawn_controller import SpawnController
+
+# Note: This does not try to build production facilities and
+# will ignore units that are impossible to currently spawn.
+army_composition: dict[UnitID: {float, bool}] = {
+    UnitID.MARINE: {"proportion": 0.6, "priority": 2},  # lowest priority
+    UnitID.MEDIVAC: {"proportion": 0.25, "priority": 1},
+    UnitID.SIEGETANK: {"proportion": 0.15, "priority": 0},  # highest priority
+}
+# where `self` is an `AresBot` object
+self.register_behavior(SpawnController(army_composition))
+

+ + +

Attributes:

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
army_composition_dict + dict[UnitTypeId, dict[str, float, str, int]] + +
+

A dictionary detailing how an army +composition should be made up. The proportional values should +all add up to 1.0, with a priority integer for unit emphasis.

+
+
freeflow_mode + bool + +
+

If set to True, army composition proportions are ignored, +and resources will be spent freely. +Defaults to False.

+
+
ignore_proportions_below_unit_count + int + +
+

In early game, units affect the +army proportions significantly. This allows some units to be freely +built before proportions are respected. Defaults to 0.

+
+
over_produce_on_low_tech + bool + +
+

If only one tech is available for a unit, +this allows that unit to be constantly produced. +Defaults to True.

+
+
ignored_build_from_tags + set[int] + +
+

A set of tags to prevent the spawn controller +from morphing from these tags. +Example: Prevent selecting barracks that need to build an addon.

+
+
maximum + int + +
+

The maximum number of a unit type that can be produced +in a single step. Defaults to 20.

+
+
spawn_target + Optional[Point2] + +
+

A location to prioritize spawning units near.

+
+
+ + + + + + +
+ Source code in src/ares/behaviors/macro/spawn_controller.py +
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@dataclass
+class SpawnController(MacroBehavior):
+    """Handle spawning army compositions.
+
+    Example bot code:
+    ```py
+    from ares.behaviors.spawn_controller import SpawnController
+
+    # Note: This does not try to build production facilities and
+    # will ignore units that are impossible to currently spawn.
+    army_composition: dict[UnitID: {float, bool}] = {
+        UnitID.MARINE: {"proportion": 0.6, "priority": 2},  # lowest priority
+        UnitID.MEDIVAC: {"proportion": 0.25, "priority": 1},
+        UnitID.SIEGETANK: {"proportion": 0.15, "priority": 0},  # highest priority
+    }
+    # where `self` is an `AresBot` object
+    self.register_behavior(SpawnController(army_composition))
+
+    ```
+
+    Attributes:
+        army_composition_dict: A dictionary detailing how an army
+            composition should be made up. The proportional values should
+            all add up to 1.0, with a priority integer for unit emphasis.
+        freeflow_mode: If set to True, army composition proportions are ignored,
+            and resources will be spent freely.
+            Defaults to `False`.
+        ignore_proportions_below_unit_count: In early game, units affect the
+            army proportions significantly. This allows some units to be freely
+            built before proportions are respected. Defaults to `0`.
+        over_produce_on_low_tech: If only one tech is available for a unit,
+            this allows that unit to be constantly produced.
+            Defaults to `True`.
+        ignored_build_from_tags: A set of tags to prevent the spawn controller
+            from morphing from these tags.
+            Example: Prevent selecting barracks that need to build an addon.
+        maximum: The maximum number of a unit type that can be produced
+            in a single step. Defaults to `20`.
+        spawn_target: A location to prioritize spawning units near.
+        Defaults to `None`.
+
+
+    """
+
+    army_composition_dict: dict[UnitID, dict[str, float, str, int]]
+    freeflow_mode: bool = False
+    ignore_proportions_below_unit_count: int = 0
+    over_produce_on_low_tech: bool = True
+    ignored_build_from_tags: set[int] = field(default_factory=set)
+    maximum: int = 20
+    spawn_target: Optional[Point2] = None
+
+    # key: Unit that should get a build order, value: what UnitID to build
+    __build_dict: dict[Unit, UnitID] = field(default_factory=dict)
+    # already used tags
+    __excluded_structure_tags: set[int] = field(default_factory=set)
+    __supply_available: float = 0.0
+
+    def execute(self, ai: "AresBot", config: dict, mediator: ManagerMediator) -> bool:
+        # allow gateways to morph before issuing commands
+        if UpgradeId.WARPGATERESEARCH in ai.state.upgrades and [
+            g
+            for g in mediator.get_own_structures_dict[UnitID.GATEWAY]
+            if g.is_ready and g.is_idle
+        ]:
+            return False
+
+        self.__supply_available = ai.supply_left
+
+        army_comp_dict: dict = self.army_composition_dict
+        assert isinstance(
+            army_comp_dict, dict
+        ), f"self.army_composition_dict should be dict type, got {type(army_comp_dict)}"
+
+        # get the current standing army based on the army comp dict
+        # note we don't consider units outside the army comp dict
+        unit_types: list[UnitID] = [*army_comp_dict]
+        num_total_units: int = 0
+        for unit_type in unit_types:
+            num_total_units += mediator.get_own_unit_count(unit_type_id=unit_type)
+
+        check_proportion: bool = True
+        proportion_sum: float = 0.0
+        # remember units that meet tech requirement
+        units_ready_to_build: list[UnitID] = []
+        # keep track of what units we have tech for
+        tech_ready_for: list[UnitID] = []
+        # iterate through desired army comp starting with the highest priority unit
+        for unit_type_id, army_comp_info in sorted(
+            army_comp_dict.items(), key=lambda x: x[1].get("priority", int(0))
+        ):
+            assert isinstance(unit_type_id, UnitID), (
+                f"army_composition_dict expects UnitTypeId type as keys, "
+                f"got {type(unit_type_id)}"
+            )
+            priority: int = army_comp_info["priority"]
+            assert 0 <= priority < 11, (
+                f"Priority for {unit_type_id} is set to {priority},"
+                f"it should be an integer between 0 - 10."
+                f"Where 0 has highest priority."
+            )
+
+            target_proportion: float = army_comp_info["proportion"]
+            proportion_sum += target_proportion
+
+            # work out if we are able to produce this unit
+            if not ai.tech_ready_for_unit(unit_type_id):
+                continue
+
+            tech_ready_for.append(unit_type_id)
+
+            trained_from: set[UnitID]
+            if unit_type_id == UnitID.ARCHON:
+                trained_from = {UnitID.HIGHTEMPLAR, UnitID.DARKTEMPLAR}
+            else:
+                trained_from = UNIT_TRAINED_FROM[unit_type_id]
+
+            # get all idle build structures/units we can create this unit from
+            build_structures: list[Unit] = ai.get_build_structures(
+                trained_from,
+                unit_type_id,
+                self.__build_dict,
+                self.ignored_build_from_tags,
+            )
+            # there is no possible way to build this unit, skip even if higher priority
+            if len(build_structures) == 0:
+                continue
+
+            # archon is a special case that can't be handled generically
+            if unit_type_id == UnitID.ARCHON:
+                self._handle_archon_morph(ai, build_structures, mediator)
+                continue
+
+            # prioritize spawning close to spawn target
+            if self.spawn_target:
+                build_structures = cy_sorted_by_distance_to(
+                    build_structures, self.spawn_target
+                )
+
+            # can't afford unit?
+            # then we might want to break out loop till we can afford
+            if not self._can_afford(ai, unit_type_id):
+                if (
+                    self.freeflow_mode
+                    or num_total_units < self.ignore_proportions_below_unit_count
+                ):
+                    continue
+                # break out the loop, don't spend resources on lower priority units
+                else:
+                    check_proportion = False
+                    break
+
+            # keep track of which unit types the build_structures/ tech is ready for
+            units_ready_to_build.append(unit_type_id)
+
+            num_this_unit: int = mediator.get_own_unit_count(unit_type_id=unit_type_id)
+            current_proportion: float = num_this_unit / (num_total_units + 1e-16)
+            # already have enough of this unit type,
+            # but we could add it if:
+            # freeflow mode or we don't have much army yet
+            if (
+                current_proportion >= target_proportion
+                and not self.freeflow_mode
+                and num_total_units >= self.ignore_proportions_below_unit_count
+            ):
+                continue
+
+            amount, supply, cost = self._calculate_build_amount(
+                ai,
+                unit_type_id,
+                build_structures,
+                self.__supply_available,
+                self.maximum,
+            )
+            self._add_to_build_dict(
+                ai, unit_type_id, build_structures, amount, supply, cost
+            )
+        # if we can only build one type of unit, keep adding them
+        if (
+            len(tech_ready_for) == 1
+            and self.over_produce_on_low_tech
+            and len(units_ready_to_build) > 0
+            and self.maximum > 1
+        ):
+            build_structures = ai.get_build_structures(
+                UNIT_TRAINED_FROM[units_ready_to_build[0]],
+                units_ready_to_build[0],
+                self.__build_dict,
+                self.ignored_build_from_tags,
+            )
+            amount, supply, cost = self._calculate_build_amount(
+                ai, units_ready_to_build[0], build_structures, self.__supply_available
+            )
+            # prioritize spawning close to spawn target
+            if self.spawn_target:
+                build_structures = cy_sorted_by_distance_to(
+                    build_structures, self.spawn_target
+                )
+            self._add_to_build_dict(
+                ai, units_ready_to_build[0], build_structures, amount, supply, cost
+            )
+
+        if check_proportion and not self.freeflow_mode:
+            assert isclose(
+                proportion_sum, 1.0
+            ), f"The army comp proportions should equal 1.0, got {proportion_sum}"
+
+        return self._morph_units(ai, mediator)
+
+    def _add_to_build_dict(
+        self,
+        ai: "AresBot",
+        type_id: UnitID,
+        base_unit: list[Unit],
+        amount: int,
+        supply_cost: float,
+        cost_per_unit: Cost,
+    ) -> None:
+        """Execute the spawn controller task (Called from `behavior_executioner.py`).
+
+        Handle unit production as per the .........
+
+        Parameters
+        ----------
+        ai :
+            Bot object that will be running the game
+        type_id :
+            Type of unit we want to spawn.
+        base_unit :
+            Unit objects we can spawn this unit from.
+        amount :
+            How many type_id we intend to spawn.
+        supply_cost :
+            Supply cost of spawning type_id amount.
+        cost_per_unit :
+            Minerals and vespene cost.
+        """
+        # min check to make sure we don't pop from empty lists
+        for _ in range(min(len(base_unit), amount)):
+            self.__build_dict[base_unit.pop(0)] = type_id
+            ai.minerals -= cost_per_unit.minerals
+            ai.vespene -= cost_per_unit.vespene
+            self.__supply_available -= supply_cost
+
+    @staticmethod
+    def _calculate_build_amount(
+        ai: "AresBot",
+        unit_type: UnitID,
+        base_units: list[Unit],
+        supply_left: float,
+        maximum: int = 20,
+    ) -> tuple[int, float, Cost]:
+        """Execute the spawn controller task (Called from `behavior_executioner.py`).
+
+        Handle unit production as per the .........
+
+        Parameters
+        ----------
+        ai :
+            Bot object that will be running the game
+        unit_type :
+            Type of unit we want to spawn.
+        base_units :
+            Unit objects we can spawn this unit from.
+        supply_left :
+            How much total supply we have available.
+        maximum :
+            A limit on how many units can be spawned in one go.
+        """
+        cost = ai.cost_dict[unit_type]
+        supply_cost = ai.calculate_supply_cost(unit_type)
+        amount = min(
+            int(ai.minerals / cost.minerals) if cost.minerals else 9999999,
+            int(ai.vespene / cost.vespene) if cost.vespene else 9999999,
+            int(supply_left / supply_cost) if supply_cost else 9999999,
+            len(base_units),
+            maximum,
+        )
+        return amount, supply_cost, cost
+
+    @staticmethod
+    def _can_afford(ai: "AresBot", unit_type_id: UnitID) -> bool:
+        if unit_type_id == UnitID.ARCHON:
+            return True
+        return ai.can_afford(unit_type_id)
+
+    @staticmethod
+    def _handle_archon_morph(
+        ai: "AresBot", build_structures: list[Unit], mediator: ManagerMediator
+    ) -> None:
+        unit_role_dict: dict[UnitRole, set] = mediator.get_unit_role_dict
+        build_structures = [
+            b
+            for b in build_structures
+            if b.tag not in unit_role_dict[UnitRole.MORPHING] and b.is_ready
+        ]
+        if len(build_structures) < 2:
+            return
+
+        templar: list[Unit] = build_structures[:2]
+        ai.request_archon_morph(templar)
+
+    def _morph_units(self, ai: "AresBot", mediator: ManagerMediator) -> bool:
+        did_action: bool = False
+        for unit, value in self.__build_dict.items():
+            did_action = True
+            mediator.clear_role(tag=unit.tag)
+            if value == UnitID.BANELING:
+                unit(AbilityId.MORPHTOBANELING_BANELING)
+            elif value == UnitID.RAVAGER:
+                unit(AbilityId.MORPHTORAVAGER_RAVAGER)
+            # prod building is warp gate, but we really
+            # want to spawn from psionic field
+            elif unit.type_id == UnitID.WARPGATE:
+                mediator.request_warp_in(
+                    build_from=unit, unit_type=value, target=self.spawn_target
+                )
+            else:
+                unit.train(value)
+                ai.num_larva_left -= 1
+
+        return did_action
+
+
+ + + +
+ + + + + + + + + + + +
+ +
+ +
+ + + + +
+ +
+ +
+ +
+ + + + +
+ + + + + + + + +
+ + + + + + + + +
+ + + +

+ TechUp + + + + dataclass + + +

+ + +
+

+ Bases: MacroBehavior

+ + +

Automatically tech up so desired upgrade/unit can be built.

+

Example: +

from ares.behaviors.macro import TechUp
+from sc2.ids.upgrade_id import UpgradeId
+
+self.register_behavior(
+    TechUp(UpgradeId.BANSHEECLOAK, base_location=self.start_location)
+)
+

+ + +

Attributes:

+ + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
desired_tech + Union[UpgradeId, UnitTypeId] + +
+

The desired upgrade or unit type.

+
+
base_location + Point2 + +
+

The main building location to make tech.

+
+
ignore_existing_techlabs + bool + +
+

If set to True, will +keep building techlabs even if others exist. +Defaults to False.

+
+
+ + + + + + +
+ Source code in src/ares/behaviors/macro/tech_up.py +
@dataclass
+class TechUp(MacroBehavior):
+    """Automatically tech up so desired upgrade/unit can be built.
+
+    Example:
+    ```py
+    from ares.behaviors.macro import TechUp
+    from sc2.ids.upgrade_id import UpgradeId
+
+    self.register_behavior(
+        TechUp(UpgradeId.BANSHEECLOAK, base_location=self.start_location)
+    )
+    ```
+
+    Attributes:
+        desired_tech: The desired upgrade or unit type.
+        base_location: The main building location to make tech.
+        ignore_existing_techlabs: If set to `True`, will
+            keep building techlabs even if others exist.
+            Defaults to `False`.
+
+    """
+
+    desired_tech: Union[UpgradeId, UnitID]
+    base_location: Point2
+    ignore_existing_techlabs: bool = False
+
+    def execute(self, ai: "AresBot", config: dict, mediator: ManagerMediator) -> bool:
+        assert isinstance(
+            self.desired_tech, (UpgradeId, UnitID)
+        ), f"Wrong type provided for `desired_tech`, got {type(self.desired_tech)}"
+
+        # figure out where we research this unit / upgrade from
+        researched_from_id: UnitID
+        tech_required: list[UnitID]
+        if isinstance(self.desired_tech, UpgradeId):
+            researched_from_id = UPGRADE_RESEARCHED_FROM[self.desired_tech]
+            tech_required = UNIT_TECH_REQUIREMENT[researched_from_id]
+        else:
+            if self.desired_tech in ALL_STRUCTURES:
+                researched_from_id = self.desired_tech
+                tech_required = UNIT_TECH_REQUIREMENT[researched_from_id]
+            else:
+                researched_from_id = next(iter(UNIT_TRAINED_FROM[self.desired_tech]))
+                if self.desired_tech in GATEWAY_UNITS:
+                    researched_from_id = UnitID.GATEWAY
+                tech_required = UNIT_TECH_REQUIREMENT[self.desired_tech]
+
+        # special handling of teching to techlabs
+        if researched_from_id in TECHLAB_TYPES:
+            if ai.can_afford(researched_from_id) and self._adding_techlab(
+                ai,
+                self.base_location,
+                researched_from_id,
+                tech_required,
+                self.desired_tech,
+                self.ignore_existing_techlabs,
+            ):
+                return True
+            return False
+
+        # can we build this tech building right away?
+        # 1.0 = Yes, < 1.0 = No
+        tech_progress: float = ai.tech_requirement_progress(researched_from_id)
+
+        # we have the tech ready to build this upgrade building right away :)
+        if tech_progress == 1.0 and not ai.structure_present_or_pending(
+            researched_from_id
+        ):
+            # need a gateway, but we have a warpgate already
+            if (
+                researched_from_id == UnitID.GATEWAY
+                and mediator.get_own_structures_dict[UnitID.WARPGATE]
+            ):
+                return False
+            logger.info(
+                f"{ai.time_formatted} Building {researched_from_id} "
+                f"for {self.desired_tech}"
+            )
+            return BuildStructure(ai.start_location, researched_from_id).execute(
+                ai, config, mediator
+            )
+
+        # we can't even build the upgrade building :(
+        # figure out what to build to get there
+        else:
+            for structure_type in tech_required:
+                checks: list[UnitID] = [structure_type]
+                if structure_type == UnitID.GATEWAY:
+                    checks.append(UnitID.WARPGATE)
+
+                if structure_type in TECHLAB_TYPES:
+                    if self._adding_techlab(
+                        ai,
+                        self.base_location,
+                        structure_type,
+                        tech_required,
+                        self.desired_tech,
+                        self.ignore_existing_techlabs,
+                    ):
+                        return True
+                    continue
+
+                if any(ai.structure_present_or_pending(check) for check in checks):
+                    continue
+
+                # found something to build?
+                if ai.tech_requirement_progress(structure_type) == 1.0:
+                    building: bool = BuildStructure(
+                        self.base_location, structure_type
+                    ).execute(ai, ai.config, ai.mediator)
+                    if building:
+                        logger.info(
+                            f"{ai.time_formatted} Adding {structure_type} to"
+                            f" tech towards {self.desired_tech}"
+                        )
+                    return building
+
+        return False
+
+    def _adding_techlab(
+        self,
+        ai: "AresBot",
+        base_location: Point2,
+        researched_from_id: UnitID,
+        tech_required: list[UnitID],
+        desired_tech: Union[UnitID, UpgradeId],
+        ignore_existing_techlabs: bool = False,
+    ) -> bool:
+        """
+        ai :
+        base_location :
+        researched_from_id :
+            The building we require
+        tech_required :
+            The list of tech buildings we would need to build this
+        desired_tech :
+            The thing we are actually trying to research / build
+        """
+        structures_dict: dict = ai.mediator.get_own_structures_dict
+        build_techlab_from: UnitID = BUILD_TECHLAB_FROM[researched_from_id]
+        _build_techlab_from_structures: list[Unit] = structures_dict[
+            build_techlab_from
+        ].copy()
+        # looks like we already have what we are looking for?
+        if (
+            not ignore_existing_techlabs
+            and len(
+                [
+                    s
+                    for s in _build_techlab_from_structures
+                    if s.has_techlab and s.is_idle
+                ]
+            )
+            > 0
+        ):
+            return False
+
+        # no possible way of building this techlab, tech towards it
+        if not ai.structure_present_or_pending(build_techlab_from):
+            for s in tech_required:
+                if ai.structure_present_or_pending(s):
+                    continue
+                if TechUp(s, base_location).execute(ai, ai.config, ai.mediator):
+                    logger.info(
+                        f"{ai.time_formatted} Adding {s} so that we can "
+                        f"tech towards {desired_tech}"
+                    )
+                    return True
+            # no point continuing
+            return False
+
+        without_techlabs: list[Unit] = [
+            s
+            for s in _build_techlab_from_structures
+            if s.is_ready and s.is_idle and not s.has_add_on
+        ]
+        if without_techlabs:
+            without_techlabs[0].build(researched_from_id)
+            logger.info(
+                f"{ai.time_formatted} Adding {researched_from_id} so that we can "
+                f"tech towards {desired_tech}"
+            )
+            return True
+        return False
+
+
+ + + +
+ + + + + + + + + + + +
+ +
+ +
+ + + + +
+ +
+ +
+ +
+ + + + +
+ + + + + + + + +
+ + + + + + + + +
+ + + +

+ UpgradeController + + + + dataclass + + +

+ + +
+

+ Bases: MacroBehavior

+ + +

Research upgrades, if the upgrade is not +currently researchable this behavior will automatically +make the tech buildings required.

+

Example: +

from ares.behaviors.macro import UpgradeController
+from sc2.ids.upgrade_id import UpgradeId
+
+desired_upgrades: list[UpgradeId] = [
+    UpgradeId.TERRANINFANTRYWEAPONSLEVEL1,
+    UpgradeId.TERRANINFANTRYWEAPONSLEVEL2,
+    UpgradeId.BANSHEECLOAK,
+    UpgradeId.PERSONALCLOAKING
+]
+
+self.register_behavior(
+    UpgradeController(desired_upgrades, base_location=self.start_location)
+)
+

+ + +

Attributes:

+ + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
upgrade_list + list[UpgradeId] + +
+

List of desired upgrades.

+
+
base_location + Point2 + +
+

Location to build upgrade buildings.

+
+
+ + + + + + +
+ Source code in src/ares/behaviors/macro/upgrade_controller.py +
@dataclass
+class UpgradeController(MacroBehavior):
+    """Research upgrades, if the upgrade is not
+    currently researchable this behavior will automatically
+    make the tech buildings required.
+
+
+    Example:
+    ```py
+    from ares.behaviors.macro import UpgradeController
+    from sc2.ids.upgrade_id import UpgradeId
+
+    desired_upgrades: list[UpgradeId] = [
+        UpgradeId.TERRANINFANTRYWEAPONSLEVEL1,
+        UpgradeId.TERRANINFANTRYWEAPONSLEVEL2,
+        UpgradeId.BANSHEECLOAK,
+        UpgradeId.PERSONALCLOAKING
+    ]
+
+    self.register_behavior(
+        UpgradeController(desired_upgrades, base_location=self.start_location)
+    )
+    ```
+
+    Attributes:
+        upgrade_list: List of desired upgrades.
+        base_location: Location to build upgrade buildings.
+
+    """
+
+    upgrade_list: list[UpgradeId]
+    base_location: Point2
+
+    def execute(self, ai: "AresBot", config: dict, mediator: ManagerMediator) -> bool:
+        for upgrade in self.upgrade_list:
+            if ai.pending_or_complete_upgrade(upgrade):
+                continue
+
+            researched_from_id: UnitID = UPGRADE_RESEARCHED_FROM[upgrade]
+            researched_from: list[Unit] = [
+                s for s in mediator.get_own_structures_dict[researched_from_id]
+            ]
+
+            # there is nowhere to research this from, tech up to it
+            if not researched_from:
+                teching: bool = TechUp(
+                    desired_tech=upgrade, base_location=self.base_location
+                ).execute(ai, config, mediator)
+                # we've carried out an action, return True
+                if teching:
+                    return True
+
+            # we have somewhere to research from, if it's possible
+            # carry out the action
+            else:
+                idle: list[Unit] = [
+                    s
+                    for s in researched_from
+                    if s.is_ready
+                    and s.is_idle
+                    and (not ai.race == Race.Protoss or s.is_powered)
+                ]
+                if idle and ai.can_afford(upgrade):
+                    building: Unit = idle[0]
+                    research_info: dict = RESEARCH_INFO[researched_from_id][upgrade]
+                    ability: AbilityId = research_info["ability"]
+                    if ability in building.abilities:
+                        building.research(upgrade)
+                        logger.info(f"{ai.time_formatted}: Researching {upgrade}")
+                        return True
+                    # there is a structure to upgrade from, but:
+                    # we can't do the upgrade, might need something like:
+                    # hive for 3/3? twilight council for 2/2?
+                    elif required_building := research_info.get(
+                        "required_building", None
+                    ):
+                        return TechUp(
+                            desired_tech=required_building,
+                            base_location=self.base_location,
+                        ).execute(ai, config, mediator)
+
+        # found nothing to do
+        return False
+
+
+ + + +
+ + + + + + + + + + + +
+ +
+ +
+ + + + +
+ +
+ +
+ + + + + + + + + + + + + +
+
+ + + + + +
+ +
+ + + +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/api_reference/index.html b/api_reference/index.html new file mode 100644 index 0000000..047376d --- /dev/null +++ b/api_reference/index.html @@ -0,0 +1,4701 @@ + + + + + + + + + + + + + + + + + + + + + + + API Reference - Ares SC2 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ + + + Skip to content + + +
+
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + + + + + +
+
+ + + + + + + + +

API Reference

+ +

Explore the menu to access the available features, organized into two main sections:

+
    +
  • Behaviors: Learn how to create custom combat strategies or macro plans. Each behavior can be run +independently, allowing you to adapt them to your specific needs.
  • +
  • Manager Mediator: This tool coordinates multiple managers in the background and is the preferred +method for accessing the data and functions within these managers.
  • +
+

Convenient methods globally available: +

+ + +
+ + + + +
+ + + + + + + + +
+ + + + + + + + +
+ + + +

+ AresBot + + +

+ + +
+

+ Bases: CustomBotAI

+ + +

Final setup of CustomBotAI for usage.

+

Most bot logic should go in Hub.

+ + + + + + +
+ Source code in src/ares/main.py +
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class AresBot(CustomBotAI):
+    """Final setup of CustomBotAI for usage.
+
+    Most bot logic should go in Hub.
+    """
+
+    behavior_executioner: BehaviorExecutioner  # executes behaviors on each step
+    build_order_runner: BuildOrderRunner  # execute exact build order from config
+    cost_dict: Dict[UnitID, Cost]  #: UnitTypeId to cost for faster lookup later
+    manager_hub: Hub  #: Hub in charge of handling the Managers
+
+    def __init__(self, game_step_override: Optional[int] = None):  # pragma: no cover
+        """Load config and set up necessary attributes.
+
+        Parameters
+        ----------
+        game_step_override :
+            If provided, set the game_step to this value regardless of how it was
+            specified elsewhere
+        """
+        super().__init__()
+        # otherwise we use the config.yml file
+        __ares_config_location__: str = path.realpath(
+            path.join(getcwd(), path.dirname(__file__))
+        )
+        self.__user_config_location__: str = path.abspath(".")
+        config_parser: ConfigParser = ConfigParser(
+            __ares_config_location__, self.__user_config_location__, CONFIG_FILE
+        )
+
+        self.config = config_parser.parse()
+
+        self.game_step_override: Optional[int] = game_step_override
+        self.unit_tag_dict: Dict[int, Unit] = {}
+        self.chat_debug = None
+        self.forcefield_to_bile_dict: Dict[Point2, int] = {}
+        self.last_game_loop: int = -1
+
+        # track adept shades as we only add them towards shade completion (160 frames)
+        # Key: tag of shade Value: frame shade commenced (+32 if no adept owner found)
+        self.adept_shades: DefaultDict[int, Dict] = defaultdict(dict)
+        self.adept_tags_with_shades_assigned: Set[int] = set()
+        # we skip python-sc2 iterations in realtime, so we keep track of our own one
+        self.actual_iteration: int = 0
+        self.WORKER_TYPES = WORKER_TYPES | {UnitID.DRONEBURROWED}
+        self.supply_type: UnitID = UnitID.OVERLORD
+        self.num_larva_left: int = 0
+
+        self._same_order_actions: list[
+            tuple[AbilityId, set[int], Optional[Union[Unit, Point2]]]
+        ] = []
+        self._drop_unload_actions: list[tuple[int, int]] = []
+        self._archon_morph_actions: list[list] = []
+        self.transfused_tags: set[int] = set()
+
+        self.arcade_mode: bool = False
+
+    def give_same_action(
+        self,
+        order: AbilityId,
+        unit_tags: Union[List[int], set[int]],
+        target: Optional[Union[Point2, int]] = None,
+    ) -> None:
+        self._same_order_actions.append((order, unit_tags, target))
+
+    def do_unload_container(self, container_tag: int, index: int = 0) -> None:
+        self._drop_unload_actions.append((container_tag, index))
+
+    def request_archon_morph(self, templar: list[Unit]) -> None:
+        self._archon_morph_actions.append(templar)
+
+    # noinspection PyFinal
+    def _prepare_units(self):  # pragma: no cover
+        """Tweak of _prepare_units to include memory units in cached distances and some
+        other tracking.
+
+        Returns
+        -------
+
+        """
+        update_managers: bool = hasattr(self, "manager_hub")
+        self._reset_variables()
+        # there's going to be a lot of appending, so form Units at the end
+        units_to_avoid_list: List[Unit] = []
+        batteries_list: List[Unit] = []
+        cannons_list: List[Unit] = []
+        enemy_vs_ground_static_defense_list = []
+        self._clear_adept_shades()
+
+        if update_managers:
+            self._reset_managers()
+
+        index: int = 0
+        for unit in self.state.observation_raw.units:
+            alliance: int = unit.alliance
+
+            unit_type: int = unit.unit_type
+            # Convert these units to effects:
+            # reaper grenade, parasitic bomb dummy, forcefield
+            if unit_type in FakeEffectID:
+                fake_unit = EffectData(unit, fake=True)
+                self.state.effects.add(fake_unit)
+                # our parasitic bomb that isn't attached to an enemy
+                if unit_type == UnitID.PARASITICBOMBDUMMY.value:
+                    if unit.alliance == 1:
+                        self.friendly_parasitic_bomb_positions.append(
+                            list(fake_unit.positions)[0]
+                        )
+                    else:
+                        self.enemy_parasitic_bomb_positions.append(
+                            list(fake_unit.positions)[0]
+                        )
+                continue
+
+            unit_obj = Unit(
+                unit,
+                self,
+                distance_calculation_index=index,
+                base_build=self.base_build,
+            )
+
+            if unit_obj.type_id in ALL_GAS:
+                self.all_gas_buildings.append(unit_obj)
+
+            index += 1
+            self.all_units.append(unit_obj)
+            self.unit_tag_dict[unit_obj.tag] = unit_obj
+            if unit.display_type == IS_PLACEHOLDER:
+                self.placeholders.append(unit_obj)
+                continue
+
+            # Alliance.Neutral.value = 3
+            if alliance == 3:
+                units_to_avoid_list = self._add_neutral_unit(
+                    unit_obj, unit_type, units_to_avoid_list
+                )
+
+            # Alliance.Self.value = 1
+            elif alliance == 1:
+                units_to_avoid_list = self._add_own_unit(
+                    unit_obj, units_to_avoid_list, update_managers
+                )
+
+            # Alliance.Enemy.value = 4
+            elif alliance == 4:
+                if not self._should_add_unit(unit):
+                    continue
+                (
+                    batteries_list,
+                    cannons_list,
+                    enemy_vs_ground_static_defense_list,
+                ) = self._add_enemy_unit(
+                    batteries_list,
+                    cannons_list,
+                    enemy_vs_ground_static_defense_list,
+                    unit_obj,
+                    update_managers,
+                )
+
+        self.units_to_avoid = Units(units_to_avoid_list, self)
+        self.batteries = Units(batteries_list, self)
+        self.cannons = Units(cannons_list, self)
+        self.enemy_vs_ground_static_defense = Units(
+            enemy_vs_ground_static_defense_list, self
+        )
+        self.num_larva_left = len(self.larva)
+
+        if update_managers:
+            self._update_memory_units(index)
+
+        _ = self._cdist
+
+    async def on_before_start(self) -> None:  # pragma: no cover
+        """Train a drone and split workers before managers are set up
+
+        Called before bot properly initializes
+
+        Returns
+        -------
+        None
+        """
+        # optional build order config from a user, add to the existing config dictionary
+        __user_build_orders_location__: str = path.join(
+            self.__user_config_location__, f"{self.race.name.lower()}_builds.yml"
+        )
+        if path.isfile(__user_build_orders_location__):
+            with open(__user_build_orders_location__, "r") as config_file:
+                build_order_config: dict = yaml.safe_load(config_file)
+                self.config.update(build_order_config)
+
+        self.gas_type = race_gas[self.race]
+        self.worker_type = race_worker[self.race]
+        self.supply_type = RACE_SUPPLY[self.race]
+        if self.race != Race.Zerg:
+            self.base_townhall_type = (
+                UnitID.COMMANDCENTER if self.race == Race.Terran else UnitID.NEXUS
+            )
+        else:
+            self.base_townhall_type = UnitID.HATCHERY
+
+    async def on_start(self) -> None:  # pragma: no cover
+        """Set up game step, managers, and information that requires game data
+
+        Called just before the first step, all game info is available
+
+        Returns
+        -------
+        None
+        """
+        # manually skip the frames in realtime
+        if self.realtime:
+            self.client.game_step = 1
+        elif self.game_step_override:
+            self.client.game_step = self.game_step_override
+        else:
+            # set the game step from config
+            self.client.game_step = (
+                self.config[GAME_STEP]
+                if not self.config[DEBUG]
+                else self.config[DEBUG_GAME_STEP]
+            )
+
+        if not self.enemy_start_locations or not self.townhalls:
+            self.arcade_mode = True
+
+        self.register_managers()
+
+        self.build_order_runner: BuildOrderRunner = BuildOrderRunner(
+            self,
+            self.manager_hub.data_manager.chosen_opening,
+            self.config,
+            self.manager_hub.manager_mediator,
+        )
+        self.behavior_executioner: BehaviorExecutioner = BehaviorExecutioner(
+            self, self.config, self.manager_hub.manager_mediator
+        )
+
+        if self.config[DEBUG] and self.config[DEBUG_OPTIONS][CHAT_DEBUG]:
+            from ares.chat_debug import ChatDebug
+
+            self.chat_debug = ChatDebug(self)
+
+        self.cost_dict: Dict[UnitID, Cost] = COST_DICT
+
+    def register_managers(self) -> None:
+        """Register standard and custom managers.
+
+        Override in your bot class if you wish to use custom managers.
+
+        Examples
+        --------
+        custom_production_manager = CustomProductionManager(
+            self, self.config, manager_mediator
+        )
+        new_manager = NewManager(self, self.config, manager_mediator)
+
+        self.manager_hub = Hub(
+            self,
+            self.config,
+            manager_mediator,
+            production_manager=custom_production_manager,
+            additional_managers=[new_manager],
+        )
+
+        Returns
+        -------
+        None
+        """
+        manager_mediator: ManagerMediator = ManagerMediator()
+        self.manager_hub = Hub(self, self.config, manager_mediator)
+        self.manager_hub.init_managers()
+
+    async def on_step(self, iteration: int) -> None:  # pragma: no cover
+        """Play the game
+
+        Called on every game step
+
+        Parameters
+        ----------
+        iteration : int
+            The current game iteration
+
+        Returns
+        -------
+        None
+
+        """
+
+        """
+        If playing in realtime, we set the game step to 1 (in on_start) and then
+        manually skip frames. This gives Ares a time limit of 4 frames (45ms per frame)
+        to finish an iteration. Playing every 4th frame seems to be the generally
+        accepted solution to prevent weird things going on. And from Ares' point of
+        view, they have a better chance of running smoothly on older PC's.
+        """
+        if self.realtime and self.last_game_loop + 4 > self.state.game_loop:
+            return
+
+        self.last_game_loop = self.state.game_loop
+
+        await self.manager_hub.update_managers(self.actual_iteration)
+        if not self.build_order_runner.build_completed:
+            await self.build_order_runner.run_build()
+
+        # detect scouts used by the build runner that are finished
+        if self.time < 390.0:
+            if scouts := [
+                w
+                for w in self.mediator.get_units_from_role(
+                    role=UnitRole.BUILD_RUNNER_SCOUT, unit_type=WORKER_TYPES
+                )
+                if w.is_idle
+            ]:
+                for scout in scouts:
+                    self.mediator.assign_role(tag=scout.tag, role=UnitRole.GATHERING)
+
+        self.actual_iteration += 1
+        if self.chat_debug:
+            # trunk-ignore(mypy/unreachable)
+            await self.chat_debug.parse_commands()
+
+    async def _after_step(self) -> int:
+        self.behavior_executioner.execute()
+        for drop_action in self._drop_unload_actions:
+            await self.unload_container(drop_action[0], drop_action[1])
+        for same_order in self._same_order_actions:
+            await self._give_units_same_order(
+                same_order[0], same_order[1], same_order[2]
+            )
+        for archon_morph_action in self._archon_morph_actions:
+            await self._do_archon_morph(archon_morph_action)
+        self.manager_hub.grid_manager.reset_grids(self.actual_iteration)
+        await self.manager_hub.warp_in_manager.do_warp_ins()
+        return await super(AresBot, self)._after_step()
+
+    def register_behavior(self, behavior: Behavior) -> None:
+        """Register behavior.
+
+        Shortcut to `self.behavior_executioner.register_behavior`
+
+        Parameters
+        ----------
+        behavior : Behavior
+            Class that follows the Behavior interface.
+
+        Returns
+        -------
+        None
+        """
+        self.behavior_executioner.register_behavior(behavior)
+
+    @property
+    def mediator(self) -> ManagerMediator:
+        """Register behavior.
+
+        Shortcut to `self.manager_hub.manager_mediator`
+
+
+        Returns
+        -------
+        ManagerMediator
+
+        """
+        return self.manager_hub.manager_mediator
+
+    async def on_end(self, game_result: Result) -> None:
+        """Output game info to the log and save data (if enabled)
+
+        Called on game end
+
+
+        Parameters
+        ----------
+        game_result : Result
+            The game result
+
+        Returns
+        -------
+        None
+        """
+        # TODO: Put this in a method somewhere
+        logger.info("END GAME REPORT")
+        logger.info(f"Idle worker time: {self.state.score.idle_worker_time}")
+        logger.info(f"Killed value units: {self.state.score.killed_value_units}")
+        logger.info(
+            f"Killed value structures: {self.state.score.killed_value_structures}"
+        )
+        logger.info(f"Collected minerals: {self.state.score.collected_minerals}")
+        logger.info(f"Collected vespene: {self.state.score.collected_vespene}")
+        if self.config[USE_DATA]:
+            self.manager_hub.on_game_end(game_result)
+
+    async def on_building_construction_complete(self, unit: Unit) -> None:
+        """On structure completion event (own units)
+
+        Parameters
+        ----------
+        unit :
+            The Unit that just finished building
+
+        Returns
+        -------
+        None
+        """
+        await self.manager_hub.on_structure_complete(unit)
+
+    async def on_unit_created(self, unit: Unit) -> None:
+        """On unit created event (own units)
+
+        Parameters
+        ----------
+        unit :
+            The Unit that was just created
+
+        Returns
+        -------
+        None
+        """
+        if (
+            not self.build_order_runner.build_completed
+            and UpgradeId.WARPGATERESEARCH in self.state.upgrades
+            and unit.type_id in GATEWAY_UNITS
+        ):
+            self.build_order_runner.set_step_started(True, unit.type_id)
+        if (
+            not self.build_order_runner.build_completed
+            and unit.type_id == UnitID.ARCHON
+        ):
+            self.build_order_runner.set_step_complete(UnitID.ARCHON)
+        await self.manager_hub.on_unit_created(unit)
+
+    async def on_unit_destroyed(self, unit_tag: int) -> None:
+        """On unit or structure destroyed event
+
+        Parameters
+        ----------
+        unit_tag :
+            The tag of the unit that was just destroyed
+
+        Returns
+        -------
+        None
+        """
+        await self.manager_hub.on_unit_destroyed(unit_tag)
+
+    async def on_unit_took_damage(self, unit: Unit, amount_damage_taken: float) -> None:
+        """On unit or structure taking damage
+
+        Parameters
+        ----------
+        unit :
+            The Unit that took damage
+        amount_damage_taken :
+            The amount of damage the Unit took
+
+        Returns
+        -------
+        None
+        """
+        await self.manager_hub.on_unit_took_damage(unit)
+
+    async def on_building_construction_started(self, unit: Unit) -> None:
+        """On structure starting
+
+        Parameters
+        ----------
+        unit :
+
+        Returns
+        -------
+        None
+        """
+        self.manager_hub.on_building_started(unit)
+        self.build_order_runner.set_step_complete(unit.type_id)
+
+    def _add_enemy_unit(
+        self,
+        batteries_list: List[Unit],
+        cannons_list: List[Unit],
+        enemy_vs_ground_static_defense_list: List[Unit],
+        unit_obj: Unit,
+        update_managers: bool,
+    ) -> Tuple[List, List, List]:
+        """Add a given enemy unit to the appropriate objects
+
+        Parameters
+        ----------
+        batteries_list :
+            Current list of enemy Shield Batteries
+        cannons_list :
+            Current list of enemy Photon Cannons
+        enemy_vs_ground_static_defense_list :
+            Current list of enemy static defense that can target ground units
+        unit_obj :
+            The Unit in question
+        update_managers :
+            Whether the Managers have been prepared
+
+        Returns
+        -------
+        None
+
+        """
+
+        self.all_enemy_units.append(unit_obj)
+        unit_id = unit_obj.type_id
+        if unit_id in DETECTOR_RANGES:
+            self.enemy_detectors.append(unit_obj)
+        if unit_id in ALL_STRUCTURES:
+            self.enemy_structures.append(unit_obj)
+            if unit_id == UnitID.SHIELDBATTERY:
+                batteries_list.append(unit_obj)
+                if unit_obj.has_buff(BuffId.BATTERYOVERCHARGE):
+                    self.overcharged_battery = unit_obj
+            elif unit_id == UnitID.PHOTONCANNON:
+                cannons_list.append(unit_obj)
+            if unit_id in ENEMY_VS_GROUND_STATIC_DEFENSE_TYPES:
+                enemy_vs_ground_static_defense_list.append(unit_obj)
+            if update_managers:
+                self.manager_hub.grid_manager.add_structure_influence(unit_obj)
+        else:
+            self.enemy_units.append(unit_obj)
+            if BuffId.PARASITICBOMB in unit_obj.buffs:
+                self.friendly_parasitic_bomb_positions.append(unit_obj.position)
+            if unit_id in self.WORKER_TYPES:
+                self.enemy_workers.append(unit_obj)
+            if update_managers:
+                self.manager_hub.unit_cache_manager.store_enemy_unit(unit_obj)
+                self.manager_hub.unit_memory_manager.store_unit(unit_obj)
+
+        return batteries_list, cannons_list, enemy_vs_ground_static_defense_list
+
+    def _add_neutral_unit(
+        self, unit_obj: Unit, unit_type: int, units_to_avoid_list: List[Unit]
+    ) -> List[Unit]:
+        """Add a given neutral unit to the appropriate objects
+
+        Parameters
+        ----------
+        unit_obj :
+            The Unit in question
+        unit_type :
+            Integer corresponding to a value in the UnitTypeId enum
+        units_to_avoid_list :
+            List of units that block positions for buildings
+
+        Returns
+        -------
+        List[Unit]
+            List of units that block positions for buildings
+        """
+        # XELNAGATOWER = 149
+        if unit_type == 149:
+            self.watchtowers.append(unit_obj)
+        # mineral field enums
+        elif unit_type in mineral_ids:
+            self.mineral_field.append(unit_obj)
+            self.resources.append(unit_obj)
+        # geyser enums
+        elif unit_type in geyser_ids:
+            self.vespene_geyser.append(unit_obj)
+            self.resources.append(unit_obj)
+        # all destructable rocks
+        else:
+            if unit_type not in IGNORE_DESTRUCTABLES:
+                self.destructables.append(unit_obj)
+                units_to_avoid_list.append(unit_obj)
+
+        return units_to_avoid_list
+
+    def _add_own_unit(
+        self, unit_obj: Unit, units_to_avoid_list: List[Unit], update_managers: bool
+    ) -> List[Unit]:
+        """Add a given friendly unit to the appropriate objects
+
+        Parameters
+        ----------
+        unit_obj :
+            The Unit in question
+        units_to_avoid_list :
+            List of units that block positions for buildings
+        update_managers :
+            Whether the Managers have been prepared
+
+        Returns
+        -------
+        List[Unit]
+            List of units that block positions for buildings
+        """
+        unit_type: UnitID = unit_obj.type_id
+        if update_managers:
+            self.manager_hub.unit_role_manager.catch_unit(unit_obj)
+            self.manager_hub.ability_tracker_manager.catch_unit(unit_obj)
+
+        self.all_own_units.append(unit_obj)
+        if unit_type in UNITS_TO_AVOID_TYPES:
+            units_to_avoid_list.append(unit_obj)
+        else:
+            self.all_own_units_slim.append(unit_obj)
+
+        if unit_type in ALL_STRUCTURES:
+            if update_managers:
+                self.manager_hub.unit_cache_manager.store_own_structure(unit_obj)
+            self.structures.append(unit_obj)
+            if unit_type in ADD_ONS:
+                if unit_type in TECHLAB_TYPES:
+                    self.techlab_tags.add(unit_obj.tag)
+                else:
+                    self.reactor_tags.add(unit_obj.tag)
+            elif unit_type in race_townhalls[self.race]:
+                self.townhalls.append(unit_obj)
+                if unit_obj.is_ready:
+                    self.ready_townhalls.append(unit_obj)
+            elif unit_obj.vespene_contents > 0 and (
+                unit_type in ALL_GAS or unit_obj.vespene_contents
+            ):
+                # TODO: remove "or unit_obj.vespene_contents" when a Linux client newer
+                # than version 4.10.0 is released
+                self.gas_buildings.append(unit_obj)
+            elif unit_type in {UnitID.NYDUSCANAL, UnitID.NYDUSNETWORK}:
+                self.nyduses.append(unit_obj)
+        else:
+            if update_managers:
+                self.manager_hub.unit_cache_manager.store_own_unit(unit_obj)
+
+            self.units.append(unit_obj)
+            if unit_type in self.WORKER_TYPES:
+                self.workers.append(unit_obj)
+            elif unit_type == UnitID.LARVA:
+                self.larva.append(unit_obj)
+            elif unit_type == UnitID.EGG:
+                self.eggs.append(unit_obj)
+            if BuffId.PARASITICBOMB in unit_obj.buffs:
+                self.enemy_parasitic_bomb_positions.append(unit_obj.position)
+
+        return units_to_avoid_list
+
+    def _clear_adept_shades(self) -> None:
+        """Remove Adept shades if they've completed or otherwise vanished
+
+        Returns
+        -------
+        None
+        """
+        current_frame: int = self.state.game_loop
+        shade_owner_tags_to_remove: List[int] = []
+        keys_to_remove: List[int] = []
+        for shade_tag, item in self.adept_shades.items():
+            frame_shade_started: int = item[SHADE_COMMENCED]
+            adept_owner: int = item[SHADE_OWNER]
+            if current_frame - frame_shade_started > SHADE_DURATION:
+                keys_to_remove.append(shade_tag)
+                shade_owner_tags_to_remove.append(adept_owner)
+
+        for key in keys_to_remove:
+            if key in self.adept_shades:
+                self.adept_shades.pop(key)
+
+        for owner_tag in shade_owner_tags_to_remove:
+            if owner_tag in self.adept_tags_with_shades_assigned:
+                self.adept_tags_with_shades_assigned.remove(owner_tag)
+
+    def _record_shade(self, shade: RawUnit) -> None:
+        """Add an Adept Shade to the tracking dictionary
+
+        Parameters
+        ----------
+        shade :
+            The Adept Shade to be recorded
+
+        Returns
+        -------
+        None
+        """
+        current_frame: int = self.state.game_loop
+        shade_tag: int = shade.tag
+        shade_position: Point2 = Point2((shade.pos.x, shade.pos.y))
+        if shade_tag not in self.adept_shades:
+            close_adepts: Units = self.manager_hub.unit_memory_manager.units_in_range(
+                [shade_position],
+                40,
+                UnitTreeQueryType.EnemyGround,
+                return_as_dict=False,
+            )[0].filter(
+                lambda u: u.tag not in self.adept_tags_with_shades_assigned
+                and u.type_id == UnitID.ADEPT
+            )
+            if close_adepts:
+                self.adept_shades[shade_tag][SHADE_OWNER] = close_adepts.closest_to(
+                    shade_position
+                ).tag
+                self.adept_shades[shade_tag][SHADE_COMMENCED] = current_frame
+                self.adept_tags_with_shades_assigned.add(close_adepts.first.tag)
+            else:
+                # we can't find an owner, assume 20% complete
+                self.adept_shades[shade_tag][SHADE_OWNER] = 0
+                self.adept_shades[shade_tag][SHADE_COMMENCED] = current_frame - 32
+
+    def _reset_managers(self) -> None:
+        """Reset managers to prepare for a new game loop.
+
+        Returns
+        -------
+        None
+        """
+        self.manager_hub.unit_cache_manager.clear_store_dicts()
+        self.manager_hub.unit_memory_manager.clear_settings()
+        self.manager_hub.unit_role_manager.get_assigned_units()
+
+    def _reset_variables(self) -> None:
+        """Reset all variables that need to be populated this loop.
+
+        Returns
+        -------
+        None
+        """
+        # Set of enemy units detected by own sensor tower,
+        # as blips have less unit information than normal visible units
+        self.all_units: Units = Units([], self)
+        self.units: Units = Units([], self)
+        self.workers: Units = Units([], self)
+        self.larva: Units = Units([], self)
+        self.structures: Units = Units([], self)
+        self.townhalls: Units = Units([], self)
+        self.ready_townhalls: Units = Units([], self)
+        self.gas_buildings: Units = Units([], self)
+        self.all_own_units: Units = Units([], self)
+        # don't include tumors
+        self.all_own_units_slim: Units = Units([], self)
+        self.enemy_units: Units = Units([], self)
+        self.enemy_structures: Units = Units([], self)
+        self.enemy_workers: Units = Units([], self)
+        self.all_enemy_units: Units = Units([], self)
+        self.resources: Units = Units([], self)
+        self.destructables: Units = Units([], self)
+        self.watchtowers: Units = Units([], self)
+        self.mineral_field: Units = Units([], self)
+        self.vespene_geyser: Units = Units([], self)
+        self.placeholders: Units = Units([], self)
+
+        # some custom stuff
+        self.all_gas_buildings = Units([], self)
+        self.eggs: Units = Units([], self)
+        self.unit_tag_dict = {}
+        self.overcharged_battery: Optional[Unit] = None
+        self.nyduses = Units([], self)
+        self.enemy_detectors: List[Unit] = []
+        self.enemy_vs_ground_static_defense: Units = Units([], self)
+        self.friendly_parasitic_bomb_positions: List[Point2] = []
+        self.enemy_parasitic_bomb_positions: List[Point2] = []
+
+        self._drop_unload_actions = []
+        self._same_order_actions = []
+        self._archon_morph_actions = []
+        self.transfused_tags = set()
+
+    def _should_add_unit(self, unit: RawUnit) -> bool:
+        """Whether the given unit should be tracked.
+
+        This will always return True unless the unit is an Adept Shade, in which
+        case whether it's added is based on frame counts.
+
+        Parameters
+        ----------
+        unit :
+            The unit in question
+
+        Returns
+        -------
+        bool :
+            True if the unit should be recorded, False otherwise
+        """
+        if unit.unit_type == UnitID.ADEPTPHASESHIFT.value:
+            if unit.tag not in self.adept_shades:
+                self._record_shade(unit)
+
+            frame_shade_commenced: int = self.adept_shades[unit.tag][SHADE_COMMENCED]
+            frame_difference: int = self.state.game_loop - frame_shade_commenced
+
+            return frame_difference >= ADD_SHADES_ON_FRAME
+
+        return True
+
+    def _update_memory_units(self, index: int):
+        """Go through memory units and add them to all_units.
+
+        Parameters
+        ----------
+        index :
+            Current distance calculation index
+
+        Returns
+        -------
+        None
+        """
+        self.manager_hub.unit_cache_manager.update_enemy_army()
+
+        for unit in self.manager_hub.unit_memory_manager.ghost_units.tags_not_in(
+            self.all_units.tags
+        ):
+            unit.distance_calculation_index = index
+            self.all_units.append(unit)
+            self.unit_tag_dict[unit.tag] = unit
+            index += 1
+
+    def get_build_structures(
+        self,
+        structure_unit_types: set[UnitID],
+        unit_type: UnitID,
+        build_dict=None,
+        ignored_build_from_tags=None,
+    ) -> list[Unit]:
+        """Get all structures (or units) where we can spawn unit_type.
+        Takes into account techlabs and reactors. And Gateway / warp gate
+
+
+        Parameters
+        ----------
+        structure_unit_types :
+            The valid build structures we can spawn this unit_type from.
+        unit_type :
+            The target unit we are trying to spawn.
+        build_dict : dict[Unit, UnitID] (optional)
+            Use to prevent selecting idle build structures that
+            have already got a pending order this frame.
+            Key: Unit that should get order, value: what UnitID to build
+        ignored_build_from_tags : Set[int]
+            Pass in if you don't want certain build structures selected.
+
+        Returns
+        -------
+        list[Unit] :
+            List of structures / units where this unit could possibly be spawned from.
+        """
+        if ignored_build_from_tags is None:
+            ignored_build_from_tags = {}
+        if build_dict is None:
+            build_dict = {}
+
+        structures_dict: dict[UnitID:Units] = self.mediator.get_own_structures_dict
+        own_army_dict: dict[UnitID:Units] = self.mediator.get_own_army_dict
+        build_from_dict: dict[UnitID:Units] = structures_dict
+        if self.race != Race.Terran:
+            build_from_dict: dict[UnitID:Units] = {
+                **structures_dict,
+                **own_army_dict,
+            }
+        build_from_tags: list[int] = []
+        using_larva: bool = False
+        for structure_type in structure_unit_types:
+            if structure_type not in build_from_dict:
+                continue
+
+            if structure_type == UnitID.LARVA:
+                using_larva = True
+
+            build_from: Union[Units, list[Unit]] = build_from_dict[structure_type]
+            # only add if warpgate is off cooldown
+            if structure_type == UnitID.WARPGATE:
+                build_from = [
+                    b
+                    for b in build_from
+                    if AbilityId.WARPGATETRAIN_ZEALOT in b.abilities
+                ]
+
+            requires_techlab: bool = self.race == Race.Terran and TRAIN_INFO[
+                structure_type
+            ][unit_type].get("requires_techlab", False)
+            if not requires_techlab:
+                build_from_tags.extend(
+                    [
+                        u.tag
+                        for u in build_from
+                        if u.is_ready and u.is_idle and u not in build_dict
+                    ]
+                )
+                if self.race == Race.Terran:
+                    build_from_tags.extend(
+                        u.tag
+                        for u in build_from
+                        if u.is_ready
+                        and u.has_reactor
+                        and len(u.orders) < 2
+                        and u not in build_dict
+                    )
+            else:
+                build_from_tags.extend(
+                    [
+                        u.tag
+                        for u in build_from
+                        if u.is_ready
+                        and u.is_idle
+                        and u.has_add_on
+                        and self.unit_tag_dict[u.add_on_tag].is_ready
+                        and u.add_on_tag in self.techlab_tags
+                        and u not in build_dict
+                    ]
+                )
+
+        build_structures: list[Unit] = [self.unit_tag_dict[u] for u in build_from_tags]
+        # sort build structures with reactors first
+        if self.race == Race.Terran:
+            build_structures = sorted(
+                build_structures,
+                key=lambda structure: -1 * (structure.add_on_tag in self.reactor_tags)
+                + 1 * (structure.add_on_tag in self.techlab_tags),
+            )
+        # limit build structures to number of larva left
+        if self.race == Race.Zerg and using_larva:
+            build_structures = build_structures[: self.num_larva_left]
+        # limit to powered structures
+        if self.race == Race.Protoss:
+            build_structures = [
+                s
+                for s in build_structures
+                if s.is_powered
+                or s.type_id in {UnitID.NEXUS, UnitID.DARKTEMPLAR, UnitID.HIGHTEMPLAR}
+            ]
+
+        return build_structures
+
+    def structure_present_or_pending(self, structure_type: UnitID) -> bool:
+        """
+        Checks presence of a structure, or if worker is on route to
+        build structure.
+
+        Parameters
+        ----------
+        structure_type
+
+        Returns
+        -------
+        bool
+
+        """
+        return (
+            len(self.mediator.get_own_structures_dict[structure_type]) > 0
+            or self.mediator.get_building_counter[structure_type] > 0
+        )
+
+    def unit_pending(self, unit_type: UnitID) -> int:
+        """
+        Checks pending units.
+        Alternative and faster version of `self.already_pending`
+
+        Parameters
+        ----------
+        unit_type
+
+        Returns
+        -------
+        int
+
+        """
+        return cy_unit_pending(self, unit_type)
+
+    def structure_pending(self, structure_type: UnitID) -> int:
+        """
+        Checks pending structures, includes workers on route.
+        Alternative and faster version of `self.already_pending`
+
+        Parameters
+        ----------
+        structure_type
+
+        Returns
+        -------
+        int
+
+        """
+        num_pending: int = 0
+        building_tracker: dict = self.mediator.get_building_tracker_dict
+        for tag, info in building_tracker.items():
+            structure_id: UnitID = building_tracker[tag][ID]
+            if structure_id != structure_type:
+                continue
+
+            num_pending += 1
+
+        if self.race != Race.Terran or structure_type in ADD_ONS:
+            num_pending += len(
+                [
+                    s
+                    for s in self.mediator.get_own_structures_dict[structure_type]
+                    if s.build_progress < 1.0
+                ]
+            )
+
+        return num_pending
+
+
+ + + +
+ + + + + + + +
+ + + +

+ mediator + + + property + + +

+ + +
+ +

Register behavior.

+

Shortcut to self.manager_hub.manager_mediator

+
Returns
+

ManagerMediator

+
+ +
+ + + +
+ + +

+ __init__(game_step_override=None) + +

+ + +
+ +

Load config and set up necessary attributes.

+
Parameters
+

game_step_override : + If provided, set the game_step to this value regardless of how it was + specified elsewhere

+ +
+ Source code in src/ares/main.py +
def __init__(self, game_step_override: Optional[int] = None):  # pragma: no cover
+    """Load config and set up necessary attributes.
+
+    Parameters
+    ----------
+    game_step_override :
+        If provided, set the game_step to this value regardless of how it was
+        specified elsewhere
+    """
+    super().__init__()
+    # otherwise we use the config.yml file
+    __ares_config_location__: str = path.realpath(
+        path.join(getcwd(), path.dirname(__file__))
+    )
+    self.__user_config_location__: str = path.abspath(".")
+    config_parser: ConfigParser = ConfigParser(
+        __ares_config_location__, self.__user_config_location__, CONFIG_FILE
+    )
+
+    self.config = config_parser.parse()
+
+    self.game_step_override: Optional[int] = game_step_override
+    self.unit_tag_dict: Dict[int, Unit] = {}
+    self.chat_debug = None
+    self.forcefield_to_bile_dict: Dict[Point2, int] = {}
+    self.last_game_loop: int = -1
+
+    # track adept shades as we only add them towards shade completion (160 frames)
+    # Key: tag of shade Value: frame shade commenced (+32 if no adept owner found)
+    self.adept_shades: DefaultDict[int, Dict] = defaultdict(dict)
+    self.adept_tags_with_shades_assigned: Set[int] = set()
+    # we skip python-sc2 iterations in realtime, so we keep track of our own one
+    self.actual_iteration: int = 0
+    self.WORKER_TYPES = WORKER_TYPES | {UnitID.DRONEBURROWED}
+    self.supply_type: UnitID = UnitID.OVERLORD
+    self.num_larva_left: int = 0
+
+    self._same_order_actions: list[
+        tuple[AbilityId, set[int], Optional[Union[Unit, Point2]]]
+    ] = []
+    self._drop_unload_actions: list[tuple[int, int]] = []
+    self._archon_morph_actions: list[list] = []
+    self.transfused_tags: set[int] = set()
+
+    self.arcade_mode: bool = False
+
+
+
+ +
+ +
+ + +

+ get_build_structures(structure_unit_types, unit_type, build_dict=None, ignored_build_from_tags=None) + +

+ + +
+ +

Get all structures (or units) where we can spawn unit_type. +Takes into account techlabs and reactors. And Gateway / warp gate

+
Parameters
+

structure_unit_types : + The valid build structures we can spawn this unit_type from. +unit_type : + The target unit we are trying to spawn. +build_dict : dict[Unit, UnitID] (optional) + Use to prevent selecting idle build structures that + have already got a pending order this frame. + Key: Unit that should get order, value: what UnitID to build +ignored_build_from_tags : Set[int] + Pass in if you don't want certain build structures selected.

+
Returns
+

list[Unit] : + List of structures / units where this unit could possibly be spawned from.

+ +
+ Source code in src/ares/main.py +
def get_build_structures(
+    self,
+    structure_unit_types: set[UnitID],
+    unit_type: UnitID,
+    build_dict=None,
+    ignored_build_from_tags=None,
+) -> list[Unit]:
+    """Get all structures (or units) where we can spawn unit_type.
+    Takes into account techlabs and reactors. And Gateway / warp gate
+
+
+    Parameters
+    ----------
+    structure_unit_types :
+        The valid build structures we can spawn this unit_type from.
+    unit_type :
+        The target unit we are trying to spawn.
+    build_dict : dict[Unit, UnitID] (optional)
+        Use to prevent selecting idle build structures that
+        have already got a pending order this frame.
+        Key: Unit that should get order, value: what UnitID to build
+    ignored_build_from_tags : Set[int]
+        Pass in if you don't want certain build structures selected.
+
+    Returns
+    -------
+    list[Unit] :
+        List of structures / units where this unit could possibly be spawned from.
+    """
+    if ignored_build_from_tags is None:
+        ignored_build_from_tags = {}
+    if build_dict is None:
+        build_dict = {}
+
+    structures_dict: dict[UnitID:Units] = self.mediator.get_own_structures_dict
+    own_army_dict: dict[UnitID:Units] = self.mediator.get_own_army_dict
+    build_from_dict: dict[UnitID:Units] = structures_dict
+    if self.race != Race.Terran:
+        build_from_dict: dict[UnitID:Units] = {
+            **structures_dict,
+            **own_army_dict,
+        }
+    build_from_tags: list[int] = []
+    using_larva: bool = False
+    for structure_type in structure_unit_types:
+        if structure_type not in build_from_dict:
+            continue
+
+        if structure_type == UnitID.LARVA:
+            using_larva = True
+
+        build_from: Union[Units, list[Unit]] = build_from_dict[structure_type]
+        # only add if warpgate is off cooldown
+        if structure_type == UnitID.WARPGATE:
+            build_from = [
+                b
+                for b in build_from
+                if AbilityId.WARPGATETRAIN_ZEALOT in b.abilities
+            ]
+
+        requires_techlab: bool = self.race == Race.Terran and TRAIN_INFO[
+            structure_type
+        ][unit_type].get("requires_techlab", False)
+        if not requires_techlab:
+            build_from_tags.extend(
+                [
+                    u.tag
+                    for u in build_from
+                    if u.is_ready and u.is_idle and u not in build_dict
+                ]
+            )
+            if self.race == Race.Terran:
+                build_from_tags.extend(
+                    u.tag
+                    for u in build_from
+                    if u.is_ready
+                    and u.has_reactor
+                    and len(u.orders) < 2
+                    and u not in build_dict
+                )
+        else:
+            build_from_tags.extend(
+                [
+                    u.tag
+                    for u in build_from
+                    if u.is_ready
+                    and u.is_idle
+                    and u.has_add_on
+                    and self.unit_tag_dict[u.add_on_tag].is_ready
+                    and u.add_on_tag in self.techlab_tags
+                    and u not in build_dict
+                ]
+            )
+
+    build_structures: list[Unit] = [self.unit_tag_dict[u] for u in build_from_tags]
+    # sort build structures with reactors first
+    if self.race == Race.Terran:
+        build_structures = sorted(
+            build_structures,
+            key=lambda structure: -1 * (structure.add_on_tag in self.reactor_tags)
+            + 1 * (structure.add_on_tag in self.techlab_tags),
+        )
+    # limit build structures to number of larva left
+    if self.race == Race.Zerg and using_larva:
+        build_structures = build_structures[: self.num_larva_left]
+    # limit to powered structures
+    if self.race == Race.Protoss:
+        build_structures = [
+            s
+            for s in build_structures
+            if s.is_powered
+            or s.type_id in {UnitID.NEXUS, UnitID.DARKTEMPLAR, UnitID.HIGHTEMPLAR}
+        ]
+
+    return build_structures
+
+
+
+ +
+ +
+ + +

+ on_before_start() + + + async + + +

+ + +
+ +

Train a drone and split workers before managers are set up

+

Called before bot properly initializes

+
Returns
+

None

+ +
+ Source code in src/ares/main.py +
async def on_before_start(self) -> None:  # pragma: no cover
+    """Train a drone and split workers before managers are set up
+
+    Called before bot properly initializes
+
+    Returns
+    -------
+    None
+    """
+    # optional build order config from a user, add to the existing config dictionary
+    __user_build_orders_location__: str = path.join(
+        self.__user_config_location__, f"{self.race.name.lower()}_builds.yml"
+    )
+    if path.isfile(__user_build_orders_location__):
+        with open(__user_build_orders_location__, "r") as config_file:
+            build_order_config: dict = yaml.safe_load(config_file)
+            self.config.update(build_order_config)
+
+    self.gas_type = race_gas[self.race]
+    self.worker_type = race_worker[self.race]
+    self.supply_type = RACE_SUPPLY[self.race]
+    if self.race != Race.Zerg:
+        self.base_townhall_type = (
+            UnitID.COMMANDCENTER if self.race == Race.Terran else UnitID.NEXUS
+        )
+    else:
+        self.base_townhall_type = UnitID.HATCHERY
+
+
+
+ +
+ +
+ + +

+ on_building_construction_complete(unit) + + + async + + +

+ + +
+ +

On structure completion event (own units)

+
Parameters
+

unit : + The Unit that just finished building

+
Returns
+

None

+ +
+ Source code in src/ares/main.py +
async def on_building_construction_complete(self, unit: Unit) -> None:
+    """On structure completion event (own units)
+
+    Parameters
+    ----------
+    unit :
+        The Unit that just finished building
+
+    Returns
+    -------
+    None
+    """
+    await self.manager_hub.on_structure_complete(unit)
+
+
+
+ +
+ +
+ + +

+ on_building_construction_started(unit) + + + async + + +

+ + +
+ +

On structure starting

+
Parameters
+

unit :

+
Returns
+

None

+ +
+ Source code in src/ares/main.py +
async def on_building_construction_started(self, unit: Unit) -> None:
+    """On structure starting
+
+    Parameters
+    ----------
+    unit :
+
+    Returns
+    -------
+    None
+    """
+    self.manager_hub.on_building_started(unit)
+    self.build_order_runner.set_step_complete(unit.type_id)
+
+
+
+ +
+ +
+ + +

+ on_end(game_result) + + + async + + +

+ + +
+ +

Output game info to the log and save data (if enabled)

+

Called on game end

+
Parameters
+

game_result : Result + The game result

+
Returns
+

None

+ +
+ Source code in src/ares/main.py +
async def on_end(self, game_result: Result) -> None:
+    """Output game info to the log and save data (if enabled)
+
+    Called on game end
+
+
+    Parameters
+    ----------
+    game_result : Result
+        The game result
+
+    Returns
+    -------
+    None
+    """
+    # TODO: Put this in a method somewhere
+    logger.info("END GAME REPORT")
+    logger.info(f"Idle worker time: {self.state.score.idle_worker_time}")
+    logger.info(f"Killed value units: {self.state.score.killed_value_units}")
+    logger.info(
+        f"Killed value structures: {self.state.score.killed_value_structures}"
+    )
+    logger.info(f"Collected minerals: {self.state.score.collected_minerals}")
+    logger.info(f"Collected vespene: {self.state.score.collected_vespene}")
+    if self.config[USE_DATA]:
+        self.manager_hub.on_game_end(game_result)
+
+
+
+ +
+ +
+ + +

+ on_start() + + + async + + +

+ + +
+ +

Set up game step, managers, and information that requires game data

+

Called just before the first step, all game info is available

+
Returns
+

None

+ +
+ Source code in src/ares/main.py +
async def on_start(self) -> None:  # pragma: no cover
+    """Set up game step, managers, and information that requires game data
+
+    Called just before the first step, all game info is available
+
+    Returns
+    -------
+    None
+    """
+    # manually skip the frames in realtime
+    if self.realtime:
+        self.client.game_step = 1
+    elif self.game_step_override:
+        self.client.game_step = self.game_step_override
+    else:
+        # set the game step from config
+        self.client.game_step = (
+            self.config[GAME_STEP]
+            if not self.config[DEBUG]
+            else self.config[DEBUG_GAME_STEP]
+        )
+
+    if not self.enemy_start_locations or not self.townhalls:
+        self.arcade_mode = True
+
+    self.register_managers()
+
+    self.build_order_runner: BuildOrderRunner = BuildOrderRunner(
+        self,
+        self.manager_hub.data_manager.chosen_opening,
+        self.config,
+        self.manager_hub.manager_mediator,
+    )
+    self.behavior_executioner: BehaviorExecutioner = BehaviorExecutioner(
+        self, self.config, self.manager_hub.manager_mediator
+    )
+
+    if self.config[DEBUG] and self.config[DEBUG_OPTIONS][CHAT_DEBUG]:
+        from ares.chat_debug import ChatDebug
+
+        self.chat_debug = ChatDebug(self)
+
+    self.cost_dict: Dict[UnitID, Cost] = COST_DICT
+
+
+
+ +
+ +
+ + +

+ on_step(iteration) + + + async + + +

+ + +
+ +

Play the game

+

Called on every game step

+
Parameters
+

iteration : int + The current game iteration

+
Returns
+

None

+ +
+ Source code in src/ares/main.py +
async def on_step(self, iteration: int) -> None:  # pragma: no cover
+    """Play the game
+
+    Called on every game step
+
+    Parameters
+    ----------
+    iteration : int
+        The current game iteration
+
+    Returns
+    -------
+    None
+
+    """
+
+    """
+    If playing in realtime, we set the game step to 1 (in on_start) and then
+    manually skip frames. This gives Ares a time limit of 4 frames (45ms per frame)
+    to finish an iteration. Playing every 4th frame seems to be the generally
+    accepted solution to prevent weird things going on. And from Ares' point of
+    view, they have a better chance of running smoothly on older PC's.
+    """
+    if self.realtime and self.last_game_loop + 4 > self.state.game_loop:
+        return
+
+    self.last_game_loop = self.state.game_loop
+
+    await self.manager_hub.update_managers(self.actual_iteration)
+    if not self.build_order_runner.build_completed:
+        await self.build_order_runner.run_build()
+
+    # detect scouts used by the build runner that are finished
+    if self.time < 390.0:
+        if scouts := [
+            w
+            for w in self.mediator.get_units_from_role(
+                role=UnitRole.BUILD_RUNNER_SCOUT, unit_type=WORKER_TYPES
+            )
+            if w.is_idle
+        ]:
+            for scout in scouts:
+                self.mediator.assign_role(tag=scout.tag, role=UnitRole.GATHERING)
+
+    self.actual_iteration += 1
+    if self.chat_debug:
+        # trunk-ignore(mypy/unreachable)
+        await self.chat_debug.parse_commands()
+
+
+
+ +
+ +
+ + +

+ on_unit_created(unit) + + + async + + +

+ + +
+ +

On unit created event (own units)

+
Parameters
+

unit : + The Unit that was just created

+
Returns
+

None

+ +
+ Source code in src/ares/main.py +
async def on_unit_created(self, unit: Unit) -> None:
+    """On unit created event (own units)
+
+    Parameters
+    ----------
+    unit :
+        The Unit that was just created
+
+    Returns
+    -------
+    None
+    """
+    if (
+        not self.build_order_runner.build_completed
+        and UpgradeId.WARPGATERESEARCH in self.state.upgrades
+        and unit.type_id in GATEWAY_UNITS
+    ):
+        self.build_order_runner.set_step_started(True, unit.type_id)
+    if (
+        not self.build_order_runner.build_completed
+        and unit.type_id == UnitID.ARCHON
+    ):
+        self.build_order_runner.set_step_complete(UnitID.ARCHON)
+    await self.manager_hub.on_unit_created(unit)
+
+
+
+ +
+ +
+ + +

+ on_unit_destroyed(unit_tag) + + + async + + +

+ + +
+ +

On unit or structure destroyed event

+
Parameters
+

unit_tag : + The tag of the unit that was just destroyed

+
Returns
+

None

+ +
+ Source code in src/ares/main.py +
async def on_unit_destroyed(self, unit_tag: int) -> None:
+    """On unit or structure destroyed event
+
+    Parameters
+    ----------
+    unit_tag :
+        The tag of the unit that was just destroyed
+
+    Returns
+    -------
+    None
+    """
+    await self.manager_hub.on_unit_destroyed(unit_tag)
+
+
+
+ +
+ +
+ + +

+ on_unit_took_damage(unit, amount_damage_taken) + + + async + + +

+ + +
+ +

On unit or structure taking damage

+
Parameters
+

unit : + The Unit that took damage +amount_damage_taken : + The amount of damage the Unit took

+
Returns
+

None

+ +
+ Source code in src/ares/main.py +
async def on_unit_took_damage(self, unit: Unit, amount_damage_taken: float) -> None:
+    """On unit or structure taking damage
+
+    Parameters
+    ----------
+    unit :
+        The Unit that took damage
+    amount_damage_taken :
+        The amount of damage the Unit took
+
+    Returns
+    -------
+    None
+    """
+    await self.manager_hub.on_unit_took_damage(unit)
+
+
+
+ +
+ +
+ + +

+ register_behavior(behavior) + +

+ + +
+ +

Register behavior.

+

Shortcut to self.behavior_executioner.register_behavior

+
Parameters
+

behavior : Behavior + Class that follows the Behavior interface.

+
Returns
+

None

+ +
+ Source code in src/ares/main.py +
def register_behavior(self, behavior: Behavior) -> None:
+    """Register behavior.
+
+    Shortcut to `self.behavior_executioner.register_behavior`
+
+    Parameters
+    ----------
+    behavior : Behavior
+        Class that follows the Behavior interface.
+
+    Returns
+    -------
+    None
+    """
+    self.behavior_executioner.register_behavior(behavior)
+
+
+
+ +
+ +
+ + +

+ register_managers() + +

+ + +
+ +

Register standard and custom managers.

+

Override in your bot class if you wish to use custom managers.

+
Examples
+

custom_production_manager = CustomProductionManager( + self, self.config, manager_mediator +) +new_manager = NewManager(self, self.config, manager_mediator)

+

self.manager_hub = Hub( + self, + self.config, + manager_mediator, + production_manager=custom_production_manager, + additional_managers=[new_manager], +)

+
Returns
+

None

+ +
+ Source code in src/ares/main.py +
def register_managers(self) -> None:
+    """Register standard and custom managers.
+
+    Override in your bot class if you wish to use custom managers.
+
+    Examples
+    --------
+    custom_production_manager = CustomProductionManager(
+        self, self.config, manager_mediator
+    )
+    new_manager = NewManager(self, self.config, manager_mediator)
+
+    self.manager_hub = Hub(
+        self,
+        self.config,
+        manager_mediator,
+        production_manager=custom_production_manager,
+        additional_managers=[new_manager],
+    )
+
+    Returns
+    -------
+    None
+    """
+    manager_mediator: ManagerMediator = ManagerMediator()
+    self.manager_hub = Hub(self, self.config, manager_mediator)
+    self.manager_hub.init_managers()
+
+
+
+ +
+ +
+ + +

+ structure_pending(structure_type) + +

+ + +
+ +

Checks pending structures, includes workers on route. +Alternative and faster version of self.already_pending

+
Parameters
+

structure_type

+
Returns
+

int

+ +
+ Source code in src/ares/main.py +
def structure_pending(self, structure_type: UnitID) -> int:
+    """
+    Checks pending structures, includes workers on route.
+    Alternative and faster version of `self.already_pending`
+
+    Parameters
+    ----------
+    structure_type
+
+    Returns
+    -------
+    int
+
+    """
+    num_pending: int = 0
+    building_tracker: dict = self.mediator.get_building_tracker_dict
+    for tag, info in building_tracker.items():
+        structure_id: UnitID = building_tracker[tag][ID]
+        if structure_id != structure_type:
+            continue
+
+        num_pending += 1
+
+    if self.race != Race.Terran or structure_type in ADD_ONS:
+        num_pending += len(
+            [
+                s
+                for s in self.mediator.get_own_structures_dict[structure_type]
+                if s.build_progress < 1.0
+            ]
+        )
+
+    return num_pending
+
+
+
+ +
+ +
+ + +

+ structure_present_or_pending(structure_type) + +

+ + +
+ +

Checks presence of a structure, or if worker is on route to +build structure.

+
Parameters
+

structure_type

+
Returns
+

bool

+ +
+ Source code in src/ares/main.py +
def structure_present_or_pending(self, structure_type: UnitID) -> bool:
+    """
+    Checks presence of a structure, or if worker is on route to
+    build structure.
+
+    Parameters
+    ----------
+    structure_type
+
+    Returns
+    -------
+    bool
+
+    """
+    return (
+        len(self.mediator.get_own_structures_dict[structure_type]) > 0
+        or self.mediator.get_building_counter[structure_type] > 0
+    )
+
+
+
+ +
+ +
+ + +

+ unit_pending(unit_type) + +

+ + +
+ +

Checks pending units. +Alternative and faster version of self.already_pending

+
Parameters
+

unit_type

+
Returns
+

int

+ +
+ Source code in src/ares/main.py +
def unit_pending(self, unit_type: UnitID) -> int:
+    """
+    Checks pending units.
+    Alternative and faster version of `self.already_pending`
+
+    Parameters
+    ----------
+    unit_type
+
+    Returns
+    -------
+    int
+
+    """
+    return cy_unit_pending(self, unit_type)
+
+
+
+ +
+ + + +
+ +
+ +
+ + + + +
+ +
+ +
+ + + + + + + + + + + + + + + + +
+
+ + + + + +
+ +
+ + + +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/api_reference/manager_mediator.html b/api_reference/manager_mediator.html new file mode 100644 index 0000000..bae4b05 --- /dev/null +++ b/api_reference/manager_mediator.html @@ -0,0 +1,15701 @@ + + + + + + + + + + + + + + + + + + + + + + + Manager mediator - Ares SC2 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ + + + Skip to content + + +
+
+ +
+ + + + + + +
+ + +
+ +
+ + + + + + +
+
+ + + +
+
+
+ + + + + +
+
+
+ + + +
+
+
+ + + +
+
+
+ + + +
+
+ + + + + + + + +

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:

+
ground_grid: np.ndarray = self.mediator.get_ground_grid
+
+ + +
+ + + + +
+ + +

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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class ManagerMediator(IManagerMediator):
+    """
+    Mediator concrete class is the single source of truth and coordinator of
+    communications between the managers.
+    """
+
+    def __init__(self) -> None:
+        self.managers: Dict[str, "Manager"] = {}  # noqa
+
+    def add_managers(self, managers: list["Manager"]) -> None:  # noqa
+        """Generate manager dictionary.
+
+        Parameters:
+            managers: List of all Managers capable of handling ManagerRequests.
+        """
+        for manager in managers:
+            self.managers[str(type(manager).__name__)] = manager
+
+    def manager_request(
+        self,
+        receiver: ManagerName,
+        request: ManagerRequestType,
+        reason: str = None,
+        **kwargs,
+    ) -> Any:
+        """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.
+
+
+        """
+        return self.managers[receiver.value].manager_request(
+            receiver, request, reason, **kwargs
+        )
+
+    """
+    Add methods and properties below for commonly used manager requests or for
+    readability in other classes
+    Format: properties in alphabetical order followed by methods in alphabetical order
+    Basically, this can act as an API front end for accessing the managers
+    Or eventually requesting the managers calculate something (like a new attack target)
+
+    `manager_request` can also be used
+    """
+
+    """
+    AbilityTrackerManager
+    """
+
+    @property
+    def get_unit_to_ability_dict(self) -> dict[int, Any]:
+        """Get a dictionary containing unit tag, to ability frame cooldowns.
+
+        AbilityTrackerManager.
+
+        Returns:
+            Unit tag to abilities and the next frame they can be casted.
+
+        """
+        return self.manager_request(
+            ManagerName.ABILITY_TRACKER_MANAGER,
+            ManagerRequestType.GET_UNIT_TO_ABILITY_DICT,
+        )
+
+    def update_unit_to_ability_dict(self, **kwargs) -> None:
+        """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.
+
+        """
+        return self.manager_request(
+            ManagerName.ABILITY_TRACKER_MANAGER,
+            ManagerRequestType.UPDATE_UNIT_TO_ABILITY_DICT,
+            **kwargs,
+        )
+
+    """
+    BuildingManager
+    """
+
+    def build_with_specific_worker(self, **kwargs) -> bool:
+        """Build a structure with a specific worker.
+
+        BuildingManager.
+
+        Parameters:
+            worker (Unit): The chosen worker.
+            structure_type (UnitTypeId): 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.
+
+
+
+        """
+        return self.manager_request(
+            ManagerName.BUILDING_MANAGER,
+            ManagerRequestType.BUILD_WITH_SPECIFIC_WORKER,
+            **kwargs,
+        )
+
+    def cancel_structure(self, **kwargs) -> None:
+        """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.
+
+        """
+        return self.manager_request(
+            ManagerName.BUILDING_MANAGER,
+            ManagerRequestType.CANCEL_STRUCTURE,
+            **kwargs,
+        )
+
+    @property
+    def get_building_counter(self) -> DefaultDict[UnitID, int]:
+        """Get a dictionary containing the number of each type of building in progress.
+
+        BuildingManager.
+
+        Returns:
+            DefaultDict[UnitTypeId, int]:
+                Number of each type of UnitTypeId
+                currently being tracked for building.
+        """
+        return self.manager_request(
+            ManagerName.BUILDING_MANAGER, ManagerRequestType.GET_BUILDING_COUNTER
+        )
+
+    @property
+    def get_building_tracker_dict(
+        self,
+    ) -> dict[int, dict[str, Union[Point2, Unit, UnitID, float]]]:
+        """Get the building tracker dictionary.
+
+        Building Manager.
+
+        Returns:
+            dict[int, dict[str, Union[Point2, Unit, UnitTypeId, float]]]:
+                Tracks the worker tag to details such as the UnitTypeId of the
+                building, the Point2 location for placement, the in-game
+                time when the order started, and the purpose of the building.
+        """
+        return self.manager_request(
+            ManagerName.BUILDING_MANAGER, ManagerRequestType.GET_BUILDING_TRACKER_DICT
+        )
+
+    """
+    CombatSimManager
+    """
+
+    def can_win_fight(self, **kwargs) -> EngagementResult:
+        """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): Whether to consider the distance between units.
+            good_positioning (bool): Whether to assume units are decently split.
+            workers_do_no_damage (bool): Whether to ignore workers' damage.
+
+        Returns:
+            Enum indicating the human-readable engagement result.
+
+
+        """
+        return self.manager_request(
+            ManagerName.COMBAT_SIM_MANAGER, ManagerRequestType.CAN_WIN_FIGHT, **kwargs
+        )
+
+    """
+    EnemyToBaseManager
+    """
+
+    @property
+    def get_flying_enemy_near_bases(self) -> dict[int, set[int]]:
+        """Get dictionary containing flying enemy near townhalls.
+
+        EnemyToBase Manager
+
+        Returns:
+            dict[int, set[int]]:
+                A dictionary mapping townhall tags (keys) to sets of
+                 enemy tags (values) near each base.
+        """
+        return self.manager_request(
+            ManagerName.ENEMY_TO_BASE_MANAGER,
+            ManagerRequestType.GET_FLYING_ENEMY_NEAR_BASES,
+        )
+
+    @property
+    def get_ground_enemy_near_bases(self, **kwargs) -> dict[int, set[int]]:
+        """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 containing
+                enemy tags near this base.
+        """
+        return self.manager_request(
+            ManagerName.ENEMY_TO_BASE_MANAGER,
+            ManagerRequestType.GET_GROUND_ENEMY_NEAR_BASES,
+            **kwargs,
+        )
+
+    @property
+    def get_main_air_threats_near_townhall(self) -> Units:
+        """Get the main enemy air force near one of our bases.
+
+        EnemyToBase Manager
+
+        Returns:
+            The largest enemy air force near our bases.
+        """
+        return self.manager_request(
+            ManagerName.ENEMY_TO_BASE_MANAGER,
+            ManagerRequestType.GET_MAIN_AIR_THREATS_NEAR_TOWNHALL,
+        )
+
+    @property
+    def get_main_ground_threats_near_townhall(self) -> Units:
+        """Get the main enemy ground force near one of our bases.
+
+        EnemyToBase Manager
+
+        Returns:
+            The largest enemy ground force near our bases.
+        """
+        return self.manager_request(
+            ManagerName.ENEMY_TO_BASE_MANAGER,
+            ManagerRequestType.GET_MAIN_GROUND_THREATS_NEAR_TOWNHALL,
+        )
+
+    @property
+    def get_th_tag_with_largest_ground_threat(self) -> int:
+        """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:
+            The largest enemy ground force near our bases.
+        """
+        return self.manager_request(
+            ManagerName.ENEMY_TO_BASE_MANAGER,
+            ManagerRequestType.GET_TH_TAG_WITH_LARGEST_GROUND_THREAT,
+        )
+
+    """
+    IntelManager
+    """
+
+    @property
+    def get_enemy_expanded(self) -> bool:
+        """Has the enemy expanded?
+
+        WARNING: Opinionated method, please write your own if you don't
+        agree with this decision.
+
+        Intel Manager
+
+        Returns:
+            Has enemy expanded out of their main?
+
+        """
+        return self.manager_request(
+            ManagerName.INTEL_MANAGER, ManagerRequestType.GET_ENEMY_EXPANDED
+        )
+
+    @property
+    def get_enemy_four_gate(self) -> bool:
+        """Has the enemy gone four gate?
+
+        WARNING: Opinionated method, please write your own if you don't
+        agree with this decision.
+
+        Intel Manager
+
+        Returns:
+            Is enemy four gate?
+
+        """
+        return self.manager_request(
+            ManagerName.INTEL_MANAGER, ManagerRequestType.GET_ENEMY_FOUR_GATE
+        )
+
+    @property
+    def get_enemy_has_base_outside_natural(self) -> bool:
+        """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:
+            Has enemy expanded out of natural?
+
+        """
+        return self.manager_request(
+            ManagerName.INTEL_MANAGER,
+            ManagerRequestType.GET_ENEMY_HAS_BASE_OUTSIDE_NATURAL,
+        )
+
+    @property
+    def get_enemy_ling_rushed(self) -> bool:
+        """Has the enemy ling rushed?
+
+        WARNING: Opinionated method, please write your own if you don't
+        agree with this decision.
+
+        Intel Manager
+
+        Returns:
+            Enemy ling rushed?
+        """
+        return self.manager_request(
+            ManagerName.INTEL_MANAGER, ManagerRequestType.GET_ENEMY_LING_RUSHED
+        )
+
+    @property
+    def get_enemy_marine_rush(self) -> bool:
+        """Is the enemy currently marine rushing?
+
+        WARNING: Opinionated method, please write your own if you don't
+        agree with this decision.
+
+        Intel Manager
+
+        Returns:
+            Enemy marine rushed?
+        """
+        return self.manager_request(
+            ManagerName.INTEL_MANAGER, ManagerRequestType.GET_ENEMY_MARINE_RUSH
+        )
+
+    @property
+    def get_enemy_marauder_rush(self) -> bool:
+        """Is the enemy currently marauder rushing?
+
+        WARNING: Opinionated method, please write your own if you don't
+        agree with this decision.
+
+        Intel Manager
+
+        Returns:
+            Enemy marauder rush?
+        """
+        return self.manager_request(
+            ManagerName.INTEL_MANAGER, ManagerRequestType.GET_ENEMY_MARAUDER_RUSH
+        )
+
+    @property
+    def get_enemy_ravager_rush(self) -> Point2:
+        """Has the enemy ravager rushed?
+
+        WARNING: Opinionated method, please write your own if you don't
+        agree with this decision.
+
+        Intel Manager
+
+        Returns:
+            Enemy ravager rush?
+        """
+        return self.manager_request(
+            ManagerName.INTEL_MANAGER, ManagerRequestType.GET_ENEMY_RAVAGER_RUSH
+        )
+
+    @property
+    def get_enemy_roach_rushed(self) -> Point2:
+        """Did the enemy roach rush?
+
+        WARNING: Opinionated method, please write your own if you don't
+        agree with this decision.
+
+        Intel Manager
+
+        Returns:
+            Enemy roach rushed?
+        """
+        return self.manager_request(
+            ManagerName.INTEL_MANAGER, ManagerRequestType.GET_ENEMY_ROACH_RUSHED
+        )
+
+    @property
+    def get_enemy_was_greedy(self) -> Point2:
+        """Was the enemy greedy?
+
+        WARNING: Currently not working, will always return `False`
+        WARNING: Opinionated method, please write your own if you don't
+        agree with this decision.
+
+        Intel Manager
+
+        Returns:
+            Enemy was greedy?
+        """
+        return self.manager_request(
+            ManagerName.INTEL_MANAGER, ManagerRequestType.GET_ENEMY_WAS_GREEDY
+        )
+
+    @property
+    def get_enemy_went_four_gate(self) -> Point2:
+        """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:
+            Enemy went four gate in this game?
+        """
+        return self.manager_request(
+            ManagerName.INTEL_MANAGER, ManagerRequestType.GET_ENEMY_WENT_FOUR_GATE
+        )
+
+    @property
+    def get_enemy_went_marine_rush(self) -> Point2:
+        """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:
+            Enemy went marine rush in this game?
+        """
+        return self.manager_request(
+            ManagerName.INTEL_MANAGER, ManagerRequestType.GET_ENEMY_WENT_MARINE_RUSH
+        )
+
+    @property
+    def get_enemy_went_marauder_rush(self) -> Point2:
+        """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:
+            Enemy went marauder rush in this game?
+
+        """
+        return self.manager_request(
+            ManagerName.INTEL_MANAGER, ManagerRequestType.GET_ENEMY_WENT_MARAUDER_RUSH
+        )
+
+    @property
+    def get_enemy_went_reaper(self) -> Point2:
+        """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:
+            Enemy went reaper in this game?
+        """
+        return self.manager_request(
+            ManagerName.INTEL_MANAGER, ManagerRequestType.GET_ENEMY_WENT_REAPER
+        )
+
+    @property
+    def get_enemy_worker_rushed(self) -> Point2:
+        """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:
+            Enemy went worker rush in this game?
+        """
+        return self.manager_request(
+            ManagerName.INTEL_MANAGER, ManagerRequestType.GET_ENEMY_WORKER_RUSHED
+        )
+
+    @property
+    def get_is_proxy_zealot(self) -> bool:
+        """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:
+            Enemy is attempting a proxy zealot rush?
+        """
+        return self.manager_request(
+            ManagerName.INTEL_MANAGER, ManagerRequestType.GET_IS_PROXY_ZEALOT
+        )
+
+    """
+    FlyingStructureManager
+    """
+
+    @property
+    def get_flying_structure_tracker(self) -> dict[int, Any]:
+        """Get the current information stored by FlyingStructureManager.
+
+        FlyingStructureManager
+
+        Returns:
+            Key -> structure_tag, Value -> Information about the flight.
+        """
+        return self.manager_request(
+            ManagerName.FLYING_STRUCTURE_MANAGER,
+            ManagerRequestType.GET_FLYING_STRUCTURE_TRACKER,
+        )
+
+    def move_structure(self, **kwargs) -> None:
+        """Request a structure to move via flight.
+
+        FlyingStructureManager
+
+        Parameters:
+            structure (Unit): The structure to be moved or landed.
+            target (Point2): The target location for the structure.
+            should_land (bool, optional): Whether the structure should
+                land after moving. Defaults to False.
+        """
+        return self.manager_request(
+            ManagerName.FLYING_STRUCTURE_MANAGER,
+            ManagerRequestType.MOVE_STRUCTURE,
+            **kwargs,
+        )
+
+    """
+    ResourceManager
+    """
+
+    @property
+    def get_mineral_patch_to_list_of_workers(self) -> Dict[int, Set[int]]:
+        """Get a dictionary containing mineral tag to worker tags
+
+        Resource Manager
+
+        Returns:
+            Dictionary where key is mineral tag, and value is workers assigned here.
+        """
+        return self.manager_request(
+            ManagerName.RESOURCE_MANAGER,
+            ManagerRequestType.GET_MINERAL_PATCH_TO_LIST_OF_WORKERS,
+        )
+
+    @property
+    def get_worker_tag_to_townhall_tag(self) -> dict[int, int]:
+        """Get a dictionary containing worker tag to townhall tag.
+        Where the townhall is the place where worker returns resources
+
+        Resource Manager
+
+        Returns:
+            Dictionary where key is worker tag, and value is townhall tag.
+        """
+        return self.manager_request(
+            ManagerName.RESOURCE_MANAGER,
+            ManagerRequestType.GET_WORKER_TAG_TO_TOWNHALL_TAG,
+        )
+
+    @property
+    def get_worker_to_mineral_patch_dict(self) -> dict[int, int]:
+        """Get a dictionary containing worker tag to mineral patch tag.
+
+        Resource Manager
+
+        Returns:
+            Dictionary where key is worker tag, and value is mineral tag.
+        """
+        return self.manager_request(
+            ManagerName.RESOURCE_MANAGER,
+            ManagerRequestType.GET_WORKER_TO_MINERAL_PATCH_DICT,
+        )
+
+    def remove_mineral_field(self, **kwargs) -> None:
+        """Request for a mineral field to be removed from bookkeeping.
+
+        Resource Manager
+
+        Parameters:
+            mineral_field_tag (int): The tag of the mineral patch to remove.
+        """
+        return self.manager_request(
+            ManagerName.RESOURCE_MANAGER,
+            ManagerRequestType.REMOVE_MINERAL_FIELD,
+            **kwargs,
+        )
+
+    @property
+    def get_worker_to_vespene_dict(self) -> dict:
+        """Get a dictionary containing worker tag to gas building tag.
+
+        Resource Manager
+
+        Returns:
+            Dictionary where key is worker tag, and value is gas building tag.
+        """
+        return self.manager_request(
+            ManagerName.RESOURCE_MANAGER,
+            ManagerRequestType.GET_WORKER_TO_GAS_BUILDING_DICT,
+        )
+
+    def remove_gas_building(self, **kwargs) -> None:
+        """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.
+        """
+        return self.manager_request(
+            ManagerName.RESOURCE_MANAGER,
+            ManagerRequestType.REMOVE_GAS_BUILDING,
+            **kwargs,
+        )
+
+    """
+    PathManager
+    """
+
+    def find_closest_safe_spot(self, **kwargs) -> Point2:
+        """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:
+            The closest location with the lowest cost.
+
+
+        """
+        return self.manager_request(
+            ManagerName.PATH_MANAGER, ManagerRequestType.GET_CLOSEST_SAFE_SPOT, **kwargs
+        )
+
+    def find_low_priority_path(self, **kwargs) -> list[Point2]:
+        """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 of points composing the path.
+        """
+        return self.manager_request(
+            ManagerName.PATH_MANAGER,
+            ManagerRequestType.FIND_LOW_PRIORITY_PATH,
+            **kwargs,
+        )
+
+    def find_lowest_cost_points(self, **kwargs) -> list[Point2]:
+        """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:
+            Points with the lowest cost on the grid.
+        """
+        return self.manager_request(
+            ManagerName.PATH_MANAGER,
+            ManagerRequestType.FIND_LOWEST_COST_POINTS,
+            **kwargs,
+        )
+
+    def find_path_next_point(self, **kwargs) -> Point2:
+        """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.
+                Default value is 5.
+            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.
+                Default value is False.
+            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.
+                Default value is True.
+            danger_distance (float, optional): How far away from the
+                start to look for danger.
+                Default value is 20.
+            danger_threshold (float, optional): Minimum value for a tile
+                to be considered dangerous.
+                Default value is 5.
+
+        Returns:
+            The next point in the path from the start to the target which may be the
+            same as the target if it's safe.
+        """
+        return self.manager_request(
+            ManagerName.PATH_MANAGER, ManagerRequestType.PATH_NEXT_POINT, **kwargs
+        )
+
+    def find_raw_path(self, **kwargs) -> list[Point2]:
+        """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 of points composing the path.
+        """
+        return self.manager_request(
+            ManagerName.PATH_MANAGER, ManagerRequestType.FIND_RAW_PATH, **kwargs
+        )
+
+    @property
+    def get_air_avoidance_grid(self) -> np.ndarray:
+        """Get the air avoidance pathing grid.
+
+        GridManager
+
+        Example:
+        ```py
+        import numpy as np
+
+        avoidance_grid: np.ndarray = self.mediator.get_air_avoidance_grid
+        ```
+
+        Returns:
+            The air avoidance pathing grid.
+
+        """
+        return self.manager_request(
+            ManagerName.GRID_MANAGER, ManagerRequestType.GET_AIR_AVOIDANCE_GRID
+        )
+
+    @property
+    def get_air_grid(self) -> np.ndarray:
+        """Get the air pathing grid.
+
+        GridManager
+
+        Example:
+        ```py
+        import numpy as np
+
+        air_grid: np.ndarray = self.mediator.get_air_grid
+        ```
+
+        Returns:
+            The air pathing grid.
+        """
+        return self.manager_request(
+            ManagerName.GRID_MANAGER, ManagerRequestType.GET_AIR_GRID
+        )
+
+    @property
+    def get_air_vs_ground_grid(self) -> np.ndarray:
+        """Get the air vs ground pathing grid.
+
+        GridManager
+
+        Example:
+        ```py
+        import numpy as np
+
+        air_vs_ground_grid: np.ndarray = (
+            self.mediator.get_air_vs_ground_grid
+        )
+        ```
+
+        Returns:
+            The air vs ground pathing grid.
+        """
+        return self.manager_request(
+            ManagerName.GRID_MANAGER, ManagerRequestType.GET_AIR_VS_GROUND_GRID
+        )
+
+    @property
+    def get_cached_ground_grid(self) -> np.ndarray:
+        """Get a non-influence ground pathing grid.
+
+        GridManager
+
+        Example:
+        ```py
+        import numpy as np
+
+        cached_ground_grid: np.ndarray = (
+            self.mediator.get_cached_ground_grid
+        )
+        ```
+
+        Returns:
+            The clean ground pathing grid.
+        """
+        return self.manager_request(
+            ManagerName.GRID_MANAGER, ManagerRequestType.GET_CACHED_GROUND_GRID
+        )
+
+    @property
+    def get_climber_grid(self) -> np.ndarray:
+        """Get the climber ground pathing grid for reapers and colossus.
+
+        GridManager
+
+        Example:
+        ```py
+        import numpy as np
+
+        climber_grid: np.ndarray = (
+            self.mediator.get_climber_grid
+        )
+        ```
+
+        Returns:
+            The climber pathing grid.
+        """
+        return self.manager_request(
+            ManagerName.GRID_MANAGER, ManagerRequestType.GET_CLIMBER_GRID
+        )
+
+    @property
+    def get_forcefield_positions(self) -> list[Point2]:
+        """Get positions of forcefields.
+
+        GridManager
+
+        Example:
+        ```py
+        from sc2.position import Point2
+
+        ff_positions: list[Point2] = self.mediator.get_forcefield_positions
+        ```
+
+        Returns:
+            List of the center point of forcefields.
+
+        """
+        return self.manager_request(
+            ManagerName.GRID_MANAGER,
+            ManagerRequestType.GET_FORCEFIELD_POSITIONS,
+        )
+
+    @property
+    def get_ground_avoidance_grid(self) -> np.ndarray:
+        """Get the ground avoidance pathing grid.
+
+        GridManager
+
+        Returns:
+            The ground avoidance pathing grid.
+
+        """
+        return self.manager_request(
+            ManagerName.GRID_MANAGER, ManagerRequestType.GET_GROUND_AVOIDANCE_GRID
+        )
+
+    @property
+    def get_ground_grid(self) -> np.ndarray:
+        """Get the ground pathing grid.
+
+        GridManager
+
+        Returns:
+            The ground pathing grid.
+        """
+        return self.manager_request(
+            ManagerName.GRID_MANAGER, ManagerRequestType.GET_GROUND_GRID
+        )
+
+    @property
+    def get_ground_to_air_grid(self) -> np.ndarray:
+        """Get the ground pathing grid.
+
+        GridManager
+
+        Returns:
+            The ground pathing grid.
+        """
+        return self.manager_request(
+            ManagerName.GRID_MANAGER, ManagerRequestType.GET_GROUND_TO_AIR_GRID
+        )
+
+    @property
+    def get_map_data_object(self) -> MapData:
+        """Get the MapAnalyzer.MapData object being used.
+
+        PathManager
+
+        Returns:
+            The MapAnalyzer.MapData object being used.
+        """
+        return self.manager_request(
+            ManagerName.GRID_MANAGER, ManagerRequestType.GET_MAP_DATA
+        )
+
+    @property
+    def get_priority_ground_avoidance_grid(self) -> np.ndarray:
+        """Get the pathing grid containing things ground units should always avoid.
+
+        GridManager
+
+        Returns:
+            The priority ground avoidance pathing grid.
+        """
+        return self.manager_request(
+            ManagerName.GRID_MANAGER,
+            ManagerRequestType.GET_PRIORITY_GROUND_AVOIDANCE_GRID,
+        )
+
+    @property
+    def get_tactical_ground_grid(self) -> np.ndarray:
+        """Get the tactical ground grid.
+
+        Normal pathable tiles with no units on them
+        have a value of 1000.0
+
+        Tiles with more enemy have value > 1000
+        Tiles with more friendly have value < 1000
+
+
+        GridManager
+
+        Returns:
+            The ground tactical grid.
+        """
+        return self.manager_request(
+            ManagerName.GRID_MANAGER, ManagerRequestType.GET_TACTICAL_GROUND_GRID
+        )
+
+    @property
+    def get_whole_map_array(self) -> list[list[int]]:
+        """Get the list containing every point on the map.
+
+        GridManager
+
+        Notes
+        -----
+        This does not return Point2s.
+
+        Returns:
+            Every point on the map.
+
+        """
+        return self.manager_request(
+            ManagerName.PATH_MANAGER, ManagerRequestType.GET_WHOLE_MAP_ARRAY
+        )
+
+    @property
+    def get_whole_map_tree(self) -> KDTree:
+        """Get the KDTree of all points on the map.
+
+        PathManager
+
+        Returns:
+            KDTree of all points on the map.
+        """
+        return self.manager_request(
+            ManagerName.PATH_MANAGER, ManagerRequestType.GET_WHOLE_MAP_TREE
+        )
+
+    def is_position_safe(self, **kwargs) -> bool:
+        """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.
+                Default value is 1.0.
+
+        Returns:
+            True if the position is considered safe, False otherwise.
+        """
+        return self.manager_request(
+            ManagerName.PATH_MANAGER,
+            ManagerRequestType.IS_POSITION_SAFE,
+            **kwargs,
+        )
+
+    """
+    PlacementManager
+    """
+
+    def can_place_structure(self, **kwargs) -> bool:
+        """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:
+            Indicating if structure can be placed at given position.
+        """
+        return self.manager_request(
+            ManagerName.PLACEMENT_MANAGER,
+            ManagerRequestType.CAN_PLACE_STRUCTURE,
+            **kwargs,
+        )
+
+    @property
+    def get_placements_dict(self, **kwargs) -> dict:
+        """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:
+            Indicating if structure can be placed at given position.
+        """
+        return self.manager_request(
+            ManagerName.PLACEMENT_MANAGER, ManagerRequestType.GET_PLACEMENTS_DICT
+        )
+
+    @property
+    def get_pvz_nat_gatekeeping_pos(self, **kwargs) -> Union[Point2, None]:
+        """Get the gatekeeper position in a PvZ natural wall if available.
+
+        WARNING: This can return `None` so your code should account for this.
+
+        PlacementManager
+
+
+        Returns:
+            Position of gatekeeper in natural wall
+        """
+        return self.manager_request(
+            ManagerName.PLACEMENT_MANAGER, ManagerRequestType.GET_PVZ_NAT_GATEKEEPER_POS
+        )
+
+    def request_building_placement(self, **kwargs) -> Optional[Point2]:
+        """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 an expansion location.
+            structure_type (UnitID): Structure type requested.
+            first_pylon (bool, optional): Try to take designated
+                first pylon if available.
+                Default value is False.
+            static_defence (bool, optional): Try to take designated
+                static defence placements if available.
+                Default value is False.
+            wall (bool, optional): Request a wall structure placement.
+                Will find alternative if no wall placements available.
+                Default value is False.
+            find_alternative (bool, optional): If no placements available
+                at base_location, find an alternative at a nearby base.
+                Default value is True.
+            reserve_placement (bool, optional): Reserve this booking for a
+                while, so another customer doesn't request it.
+                Default value is True.
+            within_psionic_matrix (bool, optional): Protoss specific -> calculated
+                position have power?
+                Default value is False.
+            pylon_build_progress (float, optional): Only relevant
+                if `within_psionic_matrix = True`.
+                Default value is 1.0.
+            closest_to (Point2, optional): Find placement at base closest to this.
+
+
+        Returns:
+            Indicating if structure can be placed at given position.
+        """
+        return self.manager_request(
+            ManagerName.PLACEMENT_MANAGER,
+            ManagerRequestType.REQUEST_BUILDING_PLACEMENT,
+            **kwargs,
+        )
+
+    def request_warp_in(self, **kwargs) -> None:
+        """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.
+        """
+        return self.manager_request(
+            ManagerName.WARP_IN_MANAGER,
+            ManagerRequestType.REQUEST_WARP_IN,
+            **kwargs,
+        )
+
+    """
+    ResourceManager
+    """
+
+    @property
+    def get_num_available_mineral_patches(self) -> int:
+        """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:
+            Number available mineral fields.
+
+        """
+        return self.manager_request(
+            ManagerName.RESOURCE_MANAGER,
+            ManagerRequestType.GET_NUM_AVAILABLE_MIN_PATCHES,
+        )
+
+    def remove_worker_from_mineral(self, **kwargs) -> None:
+        """Remove worker from internal data structures.
+
+        This happens if worker gets assigned to do something else
+
+        ResourceManager
+
+        Parameters:
+            worker_tag: Tag of the worker to be removed.
+        """
+        return self.manager_request(
+            ManagerName.RESOURCE_MANAGER,
+            ManagerRequestType.REMOVE_WORKER_FROM_MINERAL,
+            **kwargs,
+        )
+
+    def select_worker(self, **kwargs) -> Optional[Unit]:
+        """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 (float): Only select workers above this health percentage.
+            min_shield_perc (float): Only select workers above this shield percentage.
+
+        Returns:
+            Selected worker, if available.
+        """
+        return self.manager_request(
+            ManagerName.RESOURCE_MANAGER,
+            ManagerRequestType.SELECT_WORKER,
+            **kwargs,
+        )
+
+    @property
+    def get_mineral_target_dict(self) -> dict[int, Point2]:
+        """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:
+            Key -> mineral tag, Value -> Position
+        """
+        return self.manager_request(
+            ManagerName.RESOURCE_MANAGER,
+            ManagerRequestType.GET_MINERAL_TARGET_DICT,
+        )
+
+    """
+    SquadManager
+    """
+
+    def get_position_of_main_squad(self, **kwargs) -> Point2:
+        """Given a unit role, find where the main squad is.
+
+        SquadManager
+
+        Parameters:
+            role (UnitRole): Get the squads for this unit role.
+
+        Returns:
+            Position of main squad for this `role`
+        """
+        return self.manager_request(
+            ManagerName.SQUAD_MANAGER,
+            ManagerRequestType.GET_POSITION_OF_MAIN_SQUAD,
+            **kwargs,
+        )
+
+    def get_squads(self, **kwargs) -> list["UnitSquad"]:
+        """Given a unit role, get the updated squads.
+
+        SquadManager
+
+        Parameters:
+            role (UnitRole): Get the squads for this unit role.
+            squad_radius: The threshold as to which separate squads are formed.
+            unit_type: If specified, only form squads with these unit types
+                WARNING: Will not remove units that have already
+                         been assigned to a squad.
+
+        Returns:
+            Each squad with this unit role.
+        """
+        return self.manager_request(
+            ManagerName.SQUAD_MANAGER,
+            ManagerRequestType.GET_SQUADS,
+            **kwargs,
+        )
+
+    def remove_tag_from_squads(self, **kwargs) -> None:
+        """
+        SquadManager
+
+        Parameters:
+            tag (int): Get the squads for this unit role.
+            squad_radius (float): The threshold as to which separate squads are formed.
+            unit_type (UnitTypeId): If specified, only form squads with these unit types
+                WARNING: Will not remove units that have already
+                         been assigned to a squad.
+
+        Returns:
+            Each squad with this unit role.
+        """
+        return self.manager_request(
+            ManagerName.SQUAD_MANAGER,
+            ManagerRequestType.REMOVE_TAG_FROM_SQUADS,
+            **kwargs,
+        )
+
+    """
+    TerrainManager
+    """
+
+    def building_position_blocked_by_burrowed_unit(self, **kwargs) -> Optional[Point2]:
+        """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:
+            The position that's blocked by an enemy unit.
+        """
+        return self.manager_request(
+            ManagerName.TERRAIN_MANAGER,
+            ManagerRequestType.BUILDING_POSITION_BLOCKED_BY_BURROWED_UNIT,
+            **kwargs,
+        )
+
+    def get_behind_mineral_positions(self, **kwargs) -> list[Point2]:
+        """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:
+            Points behind the mineral line of the designated base.
+        """
+        return self.manager_request(
+            ManagerName.TERRAIN_MANAGER,
+            ManagerRequestType.GET_BEHIND_MINERAL_POSITIONS,
+            **kwargs,
+        )
+
+    def get_closest_overlord_spot(self, **kwargs) -> Point2:
+        """Given a position, find the closest high ground overlord spot.
+
+        TerrainManager
+
+        Parameters:
+            from_pos (Point2): Position the Overlord spot should be closest to.
+
+        Returns:
+            The closest Overlord hiding spot to the position.
+        """
+        return self.manager_request(
+            ManagerName.TERRAIN_MANAGER,
+            ManagerRequestType.GET_CLOSEST_OVERLORD_SPOT,
+            **kwargs,
+        )
+
+    @property
+    def get_defensive_third(self) -> Point2:
+        """Get the third furthest from enemy.
+
+        TerrainManager
+
+        Returns:
+            Location of the third base furthest from the enemy.
+
+        """
+        return self.manager_request(
+            ManagerName.TERRAIN_MANAGER, ManagerRequestType.GET_DEFENSIVE_THIRD
+        )
+
+    @property
+    def get_enemy_expansions(self) -> list[Tuple[Point2, float]]:
+        """Get the expansions, as ordered from the enemy's point of view.
+
+        TerrainManager
+
+        Returns:
+            list[Tuple[Point2, float]]:
+                The first element is the
+                location of the base. The second element is the pathing
+                distance from the enemy main base.
+        """
+        return self.manager_request(
+            ManagerName.TERRAIN_MANAGER, ManagerRequestType.GET_ENEMY_EXPANSIONS
+        )
+
+    @property
+    def get_enemy_fourth(self) -> Point2:
+        """Get the enemy fourth base.
+
+        TerrainManager
+
+        Returns:
+            Location of the enemy fourth base.
+        """
+        return self.manager_request(
+            ManagerName.TERRAIN_MANAGER, ManagerRequestType.GET_ENEMY_FOURTH
+        )
+
+    @property
+    def get_enemy_nat(self) -> Point2:
+        """Get the enemy natural expansion.
+
+        TerrainManager
+
+        Returns:
+            Location of the enemy natural expansion.
+
+        """
+        return self.manager_request(
+            ManagerName.TERRAIN_MANAGER, ManagerRequestType.GET_ENEMY_NAT
+        )
+
+    @property
+    def get_enemy_ramp(self) -> Ramp:
+        """Get the enemy main base ramp.
+
+        TerrainManager
+
+        Returns:
+            sc2 Ramp object for the enemy main base ramp.
+        """
+        return self.manager_request(
+            ManagerName.TERRAIN_MANAGER, ManagerRequestType.GET_ENEMY_RAMP
+        )
+
+    @property
+    def get_enemy_third(self) -> Point2:
+        """Get the enemy third base.
+
+        TerrainManager
+
+        Returns:
+            Location of the enemy third base.
+
+        """
+        return self.manager_request(
+            ManagerName.TERRAIN_MANAGER, ManagerRequestType.GET_ENEMY_THIRD
+        )
+
+    def get_flood_fill_area(self, **kwargs) -> set[tuple[int, int]]:
+        """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.
+        """
+        return self.manager_request(
+            ManagerName.TERRAIN_MANAGER,
+            ManagerRequestType.GET_FLOOD_FILL_AREA,
+            **kwargs,
+        )
+
+    @property
+    def get_initial_pathing_grid(self) -> np.ndarray:
+        """Get the pathing grid as it was on the first iteration.
+
+        TerrainManager
+
+        Returns:
+            The pathing grid as it was on the first iteration.
+        """
+        return self.manager_request(
+            ManagerName.TERRAIN_MANAGER, ManagerRequestType.GET_INITIAL_PATHING_GRID
+        )
+
+    @property
+    def get_is_free_expansion(self) -> bool:
+        """Check all bases for a free expansion.
+
+        TerrainManager
+
+        Returns:
+            True if there exists a free expansion, False otherwise.
+        """
+        return self.manager_request(
+            ManagerName.TERRAIN_MANAGER, ManagerRequestType.GET_IS_FREE_EXPANSION
+        )
+
+    @property
+    def get_map_choke_points(self) -> set[Point2]:
+        """All the points on the map that compose choke points.
+
+        TerrainManager
+
+        Returns:
+            All the points on the map that compose choke points.
+        """
+        return self.manager_request(
+            ManagerName.TERRAIN_MANAGER,
+            ManagerRequestType.GET_MAP_CHOKE_POINTS,
+        )
+
+    @property
+    def get_ol_spot_near_enemy_nat(self) -> Point2:
+        """Get the overlord spot nearest to the enemy natural.
+
+        TerrainManager
+
+        Returns:
+            Overlord spot near the enemy natural.
+        """
+        return self.manager_request(
+            ManagerName.TERRAIN_MANAGER,
+            ManagerRequestType.GET_OL_SPOT_NEAR_ENEMY_NATURAL,
+        )
+
+    @property
+    def get_ol_spots(self) -> list[Point2]:
+        """High ground Overlord hiding spots.
+
+        TerrainManager
+
+        Returns:
+            List of Overlord hiding spots.
+
+        """
+        return self.manager_request(
+            ManagerName.TERRAIN_MANAGER,
+            ManagerRequestType.GET_OL_SPOTS,
+        )
+
+    @property
+    def get_own_expansions(self) -> list[Tuple[Point2, float]]:
+        """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.
+        """
+        return self.manager_request(
+            ManagerName.TERRAIN_MANAGER, ManagerRequestType.GET_OWN_EXPANSIONS
+        )
+
+    @property
+    def get_own_nat(self) -> Point2:
+        """Get our natural expansion.
+
+        TerrainManager
+
+        Returns:
+            Location of our natural expansion.
+        """
+        return self.manager_request(
+            ManagerName.TERRAIN_MANAGER, ManagerRequestType.GET_OWN_NAT
+        )
+
+    @property
+    def get_positions_blocked_by_burrowed_enemy(self) -> list[Point2]:
+        """Build positions that are blocked by a burrowed enemy unit.
+
+        TerrainManager
+
+        Returns:
+            List of build positions that are blocked by a burrowed enemy unit.
+
+        """
+        return self.manager_request(
+            ManagerName.TERRAIN_MANAGER,
+            ManagerRequestType.GET_POSITIONS_BLOCKED_BY_BURROWED_ENEMY,
+        )
+
+    """
+    UnitCacheManager
+    """
+
+    @property
+    def get_cached_enemy_army(self) -> Units:
+        """Get the Units object for the enemy army.
+
+        UnitCacheManager
+
+        Returns:
+            The enemy army.
+        """
+        return self.manager_request(
+            ManagerName.UNIT_CACHE_MANAGER, ManagerRequestType.GET_CACHED_ENEMY_ARMY
+        )
+
+    @property
+    def get_cached_enemy_workers(self) -> Units:
+        """Get the Units object for the enemy workers.
+
+        UnitCacheManager
+
+        Returns:
+            The enemy workers.
+        """
+        return self.manager_request(
+            ManagerName.UNIT_CACHE_MANAGER, ManagerRequestType.GET_CACHED_ENEMY_WORKERS
+        )
+
+    @property
+    def get_enemy_army_dict(self) -> DefaultDict[UnitID, Units]:
+        """Get the dictionary of enemy army unit types to the units themselves.
+
+        UnitCacheManager
+
+        Returns:
+            The dictionary of enemy army unit types to the units themselves.
+
+        """
+        return self.manager_request(
+            ManagerName.UNIT_CACHE_MANAGER,
+            ManagerRequestType.GET_CACHED_ENEMY_ARMY_DICT,
+        )
+
+    @property
+    def get_old_own_army_dict(self) -> Dict[UnitID, Units]:
+        """Get the previous iteration's `own_army` dict.
+
+        UnitCacheManager
+
+        Returns:
+            The dictionary of own army unit types to the units themselves.
+        """
+        return self.manager_request(
+            ManagerName.UNIT_CACHE_MANAGER, ManagerRequestType.GET_OLD_OWN_ARMY_DICT
+        )
+
+    @property
+    def get_own_army(self) -> Units:
+        """Get the Units object for our own army.
+
+        UnitCacheManager
+
+        Returns:
+            Our own army.
+        """
+        return self.manager_request(
+            ManagerName.UNIT_CACHE_MANAGER, ManagerRequestType.GET_CACHED_OWN_ARMY
+        )
+
+    @property
+    def get_own_army_dict(self) -> Dict[UnitID, Units]:
+        """Get the dictionary of own army unit types to the units themselves.
+
+        UnitCacheManager
+
+        Returns:
+            The dictionary of own army unit types to the units themselves.
+        """
+        return self.manager_request(
+            ManagerName.UNIT_CACHE_MANAGER, ManagerRequestType.GET_CACHED_OWN_ARMY_DICT
+        )
+
+    @property
+    def get_own_structures_dict(self) -> DefaultDict[UnitID, Units]:
+        """Get the dictionary of own structure types to the units themselves.
+
+        UnitCacheManager
+
+        Returns:
+            The dictionary of own structure types to the units themselves.
+        """
+        return self.manager_request(
+            ManagerName.UNIT_CACHE_MANAGER, ManagerRequestType.GET_OWN_STRUCTURES_DICT
+        )
+
+    def get_own_unit_count(self, **kwargs) -> int:
+        """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:
+            Total count of this unit including aliases if specified.
+        """
+        return self.manager_request(
+            ManagerName.UNIT_CACHE_MANAGER,
+            ManagerRequestType.GET_OWN_UNIT_COUNT,
+            **kwargs,
+        )
+
+    def get_units_from_tags(self, **kwargs) -> list[Unit]:
+        """Get a `list` of `Unit` objects corresponding to the given tags.
+
+        UnitCacheManager
+
+        Parameters:
+            tags: Tags of the units to retrieve.
+        """
+        return self.manager_request(
+            ManagerName.UNIT_CACHE_MANAGER,
+            ManagerRequestType.GET_UNITS_FROM_TAGS,
+            **kwargs,
+        )
+
+    @property
+    def get_removed_units(self) -> Units:
+        """Get the units removed from memory units.
+
+        UnitCacheManager
+
+        Returns:
+            The units removed from memory units.
+        """
+        return self.manager_request(
+            ManagerName.UNIT_CACHE_MANAGER, ManagerRequestType.GET_REMOVED_UNITS
+        )
+
+    """
+    UnitMemoryManager
+    """
+
+    @property
+    def get_all_enemy(self) -> Units:
+        """Get all enemy units.
+
+        UnitMemoryManager
+
+        Returns:
+            All enemy units.
+        """
+        return self.manager_request(
+            ManagerName.UNIT_MEMORY_MANAGER, ManagerRequestType.GET_ALL_ENEMY
+        )
+
+    @property
+    def get_enemy_ground(self) -> Units:
+        """Get enemy ground units.
+
+        UnitMemoryManager
+
+        Returns:
+            Enemy ground units.
+        """
+        return self.manager_request(
+            ManagerName.UNIT_MEMORY_MANAGER, ManagerRequestType.GET_ENEMY_GROUND
+        )
+
+    @property
+    def get_enemy_fliers(self) -> Units:
+        """Get enemy flying units.
+
+        UnitMemoryManager
+
+        Returns:
+            Enemy flying units.
+        """
+        return self.manager_request(
+            ManagerName.UNIT_MEMORY_MANAGER, ManagerRequestType.GET_ENEMY_FLIERS
+        )
+
+    @property
+    def get_enemy_tree(self) -> KDTree:
+        """Get the KDTree representing all enemy unit positions.
+
+        UnitMemoryManager
+
+        Returns:
+            KDTree representing all enemy unit positions.
+        """
+        return self.manager_request(
+            ManagerName.UNIT_MEMORY_MANAGER, ManagerRequestType.GET_ENEMY_TREE
+        )
+
+    def get_units_in_range(
+        self, **kwargs
+    ) -> Union[Dict[Union[int, Tuple[float, float]], Units], list[Units]]:
+        """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, optional): Sets whether the returned units in range
+                should be a dictionary or list. Default is False.
+
+
+        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`.
+
+        """
+        return self.manager_request(
+            ManagerName.UNIT_MEMORY_MANAGER,
+            ManagerRequestType.GET_UNITS_IN_RANGE,
+            **kwargs,
+        )
+
+    @property
+    def get_own_tree(self) -> Units:
+        """Get the KDTree representing all friendly unit positions.
+
+        UnitMemoryManager
+
+        Returns:
+            KDTree representing all friendly unit positions.
+        """
+        return self.manager_request(
+            ManagerName.UNIT_MEMORY_MANAGER, ManagerRequestType.GET_OWN_TREE
+        )
+
+    """
+    UnitRoleManager
+    """
+
+    def assign_role(self, **kwargs) -> None:
+        """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, optional): Attempt to remove
+                this unit from squad bookkeeping. Default is True.
+        """
+        return self.manager_request(
+            ManagerName.UNIT_ROLE_MANAGER,
+            ManagerRequestType.ASSIGN_ROLE,
+            **kwargs,
+        )
+
+    def batch_assign_role(self, **kwargs) -> None:
+        """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.
+        """
+        return self.manager_request(
+            ManagerName.UNIT_ROLE_MANAGER,
+            ManagerRequestType.BATCH_ASSIGN_ROLE,
+            **kwargs,
+        )
+
+    def clear_role(self, **kwargs) -> None:
+        """Clear a unit's role.
+
+        UnitRoleManager
+
+        Parameters:
+            tag (int): Tag of the unit to clear the role of.
+        """
+        return self.manager_request(
+            ManagerName.UNIT_ROLE_MANAGER, ManagerRequestType.CLEAR_ROLE, **kwargs
+        )
+
+    def get_all_from_roles_except(self, **kwargs) -> Units:
+        """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 matching the role that are not of an excluded type.
+        """
+        return self.manager_request(
+            ManagerName.UNIT_ROLE_MANAGER,
+            ManagerRequestType.GET_ALL_FROM_ROLES_EXCEPT,
+            **kwargs,
+        )
+
+    @property
+    def get_unit_role_dict(self) -> Dict[UnitRole, Set[int]]:
+        """Get the dictionary of `UnitRole` to the set of tags of units with that role.
+
+        UnitRoleManager
+
+        Returns:
+            Dictionary of `UnitRole` to the set of tags of units with that role.
+        """
+        return self.manager_request(
+            ManagerName.UNIT_ROLE_MANAGER, ManagerRequestType.GET_UNIT_ROLE_DICT
+        )
+
+    def get_units_from_role(self, **kwargs) -> Units:
+        """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 with the given role.
+        """
+        return self.manager_request(
+            ManagerName.UNIT_ROLE_MANAGER,
+            ManagerRequestType.GET_UNITS_FROM_ROLE,
+            **kwargs,
+        )
+
+    def get_units_from_roles(self, **kwargs) -> Units:
+        """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 with the given roles.
+        """
+        return self.manager_request(
+            ManagerName.UNIT_ROLE_MANAGER,
+            ManagerRequestType.GET_UNITS_FROM_ROLES,
+            **kwargs,
+        )
+
+    def set_workers_per_gas(self, **kwargs) -> None:
+        """Give all units in a role a different role.
+
+        ResourceManager
+
+        Parameters
+        ----------
+        amount (int): Num workers to assign to each gas building
+        """
+        return self.manager_request(
+            ManagerName.RESOURCE_MANAGER,
+            ManagerRequestType.SET_WORKERS_PER_GAS,
+            **kwargs,
+        )
+
+    def switch_roles(self, **kwargs) -> None:
+        """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.
+        """
+        return self.manager_request(
+            ManagerName.UNIT_ROLE_MANAGER,
+            ManagerRequestType.SWITCH_ROLES,
+            **kwargs,
+        )
+
+
+ + + +
+ + + + + + + +
+ + + +

+ get_air_avoidance_grid + + + property + + +

+ + +
+ +

Get the air avoidance pathing grid.

+

GridManager

+

Example: +

import numpy as np
+
+avoidance_grid: np.ndarray = self.mediator.get_air_avoidance_grid
+

+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ ndarray + +
+

The air avoidance pathing grid.

+
+
+
+ +
+ +
+ + + +

+ get_air_grid + + + property + + +

+ + +
+ +

Get the air pathing grid.

+

GridManager

+

Example: +

import numpy as np
+
+air_grid: np.ndarray = self.mediator.get_air_grid
+

+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ ndarray + +
+

The air pathing grid.

+
+
+
+ +
+ +
+ + + +

+ get_air_vs_ground_grid + + + property + + +

+ + +
+ +

Get the air vs ground pathing grid.

+

GridManager

+

Example: +

import numpy as np
+
+air_vs_ground_grid: np.ndarray = (
+    self.mediator.get_air_vs_ground_grid
+)
+

+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ ndarray + +
+

The air vs ground pathing grid.

+
+
+
+ +
+ +
+ + + +

+ get_all_enemy + + + property + + +

+ + +
+ +

Get all enemy units.

+

UnitMemoryManager

+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ Units + +
+

All enemy units.

+
+
+
+ +
+ +
+ + + +

+ get_building_counter + + + property + + +

+ + +
+ +

Get a dictionary containing the number of each type of building in progress.

+

BuildingManager.

+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ DefaultDict[UnitTypeId, int] + +
+

DefaultDict[UnitTypeId, int]: +Number of each type of UnitTypeId +currently being tracked for building.

+
+
+
+ +
+ +
+ + + +

+ get_building_tracker_dict + + + property + + +

+ + +
+ +

Get the building tracker dictionary.

+

Building Manager.

+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ dict[int, dict[str, Union[Point2, Unit, UnitTypeId, float]]] + +
+

dict[int, dict[str, Union[Point2, Unit, UnitTypeId, float]]]: +Tracks the worker tag to details such as the UnitTypeId of the +building, the Point2 location for placement, the in-game +time when the order started, and the purpose of the building.

+
+
+
+ +
+ +
+ + + +

+ get_cached_enemy_army + + + property + + +

+ + +
+ +

Get the Units object for the enemy army.

+

UnitCacheManager

+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ Units + +
+

The enemy army.

+
+
+
+ +
+ +
+ + + +

+ get_cached_enemy_workers + + + property + + +

+ + +
+ +

Get the Units object for the enemy workers.

+

UnitCacheManager

+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ Units + +
+

The enemy workers.

+
+
+
+ +
+ +
+ + + +

+ get_cached_ground_grid + + + property + + +

+ + +
+ +

Get a non-influence ground pathing grid.

+

GridManager

+

Example: +

import numpy as np
+
+cached_ground_grid: np.ndarray = (
+    self.mediator.get_cached_ground_grid
+)
+

+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ ndarray + +
+

The clean ground pathing grid.

+
+
+
+ +
+ +
+ + + +

+ get_climber_grid + + + property + + +

+ + +
+ +

Get the climber ground pathing grid for reapers and colossus.

+

GridManager

+

Example: +

import numpy as np
+
+climber_grid: np.ndarray = (
+    self.mediator.get_climber_grid
+)
+

+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ ndarray + +
+

The climber pathing grid.

+
+
+
+ +
+ +
+ + + +

+ get_defensive_third + + + property + + +

+ + +
+ +

Get the third furthest from enemy.

+

TerrainManager

+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ Point2 + +
+

Location of the third base furthest from the enemy.

+
+
+
+ +
+ +
+ + + +

+ get_enemy_army_dict + + + property + + +

+ + +
+ +

Get the dictionary of enemy army unit types to the units themselves.

+

UnitCacheManager

+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ DefaultDict[UnitTypeId, Units] + +
+

The dictionary of enemy army unit types to the units themselves.

+
+
+
+ +
+ +
+ + + +

+ get_enemy_expanded + + + property + + +

+ + +
+ +

Has the enemy expanded?

+

WARNING: Opinionated method, please write your own if you don't +agree with this decision.

+

Intel Manager

+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ bool + +
+

Has enemy expanded out of their main?

+
+
+
+ +
+ +
+ + + +

+ get_enemy_expansions + + + property + + +

+ + +
+ +

Get the expansions, as ordered from the enemy's point of view.

+

TerrainManager

+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ list[Tuple[Point2, float]] + +
+

list[Tuple[Point2, float]]: +The first element is the +location of the base. The second element is the pathing +distance from the enemy main base.

+
+
+
+ +
+ +
+ + + +

+ get_enemy_fliers + + + property + + +

+ + +
+ +

Get enemy flying units.

+

UnitMemoryManager

+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ Units + +
+

Enemy flying units.

+
+
+
+ +
+ +
+ + + +

+ get_enemy_four_gate + + + 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:

+ + + + + + + + + + + + + +
TypeDescription
+ bool + +
+

Is enemy four gate?

+
+
+
+ +
+ +
+ + + +

+ get_enemy_fourth + + + property + + +

+ + +
+ +

Get the enemy fourth base.

+

TerrainManager

+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ Point2 + +
+

Location of the enemy fourth base.

+
+
+
+ +
+ +
+ + + +

+ get_enemy_ground + + + property + + +

+ + +
+ +

Get enemy ground units.

+

UnitMemoryManager

+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ Units + +
+

Enemy ground units.

+
+
+
+ +
+ +
+ + + +

+ get_enemy_has_base_outside_natural + + + 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:

+ + + + + + + + + + + + + +
TypeDescription
+ bool + +
+

Has enemy expanded out of natural?

+
+
+
+ +
+ +
+ + + +

+ get_enemy_ling_rushed + + + property + + +

+ + +
+ +

Has the enemy ling rushed?

+

WARNING: Opinionated method, please write your own if you don't +agree with this decision.

+

Intel Manager

+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ bool + +
+

Enemy ling rushed?

+
+
+
+ +
+ +
+ + + +

+ get_enemy_marauder_rush + + + 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:

+ + + + + + + + + + + + + +
TypeDescription
+ bool + +
+

Enemy marauder rush?

+
+
+
+ +
+ +
+ + + +

+ get_enemy_marine_rush + + + 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:

+ + + + + + + + + + + + + +
TypeDescription
+ bool + +
+

Enemy marine rushed?

+
+
+
+ +
+ +
+ + + +

+ get_enemy_nat + + + property + + +

+ + +
+ +

Get the enemy natural expansion.

+

TerrainManager

+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ Point2 + +
+

Location of the enemy natural expansion.

+
+
+
+ +
+ +
+ + + +

+ get_enemy_ramp + + + property + + +

+ + +
+ +

Get the enemy main base ramp.

+

TerrainManager

+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ Ramp + +
+

sc2 Ramp object for the enemy main base ramp.

+
+
+
+ +
+ +
+ + + +

+ get_enemy_ravager_rush + + + property + + +

+ + +
+ +

Has the enemy ravager rushed?

+

WARNING: Opinionated method, please write your own if you don't +agree with this decision.

+

Intel Manager

+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ Point2 + +
+

Enemy ravager rush?

+
+
+
+ +
+ +
+ + + +

+ get_enemy_roach_rushed + + + property + + +

+ + +
+ +

Did the enemy roach rush?

+

WARNING: Opinionated method, please write your own if you don't +agree with this decision.

+

Intel Manager

+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ Point2 + +
+

Enemy roach rushed?

+
+
+
+ +
+ +
+ + + +

+ get_enemy_third + + + property + + +

+ + +
+ +

Get the enemy third base.

+

TerrainManager

+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ Point2 + +
+

Location of the enemy third base.

+
+
+
+ +
+ +
+ + + +

+ get_enemy_tree + + + property + + +

+ + +
+ +

Get the KDTree representing all enemy unit positions.

+

UnitMemoryManager

+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ KDTree + +
+

KDTree representing all enemy unit positions.

+
+
+
+ +
+ +
+ + + +

+ get_enemy_was_greedy + + + property + + +

+ + +
+ +

Was the enemy greedy?

+

WARNING: Currently not working, will always return False +WARNING: Opinionated method, please write your own if you don't +agree with this decision.

+

Intel Manager

+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ Point2 + +
+

Enemy was greedy?

+
+
+
+ +
+ +
+ + + +

+ get_enemy_went_four_gate + + + 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:

+ + + + + + + + + + + + + +
TypeDescription
+ Point2 + +
+

Enemy went four gate in this game?

+
+
+
+ +
+ +
+ + + +

+ get_enemy_went_marauder_rush + + + 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:

+ + + + + + + + + + + + + +
TypeDescription
+ Point2 + +
+

Enemy went marauder rush in this game?

+
+
+
+ +
+ +
+ + + +

+ get_enemy_went_marine_rush + + + 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:

+ + + + + + + + + + + + + +
TypeDescription
+ Point2 + +
+

Enemy went marine rush in this game?

+
+
+
+ +
+ +
+ + + +

+ get_enemy_went_reaper + + + 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:

+ + + + + + + + + + + + + +
TypeDescription
+ Point2 + +
+

Enemy went reaper in this game?

+
+
+
+ +
+ +
+ + + +

+ get_enemy_worker_rushed + + + 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:

+ + + + + + + + + + + + + +
TypeDescription
+ Point2 + +
+

Enemy went worker rush in this game?

+
+
+
+ +
+ +
+ + + +

+ get_flying_enemy_near_bases + + + property + + +

+ + +
+ +

Get dictionary containing flying enemy near townhalls.

+

EnemyToBase Manager

+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ dict[int, set[int]] + +
+

dict[int, set[int]]: +A dictionary mapping townhall tags (keys) to sets of + enemy tags (values) near each base.

+
+
+
+ +
+ +
+ + + +

+ get_flying_structure_tracker + + + property + + +

+ + +
+ +

Get the current information stored by FlyingStructureManager.

+

FlyingStructureManager

+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ dict[int, Any] + +
+

Key -> structure_tag, Value -> Information about the flight.

+
+
+
+ +
+ +
+ + + +

+ get_forcefield_positions + + + property + + +

+ + +
+ +

Get positions of forcefields.

+

GridManager

+

Example: +

from sc2.position import Point2
+
+ff_positions: list[Point2] = self.mediator.get_forcefield_positions
+

+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ list[Point2] + +
+

List of the center point of forcefields.

+
+
+
+ +
+ +
+ + + +

+ get_ground_avoidance_grid + + + property + + +

+ + +
+ +

Get the ground avoidance pathing grid.

+

GridManager

+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ ndarray + +
+

The ground avoidance pathing grid.

+
+
+
+ +
+ +
+ + + +

+ get_ground_enemy_near_bases + + + property + + +

+ + +
+ +

Get dictionary containing ground enemy near townhalls.

+

EnemyToBase Manager

+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ dict[int, set[int]] + +
+

dict[int, set[int]]: +A dictionary where the integer key is a townhall tag. +And the value contains a set of ints containing +enemy tags near this base.

+
+
+
+ +
+ +
+ + + +

+ get_ground_grid + + + property + + +

+ + +
+ +

Get the ground pathing grid.

+

GridManager

+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ ndarray + +
+

The ground pathing grid.

+
+
+
+ +
+ +
+ + + +

+ get_ground_to_air_grid + + + property + + +

+ + +
+ +

Get the ground pathing grid.

+

GridManager

+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ ndarray + +
+

The ground pathing grid.

+
+
+
+ +
+ +
+ + + +

+ get_initial_pathing_grid + + + property + + +

+ + +
+ +

Get the pathing grid as it was on the first iteration.

+

TerrainManager

+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ ndarray + +
+

The pathing grid as it was on the first iteration.

+
+
+
+ +
+ +
+ + + +

+ get_is_free_expansion + + + property + + +

+ + +
+ +

Check all bases for a free expansion.

+

TerrainManager

+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ bool + +
+

True if there exists a free expansion, False otherwise.

+
+
+
+ +
+ +
+ + + +

+ get_is_proxy_zealot + + + 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:

+ + + + + + + + + + + + + +
TypeDescription
+ bool + +
+

Enemy is attempting a proxy zealot rush?

+
+
+
+ +
+ +
+ + + +

+ get_main_air_threats_near_townhall + + + property + + +

+ + +
+ +

Get the main enemy air force near one of our bases.

+

EnemyToBase Manager

+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ Units + +
+

The largest enemy air force near our bases.

+
+
+
+ +
+ +
+ + + +

+ get_main_ground_threats_near_townhall + + + property + + +

+ + +
+ +

Get the main enemy ground force near one of our bases.

+

EnemyToBase Manager

+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ Units + +
+

The largest enemy ground force near our bases.

+
+
+
+ +
+ +
+ + + +

+ get_map_choke_points + + + property + + +

+ + +
+ +

All the points on the map that compose choke points.

+

TerrainManager

+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ set[Point2] + +
+

All the points on the map that compose choke points.

+
+
+
+ +
+ +
+ + + +

+ get_map_data_object + + + property + + +

+ + +
+ +

Get the MapAnalyzer.MapData object being used.

+

PathManager

+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ MapData + +
+

The MapAnalyzer.MapData object being used.

+
+
+
+ +
+ +
+ + + +

+ get_mineral_patch_to_list_of_workers + + + property + + +

+ + +
+ +

Get a dictionary containing mineral tag to worker tags

+

Resource Manager

+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ Dict[int, Set[int]] + +
+

Dictionary where key is mineral tag, and value is workers assigned here.

+
+
+
+ +
+ +
+ + + +

+ get_mineral_target_dict + + + 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:

+ + + + + + + + + + + + + +
TypeDescription
+ dict[int, Point2] + +
+

Key -> mineral tag, Value -> Position

+
+
+
+ +
+ +
+ + + +

+ get_num_available_mineral_patches + + + 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:

+ + + + + + + + + + + + + +
TypeDescription
+ int + +
+

Number available mineral fields.

+
+
+
+ +
+ +
+ + + +

+ get_ol_spot_near_enemy_nat + + + property + + +

+ + +
+ +

Get the overlord spot nearest to the enemy natural.

+

TerrainManager

+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ Point2 + +
+

Overlord spot near the enemy natural.

+
+
+
+ +
+ +
+ + + +

+ get_ol_spots + + + property + + +

+ + +
+ +

High ground Overlord hiding spots.

+

TerrainManager

+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ list[Point2] + +
+

List of Overlord hiding spots.

+
+
+
+ +
+ +
+ + + +

+ get_old_own_army_dict + + + property + + +

+ + +
+ +

Get the previous iteration's own_army dict.

+

UnitCacheManager

+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ Dict[UnitTypeId, Units] + +
+

The dictionary of own army unit types to the units themselves.

+
+
+
+ +
+ +
+ + + +

+ get_own_army + + + property + + +

+ + +
+ +

Get the Units object for our own army.

+

UnitCacheManager

+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ Units + +
+

Our own army.

+
+
+
+ +
+ +
+ + + +

+ get_own_army_dict + + + property + + +

+ + +
+ +

Get the dictionary of own army unit types to the units themselves.

+

UnitCacheManager

+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ Dict[UnitTypeId, Units] + +
+

The dictionary of own army unit types to the units themselves.

+
+
+
+ +
+ +
+ + + +

+ get_own_expansions + + + property + + +

+ + +
+ +

Get the expansions.

+

TerrainManager

+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ list[Tuple[Point2, float]] + +
+

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 + + + property + + +

+ + +
+ +

Get our natural expansion.

+

TerrainManager

+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ Point2 + +
+

Location of our natural expansion.

+
+
+
+ +
+ +
+ + + +

+ get_own_structures_dict + + + property + + +

+ + +
+ +

Get the dictionary of own structure types to the units themselves.

+

UnitCacheManager

+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ DefaultDict[UnitTypeId, Units] + +
+

The dictionary of own structure types to the units themselves.

+
+
+
+ +
+ +
+ + + +

+ get_own_tree + + + property + + +

+ + +
+ +

Get the KDTree representing all friendly unit positions.

+

UnitMemoryManager

+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ Units + +
+

KDTree representing all friendly unit positions.

+
+
+
+ +
+ +
+ + + +

+ get_placements_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:

+ + + + + + + + + + + + + +
TypeDescription
+ dict + +
+

Indicating if structure can be placed at given position.

+
+
+
+ +
+ +
+ + + +

+ get_positions_blocked_by_burrowed_enemy + + + property + + +

+ + +
+ +

Build positions that are blocked by a burrowed enemy unit.

+

TerrainManager

+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ list[Point2] + +
+

List of build positions that are blocked by a burrowed enemy unit.

+
+
+
+ +
+ +
+ + + +

+ get_priority_ground_avoidance_grid + + + property + + +

+ + +
+ +

Get the pathing grid containing things ground units should always avoid.

+

GridManager

+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ ndarray + +
+

The priority ground avoidance pathing grid.

+
+
+
+ +
+ +
+ + + +

+ get_pvz_nat_gatekeeping_pos + + + property + + +

+ + +
+ +

Get the gatekeeper position in a PvZ natural wall if available.

+

WARNING: This can return None so your code should account for this.

+

PlacementManager

+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ Union[Point2, None] + +
+

Position of gatekeeper in natural wall

+
+
+
+ +
+ +
+ + + +

+ get_removed_units + + + property + + +

+ + +
+ +

Get the units removed from memory units.

+

UnitCacheManager

+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ Units + +
+

The units removed from memory units.

+
+
+
+ +
+ +
+ + + +

+ get_tactical_ground_grid + + + property + + +

+ + +
+ +

Get the tactical ground grid.

+

Normal pathable tiles with no units on them +have a value of 1000.0

+

Tiles with more enemy have value > 1000 +Tiles with more friendly have value < 1000

+

GridManager

+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ ndarray + +
+

The ground tactical grid.

+
+
+
+ +
+ +
+ + + +

+ get_th_tag_with_largest_ground_threat + + + 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:

+ + + + + + + + + + + + + +
TypeDescription
+ int + +
+

The largest enemy ground force near our bases.

+
+
+
+ +
+ +
+ + + +

+ get_unit_role_dict + + + property + + +

+ + +
+ +

Get the dictionary of UnitRole to the set of tags of units with that role.

+

UnitRoleManager

+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ Dict[UnitRole, Set[int]] + +
+

Dictionary of UnitRole to the set of tags of units with that role.

+
+
+
+ +
+ +
+ + + +

+ get_unit_to_ability_dict + + + property + + +

+ + +
+ +

Get a dictionary containing unit tag, to ability frame cooldowns.

+

AbilityTrackerManager.

+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ dict[int, Any] + +
+

Unit tag to abilities and the next frame they can be casted.

+
+
+
+ +
+ +
+ + + +

+ get_whole_map_array + + + property + + +

+ + +
+ +

Get the list containing every point on the map.

+

GridManager

+

Notes

+

This does not return Point2s.

+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ list[list[int]] + +
+

Every point on the map.

+
+
+
+ +
+ +
+ + + +

+ get_whole_map_tree + + + property + + +

+ + +
+ +

Get the KDTree of all points on the map.

+

PathManager

+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ KDTree + +
+

KDTree of all points on the map.

+
+
+
+ +
+ +
+ + + +

+ get_worker_tag_to_townhall_tag + + + property + + +

+ + +
+ +

Get a dictionary containing worker tag to townhall tag. +Where the townhall is the place where worker returns resources

+

Resource Manager

+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ dict[int, int] + +
+

Dictionary where key is worker tag, and value is townhall tag.

+
+
+
+ +
+ +
+ + + +

+ get_worker_to_mineral_patch_dict + + + property + + +

+ + +
+ +

Get a dictionary containing worker tag to mineral patch tag.

+

Resource Manager

+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ dict[int, int] + +
+

Dictionary where key is worker tag, and value is mineral tag.

+
+
+
+ +
+ +
+ + + +

+ get_worker_to_vespene_dict + + + property + + +

+ + +
+ +

Get a dictionary containing worker tag to gas building tag.

+

Resource Manager

+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ dict + +
+

Dictionary where key is worker tag, and value is gas building tag.

+
+
+
+ +
+ + + +
+ + +

+ add_managers(managers) + +

+ + +
+ +

Generate manager dictionary.

+ + +

Parameters:

+ + + + + + + + + + + + + + + + + +
NameTypeDescriptionDefault
+ managers + + list['Manager'] + +
+

List of all Managers capable of handling ManagerRequests.

+
+
+ required +
+ +
+ Source code in src/ares/managers/manager_mediator.py +
77
+78
+79
+80
+81
+82
+83
+84
def add_managers(self, managers: list["Manager"]) -> None:  # noqa
+    """Generate manager dictionary.
+
+    Parameters:
+        managers: List of all Managers capable of handling ManagerRequests.
+    """
+    for manager in managers:
+        self.managers[str(type(manager).__name__)] = manager
+
+
+
+ +
+ +
+ + +

+ assign_role(**kwargs) + +

+ + +
+ +

Assign a unit a role.

+

UnitRoleManager

+ + +

Parameters:

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescriptionDefault
+ tag + + int + +
+

Tag of the unit to be assigned.

+
+
+ required +
+ role + + UnitRole + +
+

What role the unit should have.

+
+
+ required +
+ remove_from_squad + + bool + +
+

Attempt to remove +this unit from squad bookkeeping. Default is True.

+
+
+ required +
+ +
+ Source code in src/ares/managers/manager_mediator.py +
def assign_role(self, **kwargs) -> None:
+    """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, optional): Attempt to remove
+            this unit from squad bookkeeping. Default is True.
+    """
+    return self.manager_request(
+        ManagerName.UNIT_ROLE_MANAGER,
+        ManagerRequestType.ASSIGN_ROLE,
+        **kwargs,
+    )
+
+
+
+ +
+ +
+ + +

+ 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:

+ + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescriptionDefault
+ tags + + Set[int] + +
+

Tags of the units to assign to a role.

+
+
+ required +
+ role + + UnitRole + +
+

The role the units should be assigned to.

+
+
+ required +
+ +
+ Source code in src/ares/managers/manager_mediator.py +
def batch_assign_role(self, **kwargs) -> None:
+    """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.
+    """
+    return self.manager_request(
+        ManagerName.UNIT_ROLE_MANAGER,
+        ManagerRequestType.BATCH_ASSIGN_ROLE,
+        **kwargs,
+    )
+
+
+
+ +
+ +
+ + +

+ build_with_specific_worker(**kwargs) + +

+ + +
+ +

Build a structure with a specific worker.

+

BuildingManager.

+ + +

Parameters:

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescriptionDefault
+ worker + + Unit + +
+

The chosen worker.

+
+
+ required +
+ structure_type + + UnitTypeId + +
+

What type of structure to build.

+
+
+ required +
+ pos + + Point2 + +
+

Where the structure should be placed.

+
+
+ required +
+ building_purpose + + BuildingPurpose + +
+

Why the structure is being placed.

+
+
+ required +
+ + +

Returns:

+ + + + + + + + + + + + + + + + + +
Name TypeDescription
bool + bool + +
+

True if a position for the building is found and

+
+
+ bool + +
+

the worker is valid, otherwise False.

+
+
+ +
+ Source code in src/ares/managers/manager_mediator.py +
def build_with_specific_worker(self, **kwargs) -> bool:
+    """Build a structure with a specific worker.
+
+    BuildingManager.
+
+    Parameters:
+        worker (Unit): The chosen worker.
+        structure_type (UnitTypeId): 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.
+
+
+
+    """
+    return self.manager_request(
+        ManagerName.BUILDING_MANAGER,
+        ManagerRequestType.BUILD_WITH_SPECIFIC_WORKER,
+        **kwargs,
+    )
+
+
+
+ +
+ +
+ + +

+ building_position_blocked_by_burrowed_unit(**kwargs) + +

+ + +
+ +

See if the building position is blocked by a burrowed unit.

+

TerrainManager

+ + +

Parameters:

+ + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescriptionDefault
+ worker_tag + + int + +
+

The worker attempting to build the structure.

+
+
+ required +
+ position + + Point2 + +
+

Where the structure is attempting to be placed.

+
+
+ required +
+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ Optional[Point2] + +
+

The position that's blocked by an enemy unit.

+
+
+ +
+ Source code in src/ares/managers/manager_mediator.py +
def building_position_blocked_by_burrowed_unit(self, **kwargs) -> Optional[Point2]:
+    """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:
+        The position that's blocked by an enemy unit.
+    """
+    return self.manager_request(
+        ManagerName.TERRAIN_MANAGER,
+        ManagerRequestType.BUILDING_POSITION_BLOCKED_BY_BURROWED_UNIT,
+        **kwargs,
+    )
+
+
+
+ +
+ +
+ + +

+ 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:

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescriptionDefault
+ position + + Point2 + +
+

The intended building position.

+
+
+ required +
+ structure_type + + UnitTypeId + +
+

Structure type we want to place.

+
+
+ required +
+ include_addon + + bool + +
+

For Terran structures, +check addon will place too.

+
+
+ required +
+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ bool + +
+

Indicating if structure can be placed at given position.

+
+
+ +
+ Source code in src/ares/managers/manager_mediator.py +
def can_place_structure(self, **kwargs) -> bool:
+    """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:
+        Indicating if structure can be placed at given position.
+    """
+    return self.manager_request(
+        ManagerName.PLACEMENT_MANAGER,
+        ManagerRequestType.CAN_PLACE_STRUCTURE,
+        **kwargs,
+    )
+
+
+
+ +
+ +
+ + +

+ can_win_fight(**kwargs) + +

+ + +
+ +

Get the predicted engagement result between two forces.

+

Combat Sim Manager.

+ + +

Parameters:

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescriptionDefault
+ own_units + + Units + +
+

Our units involved in the battle.

+
+
+ required +
+ enemy_units + + Units + +
+

The enemy units.

+
+
+ required +
+ timing_adjust + + bool + +
+

Whether to consider the distance between units.

+
+
+ required +
+ good_positioning + + bool + +
+

Whether to assume units are decently split.

+
+
+ required +
+ workers_do_no_damage + + bool + +
+

Whether to ignore workers' damage.

+
+
+ required +
+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ EngagementResult + +
+

Enum indicating the human-readable engagement result.

+
+
+ +
+ Source code in src/ares/managers/manager_mediator.py +
def can_win_fight(self, **kwargs) -> EngagementResult:
+    """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): Whether to consider the distance between units.
+        good_positioning (bool): Whether to assume units are decently split.
+        workers_do_no_damage (bool): Whether to ignore workers' damage.
+
+    Returns:
+        Enum indicating the human-readable engagement result.
+
+
+    """
+    return self.manager_request(
+        ManagerName.COMBAT_SIM_MANAGER, ManagerRequestType.CAN_WIN_FIGHT, **kwargs
+    )
+
+
+
+ +
+ +
+ + +

+ 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:

+ + + + + + + + + + + + + + + + + +
NameTypeDescriptionDefault
+ structure + + Unit + +
+

The actual structure to cancel.

+
+
+ required +
+ +
+ Source code in src/ares/managers/manager_mediator.py +
def cancel_structure(self, **kwargs) -> None:
+    """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.
+
+    """
+    return self.manager_request(
+        ManagerName.BUILDING_MANAGER,
+        ManagerRequestType.CANCEL_STRUCTURE,
+        **kwargs,
+    )
+
+
+
+ +
+ +
+ + +

+ clear_role(**kwargs) + +

+ + +
+ +

Clear a unit's role.

+

UnitRoleManager

+ + +

Parameters:

+ + + + + + + + + + + + + + + + + +
NameTypeDescriptionDefault
+ tag + + int + +
+

Tag of the unit to clear the role of.

+
+
+ required +
+ +
+ Source code in src/ares/managers/manager_mediator.py +
def clear_role(self, **kwargs) -> None:
+    """Clear a unit's role.
+
+    UnitRoleManager
+
+    Parameters:
+        tag (int): Tag of the unit to clear the role of.
+    """
+    return self.manager_request(
+        ManagerName.UNIT_ROLE_MANAGER, ManagerRequestType.CLEAR_ROLE, **kwargs
+    )
+
+
+
+ +
+ +
+ + +

+ find_closest_safe_spot(**kwargs) + +

+ + +
+ +

Find the closest point with the lowest cost on a grid.

+

PathManager

+ + +

Parameters:

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescriptionDefault
+ from_pos + + Point2 + +
+

Where the search starts from.

+
+
+ required +
+ grid + + ndarray + +
+

The grid to find the low-cost point on.

+
+
+ required +
+ radius + + float + +
+

How far away the safe point can be.

+
+
+ required +
+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ Point2 + +
+

The closest location with the lowest cost.

+
+
+ +
+ Source code in src/ares/managers/manager_mediator.py +
def find_closest_safe_spot(self, **kwargs) -> Point2:
+    """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:
+        The closest location with the lowest cost.
+
+
+    """
+    return self.manager_request(
+        ManagerName.PATH_MANAGER, ManagerRequestType.GET_CLOSEST_SAFE_SPOT, **kwargs
+    )
+
+
+
+ +
+ +
+ + +

+ 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:

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescriptionDefault
+ start + + Point2 + +
+

Start point of the path.

+
+
+ required +
+ target + + Point2 + +
+

Desired end point of the path.

+
+
+ required +
+ grid + + ndarray + +
+

The grid that should be used for pathing.

+
+
+ required +
+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ list[Point2] + +
+

List of points composing the path.

+
+
+ +
+ Source code in src/ares/managers/manager_mediator.py +
def find_low_priority_path(self, **kwargs) -> list[Point2]:
+    """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 of points composing the path.
+    """
+    return self.manager_request(
+        ManagerName.PATH_MANAGER,
+        ManagerRequestType.FIND_LOW_PRIORITY_PATH,
+        **kwargs,
+    )
+
+
+
+ +
+ +
+ + +

+ find_lowest_cost_points(**kwargs) + +

+ + +
+ +

Find the point(s) with the lowest cost within radius from from_pos.

+

PathManager

+ + +

Parameters:

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescriptionDefault
+ from_pos + + Point2 + +
+

Point to start the search from.

+
+
+ required +
+ radius + + float + +
+

How far away the returned points can be.

+
+
+ required +
+ grid + + ndarray + +
+

Which grid to query for lowest cost points.

+
+
+ required +
+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ list[Point2] + +
+

Points with the lowest cost on the grid.

+
+
+ +
+ Source code in src/ares/managers/manager_mediator.py +
def find_lowest_cost_points(self, **kwargs) -> list[Point2]:
+    """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:
+        Points with the lowest cost on the grid.
+    """
+    return self.manager_request(
+        ManagerName.PATH_MANAGER,
+        ManagerRequestType.FIND_LOWEST_COST_POINTS,
+        **kwargs,
+    )
+
+
+
+ +
+ +
+ + +

+ find_path_next_point(**kwargs) + +

+ + +
+ +

Find the next point in a path.

+ + +

Parameters:

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescriptionDefault
+ start + + Point2 + +
+

Start point of the path.

+
+
+ required +
+ target + + Point2 + +
+

Desired end point of the path.

+
+
+ required +
+ grid + + ndarray + +
+

The grid that should be used for pathing.

+
+
+ required +
+ sensitivity + + int + +
+

Amount of points that should be +skipped in the full path between tiles that are returned. +Default value is 5.

+
+
+ required +
+ smoothing + + bool + +
+

Optional path smoothing where nodes are +removed if it's possible to jump ahead some tiles in +a straight line with a lower cost. +Default value is False.

+
+
+ required +
+ sense_danger + + bool + +
+

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. +Default value is True.

+
+
+ required +
+ danger_distance + + float + +
+

How far away from the +start to look for danger. +Default value is 20.

+
+
+ required +
+ danger_threshold + + float + +
+

Minimum value for a tile +to be considered dangerous. +Default value is 5.

+
+
+ required +
+ + +

Returns:

+ + + + + + + + + + + + + + + + + +
TypeDescription
+ Point2 + +
+

The next point in the path from the start to the target which may be the

+
+
+ Point2 + +
+

same as the target if it's safe.

+
+
+ +
+ Source code in src/ares/managers/manager_mediator.py +
def find_path_next_point(self, **kwargs) -> Point2:
+    """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.
+            Default value is 5.
+        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.
+            Default value is False.
+        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.
+            Default value is True.
+        danger_distance (float, optional): How far away from the
+            start to look for danger.
+            Default value is 20.
+        danger_threshold (float, optional): Minimum value for a tile
+            to be considered dangerous.
+            Default value is 5.
+
+    Returns:
+        The next point in the path from the start to the target which may be the
+        same as the target if it's safe.
+    """
+    return self.manager_request(
+        ManagerName.PATH_MANAGER, ManagerRequestType.PATH_NEXT_POINT, **kwargs
+    )
+
+
+
+ +
+ +
+ + +

+ find_raw_path(**kwargs) + +

+ + +
+ +

Used for finding a full path, mostly for distance checks.

+

PathManager

+ + +

Parameters:

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescriptionDefault
+ start + + Point2 + +
+

Start point of the path.

+
+
+ required +
+ target + + Point2 + +
+

Desired end point of the path.

+
+
+ required +
+ grid + + ndarray + +
+

The grid that should be used for pathing.

+
+
+ required +
+ sensitivity + + int + +
+

Amount of points that should be skipped in +the full path between tiles that are returned.

+
+
+ required +
+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ list[Point2] + +
+

List of points composing the path.

+
+
+ +
+ Source code in src/ares/managers/manager_mediator.py +
def find_raw_path(self, **kwargs) -> list[Point2]:
+    """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 of points composing the path.
+    """
+    return self.manager_request(
+        ManagerName.PATH_MANAGER, ManagerRequestType.FIND_RAW_PATH, **kwargs
+    )
+
+
+
+ +
+ +
+ + +

+ get_all_from_roles_except(**kwargs) + +

+ + +
+ +

Get all units from the given roles except for unit types in excluded.

+

UnitRoleManager

+ + +

Parameters:

+ + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescriptionDefault
+ roles + + Set[UnitRole] + +
+

Roles to get units from.

+
+
+ required +
+ excluded + + Set[UnitTypeId] + +
+

Unit types that should not be included.

+
+
+ required +
+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ Units + +
+

Units matching the role that are not of an excluded type.

+
+
+ +
+ Source code in src/ares/managers/manager_mediator.py +
def get_all_from_roles_except(self, **kwargs) -> Units:
+    """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 matching the role that are not of an excluded type.
+    """
+    return self.manager_request(
+        ManagerName.UNIT_ROLE_MANAGER,
+        ManagerRequestType.GET_ALL_FROM_ROLES_EXCEPT,
+        **kwargs,
+    )
+
+
+
+ +
+ +
+ + +

+ 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:

+ + + + + + + + + + + + + + + + + +
NameTypeDescriptionDefault
+ th_pos + + Point2 + +
+

Position of townhall to find points behind +the mineral line of.

+
+
+ required +
+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ list[Point2] + +
+

Points behind the mineral line of the designated base.

+
+
+ +
+ Source code in src/ares/managers/manager_mediator.py +
def get_behind_mineral_positions(self, **kwargs) -> list[Point2]:
+    """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:
+        Points behind the mineral line of the designated base.
+    """
+    return self.manager_request(
+        ManagerName.TERRAIN_MANAGER,
+        ManagerRequestType.GET_BEHIND_MINERAL_POSITIONS,
+        **kwargs,
+    )
+
+
+
+ +
+ +
+ + +

+ get_closest_overlord_spot(**kwargs) + +

+ + +
+ +

Given a position, find the closest high ground overlord spot.

+

TerrainManager

+ + +

Parameters:

+ + + + + + + + + + + + + + + + + +
NameTypeDescriptionDefault
+ from_pos + + Point2 + +
+

Position the Overlord spot should be closest to.

+
+
+ required +
+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ Point2 + +
+

The closest Overlord hiding spot to the position.

+
+
+ +
+ Source code in src/ares/managers/manager_mediator.py +
def get_closest_overlord_spot(self, **kwargs) -> Point2:
+    """Given a position, find the closest high ground overlord spot.
+
+    TerrainManager
+
+    Parameters:
+        from_pos (Point2): Position the Overlord spot should be closest to.
+
+    Returns:
+        The closest Overlord hiding spot to the position.
+    """
+    return self.manager_request(
+        ManagerName.TERRAIN_MANAGER,
+        ManagerRequestType.GET_CLOSEST_OVERLORD_SPOT,
+        **kwargs,
+    )
+
+
+
+ +
+ +
+ + +

+ 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:

+ + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescriptionDefault
+ start_point + + Point2 + +
+

Where to start the flood fill.

+
+
+ required +
+ max_dist + + float + +
+

Only include points closer than this +distance to the start point.

+
+
+ required +
+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ set[tuple[int, int]] + +
+

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 +
def get_flood_fill_area(self, **kwargs) -> set[tuple[int, int]]:
+    """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.
+    """
+    return self.manager_request(
+        ManagerName.TERRAIN_MANAGER,
+        ManagerRequestType.GET_FLOOD_FILL_AREA,
+        **kwargs,
+    )
+
+
+
+ +
+ +
+ + +

+ get_own_unit_count(**kwargs) + +

+ + +
+ +

Get the dictionary of own structure types to the units themselves.

+

UnitCacheManager

+ + +

Parameters:

+ + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescriptionDefault
+ unit_type_id + + UnitTypeId + +
+

Unit type to count.

+
+
+ required +
+ include_alias + + bool + +
+

Check aliases. (default=True)

+
+
+ required +
+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ int + +
+

Total count of this unit including aliases if specified.

+
+
+ +
+ Source code in src/ares/managers/manager_mediator.py +
def get_own_unit_count(self, **kwargs) -> int:
+    """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:
+        Total count of this unit including aliases if specified.
+    """
+    return self.manager_request(
+        ManagerName.UNIT_CACHE_MANAGER,
+        ManagerRequestType.GET_OWN_UNIT_COUNT,
+        **kwargs,
+    )
+
+
+
+ +
+ +
+ + +

+ get_position_of_main_squad(**kwargs) + +

+ + +
+ +

Given a unit role, find where the main squad is.

+

SquadManager

+ + +

Parameters:

+ + + + + + + + + + + + + + + + + +
NameTypeDescriptionDefault
+ role + + UnitRole + +
+

Get the squads for this unit role.

+
+
+ required +
+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ Point2 + +
+

Position of main squad for this role

+
+
+ +
+ Source code in src/ares/managers/manager_mediator.py +
def get_position_of_main_squad(self, **kwargs) -> Point2:
+    """Given a unit role, find where the main squad is.
+
+    SquadManager
+
+    Parameters:
+        role (UnitRole): Get the squads for this unit role.
+
+    Returns:
+        Position of main squad for this `role`
+    """
+    return self.manager_request(
+        ManagerName.SQUAD_MANAGER,
+        ManagerRequestType.GET_POSITION_OF_MAIN_SQUAD,
+        **kwargs,
+    )
+
+
+
+ +
+ +
+ + +

+ get_squads(**kwargs) + +

+ + +
+ +

Given a unit role, get the updated squads.

+

SquadManager

+ + +

Parameters:

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescriptionDefault
+ role + + UnitRole + +
+

Get the squads for this unit role.

+
+
+ required +
+ squad_radius + + +
+

The threshold as to which separate squads are formed.

+
+
+ required +
+ unit_type + + +
+

If specified, only form squads with these unit types +WARNING: Will not remove units that have already + been assigned to a squad.

+
+
+ required +
+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ list['UnitSquad'] + +
+

Each squad with this unit role.

+
+
+ +
+ Source code in src/ares/managers/manager_mediator.py +
def get_squads(self, **kwargs) -> list["UnitSquad"]:
+    """Given a unit role, get the updated squads.
+
+    SquadManager
+
+    Parameters:
+        role (UnitRole): Get the squads for this unit role.
+        squad_radius: The threshold as to which separate squads are formed.
+        unit_type: If specified, only form squads with these unit types
+            WARNING: Will not remove units that have already
+                     been assigned to a squad.
+
+    Returns:
+        Each squad with this unit role.
+    """
+    return self.manager_request(
+        ManagerName.SQUAD_MANAGER,
+        ManagerRequestType.GET_SQUADS,
+        **kwargs,
+    )
+
+
+
+ +
+ +
+ + +

+ 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:

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescriptionDefault
+ role + + UnitRole + +
+

Role to get units from.

+
+
+ required +
+ unit_type + + UnitTypeId + +
+

Type(s) of units that should be returned. +If omitted, all units with the role will be returned.

+
+
+ required +
+ restrict_to + + Set[UnitTypeId] + +
+

If supplied, only take Units +with the given role and type if they also exist here.

+
+
+ required +
+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ Units + +
+

Units with the given role.

+
+
+ +
+ Source code in src/ares/managers/manager_mediator.py +
def get_units_from_role(self, **kwargs) -> Units:
+    """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 with the given role.
+    """
+    return self.manager_request(
+        ManagerName.UNIT_ROLE_MANAGER,
+        ManagerRequestType.GET_UNITS_FROM_ROLE,
+        **kwargs,
+    )
+
+
+
+ +
+ +
+ + +

+ get_units_from_roles(**kwargs) + +

+ + +
+ +

Get the units matching unit_type from the given roles.

+

UnitRoleManager

+ + +

Parameters:

+ + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescriptionDefault
+ roles + + Set[UnitRole] + +
+

Roles to get units from.

+
+
+ required +
+ unit_type + + UnitTypeId + +
+

Type(s) of units that should be returned. +If omitted, all units with the role will be returned.

+
+
+ required +
+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ Units + +
+

Units with the given roles.

+
+
+ +
+ Source code in src/ares/managers/manager_mediator.py +
def get_units_from_roles(self, **kwargs) -> Units:
+    """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 with the given roles.
+    """
+    return self.manager_request(
+        ManagerName.UNIT_ROLE_MANAGER,
+        ManagerRequestType.GET_UNITS_FROM_ROLES,
+        **kwargs,
+    )
+
+
+
+ +
+ +
+ + +

+ get_units_from_tags(**kwargs) + +

+ + +
+ +

Get a list of Unit objects corresponding to the given tags.

+

UnitCacheManager

+ + +

Parameters:

+ + + + + + + + + + + + + + + + + +
NameTypeDescriptionDefault
+ tags + + +
+

Tags of the units to retrieve.

+
+
+ required +
+ +
+ Source code in src/ares/managers/manager_mediator.py +
def get_units_from_tags(self, **kwargs) -> list[Unit]:
+    """Get a `list` of `Unit` objects corresponding to the given tags.
+
+    UnitCacheManager
+
+    Parameters:
+        tags: Tags of the units to retrieve.
+    """
+    return self.manager_request(
+        ManagerName.UNIT_CACHE_MANAGER,
+        ManagerRequestType.GET_UNITS_FROM_TAGS,
+        **kwargs,
+    )
+
+
+
+ +
+ +
+ + +

+ get_units_in_range(**kwargs) + +

+ + +
+ +

Get units in range of other units or points.

+

UnitMemoryManager

+ + +

Parameters:

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescriptionDefault
+ start_points + + List[Union[Unit, Tuple[float, float]]] + +
+

List of Units or positions to search for units from.

+
+
+ required +
+ distances + + Union[float, List[float]] + +
+

How far away from each point to +query. Must broadcast to the length of start_points.

+
+
+ required +
+ query_tree + + UnitTreeQueryType + +
+

Which KDTree should be queried.

+
+
+ required +
+ return_as_dict + + bool + +
+

Sets whether the returned units in range +should be a dictionary or list. Default is False.

+
+
+ required +
+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ Union[Dict[Union[int, Tuple[float, float]], Units], list[Units]] + +
+

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 +
def get_units_in_range(
+    self, **kwargs
+) -> Union[Dict[Union[int, Tuple[float, float]], Units], list[Units]]:
+    """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, optional): Sets whether the returned units in range
+            should be a dictionary or list. Default is False.
+
+
+    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`.
+
+    """
+    return self.manager_request(
+        ManagerName.UNIT_MEMORY_MANAGER,
+        ManagerRequestType.GET_UNITS_IN_RANGE,
+        **kwargs,
+    )
+
+
+
+ +
+ +
+ + +

+ is_position_safe(**kwargs) + +

+ + +
+ +

Check if the given position is considered dangerous.

+

PathManager

+ + +

Parameters:

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescriptionDefault
+ grid + + ndarray + +
+

The grid to evaluate safety on.

+
+
+ required +
+ position + + Point2 + +
+

The position to check the safety of.

+
+
+ required +
+ weight_safety_limit + + float + +
+

The maximum value the point can +have on the grid to be considered safe. +Default value is 1.0.

+
+
+ required +
+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ bool + +
+

True if the position is considered safe, False otherwise.

+
+
+ +
+ Source code in src/ares/managers/manager_mediator.py +
def is_position_safe(self, **kwargs) -> bool:
+    """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.
+            Default value is 1.0.
+
+    Returns:
+        True if the position is considered safe, False otherwise.
+    """
+    return self.manager_request(
+        ManagerName.PATH_MANAGER,
+        ManagerRequestType.IS_POSITION_SAFE,
+        **kwargs,
+    )
+
+
+
+ +
+ +
+ + +

+ manager_request(receiver, request, reason=None, **kwargs) + +

+ + +
+ +

Function to request information from a manager.

+ + +

Parameters:

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescriptionDefault
+ receiver + + ManagerName + +
+

Manager receiving the request.

+
+
+ required +
+ request + + ManagerRequestType + +
+

Requested attribute/function call.

+
+
+ required +
+ reason + + str + +
+

Why the request is being made.

+
+
+ None +
+ kwargs + + +
+

Keyword arguments (if any) to be passed to the requested function.

+
+
+ {} +
+ + +

Returns:

+ + + + + + + + + + + + + +
Name TypeDescription
Any + Any + +
+

There are too many possible return types to list all of them.

+
+
+ +
+ Source code in src/ares/managers/manager_mediator.py +
def manager_request(
+    self,
+    receiver: ManagerName,
+    request: ManagerRequestType,
+    reason: str = None,
+    **kwargs,
+) -> Any:
+    """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.
+
+
+    """
+    return self.managers[receiver.value].manager_request(
+        receiver, request, reason, **kwargs
+    )
+
+
+
+ +
+ +
+ + +

+ move_structure(**kwargs) + +

+ + +
+ +

Request a structure to move via flight.

+

FlyingStructureManager

+ + +

Parameters:

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescriptionDefault
+ structure + + Unit + +
+

The structure to be moved or landed.

+
+
+ required +
+ target + + Point2 + +
+

The target location for the structure.

+
+
+ required +
+ should_land + + bool + +
+

Whether the structure should +land after moving. Defaults to False.

+
+
+ required +
+ +
+ Source code in src/ares/managers/manager_mediator.py +
def move_structure(self, **kwargs) -> None:
+    """Request a structure to move via flight.
+
+    FlyingStructureManager
+
+    Parameters:
+        structure (Unit): The structure to be moved or landed.
+        target (Point2): The target location for the structure.
+        should_land (bool, optional): Whether the structure should
+            land after moving. Defaults to False.
+    """
+    return self.manager_request(
+        ManagerName.FLYING_STRUCTURE_MANAGER,
+        ManagerRequestType.MOVE_STRUCTURE,
+        **kwargs,
+    )
+
+
+
+ +
+ +
+ + +

+ remove_gas_building(**kwargs) + +

+ + +
+ +

Request for a gas building to be removed from bookkeeping.

+

Resource Manager

+ + +

Parameters:

+ + + + + + + + + + + + + + + + + +
NameTypeDescriptionDefault
+ gas_building_tag + + int + +
+

The tag of the gas building to remove.

+
+
+ required +
+ +
+ Source code in src/ares/managers/manager_mediator.py +
def remove_gas_building(self, **kwargs) -> None:
+    """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.
+    """
+    return self.manager_request(
+        ManagerName.RESOURCE_MANAGER,
+        ManagerRequestType.REMOVE_GAS_BUILDING,
+        **kwargs,
+    )
+
+
+
+ +
+ +
+ + +

+ remove_mineral_field(**kwargs) + +

+ + +
+ +

Request for a mineral field to be removed from bookkeeping.

+

Resource Manager

+ + +

Parameters:

+ + + + + + + + + + + + + + + + + +
NameTypeDescriptionDefault
+ mineral_field_tag + + int + +
+

The tag of the mineral patch to remove.

+
+
+ required +
+ +
+ Source code in src/ares/managers/manager_mediator.py +
def remove_mineral_field(self, **kwargs) -> None:
+    """Request for a mineral field to be removed from bookkeeping.
+
+    Resource Manager
+
+    Parameters:
+        mineral_field_tag (int): The tag of the mineral patch to remove.
+    """
+    return self.manager_request(
+        ManagerName.RESOURCE_MANAGER,
+        ManagerRequestType.REMOVE_MINERAL_FIELD,
+        **kwargs,
+    )
+
+
+
+ +
+ +
+ + +

+ remove_tag_from_squads(**kwargs) + +

+ + +
+ +

SquadManager

+ + +

Parameters:

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescriptionDefault
+ tag + + int + +
+

Get the squads for this unit role.

+
+
+ required +
+ squad_radius + + float + +
+

The threshold as to which separate squads are formed.

+
+
+ required +
+ unit_type + + UnitTypeId + +
+

If specified, only form squads with these unit types +WARNING: Will not remove units that have already + been assigned to a squad.

+
+
+ required +
+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ None + +
+

Each squad with this unit role.

+
+
+ +
+ Source code in src/ares/managers/manager_mediator.py +
def remove_tag_from_squads(self, **kwargs) -> None:
+    """
+    SquadManager
+
+    Parameters:
+        tag (int): Get the squads for this unit role.
+        squad_radius (float): The threshold as to which separate squads are formed.
+        unit_type (UnitTypeId): If specified, only form squads with these unit types
+            WARNING: Will not remove units that have already
+                     been assigned to a squad.
+
+    Returns:
+        Each squad with this unit role.
+    """
+    return self.manager_request(
+        ManagerName.SQUAD_MANAGER,
+        ManagerRequestType.REMOVE_TAG_FROM_SQUADS,
+        **kwargs,
+    )
+
+
+
+ +
+ +
+ + +

+ remove_worker_from_mineral(**kwargs) + +

+ + +
+ +

Remove worker from internal data structures.

+

This happens if worker gets assigned to do something else

+

ResourceManager

+ + +

Parameters:

+ + + + + + + + + + + + + + + + + +
NameTypeDescriptionDefault
+ worker_tag + + +
+

Tag of the worker to be removed.

+
+
+ required +
+ +
+ Source code in src/ares/managers/manager_mediator.py +
def remove_worker_from_mineral(self, **kwargs) -> None:
+    """Remove worker from internal data structures.
+
+    This happens if worker gets assigned to do something else
+
+    ResourceManager
+
+    Parameters:
+        worker_tag: Tag of the worker to be removed.
+    """
+    return self.manager_request(
+        ManagerName.RESOURCE_MANAGER,
+        ManagerRequestType.REMOVE_WORKER_FROM_MINERAL,
+        **kwargs,
+    )
+
+
+
+ +
+ +
+ + +

+ request_building_placement(**kwargs) + +

+ + +
+ +

Request a building placement from the precalculated building formation.

+

PlacementManager

+ + +

Parameters:

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescriptionDefault
+ base_location + + Point2 + +
+

The general area where the placement should be near. +This should be an expansion location.

+
+
+ required +
+ structure_type + + UnitTypeId + +
+

Structure type requested.

+
+
+ required +
+ first_pylon + + bool + +
+

Try to take designated +first pylon if available. +Default value is False.

+
+
+ required +
+ static_defence + + bool + +
+

Try to take designated +static defence placements if available. +Default value is False.

+
+
+ required +
+ wall + + bool + +
+

Request a wall structure placement. +Will find alternative if no wall placements available. +Default value is False.

+
+
+ required +
+ find_alternative + + bool + +
+

If no placements available +at base_location, find an alternative at a nearby base. +Default value is True.

+
+
+ required +
+ reserve_placement + + bool + +
+

Reserve this booking for a +while, so another customer doesn't request it. +Default value is True.

+
+
+ required +
+ within_psionic_matrix + + bool + +
+

Protoss specific -> calculated +position have power? +Default value is False.

+
+
+ required +
+ pylon_build_progress + + float + +
+

Only relevant +if within_psionic_matrix = True. +Default value is 1.0.

+
+
+ required +
+ closest_to + + Point2 + +
+

Find placement at base closest to this.

+
+
+ required +
+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ Optional[Point2] + +
+

Indicating if structure can be placed at given position.

+
+
+ +
+ Source code in src/ares/managers/manager_mediator.py +
def request_building_placement(self, **kwargs) -> Optional[Point2]:
+    """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 an expansion location.
+        structure_type (UnitID): Structure type requested.
+        first_pylon (bool, optional): Try to take designated
+            first pylon if available.
+            Default value is False.
+        static_defence (bool, optional): Try to take designated
+            static defence placements if available.
+            Default value is False.
+        wall (bool, optional): Request a wall structure placement.
+            Will find alternative if no wall placements available.
+            Default value is False.
+        find_alternative (bool, optional): If no placements available
+            at base_location, find an alternative at a nearby base.
+            Default value is True.
+        reserve_placement (bool, optional): Reserve this booking for a
+            while, so another customer doesn't request it.
+            Default value is True.
+        within_psionic_matrix (bool, optional): Protoss specific -> calculated
+            position have power?
+            Default value is False.
+        pylon_build_progress (float, optional): Only relevant
+            if `within_psionic_matrix = True`.
+            Default value is 1.0.
+        closest_to (Point2, optional): Find placement at base closest to this.
+
+
+    Returns:
+        Indicating if structure can be placed at given position.
+    """
+    return self.manager_request(
+        ManagerName.PLACEMENT_MANAGER,
+        ManagerRequestType.REQUEST_BUILDING_PLACEMENT,
+        **kwargs,
+    )
+
+
+
+ +
+ +
+ + +

+ request_warp_in(**kwargs) + +

+ + +
+ +

Request a warp in spot, without making a query to the game client.

+

PlacementManager

+ + +

Parameters:

+ + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescriptionDefault
+ unit_type + + UnitTypeId + +
+

The unit we want to warp in.

+
+
+ required +
+ target + + Optional[Point2] + +
+

If provided, attempt to find +spot closest to this location.

+
+
+ required +
+ +
+ Source code in src/ares/managers/manager_mediator.py +
def request_warp_in(self, **kwargs) -> None:
+    """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.
+    """
+    return self.manager_request(
+        ManagerName.WARP_IN_MANAGER,
+        ManagerRequestType.REQUEST_WARP_IN,
+        **kwargs,
+    )
+
+
+
+ +
+ +
+ + +

+ 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:

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescriptionDefault
+ target_position + + Point2 + +
+

Location to get the closest workers to.

+
+
+ required +
+ force_close + + bool + +
+

Select the available worker closest to +target_position if True.

+
+
+ required +
+ select_persistent_builder + + bool + +
+

If True, we can select +the persistent_builder if it's available.

+
+
+ required +
+ only_select_persistent_builder + + bool + +
+

If True, don't find an +alternative worker.

+
+
+ required +
+ min_health_perc + + float + +
+

Only select workers above this health percentage.

+
+
+ required +
+ min_shield_perc + + float + +
+

Only select workers above this shield percentage.

+
+
+ required +
+ + +

Returns:

+ + + + + + + + + + + + + +
TypeDescription
+ Optional[Unit] + +
+

Selected worker, if available.

+
+
+ +
+ Source code in src/ares/managers/manager_mediator.py +
def select_worker(self, **kwargs) -> Optional[Unit]:
+    """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 (float): Only select workers above this health percentage.
+        min_shield_perc (float): Only select workers above this shield percentage.
+
+    Returns:
+        Selected worker, if available.
+    """
+    return self.manager_request(
+        ManagerName.RESOURCE_MANAGER,
+        ManagerRequestType.SELECT_WORKER,
+        **kwargs,
+    )
+
+
+
+ +
+ +
+ + +

+ 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

+ +
+ Source code in src/ares/managers/manager_mediator.py +
def set_workers_per_gas(self, **kwargs) -> None:
+    """Give all units in a role a different role.
+
+    ResourceManager
+
+    Parameters
+    ----------
+    amount (int): Num workers to assign to each gas building
+    """
+    return self.manager_request(
+        ManagerName.RESOURCE_MANAGER,
+        ManagerRequestType.SET_WORKERS_PER_GAS,
+        **kwargs,
+    )
+
+
+
+ +
+ +
+ + +

+ switch_roles(**kwargs) + +

+ + +
+ +

Give all units in a role a different role.

+

UnitRoleManager

+ + +

Parameters:

+ + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescriptionDefault
+ from_role + + UnitRole + +
+

Role the units currently have.

+
+
+ required +
+ to_role + + UnitRole + +
+

Role to assign to the units.

+
+
+ required +
+ +
+ Source code in src/ares/managers/manager_mediator.py +
def switch_roles(self, **kwargs) -> None:
+    """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.
+    """
+    return self.manager_request(
+        ManagerName.UNIT_ROLE_MANAGER,
+        ManagerRequestType.SWITCH_ROLES,
+        **kwargs,
+    )
+
+
+
+ +
+ +
+ + +

+ 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:

+ + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescriptionDefault
+ ability + + AbilityId + +
+

The AbilityId that was used.

+
+
+ required +
+ unit_tag + + int + +
+

The tag of the Unit that used the ability.

+
+
+ required +
+ +
+ Source code in src/ares/managers/manager_mediator.py +
def update_unit_to_ability_dict(self, **kwargs) -> None:
+    """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.
+
+    """
+    return self.manager_request(
+        ManagerName.ABILITY_TRACKER_MANAGER,
+        ManagerRequestType.UPDATE_UNIT_TO_ABILITY_DICT,
+        **kwargs,
+    )
+
+
+
+ +
+ + + +
+ +
+ +
+ + + + + + + + + + + + + +
+
+ + + + + +
+ +
+ + + +
+
+
+
+ + + + + + + + + + \ No newline at end of file diff --git a/assets/_mkdocstrings.css b/assets/_mkdocstrings.css new file mode 100644 index 0000000..b500381 --- /dev/null +++ b/assets/_mkdocstrings.css @@ -0,0 +1,143 @@ + +/* Avoid breaking parameter names, etc. in table cells. */ +.doc-contents td code { + word-break: normal !important; +} + +/* No line break before first paragraph of descriptions. */ +.doc-md-description, +.doc-md-description>p:first-child { + display: inline; +} + +/* Max width for docstring sections tables. */ +.doc .md-typeset__table, +.doc .md-typeset__table table { + display: table !important; + width: 100%; +} + +.doc .md-typeset__table tr { + display: table-row; +} + +/* Defaults in Spacy table style. */ +.doc-param-default { + float: right; +} + +/* Parameter headings must be inline, not blocks. */ +.doc-heading-parameter { + display: inline; +} + +/* Prefer space on the right, not the left of parameter permalinks. */ +.doc-heading-parameter .headerlink { + margin-left: 0 !important; + margin-right: 0.2rem; +} + +/* Backward-compatibility: docstring section titles in bold. */ +.doc-section-title { + font-weight: bold; +} + +/* Symbols in Navigation and ToC. */ +:root, :host, +[data-md-color-scheme="default"] { + --doc-symbol-parameter-fg-color: #df50af; + --doc-symbol-attribute-fg-color: #953800; + --doc-symbol-function-fg-color: #8250df; + --doc-symbol-method-fg-color: #8250df; + --doc-symbol-class-fg-color: #0550ae; + --doc-symbol-module-fg-color: #5cad0f; + + --doc-symbol-parameter-bg-color: #df50af1a; + --doc-symbol-attribute-bg-color: #9538001a; + --doc-symbol-function-bg-color: #8250df1a; + --doc-symbol-method-bg-color: #8250df1a; + --doc-symbol-class-bg-color: #0550ae1a; + --doc-symbol-module-bg-color: #5cad0f1a; +} + +[data-md-color-scheme="slate"] { + --doc-symbol-parameter-fg-color: #ffa8cc; + --doc-symbol-attribute-fg-color: #ffa657; + --doc-symbol-function-fg-color: #d2a8ff; + --doc-symbol-method-fg-color: #d2a8ff; + --doc-symbol-class-fg-color: #79c0ff; + --doc-symbol-module-fg-color: #baff79; + + --doc-symbol-parameter-bg-color: #ffa8cc1a; + --doc-symbol-attribute-bg-color: #ffa6571a; + --doc-symbol-function-bg-color: #d2a8ff1a; + --doc-symbol-method-bg-color: #d2a8ff1a; + --doc-symbol-class-bg-color: #79c0ff1a; + --doc-symbol-module-bg-color: #baff791a; +} + +code.doc-symbol { + border-radius: .1rem; + font-size: .85em; + padding: 0 .3em; + font-weight: bold; +} + +code.doc-symbol-parameter { + color: var(--doc-symbol-parameter-fg-color); + background-color: var(--doc-symbol-parameter-bg-color); +} + +code.doc-symbol-parameter::after { + content: "param"; +} + +code.doc-symbol-attribute { + color: var(--doc-symbol-attribute-fg-color); + background-color: var(--doc-symbol-attribute-bg-color); +} + +code.doc-symbol-attribute::after { + content: "attr"; +} + +code.doc-symbol-function { + color: var(--doc-symbol-function-fg-color); + background-color: var(--doc-symbol-function-bg-color); +} + +code.doc-symbol-function::after { + content: "func"; +} + +code.doc-symbol-method { + color: var(--doc-symbol-method-fg-color); + background-color: var(--doc-symbol-method-bg-color); +} + +code.doc-symbol-method::after { + content: "meth"; +} + +code.doc-symbol-class { + color: var(--doc-symbol-class-fg-color); + background-color: var(--doc-symbol-class-bg-color); +} + +code.doc-symbol-class::after { + content: "class"; +} + +code.doc-symbol-module { + color: var(--doc-symbol-module-fg-color); + background-color: var(--doc-symbol-module-bg-color); +} + +code.doc-symbol-module::after { + content: "mod"; +} + +.doc-signature .autorefs { + color: inherit; + border-bottom: 1px dotted currentcolor; +} diff --git a/assets/images/favicon.png b/assets/images/favicon.png new file mode 100644 index 0000000..1cf13b9 Binary files /dev/null and b/assets/images/favicon.png differ diff --git a/assets/javascripts/bundle.f1b6f286.min.js b/assets/javascripts/bundle.f1b6f286.min.js new file mode 100644 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O(t.pipe(m(n=>n.closest("details:not([open])")),b(n=>e===n),m(()=>({action:"open",reveal:!0}))),r.pipe(b(n=>n||!o),w(()=>o=e.open),m(n=>({action:n?"open":"close"}))))}function Fn(e,t){return C(()=>{let r=new g;return r.subscribe(({action:o,reveal:n})=>{e.toggleAttribute("open",o==="open"),n&&e.scrollIntoView()}),za(e,t).pipe(w(o=>r.next(o)),_(()=>r.complete()),m(o=>$({ref:e},o)))})}var Un=".node circle,.node ellipse,.node path,.node polygon,.node rect{fill:var(--md-mermaid-node-bg-color);stroke:var(--md-mermaid-node-fg-color)}marker{fill:var(--md-mermaid-edge-color)!important}.edgeLabel .label rect{fill:#0000}.flowchartTitleText{fill:var(--md-mermaid-label-fg-color)}.label{color:var(--md-mermaid-label-fg-color);font-family:var(--md-mermaid-font-family)}.label foreignObject{line-height:normal;overflow:visible}.label div .edgeLabel{color:var(--md-mermaid-label-fg-color)}.edgeLabel,.edgeLabel p,.label div .edgeLabel{background-color:var(--md-mermaid-label-bg-color)}.edgeLabel,.edgeLabel p{fill:var(--md-mermaid-label-bg-color);color:var(--md-mermaid-edge-color)}.edgePath .path,.flowchart-link{stroke:var(--md-mermaid-edge-color);stroke-width:.05rem}.edgePath .arrowheadPath{fill:var(--md-mermaid-edge-color);stroke:none}.cluster rect{fill:var(--md-default-fg-color--lightest);stroke:var(--md-default-fg-color--lighter)}.cluster span{color:var(--md-mermaid-label-fg-color);font-family:var(--md-mermaid-font-family)}g #flowchart-circleEnd,g #flowchart-circleStart,g #flowchart-crossEnd,g #flowchart-crossStart,g #flowchart-pointEnd,g #flowchart-pointStart{stroke:none}.classDiagramTitleText{fill:var(--md-mermaid-label-fg-color)}g.classGroup line,g.classGroup rect{fill:var(--md-mermaid-node-bg-color);stroke:var(--md-mermaid-node-fg-color)}g.classGroup text{fill:var(--md-mermaid-label-fg-color);font-family:var(--md-mermaid-font-family)}.classLabel .box{fill:var(--md-mermaid-label-bg-color);background-color:var(--md-mermaid-label-bg-color);opacity:1}.classLabel .label{fill:var(--md-mermaid-label-fg-color);font-family:var(--md-mermaid-font-family)}.node .divider{stroke:var(--md-mermaid-node-fg-color)}.relation{stroke:var(--md-mermaid-edge-color)}.cardinality{fill:var(--md-mermaid-label-fg-color);font-family:var(--md-mermaid-font-family)}.cardinality text{fill:inherit!important}defs marker.marker.composition.class path,defs marker.marker.dependency.class path,defs marker.marker.extension.class path{fill:var(--md-mermaid-edge-color)!important;stroke:var(--md-mermaid-edge-color)!important}defs marker.marker.aggregation.class path{fill:var(--md-mermaid-label-bg-color)!important;stroke:var(--md-mermaid-edge-color)!important}.statediagramTitleText{fill:var(--md-mermaid-label-fg-color)}g.stateGroup rect{fill:var(--md-mermaid-node-bg-color);stroke:var(--md-mermaid-node-fg-color)}g.stateGroup .state-title{fill:var(--md-mermaid-label-fg-color)!important;font-family:var(--md-mermaid-font-family)}g.stateGroup .composit{fill:var(--md-mermaid-label-bg-color)}.nodeLabel,.nodeLabel p{color:var(--md-mermaid-label-fg-color);font-family:var(--md-mermaid-font-family)}a .nodeLabel{text-decoration:underline}.node circle.state-end,.node circle.state-start,.start-state{fill:var(--md-mermaid-edge-color);stroke:none}.end-state-inner,.end-state-outer{fill:var(--md-mermaid-edge-color)}.end-state-inner,.node circle.state-end{stroke:var(--md-mermaid-label-bg-color)}.transition{stroke:var(--md-mermaid-edge-color)}[id^=state-fork] rect,[id^=state-join] rect{fill:var(--md-mermaid-edge-color)!important;stroke:none!important}.statediagram-cluster.statediagram-cluster .inner{fill:var(--md-default-bg-color)}.statediagram-cluster rect{fill:var(--md-mermaid-node-bg-color);stroke:var(--md-mermaid-node-fg-color)}.statediagram-state rect.divider{fill:var(--md-default-fg-color--lightest);stroke:var(--md-default-fg-color--lighter)}defs #statediagram-barbEnd{stroke:var(--md-mermaid-edge-color)}.entityTitleText{fill:var(--md-mermaid-label-fg-color)}.attributeBoxEven,.attributeBoxOdd{fill:var(--md-mermaid-node-bg-color);stroke:var(--md-mermaid-node-fg-color)}.entityBox{fill:var(--md-mermaid-label-bg-color);stroke:var(--md-mermaid-node-fg-color)}.entityLabel{fill:var(--md-mermaid-label-fg-color);font-family:var(--md-mermaid-font-family)}.relationshipLabelBox{fill:var(--md-mermaid-label-bg-color);fill-opacity:1;background-color:var(--md-mermaid-label-bg-color);opacity:1}.relationshipLabel{fill:var(--md-mermaid-label-fg-color)}.relationshipLine{stroke:var(--md-mermaid-edge-color)}defs #ONE_OR_MORE_END *,defs #ONE_OR_MORE_START *,defs #ONLY_ONE_END *,defs #ONLY_ONE_START *,defs #ZERO_OR_MORE_END *,defs #ZERO_OR_MORE_START *,defs #ZERO_OR_ONE_END *,defs #ZERO_OR_ONE_START *{stroke:var(--md-mermaid-edge-color)!important}defs #ZERO_OR_MORE_END circle,defs #ZERO_OR_MORE_START circle{fill:var(--md-mermaid-label-bg-color)}text:not([class]):last-child{fill:var(--md-mermaid-label-fg-color)}.actor{fill:var(--md-mermaid-sequence-actor-bg-color);stroke:var(--md-mermaid-sequence-actor-border-color)}text.actor>tspan{fill:var(--md-mermaid-sequence-actor-fg-color);font-family:var(--md-mermaid-font-family)}line{stroke:var(--md-mermaid-sequence-actor-line-color)}.actor-man circle,.actor-man 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path{fill:var(--md-mermaid-sequence-message-line-color);stroke:none}.loopLine{fill:var(--md-mermaid-sequence-loop-bg-color);stroke:var(--md-mermaid-sequence-loop-border-color)}.labelBox{fill:var(--md-mermaid-sequence-label-bg-color);stroke:none}.labelText,.labelText>span{fill:var(--md-mermaid-sequence-label-fg-color);font-family:var(--md-mermaid-font-family)}.sequenceNumber{fill:var(--md-mermaid-sequence-number-fg-color)}rect.rect{fill:var(--md-mermaid-sequence-box-bg-color);stroke:none}rect.rect+text.text{fill:var(--md-mermaid-sequence-box-fg-color)}defs #sequencenumber{fill:var(--md-mermaid-sequence-number-bg-color)!important}";var Gr,Qa=0;function Ka(){return typeof mermaid=="undefined"||mermaid instanceof Element?Tt("https://unpkg.com/mermaid@11/dist/mermaid.min.js"):I(void 0)}function Wn(e){return e.classList.remove("mermaid"),Gr||(Gr=Ka().pipe(w(()=>mermaid.initialize({startOnLoad:!1,themeCSS:Un,sequence:{actorFontSize:"16px",messageFontSize:"16px",noteFontSize:"16px"}})),m(()=>{}),G(1))),Gr.subscribe(()=>co(this,null,function*(){e.classList.add("mermaid");let t=`__mermaid_${Qa++}`,r=x("div",{class:"mermaid"}),o=e.textContent,{svg:n,fn:i}=yield mermaid.render(t,o),a=r.attachShadow({mode:"closed"});a.innerHTML=n,e.replaceWith(r),i==null||i(a)})),Gr.pipe(m(()=>({ref:e})))}var Vn=x("table");function Dn(e){return e.replaceWith(Vn),Vn.replaceWith(An(e)),I({ref:e})}function Ya(e){let t=e.find(r=>r.checked)||e[0];return O(...e.map(r=>h(r,"change").pipe(m(()=>R(`label[for="${r.id}"]`))))).pipe(Q(R(`label[for="${t.id}"]`)),m(r=>({active:r})))}function Nn(e,{viewport$:t,target$:r}){let o=R(".tabbed-labels",e),n=P(":scope > input",e),i=Kr("prev");e.append(i);let a=Kr("next");return e.append(a),C(()=>{let s=new g,p=s.pipe(Z(),ie(!0));z([s,ge(e),tt(e)]).pipe(W(p),Me(1,me)).subscribe({next([{active:c},l]){let f=De(c),{width:u}=ce(c);e.style.setProperty("--md-indicator-x",`${f.x}px`),e.style.setProperty("--md-indicator-width",`${u}px`);let d=pr(o);(f.xd.x+l.width)&&o.scrollTo({left:Math.max(0,f.x-16),behavior:"smooth"})},complete(){e.style.removeProperty("--md-indicator-x"),e.style.removeProperty("--md-indicator-width")}}),z([Ne(o),ge(o)]).pipe(W(p)).subscribe(([c,l])=>{let f=St(o);i.hidden=c.x<16,a.hidden=c.x>f.width-l.width-16}),O(h(i,"click").pipe(m(()=>-1)),h(a,"click").pipe(m(()=>1))).pipe(W(p)).subscribe(c=>{let{width:l}=ce(o);o.scrollBy({left:l*c,behavior:"smooth"})}),r.pipe(W(p),b(c=>n.includes(c))).subscribe(c=>c.click()),o.classList.add("tabbed-labels--linked");for(let c of n){let l=R(`label[for="${c.id}"]`);l.replaceChildren(x("a",{href:`#${l.htmlFor}`,tabIndex:-1},...Array.from(l.childNodes))),h(l.firstElementChild,"click").pipe(W(p),b(f=>!(f.metaKey||f.ctrlKey)),w(f=>{f.preventDefault(),f.stopPropagation()})).subscribe(()=>{history.replaceState({},"",`#${l.htmlFor}`),l.click()})}return B("content.tabs.link")&&s.pipe(Ce(1),re(t)).subscribe(([{active:c},{offset:l}])=>{let f=c.innerText.trim();if(c.hasAttribute("data-md-switching"))c.removeAttribute("data-md-switching");else{let u=e.offsetTop-l.y;for(let y of P("[data-tabs]"))for(let L of P(":scope > input",y)){let X=R(`label[for="${L.id}"]`);if(X!==c&&X.innerText.trim()===f){X.setAttribute("data-md-switching",""),L.click();break}}window.scrollTo({top:e.offsetTop-u});let d=__md_get("__tabs")||[];__md_set("__tabs",[...new Set([f,...d])])}}),s.pipe(W(p)).subscribe(()=>{for(let c of P("audio, video",e))c.pause()}),Ya(n).pipe(w(c=>s.next(c)),_(()=>s.complete()),m(c=>$({ref:e},c)))}).pipe(Ke(se))}function zn(e,{viewport$:t,target$:r,print$:o}){return O(...P(".annotate:not(.highlight)",e).map(n=>Pn(n,{target$:r,print$:o})),...P("pre:not(.mermaid) > code",e).map(n=>jn(n,{target$:r,print$:o})),...P("pre.mermaid",e).map(n=>Wn(n)),...P("table:not([class])",e).map(n=>Dn(n)),...P("details",e).map(n=>Fn(n,{target$:r,print$:o})),...P("[data-tabs]",e).map(n=>Nn(n,{viewport$:t,target$:r})),...P("[title]",e).filter(()=>B("content.tooltips")).map(n=>mt(n,{viewport$:t})))}function Ba(e,{alert$:t}){return t.pipe(v(r=>O(I(!0),I(!1).pipe(Ge(2e3))).pipe(m(o=>({message:r,active:o})))))}function qn(e,t){let r=R(".md-typeset",e);return C(()=>{let o=new g;return o.subscribe(({message:n,active:i})=>{e.classList.toggle("md-dialog--active",i),r.textContent=n}),Ba(e,t).pipe(w(n=>o.next(n)),_(()=>o.complete()),m(n=>$({ref:e},n)))})}var Ga=0;function Ja(e,t){document.body.append(e);let{width:r}=ce(e);e.style.setProperty("--md-tooltip-width",`${r}px`),e.remove();let o=cr(t),n=typeof o!="undefined"?Ne(o):I({x:0,y:0}),i=O(et(t),$t(t)).pipe(K());return z([i,n]).pipe(m(([a,s])=>{let{x:p,y:c}=De(t),l=ce(t),f=t.closest("table");return f&&t.parentElement&&(p+=f.offsetLeft+t.parentElement.offsetLeft,c+=f.offsetTop+t.parentElement.offsetTop),{active:a,offset:{x:p-s.x+l.width/2-r/2,y:c-s.y+l.height+8}}}))}function Qn(e){let t=e.title;if(!t.length)return S;let r=`__tooltip_${Ga++}`,o=Rt(r,"inline"),n=R(".md-typeset",o);return n.innerHTML=t,C(()=>{let i=new g;return i.subscribe({next({offset:a}){o.style.setProperty("--md-tooltip-x",`${a.x}px`),o.style.setProperty("--md-tooltip-y",`${a.y}px`)},complete(){o.style.removeProperty("--md-tooltip-x"),o.style.removeProperty("--md-tooltip-y")}}),O(i.pipe(b(({active:a})=>a)),i.pipe(_e(250),b(({active:a})=>!a))).subscribe({next({active:a}){a?(e.insertAdjacentElement("afterend",o),e.setAttribute("aria-describedby",r),e.removeAttribute("title")):(o.remove(),e.removeAttribute("aria-describedby"),e.setAttribute("title",t))},complete(){o.remove(),e.removeAttribute("aria-describedby"),e.setAttribute("title",t)}}),i.pipe(Me(16,me)).subscribe(({active:a})=>{o.classList.toggle("md-tooltip--active",a)}),i.pipe(pt(125,me),b(()=>!!e.offsetParent),m(()=>e.offsetParent.getBoundingClientRect()),m(({x:a})=>a)).subscribe({next(a){a?o.style.setProperty("--md-tooltip-0",`${-a}px`):o.style.removeProperty("--md-tooltip-0")},complete(){o.style.removeProperty("--md-tooltip-0")}}),Ja(o,e).pipe(w(a=>i.next(a)),_(()=>i.complete()),m(a=>$({ref:e},a)))}).pipe(Ke(se))}function Xa({viewport$:e}){if(!B("header.autohide"))return I(!1);let t=e.pipe(m(({offset:{y:n}})=>n),Be(2,1),m(([n,i])=>[nMath.abs(i-n.y)>100),m(([,[n]])=>n),K()),o=ze("search");return z([e,o]).pipe(m(([{offset:n},i])=>n.y>400&&!i),K(),v(n=>n?r:I(!1)),Q(!1))}function Kn(e,t){return C(()=>z([ge(e),Xa(t)])).pipe(m(([{height:r},o])=>({height:r,hidden:o})),K((r,o)=>r.height===o.height&&r.hidden===o.hidden),G(1))}function Yn(e,{header$:t,main$:r}){return C(()=>{let o=new g,n=o.pipe(Z(),ie(!0));o.pipe(te("active"),He(t)).subscribe(([{active:a},{hidden:s}])=>{e.classList.toggle("md-header--shadow",a&&!s),e.hidden=s});let i=ue(P("[title]",e)).pipe(b(()=>B("content.tooltips")),ne(a=>Qn(a)));return r.subscribe(o),t.pipe(W(n),m(a=>$({ref:e},a)),Re(i.pipe(W(n))))})}function Za(e,{viewport$:t,header$:r}){return mr(e,{viewport$:t,header$:r}).pipe(m(({offset:{y:o}})=>{let{height:n}=ce(e);return{active:o>=n}}),te("active"))}function Bn(e,t){return C(()=>{let r=new g;r.subscribe({next({active:n}){e.classList.toggle("md-header__title--active",n)},complete(){e.classList.remove("md-header__title--active")}});let o=fe(".md-content h1");return typeof o=="undefined"?S:Za(o,t).pipe(w(n=>r.next(n)),_(()=>r.complete()),m(n=>$({ref:e},n)))})}function Gn(e,{viewport$:t,header$:r}){let o=r.pipe(m(({height:i})=>i),K()),n=o.pipe(v(()=>ge(e).pipe(m(({height:i})=>({top:e.offsetTop,bottom:e.offsetTop+i})),te("bottom"))));return z([o,n,t]).pipe(m(([i,{top:a,bottom:s},{offset:{y:p},size:{height:c}}])=>(c=Math.max(0,c-Math.max(0,a-p,i)-Math.max(0,c+p-s)),{offset:a-i,height:c,active:a-i<=p})),K((i,a)=>i.offset===a.offset&&i.height===a.height&&i.active===a.active))}function es(e){let t=__md_get("__palette")||{index:e.findIndex(o=>matchMedia(o.getAttribute("data-md-color-media")).matches)},r=Math.max(0,Math.min(t.index,e.length-1));return I(...e).pipe(ne(o=>h(o,"change").pipe(m(()=>o))),Q(e[r]),m(o=>({index:e.indexOf(o),color:{media:o.getAttribute("data-md-color-media"),scheme:o.getAttribute("data-md-color-scheme"),primary:o.getAttribute("data-md-color-primary"),accent:o.getAttribute("data-md-color-accent")}})),G(1))}function Jn(e){let t=P("input",e),r=x("meta",{name:"theme-color"});document.head.appendChild(r);let o=x("meta",{name:"color-scheme"});document.head.appendChild(o);let n=Pt("(prefers-color-scheme: light)");return C(()=>{let i=new g;return i.subscribe(a=>{if(document.body.setAttribute("data-md-color-switching",""),a.color.media==="(prefers-color-scheme)"){let s=matchMedia("(prefers-color-scheme: light)"),p=document.querySelector(s.matches?"[data-md-color-media='(prefers-color-scheme: light)']":"[data-md-color-media='(prefers-color-scheme: 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n){let{childNodes:c}=x("span",null,p);s.replaceWith(...Array.from(c))}return{ref:e,nodes:n}}))}function fs(e,{viewport$:t,main$:r}){let o=e.closest(".md-grid"),n=o.offsetTop-o.parentElement.offsetTop;return z([r,t]).pipe(m(([{offset:i,height:a},{offset:{y:s}}])=>(a=a+Math.min(n,Math.max(0,s-i))-n,{height:a,locked:s>=i+n})),K((i,a)=>i.height===a.height&&i.locked===a.locked))}function Zr(e,o){var n=o,{header$:t}=n,r=so(n,["header$"]);let i=R(".md-sidebar__scrollwrap",e),{y:a}=De(i);return C(()=>{let s=new g,p=s.pipe(Z(),ie(!0)),c=s.pipe(Me(0,me));return c.pipe(re(t)).subscribe({next([{height:l},{height:f}]){i.style.height=`${l-2*a}px`,e.style.top=`${f}px`},complete(){i.style.height="",e.style.top=""}}),c.pipe(Ae()).subscribe(()=>{for(let l of P(".md-nav__link--active[href]",e)){if(!l.clientHeight)continue;let f=l.closest(".md-sidebar__scrollwrap");if(typeof f!="undefined"){let u=l.offsetTop-f.offsetTop,{height:d}=ce(f);f.scrollTo({top:u-d/2})}}}),ue(P("label[tabindex]",e)).pipe(ne(l=>h(l,"click").pipe(ve(se),m(()=>l),W(p)))).subscribe(l=>{let f=R(`[id="${l.htmlFor}"]`);R(`[aria-labelledby="${l.id}"]`).setAttribute("aria-expanded",`${f.checked}`)}),fs(e,r).pipe(w(l=>s.next(l)),_(()=>s.complete()),m(l=>$({ref:e},l)))})}function hi(e,t){if(typeof t!="undefined"){let r=`https://api.github.com/repos/${e}/${t}`;return st(je(`${r}/releases/latest`).pipe(de(()=>S),m(o=>({version:o.tag_name})),Ve({})),je(r).pipe(de(()=>S),m(o=>({stars:o.stargazers_count,forks:o.forks_count})),Ve({}))).pipe(m(([o,n])=>$($({},o),n)))}else{let r=`https://api.github.com/users/${e}`;return je(r).pipe(m(o=>({repositories:o.public_repos})),Ve({}))}}function bi(e,t){let r=`https://${e}/api/v4/projects/${encodeURIComponent(t)}`;return st(je(`${r}/releases/permalink/latest`).pipe(de(()=>S),m(({tag_name:o})=>({version:o})),Ve({})),je(r).pipe(de(()=>S),m(({star_count:o,forks_count:n})=>({stars:o,forks:n})),Ve({}))).pipe(m(([o,n])=>$($({},o),n)))}function vi(e){let t=e.match(/^.+github\.com\/([^/]+)\/?([^/]+)?/i);if(t){let[,r,o]=t;return hi(r,o)}if(t=e.match(/^.+?([^/]*gitlab[^/]+)\/(.+?)\/?$/i),t){let[,r,o]=t;return bi(r,o)}return S}var us;function ds(e){return us||(us=C(()=>{let t=__md_get("__source",sessionStorage);if(t)return I(t);if(ae("consent").length){let o=__md_get("__consent");if(!(o&&o.github))return S}return vi(e.href).pipe(w(o=>__md_set("__source",o,sessionStorage)))}).pipe(de(()=>S),b(t=>Object.keys(t).length>0),m(t=>({facts:t})),G(1)))}function gi(e){let t=R(":scope > :last-child",e);return C(()=>{let r=new g;return r.subscribe(({facts:o})=>{t.appendChild(_n(o)),t.classList.add("md-source__repository--active")}),ds(e).pipe(w(o=>r.next(o)),_(()=>r.complete()),m(o=>$({ref:e},o)))})}function hs(e,{viewport$:t,header$:r}){return ge(document.body).pipe(v(()=>mr(e,{header$:r,viewport$:t})),m(({offset:{y:o}})=>({hidden:o>=10})),te("hidden"))}function yi(e,t){return C(()=>{let r=new g;return r.subscribe({next({hidden:o}){e.hidden=o},complete(){e.hidden=!1}}),(B("navigation.tabs.sticky")?I({hidden:!1}):hs(e,t)).pipe(w(o=>r.next(o)),_(()=>r.complete()),m(o=>$({ref:e},o)))})}function bs(e,{viewport$:t,header$:r}){let o=new Map,n=P(".md-nav__link",e);for(let s of n){let p=decodeURIComponent(s.hash.substring(1)),c=fe(`[id="${p}"]`);typeof c!="undefined"&&o.set(s,c)}let i=r.pipe(te("height"),m(({height:s})=>{let p=Se("main"),c=R(":scope > :first-child",p);return s+.8*(c.offsetTop-p.offsetTop)}),pe());return ge(document.body).pipe(te("height"),v(s=>C(()=>{let p=[];return I([...o].reduce((c,[l,f])=>{for(;p.length&&o.get(p[p.length-1]).tagName>=f.tagName;)p.pop();let u=f.offsetTop;for(;!u&&f.parentElement;)f=f.parentElement,u=f.offsetTop;let 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s=O(t.pipe(_e(1),m(()=>{})),t.pipe(_e(250),m(()=>"smooth")));i.pipe(b(({prev:p})=>p.length>0),He(o.pipe(ve(se))),re(s)).subscribe(([[{prev:p}],c])=>{let[l]=p[p.length-1];if(l.offsetHeight){let f=cr(l);if(typeof f!="undefined"){let u=l.offsetTop-f.offsetTop,{height:d}=ce(f);f.scrollTo({top:u-d/2,behavior:c})}}})}return B("navigation.tracking")&&t.pipe(W(a),te("offset"),_e(250),Ce(1),W(n.pipe(Ce(1))),ct({delay:250}),re(i)).subscribe(([,{prev:s}])=>{let p=ye(),c=s[s.length-1];if(c&&c.length){let[l]=c,{hash:f}=new URL(l.href);p.hash!==f&&(p.hash=f,history.replaceState({},"",`${p}`))}else p.hash="",history.replaceState({},"",`${p}`)}),bs(e,{viewport$:t,header$:r}).pipe(w(s=>i.next(s)),_(()=>i.complete()),m(s=>$({ref:e},s)))})}function vs(e,{viewport$:t,main$:r,target$:o}){let n=t.pipe(m(({offset:{y:a}})=>a),Be(2,1),m(([a,s])=>a>s&&s>0),K()),i=r.pipe(m(({active:a})=>a));return z([i,n]).pipe(m(([a,s])=>!(a&&s)),K(),W(o.pipe(Ce(1))),ie(!0),ct({delay:250}),m(a=>({hidden:a})))}function Ei(e,{viewport$:t,header$:r,main$:o,target$:n}){let i=new g,a=i.pipe(Z(),ie(!0));return i.subscribe({next({hidden:s}){e.hidden=s,s?(e.setAttribute("tabindex","-1"),e.blur()):e.removeAttribute("tabindex")},complete(){e.style.top="",e.hidden=!0,e.removeAttribute("tabindex")}}),r.pipe(W(a),te("height")).subscribe(({height:s})=>{e.style.top=`${s+16}px`}),h(e,"click").subscribe(s=>{s.preventDefault(),window.scrollTo({top:0})}),vs(e,{viewport$:t,main$:o,target$:n}).pipe(w(s=>i.next(s)),_(()=>i.complete()),m(s=>$({ref:e},s)))}function wi({document$:e,viewport$:t}){e.pipe(v(()=>P(".md-ellipsis")),ne(r=>tt(r).pipe(W(e.pipe(Ce(1))),b(o=>o),m(()=>r),Te(1))),b(r=>r.offsetWidth{let o=r.innerText,n=r.closest("a")||r;return n.title=o,B("content.tooltips")?mt(n,{viewport$:t}).pipe(W(e.pipe(Ce(1))),_(()=>n.removeAttribute("title"))):S})).subscribe(),B("content.tooltips")&&e.pipe(v(()=>P(".md-status")),ne(r=>mt(r,{viewport$:t}))).subscribe()}function Ti({document$:e,tablet$:t}){e.pipe(v(()=>P(".md-toggle--indeterminate")),w(r=>{r.indeterminate=!0,r.checked=!1}),ne(r=>h(r,"change").pipe(Vr(()=>r.classList.contains("md-toggle--indeterminate")),m(()=>r))),re(t)).subscribe(([r,o])=>{r.classList.remove("md-toggle--indeterminate"),o&&(r.checked=!1)})}function gs(){return/(iPad|iPhone|iPod)/.test(navigator.userAgent)}function Si({document$:e}){e.pipe(v(()=>P("[data-md-scrollfix]")),w(t=>t.removeAttribute("data-md-scrollfix")),b(gs),ne(t=>h(t,"touchstart").pipe(m(()=>t)))).subscribe(t=>{let r=t.scrollTop;r===0?t.scrollTop=1:r+t.offsetHeight===t.scrollHeight&&(t.scrollTop=r-1)})}function Oi({viewport$:e,tablet$:t}){z([ze("search"),t]).pipe(m(([r,o])=>r&&!o),v(r=>I(r).pipe(Ge(r?400:100))),re(e)).subscribe(([r,{offset:{y:o}}])=>{if(r)document.body.setAttribute("data-md-scrolllock",""),document.body.style.top=`-${o}px`;else{let 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URL("search/search_index.js",eo.base)}`).pipe(m(()=>__index),G(1)):je(new URL("search/search_index.json",eo.base))}document.documentElement.classList.remove("no-js");document.documentElement.classList.add("js");var ot=Go(),Ut=sn(),Lt=ln(Ut),to=an(),Oe=gn(),hr=Pt("(min-width: 960px)"),Mi=Pt("(min-width: 1220px)"),_i=mn(),eo=xe(),Ai=document.forms.namedItem("search")?ys():Ye,ro=new g;Zn({alert$:ro});var oo=new g;B("navigation.instant")&&oi({location$:Ut,viewport$:Oe,progress$:oo}).subscribe(ot);var Li;((Li=eo.version)==null?void 0:Li.provider)==="mike"&&ci({document$:ot});O(Ut,Lt).pipe(Ge(125)).subscribe(()=>{Je("drawer",!1),Je("search",!1)});to.pipe(b(({mode:e})=>e==="global")).subscribe(e=>{switch(e.type){case"p":case",":let t=fe("link[rel=prev]");typeof t!="undefined"&<(t);break;case"n":case".":let r=fe("link[rel=next]");typeof r!="undefined"&<(r);break;case"Enter":let o=Ie();o instanceof HTMLLabelElement&&o.click()}});wi({viewport$:Oe,document$:ot});Ti({document$:ot,tablet$:hr});Si({document$:ot});Oi({viewport$:Oe,tablet$:hr});var rt=Kn(Se("header"),{viewport$:Oe}),Ft=ot.pipe(m(()=>Se("main")),v(e=>Gn(e,{viewport$:Oe,header$:rt})),G(1)),xs=O(...ae("consent").map(e=>En(e,{target$:Lt})),...ae("dialog").map(e=>qn(e,{alert$:ro})),...ae("palette").map(e=>Jn(e)),...ae("progress").map(e=>Xn(e,{progress$:oo})),...ae("search").map(e=>ui(e,{index$:Ai,keyboard$:to})),...ae("source").map(e=>gi(e))),Es=C(()=>O(...ae("announce").map(e=>xn(e)),...ae("content").map(e=>zn(e,{viewport$:Oe,target$:Lt,print$:_i})),...ae("content").map(e=>B("search.highlight")?di(e,{index$:Ai,location$:Ut}):S),...ae("header").map(e=>Yn(e,{viewport$:Oe,header$:rt,main$:Ft})),...ae("header-title").map(e=>Bn(e,{viewport$:Oe,header$:rt})),...ae("sidebar").map(e=>e.getAttribute("data-md-type")==="navigation"?Nr(Mi,()=>Zr(e,{viewport$:Oe,header$:rt,main$:Ft})):Nr(hr,()=>Zr(e,{viewport$:Oe,header$:rt,main$:Ft}))),...ae("tabs").map(e=>yi(e,{viewport$:Oe,header$:rt})),...ae("toc").map(e=>xi(e,{viewport$:Oe,header$:rt,main$:Ft,target$:Lt})),...ae("top").map(e=>Ei(e,{viewport$:Oe,header$:rt,main$:Ft,target$:Lt})))),Ci=ot.pipe(v(()=>Es),Re(xs),G(1));Ci.subscribe();window.document$=ot;window.location$=Ut;window.target$=Lt;window.keyboard$=to;window.viewport$=Oe;window.tablet$=hr;window.screen$=Mi;window.print$=_i;window.alert$=ro;window.progress$=oo;window.component$=Ci;})(); +//# sourceMappingURL=bundle.f1b6f286.min.js.map + diff --git a/assets/javascripts/bundle.f1b6f286.min.js.map b/assets/javascripts/bundle.f1b6f286.min.js.map new file mode 100644 index 0000000..2644bf1 --- /dev/null +++ b/assets/javascripts/bundle.f1b6f286.min.js.map @@ -0,0 +1,7 @@ +{ + "version": 3, + "sources": ["node_modules/focus-visible/dist/focus-visible.js", "node_modules/escape-html/index.js", "node_modules/clipboard/dist/clipboard.js", "src/templates/assets/javascripts/bundle.ts", "node_modules/tslib/tslib.es6.mjs", "node_modules/rxjs/src/internal/util/isFunction.ts", "node_modules/rxjs/src/internal/util/createErrorClass.ts", "node_modules/rxjs/src/internal/util/UnsubscriptionError.ts", "node_modules/rxjs/src/internal/util/arrRemove.ts", "node_modules/rxjs/src/internal/Subscription.ts", "node_modules/rxjs/src/internal/config.ts", "node_modules/rxjs/src/internal/scheduler/timeoutProvider.ts", "node_modules/rxjs/src/internal/util/reportUnhandledError.ts", "node_modules/rxjs/src/internal/util/noop.ts", "node_modules/rxjs/src/internal/NotificationFactories.ts", "node_modules/rxjs/src/internal/util/errorContext.ts", "node_modules/rxjs/src/internal/Subscriber.ts", "node_modules/rxjs/src/internal/symbol/observable.ts", "node_modules/rxjs/src/internal/util/identity.ts", "node_modules/rxjs/src/internal/util/pipe.ts", "node_modules/rxjs/src/internal/Observable.ts", "node_modules/rxjs/src/internal/util/lift.ts", "node_modules/rxjs/src/internal/operators/OperatorSubscriber.ts", "node_modules/rxjs/src/internal/scheduler/animationFrameProvider.ts", "node_modules/rxjs/src/internal/util/ObjectUnsubscribedError.ts", "node_modules/rxjs/src/internal/Subject.ts", "node_modules/rxjs/src/internal/BehaviorSubject.ts", "node_modules/rxjs/src/internal/scheduler/dateTimestampProvider.ts", "node_modules/rxjs/src/internal/ReplaySubject.ts", "node_modules/rxjs/src/internal/scheduler/Action.ts", "node_modules/rxjs/src/internal/scheduler/intervalProvider.ts", "node_modules/rxjs/src/internal/scheduler/AsyncAction.ts", "node_modules/rxjs/src/internal/Scheduler.ts", "node_modules/rxjs/src/internal/scheduler/AsyncScheduler.ts", "node_modules/rxjs/src/internal/scheduler/async.ts", "node_modules/rxjs/src/internal/scheduler/QueueAction.ts", "node_modules/rxjs/src/internal/scheduler/QueueScheduler.ts", "node_modules/rxjs/src/internal/scheduler/queue.ts", "node_modules/rxjs/src/internal/scheduler/AnimationFrameAction.ts", "node_modules/rxjs/src/internal/scheduler/AnimationFrameScheduler.ts", "node_modules/rxjs/src/internal/scheduler/animationFrame.ts", "node_modules/rxjs/src/internal/observable/empty.ts", "node_modules/rxjs/src/internal/util/isScheduler.ts", "node_modules/rxjs/src/internal/util/args.ts", "node_modules/rxjs/src/internal/util/isArrayLike.ts", "node_modules/rxjs/src/internal/util/isPromise.ts", "node_modules/rxjs/src/internal/util/isInteropObservable.ts", "node_modules/rxjs/src/internal/util/isAsyncIterable.ts", "node_modules/rxjs/src/internal/util/throwUnobservableError.ts", "node_modules/rxjs/src/internal/symbol/iterator.ts", "node_modules/rxjs/src/internal/util/isIterable.ts", "node_modules/rxjs/src/internal/util/isReadableStreamLike.ts", "node_modules/rxjs/src/internal/observable/innerFrom.ts", "node_modules/rxjs/src/internal/util/executeSchedule.ts", "node_modules/rxjs/src/internal/operators/observeOn.ts", "node_modules/rxjs/src/internal/operators/subscribeOn.ts", "node_modules/rxjs/src/internal/scheduled/scheduleObservable.ts", "node_modules/rxjs/src/internal/scheduled/schedulePromise.ts", "node_modules/rxjs/src/internal/scheduled/scheduleArray.ts", "node_modules/rxjs/src/internal/scheduled/scheduleIterable.ts", "node_modules/rxjs/src/internal/scheduled/scheduleAsyncIterable.ts", "node_modules/rxjs/src/internal/scheduled/scheduleReadableStreamLike.ts", "node_modules/rxjs/src/internal/scheduled/scheduled.ts", "node_modules/rxjs/src/internal/observable/from.ts", "node_modules/rxjs/src/internal/observable/of.ts", "node_modules/rxjs/src/internal/observable/throwError.ts", "node_modules/rxjs/src/internal/util/EmptyError.ts", "node_modules/rxjs/src/internal/util/isDate.ts", "node_modules/rxjs/src/internal/operators/map.ts", "node_modules/rxjs/src/internal/util/mapOneOrManyArgs.ts", "node_modules/rxjs/src/internal/util/argsArgArrayOrObject.ts", "node_modules/rxjs/src/internal/util/createObject.ts", "node_modules/rxjs/src/internal/observable/combineLatest.ts", "node_modules/rxjs/src/internal/operators/mergeInternals.ts", "node_modules/rxjs/src/internal/operators/mergeMap.ts", "node_modules/rxjs/src/internal/operators/mergeAll.ts", "node_modules/rxjs/src/internal/operators/concatAll.ts", "node_modules/rxjs/src/internal/observable/concat.ts", "node_modules/rxjs/src/internal/observable/defer.ts", "node_modules/rxjs/src/internal/observable/fromEvent.ts", "node_modules/rxjs/src/internal/observable/fromEventPattern.ts", "node_modules/rxjs/src/internal/observable/timer.ts", "node_modules/rxjs/src/internal/observable/merge.ts", "node_modules/rxjs/src/internal/observable/never.ts", "node_modules/rxjs/src/internal/util/argsOrArgArray.ts", "node_modules/rxjs/src/internal/operators/filter.ts", "node_modules/rxjs/src/internal/observable/zip.ts", "node_modules/rxjs/src/internal/operators/audit.ts", "node_modules/rxjs/src/internal/operators/auditTime.ts", "node_modules/rxjs/src/internal/operators/bufferCount.ts", "node_modules/rxjs/src/internal/operators/catchError.ts", "node_modules/rxjs/src/internal/operators/scanInternals.ts", "node_modules/rxjs/src/internal/operators/combineLatest.ts", "node_modules/rxjs/src/internal/operators/combineLatestWith.ts", "node_modules/rxjs/src/internal/operators/debounce.ts", "node_modules/rxjs/src/internal/operators/debounceTime.ts", "node_modules/rxjs/src/internal/operators/defaultIfEmpty.ts", "node_modules/rxjs/src/internal/operators/take.ts", "node_modules/rxjs/src/internal/operators/ignoreElements.ts", "node_modules/rxjs/src/internal/operators/mapTo.ts", "node_modules/rxjs/src/internal/operators/delayWhen.ts", "node_modules/rxjs/src/internal/operators/delay.ts", "node_modules/rxjs/src/internal/operators/distinctUntilChanged.ts", "node_modules/rxjs/src/internal/operators/distinctUntilKeyChanged.ts", "node_modules/rxjs/src/internal/operators/throwIfEmpty.ts", "node_modules/rxjs/src/internal/operators/endWith.ts", "node_modules/rxjs/src/internal/operators/finalize.ts", "node_modules/rxjs/src/internal/operators/first.ts", "node_modules/rxjs/src/internal/operators/takeLast.ts", "node_modules/rxjs/src/internal/operators/merge.ts", "node_modules/rxjs/src/internal/operators/mergeWith.ts", "node_modules/rxjs/src/internal/operators/repeat.ts", "node_modules/rxjs/src/internal/operators/scan.ts", "node_modules/rxjs/src/internal/operators/share.ts", "node_modules/rxjs/src/internal/operators/shareReplay.ts", "node_modules/rxjs/src/internal/operators/skip.ts", "node_modules/rxjs/src/internal/operators/skipUntil.ts", "node_modules/rxjs/src/internal/operators/startWith.ts", "node_modules/rxjs/src/internal/operators/switchMap.ts", "node_modules/rxjs/src/internal/operators/takeUntil.ts", "node_modules/rxjs/src/internal/operators/takeWhile.ts", "node_modules/rxjs/src/internal/operators/tap.ts", "node_modules/rxjs/src/internal/operators/throttle.ts", "node_modules/rxjs/src/internal/operators/throttleTime.ts", "node_modules/rxjs/src/internal/operators/withLatestFrom.ts", "node_modules/rxjs/src/internal/operators/zip.ts", "node_modules/rxjs/src/internal/operators/zipWith.ts", "src/templates/assets/javascripts/browser/document/index.ts", "src/templates/assets/javascripts/browser/element/_/index.ts", "src/templates/assets/javascripts/browser/element/focus/index.ts", "src/templates/assets/javascripts/browser/element/hover/index.ts", "src/templates/assets/javascripts/utilities/h/index.ts", "src/templates/assets/javascripts/utilities/round/index.ts", "src/templates/assets/javascripts/browser/script/index.ts", "src/templates/assets/javascripts/browser/element/size/_/index.ts", "src/templates/assets/javascripts/browser/element/size/content/index.ts", "src/templates/assets/javascripts/browser/element/offset/_/index.ts", "src/templates/assets/javascripts/browser/element/offset/content/index.ts", "src/templates/assets/javascripts/browser/element/visibility/index.ts", "src/templates/assets/javascripts/browser/toggle/index.ts", "src/templates/assets/javascripts/browser/keyboard/index.ts", "src/templates/assets/javascripts/browser/location/_/index.ts", "src/templates/assets/javascripts/browser/location/hash/index.ts", "src/templates/assets/javascripts/browser/media/index.ts", "src/templates/assets/javascripts/browser/request/index.ts", "src/templates/assets/javascripts/browser/viewport/offset/index.ts", "src/templates/assets/javascripts/browser/viewport/size/index.ts", "src/templates/assets/javascripts/browser/viewport/_/index.ts", "src/templates/assets/javascripts/browser/viewport/at/index.ts", "src/templates/assets/javascripts/browser/worker/index.ts", "src/templates/assets/javascripts/_/index.ts", "src/templates/assets/javascripts/components/_/index.ts", "src/templates/assets/javascripts/components/announce/index.ts", "src/templates/assets/javascripts/components/consent/index.ts", "src/templates/assets/javascripts/templates/tooltip/index.tsx", "src/templates/assets/javascripts/templates/annotation/index.tsx", "src/templates/assets/javascripts/templates/clipboard/index.tsx", "src/templates/assets/javascripts/templates/search/index.tsx", "src/templates/assets/javascripts/templates/source/index.tsx", "src/templates/assets/javascripts/templates/tabbed/index.tsx", "src/templates/assets/javascripts/templates/table/index.tsx", "src/templates/assets/javascripts/templates/version/index.tsx", "src/templates/assets/javascripts/components/tooltip2/index.ts", "src/templates/assets/javascripts/components/content/annotation/_/index.ts", "src/templates/assets/javascripts/components/content/annotation/list/index.ts", "src/templates/assets/javascripts/components/content/annotation/block/index.ts", "src/templates/assets/javascripts/components/content/code/_/index.ts", "src/templates/assets/javascripts/components/content/details/index.ts", "src/templates/assets/javascripts/components/content/mermaid/index.css", "src/templates/assets/javascripts/components/content/mermaid/index.ts", "src/templates/assets/javascripts/components/content/table/index.ts", "src/templates/assets/javascripts/components/content/tabs/index.ts", "src/templates/assets/javascripts/components/content/_/index.ts", "src/templates/assets/javascripts/components/dialog/index.ts", "src/templates/assets/javascripts/components/tooltip/index.ts", "src/templates/assets/javascripts/components/header/_/index.ts", "src/templates/assets/javascripts/components/header/title/index.ts", "src/templates/assets/javascripts/components/main/index.ts", "src/templates/assets/javascripts/components/palette/index.ts", "src/templates/assets/javascripts/components/progress/index.ts", "src/templates/assets/javascripts/integrations/clipboard/index.ts", "src/templates/assets/javascripts/integrations/sitemap/index.ts", "src/templates/assets/javascripts/integrations/instant/index.ts", "src/templates/assets/javascripts/integrations/search/highlighter/index.ts", "src/templates/assets/javascripts/integrations/search/worker/message/index.ts", "src/templates/assets/javascripts/integrations/search/worker/_/index.ts", "src/templates/assets/javascripts/integrations/version/findurl/index.ts", "src/templates/assets/javascripts/integrations/version/index.ts", "src/templates/assets/javascripts/components/search/query/index.ts", "src/templates/assets/javascripts/components/search/result/index.ts", "src/templates/assets/javascripts/components/search/share/index.ts", "src/templates/assets/javascripts/components/search/suggest/index.ts", "src/templates/assets/javascripts/components/search/_/index.ts", "src/templates/assets/javascripts/components/search/highlight/index.ts", "src/templates/assets/javascripts/components/sidebar/index.ts", "src/templates/assets/javascripts/components/source/facts/github/index.ts", "src/templates/assets/javascripts/components/source/facts/gitlab/index.ts", "src/templates/assets/javascripts/components/source/facts/_/index.ts", "src/templates/assets/javascripts/components/source/_/index.ts", "src/templates/assets/javascripts/components/tabs/index.ts", "src/templates/assets/javascripts/components/toc/index.ts", "src/templates/assets/javascripts/components/top/index.ts", "src/templates/assets/javascripts/patches/ellipsis/index.ts", "src/templates/assets/javascripts/patches/indeterminate/index.ts", "src/templates/assets/javascripts/patches/scrollfix/index.ts", "src/templates/assets/javascripts/patches/scrolllock/index.ts", "src/templates/assets/javascripts/polyfills/index.ts"], + "sourcesContent": ["(function (global, factory) {\n typeof exports === 'object' && typeof module !== 'undefined' ? factory() :\n typeof define === 'function' && define.amd ? define(factory) :\n (factory());\n}(this, (function () { 'use strict';\n\n /**\n * Applies the :focus-visible polyfill at the given scope.\n * A scope in this case is either the top-level Document or a Shadow Root.\n *\n * @param {(Document|ShadowRoot)} scope\n * @see https://github.com/WICG/focus-visible\n */\n function applyFocusVisiblePolyfill(scope) {\n var hadKeyboardEvent = true;\n var hadFocusVisibleRecently = false;\n var hadFocusVisibleRecentlyTimeout = null;\n\n var inputTypesAllowlist = {\n text: true,\n search: true,\n url: true,\n tel: true,\n email: true,\n password: true,\n number: true,\n date: true,\n month: true,\n week: true,\n time: true,\n datetime: true,\n 'datetime-local': true\n };\n\n /**\n * Helper function for legacy browsers and iframes which sometimes focus\n * elements like document, body, and non-interactive SVG.\n * @param {Element} el\n */\n function isValidFocusTarget(el) {\n if (\n el &&\n el !== document &&\n el.nodeName !== 'HTML' &&\n el.nodeName !== 'BODY' &&\n 'classList' in el &&\n 'contains' in el.classList\n ) {\n return true;\n }\n return false;\n }\n\n /**\n * Computes whether the given element should automatically trigger the\n * `focus-visible` class being added, i.e. whether it should always match\n * `:focus-visible` when focused.\n * @param {Element} el\n * @return {boolean}\n */\n function focusTriggersKeyboardModality(el) {\n var type = el.type;\n var tagName = el.tagName;\n\n if (tagName === 'INPUT' && inputTypesAllowlist[type] && !el.readOnly) {\n return true;\n }\n\n if (tagName === 'TEXTAREA' && !el.readOnly) {\n return true;\n }\n\n if (el.isContentEditable) {\n return true;\n }\n\n return false;\n }\n\n /**\n * Add the `focus-visible` class to the given element if it was not added by\n * the author.\n * @param {Element} el\n */\n function addFocusVisibleClass(el) {\n if (el.classList.contains('focus-visible')) {\n return;\n }\n el.classList.add('focus-visible');\n el.setAttribute('data-focus-visible-added', '');\n }\n\n /**\n * Remove the `focus-visible` class from the given element if it was not\n * originally added by the author.\n * @param {Element} el\n */\n function removeFocusVisibleClass(el) {\n if (!el.hasAttribute('data-focus-visible-added')) {\n return;\n }\n el.classList.remove('focus-visible');\n el.removeAttribute('data-focus-visible-added');\n }\n\n /**\n * If the most recent user interaction was via the keyboard;\n * and the key press did not include a meta, alt/option, or control key;\n * then the modality is keyboard. Otherwise, the modality is not keyboard.\n * Apply `focus-visible` to any current active element and keep track\n * of our keyboard modality state with `hadKeyboardEvent`.\n * @param {KeyboardEvent} e\n */\n function onKeyDown(e) {\n if (e.metaKey || e.altKey || e.ctrlKey) {\n return;\n }\n\n if (isValidFocusTarget(scope.activeElement)) {\n addFocusVisibleClass(scope.activeElement);\n }\n\n hadKeyboardEvent = true;\n }\n\n /**\n * If at any point a user clicks with a pointing device, ensure that we change\n * the modality away from keyboard.\n * This avoids the situation where a user presses a key on an already focused\n * element, and then clicks on a different element, focusing it with a\n * pointing device, while we still think we're in keyboard modality.\n * @param {Event} e\n */\n function onPointerDown(e) {\n hadKeyboardEvent = false;\n }\n\n /**\n * On `focus`, add the `focus-visible` class to the target if:\n * - the target received focus as a result of keyboard navigation, or\n * - the event target is an element that will likely require interaction\n * via the keyboard (e.g. a text box)\n * @param {Event} e\n */\n function onFocus(e) {\n // Prevent IE from focusing the document or HTML element.\n if (!isValidFocusTarget(e.target)) {\n return;\n }\n\n if (hadKeyboardEvent || focusTriggersKeyboardModality(e.target)) {\n addFocusVisibleClass(e.target);\n }\n }\n\n /**\n * On `blur`, remove the `focus-visible` class from the target.\n * @param {Event} e\n */\n function onBlur(e) {\n if (!isValidFocusTarget(e.target)) {\n return;\n }\n\n if (\n e.target.classList.contains('focus-visible') ||\n e.target.hasAttribute('data-focus-visible-added')\n ) {\n // To detect a tab/window switch, we look for a blur event followed\n // rapidly by a visibility change.\n // If we don't see a visibility change within 100ms, it's probably a\n // regular focus change.\n hadFocusVisibleRecently = true;\n window.clearTimeout(hadFocusVisibleRecentlyTimeout);\n hadFocusVisibleRecentlyTimeout = window.setTimeout(function() {\n hadFocusVisibleRecently = false;\n }, 100);\n removeFocusVisibleClass(e.target);\n }\n }\n\n /**\n * If the user changes tabs, keep track of whether or not the previously\n * focused element had .focus-visible.\n * @param {Event} e\n */\n function onVisibilityChange(e) {\n if (document.visibilityState === 'hidden') {\n // If the tab becomes active again, the browser will handle calling focus\n // on the element (Safari actually calls it twice).\n // If this tab change caused a blur on an element with focus-visible,\n // re-apply the class when the user switches back to the tab.\n if (hadFocusVisibleRecently) {\n hadKeyboardEvent = true;\n }\n addInitialPointerMoveListeners();\n }\n }\n\n /**\n * Add a group of listeners to detect usage of any pointing devices.\n * These listeners will be added when the polyfill first loads, and anytime\n * the window is blurred, so that they are active when the window regains\n * focus.\n */\n function addInitialPointerMoveListeners() {\n document.addEventListener('mousemove', onInitialPointerMove);\n document.addEventListener('mousedown', onInitialPointerMove);\n document.addEventListener('mouseup', onInitialPointerMove);\n document.addEventListener('pointermove', onInitialPointerMove);\n document.addEventListener('pointerdown', onInitialPointerMove);\n document.addEventListener('pointerup', onInitialPointerMove);\n document.addEventListener('touchmove', onInitialPointerMove);\n document.addEventListener('touchstart', onInitialPointerMove);\n document.addEventListener('touchend', onInitialPointerMove);\n }\n\n function removeInitialPointerMoveListeners() {\n document.removeEventListener('mousemove', onInitialPointerMove);\n document.removeEventListener('mousedown', onInitialPointerMove);\n document.removeEventListener('mouseup', onInitialPointerMove);\n document.removeEventListener('pointermove', onInitialPointerMove);\n document.removeEventListener('pointerdown', onInitialPointerMove);\n document.removeEventListener('pointerup', onInitialPointerMove);\n document.removeEventListener('touchmove', onInitialPointerMove);\n document.removeEventListener('touchstart', onInitialPointerMove);\n document.removeEventListener('touchend', onInitialPointerMove);\n }\n\n /**\n * When the polfyill first loads, assume the user is in keyboard modality.\n * If any event is received from a pointing device (e.g. mouse, pointer,\n * touch), turn off keyboard modality.\n * This accounts for situations where focus enters the page from the URL bar.\n * @param {Event} e\n */\n function onInitialPointerMove(e) {\n // Work around a Safari quirk that fires a mousemove on whenever the\n // window blurs, even if you're tabbing out of the page. \u00AF\\_(\u30C4)_/\u00AF\n if (e.target.nodeName && e.target.nodeName.toLowerCase() === 'html') {\n return;\n }\n\n hadKeyboardEvent = false;\n removeInitialPointerMoveListeners();\n }\n\n // For some kinds of state, we are interested in changes at the global scope\n // only. For example, global pointer input, global key presses and global\n // visibility change should affect the state at every scope:\n document.addEventListener('keydown', onKeyDown, true);\n document.addEventListener('mousedown', onPointerDown, true);\n document.addEventListener('pointerdown', onPointerDown, true);\n document.addEventListener('touchstart', onPointerDown, true);\n document.addEventListener('visibilitychange', onVisibilityChange, true);\n\n addInitialPointerMoveListeners();\n\n // For focus and blur, we specifically care about state changes in the local\n // scope. This is because focus / blur events that originate from within a\n // shadow root are not re-dispatched from the host element if it was already\n // the active element in its own scope:\n scope.addEventListener('focus', onFocus, true);\n scope.addEventListener('blur', onBlur, true);\n\n // We detect that a node is a ShadowRoot by ensuring that it is a\n // DocumentFragment and also has a host property. This check covers native\n // implementation and polyfill implementation transparently. If we only cared\n // about the native implementation, we could just check if the scope was\n // an instance of a ShadowRoot.\n if (scope.nodeType === Node.DOCUMENT_FRAGMENT_NODE && scope.host) {\n // Since a ShadowRoot is a special kind of DocumentFragment, it does not\n // have a root element to add a class to. So, we add this attribute to the\n // host element instead:\n scope.host.setAttribute('data-js-focus-visible', '');\n } else if (scope.nodeType === Node.DOCUMENT_NODE) {\n document.documentElement.classList.add('js-focus-visible');\n document.documentElement.setAttribute('data-js-focus-visible', '');\n }\n }\n\n // It is important to wrap all references to global window and document in\n // these checks to support server-side rendering use cases\n // @see https://github.com/WICG/focus-visible/issues/199\n if (typeof window !== 'undefined' && typeof document !== 'undefined') {\n // Make the polyfill helper globally available. This can be used as a signal\n // to interested libraries that wish to coordinate with the polyfill for e.g.,\n // applying the polyfill to a shadow root:\n window.applyFocusVisiblePolyfill = applyFocusVisiblePolyfill;\n\n // Notify interested libraries of the polyfill's presence, in case the\n // polyfill was loaded lazily:\n var event;\n\n try {\n event = new CustomEvent('focus-visible-polyfill-ready');\n } catch (error) {\n // IE11 does not support using CustomEvent as a constructor directly:\n event = document.createEvent('CustomEvent');\n event.initCustomEvent('focus-visible-polyfill-ready', false, false, {});\n }\n\n window.dispatchEvent(event);\n }\n\n if (typeof document !== 'undefined') {\n // Apply the polyfill to the global document, so that no JavaScript\n // coordination is required to use the polyfill in the top-level document:\n applyFocusVisiblePolyfill(document);\n }\n\n})));\n", "/*!\n * escape-html\n * Copyright(c) 2012-2013 TJ Holowaychuk\n * Copyright(c) 2015 Andreas Lubbe\n * Copyright(c) 2015 Tiancheng \"Timothy\" Gu\n * MIT Licensed\n */\n\n'use strict';\n\n/**\n * Module variables.\n * @private\n */\n\nvar matchHtmlRegExp = /[\"'&<>]/;\n\n/**\n * Module exports.\n * @public\n */\n\nmodule.exports = escapeHtml;\n\n/**\n * Escape special characters in the given string of html.\n *\n * @param {string} string The string to escape for inserting into HTML\n * @return {string}\n * @public\n */\n\nfunction escapeHtml(string) {\n var str = '' + string;\n var match = matchHtmlRegExp.exec(str);\n\n if (!match) {\n return str;\n }\n\n var escape;\n var html = '';\n var index = 0;\n var lastIndex = 0;\n\n for (index = match.index; index < str.length; index++) {\n switch (str.charCodeAt(index)) {\n case 34: // \"\n escape = '"';\n break;\n case 38: // &\n escape = '&';\n break;\n case 39: // '\n escape = ''';\n break;\n case 60: // <\n escape = '<';\n break;\n case 62: // >\n escape = '>';\n break;\n default:\n continue;\n }\n\n if (lastIndex !== index) {\n html += str.substring(lastIndex, index);\n }\n\n lastIndex = index + 1;\n html += escape;\n }\n\n return lastIndex !== index\n ? html + str.substring(lastIndex, index)\n : html;\n}\n", "/*!\n * clipboard.js v2.0.11\n * https://clipboardjs.com/\n *\n * Licensed MIT \u00A9 Zeno Rocha\n */\n(function webpackUniversalModuleDefinition(root, factory) {\n\tif(typeof exports === 'object' && typeof module === 'object')\n\t\tmodule.exports = factory();\n\telse if(typeof define === 'function' && define.amd)\n\t\tdefine([], factory);\n\telse if(typeof exports === 'object')\n\t\texports[\"ClipboardJS\"] = factory();\n\telse\n\t\troot[\"ClipboardJS\"] = factory();\n})(this, function() {\nreturn /******/ (function() { // webpackBootstrap\n/******/ \tvar __webpack_modules__ = ({\n\n/***/ 686:\n/***/ (function(__unused_webpack_module, __webpack_exports__, __webpack_require__) {\n\n\"use strict\";\n\n// EXPORTS\n__webpack_require__.d(__webpack_exports__, {\n \"default\": function() { return /* binding */ clipboard; }\n});\n\n// EXTERNAL MODULE: ./node_modules/tiny-emitter/index.js\nvar tiny_emitter = __webpack_require__(279);\nvar tiny_emitter_default = /*#__PURE__*/__webpack_require__.n(tiny_emitter);\n// EXTERNAL MODULE: ./node_modules/good-listener/src/listen.js\nvar listen = __webpack_require__(370);\nvar listen_default = /*#__PURE__*/__webpack_require__.n(listen);\n// EXTERNAL MODULE: ./node_modules/select/src/select.js\nvar src_select = __webpack_require__(817);\nvar select_default = /*#__PURE__*/__webpack_require__.n(src_select);\n;// CONCATENATED MODULE: ./src/common/command.js\n/**\n * Executes a given operation type.\n * @param {String} type\n * @return {Boolean}\n */\nfunction command(type) {\n try {\n return document.execCommand(type);\n } catch (err) {\n return false;\n }\n}\n;// CONCATENATED MODULE: ./src/actions/cut.js\n\n\n/**\n * Cut action wrapper.\n * @param {String|HTMLElement} target\n * @return {String}\n */\n\nvar ClipboardActionCut = function ClipboardActionCut(target) {\n var selectedText = select_default()(target);\n command('cut');\n return selectedText;\n};\n\n/* harmony default export */ var actions_cut = (ClipboardActionCut);\n;// CONCATENATED MODULE: ./src/common/create-fake-element.js\n/**\n * Creates a fake textarea element with a value.\n * @param {String} value\n * @return {HTMLElement}\n */\nfunction createFakeElement(value) {\n var isRTL = document.documentElement.getAttribute('dir') === 'rtl';\n var fakeElement = document.createElement('textarea'); // Prevent zooming on iOS\n\n fakeElement.style.fontSize = '12pt'; // Reset box model\n\n fakeElement.style.border = '0';\n fakeElement.style.padding = '0';\n fakeElement.style.margin = '0'; // Move element out of screen horizontally\n\n fakeElement.style.position = 'absolute';\n fakeElement.style[isRTL ? 'right' : 'left'] = '-9999px'; // Move element to the same position vertically\n\n var yPosition = window.pageYOffset || document.documentElement.scrollTop;\n fakeElement.style.top = \"\".concat(yPosition, \"px\");\n fakeElement.setAttribute('readonly', '');\n fakeElement.value = value;\n return fakeElement;\n}\n;// CONCATENATED MODULE: ./src/actions/copy.js\n\n\n\n/**\n * Create fake copy action wrapper using a fake element.\n * @param {String} target\n * @param {Object} options\n * @return {String}\n */\n\nvar fakeCopyAction = function fakeCopyAction(value, options) {\n var fakeElement = createFakeElement(value);\n options.container.appendChild(fakeElement);\n var selectedText = select_default()(fakeElement);\n command('copy');\n fakeElement.remove();\n return selectedText;\n};\n/**\n * Copy action wrapper.\n * @param {String|HTMLElement} target\n * @param {Object} options\n * @return {String}\n */\n\n\nvar ClipboardActionCopy = function ClipboardActionCopy(target) {\n var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {\n container: document.body\n };\n var selectedText = '';\n\n if (typeof target === 'string') {\n selectedText = fakeCopyAction(target, options);\n } else if (target instanceof HTMLInputElement && !['text', 'search', 'url', 'tel', 'password'].includes(target === null || target === void 0 ? void 0 : target.type)) {\n // If input type doesn't support `setSelectionRange`. Simulate it. https://developer.mozilla.org/en-US/docs/Web/API/HTMLInputElement/setSelectionRange\n selectedText = fakeCopyAction(target.value, options);\n } else {\n selectedText = select_default()(target);\n command('copy');\n }\n\n return selectedText;\n};\n\n/* harmony default export */ var actions_copy = (ClipboardActionCopy);\n;// CONCATENATED MODULE: ./src/actions/default.js\nfunction _typeof(obj) { \"@babel/helpers - typeof\"; if (typeof Symbol === \"function\" && typeof Symbol.iterator === \"symbol\") { _typeof = function _typeof(obj) { return typeof obj; }; } else { _typeof = function _typeof(obj) { return obj && typeof Symbol === \"function\" && obj.constructor === Symbol && obj !== Symbol.prototype ? \"symbol\" : typeof obj; }; } return _typeof(obj); }\n\n\n\n/**\n * Inner function which performs selection from either `text` or `target`\n * properties and then executes copy or cut operations.\n * @param {Object} options\n */\n\nvar ClipboardActionDefault = function ClipboardActionDefault() {\n var options = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};\n // Defines base properties passed from constructor.\n var _options$action = options.action,\n action = _options$action === void 0 ? 'copy' : _options$action,\n container = options.container,\n target = options.target,\n text = options.text; // Sets the `action` to be performed which can be either 'copy' or 'cut'.\n\n if (action !== 'copy' && action !== 'cut') {\n throw new Error('Invalid \"action\" value, use either \"copy\" or \"cut\"');\n } // Sets the `target` property using an element that will be have its content copied.\n\n\n if (target !== undefined) {\n if (target && _typeof(target) === 'object' && target.nodeType === 1) {\n if (action === 'copy' && target.hasAttribute('disabled')) {\n throw new Error('Invalid \"target\" attribute. Please use \"readonly\" instead of \"disabled\" attribute');\n }\n\n if (action === 'cut' && (target.hasAttribute('readonly') || target.hasAttribute('disabled'))) {\n throw new Error('Invalid \"target\" attribute. You can\\'t cut text from elements with \"readonly\" or \"disabled\" attributes');\n }\n } else {\n throw new Error('Invalid \"target\" value, use a valid Element');\n }\n } // Define selection strategy based on `text` property.\n\n\n if (text) {\n return actions_copy(text, {\n container: container\n });\n } // Defines which selection strategy based on `target` property.\n\n\n if (target) {\n return action === 'cut' ? actions_cut(target) : actions_copy(target, {\n container: container\n });\n }\n};\n\n/* harmony default export */ var actions_default = (ClipboardActionDefault);\n;// CONCATENATED MODULE: ./src/clipboard.js\nfunction clipboard_typeof(obj) { \"@babel/helpers - typeof\"; if (typeof Symbol === \"function\" && typeof Symbol.iterator === \"symbol\") { clipboard_typeof = function _typeof(obj) { return typeof obj; }; } else { clipboard_typeof = function _typeof(obj) { return obj && typeof Symbol === \"function\" && obj.constructor === Symbol && obj !== Symbol.prototype ? \"symbol\" : typeof obj; }; } return clipboard_typeof(obj); }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } }\n\nfunction _createClass(Constructor, protoProps, staticProps) { if (protoProps) _defineProperties(Constructor.prototype, protoProps); if (staticProps) _defineProperties(Constructor, staticProps); return Constructor; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function\"); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, writable: true, configurable: true } }); if (superClass) _setPrototypeOf(subClass, superClass); }\n\nfunction _setPrototypeOf(o, p) { _setPrototypeOf = Object.setPrototypeOf || function _setPrototypeOf(o, p) { o.__proto__ = p; return o; }; return _setPrototypeOf(o, p); }\n\nfunction _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflectConstruct(); return function _createSuperInternal() { var Super = _getPrototypeOf(Derived), result; if (hasNativeReflectConstruct) { var NewTarget = _getPrototypeOf(this).constructor; result = Reflect.construct(Super, arguments, NewTarget); } else { result = Super.apply(this, arguments); } return _possibleConstructorReturn(this, result); }; }\n\nfunction _possibleConstructorReturn(self, call) { if (call && (clipboard_typeof(call) === \"object\" || typeof call === \"function\")) { return call; } return _assertThisInitialized(self); }\n\nfunction _assertThisInitialized(self) { if (self === void 0) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return self; }\n\nfunction _isNativeReflectConstruct() { if (typeof Reflect === \"undefined\" || !Reflect.construct) return false; if (Reflect.construct.sham) return false; if (typeof Proxy === \"function\") return true; try { Date.prototype.toString.call(Reflect.construct(Date, [], function () {})); return true; } catch (e) { return false; } }\n\nfunction _getPrototypeOf(o) { _getPrototypeOf = Object.setPrototypeOf ? Object.getPrototypeOf : function _getPrototypeOf(o) { return o.__proto__ || Object.getPrototypeOf(o); }; return _getPrototypeOf(o); }\n\n\n\n\n\n\n/**\n * Helper function to retrieve attribute value.\n * @param {String} suffix\n * @param {Element} element\n */\n\nfunction getAttributeValue(suffix, element) {\n var attribute = \"data-clipboard-\".concat(suffix);\n\n if (!element.hasAttribute(attribute)) {\n return;\n }\n\n return element.getAttribute(attribute);\n}\n/**\n * Base class which takes one or more elements, adds event listeners to them,\n * and instantiates a new `ClipboardAction` on each click.\n */\n\n\nvar Clipboard = /*#__PURE__*/function (_Emitter) {\n _inherits(Clipboard, _Emitter);\n\n var _super = _createSuper(Clipboard);\n\n /**\n * @param {String|HTMLElement|HTMLCollection|NodeList} trigger\n * @param {Object} options\n */\n function Clipboard(trigger, options) {\n var _this;\n\n _classCallCheck(this, Clipboard);\n\n _this = _super.call(this);\n\n _this.resolveOptions(options);\n\n _this.listenClick(trigger);\n\n return _this;\n }\n /**\n * Defines if attributes would be resolved using internal setter functions\n * or custom functions that were passed in the constructor.\n * @param {Object} options\n */\n\n\n _createClass(Clipboard, [{\n key: \"resolveOptions\",\n value: function resolveOptions() {\n var options = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};\n this.action = typeof options.action === 'function' ? options.action : this.defaultAction;\n this.target = typeof options.target === 'function' ? options.target : this.defaultTarget;\n this.text = typeof options.text === 'function' ? options.text : this.defaultText;\n this.container = clipboard_typeof(options.container) === 'object' ? options.container : document.body;\n }\n /**\n * Adds a click event listener to the passed trigger.\n * @param {String|HTMLElement|HTMLCollection|NodeList} trigger\n */\n\n }, {\n key: \"listenClick\",\n value: function listenClick(trigger) {\n var _this2 = this;\n\n this.listener = listen_default()(trigger, 'click', function (e) {\n return _this2.onClick(e);\n });\n }\n /**\n * Defines a new `ClipboardAction` on each click event.\n * @param {Event} e\n */\n\n }, {\n key: \"onClick\",\n value: function onClick(e) {\n var trigger = e.delegateTarget || e.currentTarget;\n var action = this.action(trigger) || 'copy';\n var text = actions_default({\n action: action,\n container: this.container,\n target: this.target(trigger),\n text: this.text(trigger)\n }); // Fires an event based on the copy operation result.\n\n this.emit(text ? 'success' : 'error', {\n action: action,\n text: text,\n trigger: trigger,\n clearSelection: function clearSelection() {\n if (trigger) {\n trigger.focus();\n }\n\n window.getSelection().removeAllRanges();\n }\n });\n }\n /**\n * Default `action` lookup function.\n * @param {Element} trigger\n */\n\n }, {\n key: \"defaultAction\",\n value: function defaultAction(trigger) {\n return getAttributeValue('action', trigger);\n }\n /**\n * Default `target` lookup function.\n * @param {Element} trigger\n */\n\n }, {\n key: \"defaultTarget\",\n value: function defaultTarget(trigger) {\n var selector = getAttributeValue('target', trigger);\n\n if (selector) {\n return document.querySelector(selector);\n }\n }\n /**\n * Allow fire programmatically a copy action\n * @param {String|HTMLElement} target\n * @param {Object} options\n * @returns Text copied.\n */\n\n }, {\n key: \"defaultText\",\n\n /**\n * Default `text` lookup function.\n * @param {Element} trigger\n */\n value: function defaultText(trigger) {\n return getAttributeValue('text', trigger);\n }\n /**\n * Destroy lifecycle.\n */\n\n }, {\n key: \"destroy\",\n value: function destroy() {\n this.listener.destroy();\n }\n }], [{\n key: \"copy\",\n value: function copy(target) {\n var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {\n container: document.body\n };\n return actions_copy(target, options);\n }\n /**\n * Allow fire programmatically a cut action\n * @param {String|HTMLElement} target\n * @returns Text cutted.\n */\n\n }, {\n key: \"cut\",\n value: function cut(target) {\n return actions_cut(target);\n }\n /**\n * Returns the support of the given action, or all actions if no action is\n * given.\n * @param {String} [action]\n */\n\n }, {\n key: \"isSupported\",\n value: function isSupported() {\n var action = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : ['copy', 'cut'];\n var actions = typeof action === 'string' ? [action] : action;\n var support = !!document.queryCommandSupported;\n actions.forEach(function (action) {\n support = support && !!document.queryCommandSupported(action);\n });\n return support;\n }\n }]);\n\n return Clipboard;\n}((tiny_emitter_default()));\n\n/* harmony default export */ var clipboard = (Clipboard);\n\n/***/ }),\n\n/***/ 828:\n/***/ (function(module) {\n\nvar DOCUMENT_NODE_TYPE = 9;\n\n/**\n * A polyfill for Element.matches()\n */\nif (typeof Element !== 'undefined' && !Element.prototype.matches) {\n var proto = Element.prototype;\n\n proto.matches = proto.matchesSelector ||\n proto.mozMatchesSelector ||\n proto.msMatchesSelector ||\n proto.oMatchesSelector ||\n proto.webkitMatchesSelector;\n}\n\n/**\n * Finds the closest parent that matches a selector.\n *\n * @param {Element} element\n * @param {String} selector\n * @return {Function}\n */\nfunction closest (element, selector) {\n while (element && element.nodeType !== DOCUMENT_NODE_TYPE) {\n if (typeof element.matches === 'function' &&\n element.matches(selector)) {\n return element;\n }\n element = element.parentNode;\n }\n}\n\nmodule.exports = closest;\n\n\n/***/ }),\n\n/***/ 438:\n/***/ (function(module, __unused_webpack_exports, __webpack_require__) {\n\nvar closest = __webpack_require__(828);\n\n/**\n * Delegates event to a selector.\n *\n * @param {Element} element\n * @param {String} selector\n * @param {String} type\n * @param {Function} callback\n * @param {Boolean} useCapture\n * @return {Object}\n */\nfunction _delegate(element, selector, type, callback, useCapture) {\n var listenerFn = listener.apply(this, arguments);\n\n element.addEventListener(type, listenerFn, useCapture);\n\n return {\n destroy: function() {\n element.removeEventListener(type, listenerFn, useCapture);\n }\n }\n}\n\n/**\n * Delegates event to a selector.\n *\n * @param {Element|String|Array} [elements]\n * @param {String} selector\n * @param {String} type\n * @param {Function} callback\n * @param {Boolean} useCapture\n * @return {Object}\n */\nfunction delegate(elements, selector, type, callback, useCapture) {\n // Handle the regular Element usage\n if (typeof elements.addEventListener === 'function') {\n return _delegate.apply(null, arguments);\n }\n\n // Handle Element-less usage, it defaults to global delegation\n if (typeof type === 'function') {\n // Use `document` as the first parameter, then apply arguments\n // This is a short way to .unshift `arguments` without running into deoptimizations\n return _delegate.bind(null, document).apply(null, arguments);\n }\n\n // Handle Selector-based usage\n if (typeof elements === 'string') {\n elements = document.querySelectorAll(elements);\n }\n\n // Handle Array-like based usage\n return Array.prototype.map.call(elements, function (element) {\n return _delegate(element, selector, type, callback, useCapture);\n });\n}\n\n/**\n * Finds closest match and invokes callback.\n *\n * @param {Element} element\n * @param {String} selector\n * @param {String} type\n * @param {Function} callback\n * @return {Function}\n */\nfunction listener(element, selector, type, callback) {\n return function(e) {\n e.delegateTarget = closest(e.target, selector);\n\n if (e.delegateTarget) {\n callback.call(element, e);\n }\n }\n}\n\nmodule.exports = delegate;\n\n\n/***/ }),\n\n/***/ 879:\n/***/ (function(__unused_webpack_module, exports) {\n\n/**\n * Check if argument is a HTML element.\n *\n * @param {Object} value\n * @return {Boolean}\n */\nexports.node = function(value) {\n return value !== undefined\n && value instanceof HTMLElement\n && value.nodeType === 1;\n};\n\n/**\n * Check if argument is a list of HTML elements.\n *\n * @param {Object} value\n * @return {Boolean}\n */\nexports.nodeList = function(value) {\n var type = Object.prototype.toString.call(value);\n\n return value !== undefined\n && (type === '[object NodeList]' || type === '[object HTMLCollection]')\n && ('length' in value)\n && (value.length === 0 || exports.node(value[0]));\n};\n\n/**\n * Check if argument is a string.\n *\n * @param {Object} value\n * @return {Boolean}\n */\nexports.string = function(value) {\n return typeof value === 'string'\n || value instanceof String;\n};\n\n/**\n * Check if argument is a function.\n *\n * @param {Object} value\n * @return {Boolean}\n */\nexports.fn = function(value) {\n var type = Object.prototype.toString.call(value);\n\n return type === '[object Function]';\n};\n\n\n/***/ }),\n\n/***/ 370:\n/***/ (function(module, __unused_webpack_exports, __webpack_require__) {\n\nvar is = __webpack_require__(879);\nvar delegate = __webpack_require__(438);\n\n/**\n * Validates all params and calls the right\n * listener function based on its target type.\n *\n * @param {String|HTMLElement|HTMLCollection|NodeList} target\n * @param {String} type\n * @param {Function} callback\n * @return {Object}\n */\nfunction listen(target, type, callback) {\n if (!target && !type && !callback) {\n throw new Error('Missing required arguments');\n }\n\n if (!is.string(type)) {\n throw new TypeError('Second argument must be a String');\n }\n\n if (!is.fn(callback)) {\n throw new TypeError('Third argument must be a Function');\n }\n\n if (is.node(target)) {\n return listenNode(target, type, callback);\n }\n else if (is.nodeList(target)) {\n return listenNodeList(target, type, callback);\n }\n else if (is.string(target)) {\n return listenSelector(target, type, callback);\n }\n else {\n throw new TypeError('First argument must be a String, HTMLElement, HTMLCollection, or NodeList');\n }\n}\n\n/**\n * Adds an event listener to a HTML element\n * and returns a remove listener function.\n *\n * @param {HTMLElement} node\n * @param {String} type\n * @param {Function} callback\n * @return {Object}\n */\nfunction listenNode(node, type, callback) {\n node.addEventListener(type, callback);\n\n return {\n destroy: function() {\n node.removeEventListener(type, callback);\n }\n }\n}\n\n/**\n * Add an event listener to a list of HTML elements\n * and returns a remove listener function.\n *\n * @param {NodeList|HTMLCollection} nodeList\n * @param {String} type\n * @param {Function} callback\n * @return {Object}\n */\nfunction listenNodeList(nodeList, type, callback) {\n Array.prototype.forEach.call(nodeList, function(node) {\n node.addEventListener(type, callback);\n });\n\n return {\n destroy: function() {\n Array.prototype.forEach.call(nodeList, function(node) {\n node.removeEventListener(type, callback);\n });\n }\n }\n}\n\n/**\n * Add an event listener to a selector\n * and returns a remove listener function.\n *\n * @param {String} selector\n * @param {String} type\n * @param {Function} callback\n * @return {Object}\n */\nfunction listenSelector(selector, type, callback) {\n return delegate(document.body, selector, type, callback);\n}\n\nmodule.exports = listen;\n\n\n/***/ }),\n\n/***/ 817:\n/***/ (function(module) {\n\nfunction select(element) {\n var selectedText;\n\n if (element.nodeName === 'SELECT') {\n element.focus();\n\n selectedText = element.value;\n }\n else if (element.nodeName === 'INPUT' || element.nodeName === 'TEXTAREA') {\n var isReadOnly = element.hasAttribute('readonly');\n\n if (!isReadOnly) {\n element.setAttribute('readonly', '');\n }\n\n element.select();\n element.setSelectionRange(0, element.value.length);\n\n if (!isReadOnly) {\n element.removeAttribute('readonly');\n }\n\n selectedText = element.value;\n }\n else {\n if (element.hasAttribute('contenteditable')) {\n element.focus();\n }\n\n var selection = window.getSelection();\n var range = document.createRange();\n\n range.selectNodeContents(element);\n selection.removeAllRanges();\n selection.addRange(range);\n\n selectedText = selection.toString();\n }\n\n return selectedText;\n}\n\nmodule.exports = select;\n\n\n/***/ }),\n\n/***/ 279:\n/***/ (function(module) {\n\nfunction E () {\n // Keep this empty so it's easier to inherit from\n // (via https://github.com/lipsmack from https://github.com/scottcorgan/tiny-emitter/issues/3)\n}\n\nE.prototype = {\n on: function (name, callback, ctx) {\n var e = this.e || (this.e = {});\n\n (e[name] || (e[name] = [])).push({\n fn: callback,\n ctx: ctx\n });\n\n return this;\n },\n\n once: function (name, callback, ctx) {\n var self = this;\n function listener () {\n self.off(name, listener);\n callback.apply(ctx, arguments);\n };\n\n listener._ = callback\n return this.on(name, listener, ctx);\n },\n\n emit: function (name) {\n var data = [].slice.call(arguments, 1);\n var evtArr = ((this.e || (this.e = {}))[name] || []).slice();\n var i = 0;\n var len = evtArr.length;\n\n for (i; i < len; i++) {\n evtArr[i].fn.apply(evtArr[i].ctx, data);\n }\n\n return this;\n },\n\n off: function (name, callback) {\n var e = this.e || (this.e = {});\n var evts = e[name];\n var liveEvents = [];\n\n if (evts && callback) {\n for (var i = 0, len = evts.length; i < len; i++) {\n if (evts[i].fn !== callback && evts[i].fn._ !== callback)\n liveEvents.push(evts[i]);\n }\n }\n\n // Remove event from queue to prevent memory leak\n // Suggested by https://github.com/lazd\n // Ref: https://github.com/scottcorgan/tiny-emitter/commit/c6ebfaa9bc973b33d110a84a307742b7cf94c953#commitcomment-5024910\n\n (liveEvents.length)\n ? e[name] = liveEvents\n : delete e[name];\n\n return this;\n }\n};\n\nmodule.exports = E;\nmodule.exports.TinyEmitter = E;\n\n\n/***/ })\n\n/******/ \t});\n/************************************************************************/\n/******/ \t// The module cache\n/******/ \tvar __webpack_module_cache__ = {};\n/******/ \t\n/******/ \t// The require function\n/******/ \tfunction __webpack_require__(moduleId) {\n/******/ \t\t// Check if module is in cache\n/******/ \t\tif(__webpack_module_cache__[moduleId]) {\n/******/ \t\t\treturn __webpack_module_cache__[moduleId].exports;\n/******/ \t\t}\n/******/ \t\t// Create a new module (and put it into the cache)\n/******/ \t\tvar module = __webpack_module_cache__[moduleId] = {\n/******/ \t\t\t// no module.id needed\n/******/ \t\t\t// no module.loaded needed\n/******/ \t\t\texports: {}\n/******/ \t\t};\n/******/ \t\n/******/ \t\t// Execute the module function\n/******/ \t\t__webpack_modules__[moduleId](module, module.exports, __webpack_require__);\n/******/ \t\n/******/ \t\t// Return the exports of the module\n/******/ \t\treturn module.exports;\n/******/ \t}\n/******/ \t\n/************************************************************************/\n/******/ \t/* webpack/runtime/compat get default export */\n/******/ \t!function() {\n/******/ \t\t// getDefaultExport function for compatibility with non-harmony modules\n/******/ \t\t__webpack_require__.n = function(module) {\n/******/ \t\t\tvar getter = module && module.__esModule ?\n/******/ \t\t\t\tfunction() { return module['default']; } :\n/******/ \t\t\t\tfunction() { return module; };\n/******/ \t\t\t__webpack_require__.d(getter, { a: getter });\n/******/ \t\t\treturn getter;\n/******/ \t\t};\n/******/ \t}();\n/******/ \t\n/******/ \t/* webpack/runtime/define property getters */\n/******/ \t!function() {\n/******/ \t\t// define getter functions for harmony exports\n/******/ \t\t__webpack_require__.d = function(exports, definition) {\n/******/ \t\t\tfor(var key in definition) {\n/******/ \t\t\t\tif(__webpack_require__.o(definition, key) && !__webpack_require__.o(exports, key)) {\n/******/ \t\t\t\t\tObject.defineProperty(exports, key, { enumerable: true, get: definition[key] });\n/******/ \t\t\t\t}\n/******/ \t\t\t}\n/******/ \t\t};\n/******/ \t}();\n/******/ \t\n/******/ \t/* webpack/runtime/hasOwnProperty shorthand */\n/******/ \t!function() {\n/******/ \t\t__webpack_require__.o = function(obj, prop) { return Object.prototype.hasOwnProperty.call(obj, prop); }\n/******/ \t}();\n/******/ \t\n/************************************************************************/\n/******/ \t// module exports must be returned from runtime so entry inlining is disabled\n/******/ \t// startup\n/******/ \t// Load entry module and return exports\n/******/ \treturn __webpack_require__(686);\n/******/ })()\n.default;\n});", "/*\n * Copyright (c) 2016-2025 Martin Donath \n *\n * Permission is hereby granted, free of charge, to any person obtaining a copy\n * of this software and associated documentation files (the \"Software\"), to\n * deal in the Software without restriction, including without limitation the\n * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or\n * sell copies of the Software, and to permit persons to whom the Software is\n * furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL THE\n * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS\n * IN THE SOFTWARE.\n */\n\nimport \"focus-visible\"\n\nimport {\n EMPTY,\n NEVER,\n Observable,\n Subject,\n defer,\n delay,\n filter,\n map,\n merge,\n mergeWith,\n shareReplay,\n switchMap\n} from \"rxjs\"\n\nimport { configuration, feature } from \"./_\"\nimport {\n at,\n getActiveElement,\n getOptionalElement,\n requestJSON,\n setLocation,\n setToggle,\n watchDocument,\n watchKeyboard,\n watchLocation,\n watchLocationTarget,\n watchMedia,\n watchPrint,\n watchScript,\n watchViewport\n} from \"./browser\"\nimport {\n getComponentElement,\n getComponentElements,\n mountAnnounce,\n mountBackToTop,\n mountConsent,\n mountContent,\n mountDialog,\n mountHeader,\n mountHeaderTitle,\n mountPalette,\n mountProgress,\n mountSearch,\n mountSearchHiglight,\n mountSidebar,\n mountSource,\n mountTableOfContents,\n mountTabs,\n watchHeader,\n watchMain\n} from \"./components\"\nimport {\n SearchIndex,\n setupClipboardJS,\n setupInstantNavigation,\n setupVersionSelector\n} from \"./integrations\"\nimport {\n patchEllipsis,\n patchIndeterminate,\n patchScrollfix,\n patchScrolllock\n} from \"./patches\"\nimport \"./polyfills\"\n\n/* ----------------------------------------------------------------------------\n * Functions - @todo refactor\n * ------------------------------------------------------------------------- */\n\n/**\n * Fetch search index\n *\n * @returns Search index observable\n */\nfunction fetchSearchIndex(): Observable {\n if (location.protocol === \"file:\") {\n return watchScript(\n `${new URL(\"search/search_index.js\", config.base)}`\n )\n .pipe(\n // @ts-ignore - @todo fix typings\n map(() => __index),\n shareReplay(1)\n )\n } else {\n return requestJSON(\n new URL(\"search/search_index.json\", config.base)\n )\n }\n}\n\n/* ----------------------------------------------------------------------------\n * Application\n * ------------------------------------------------------------------------- */\n\n/* Yay, JavaScript is available */\ndocument.documentElement.classList.remove(\"no-js\")\ndocument.documentElement.classList.add(\"js\")\n\n/* Set up navigation observables and subjects */\nconst document$ = watchDocument()\nconst location$ = watchLocation()\nconst target$ = watchLocationTarget(location$)\nconst keyboard$ = watchKeyboard()\n\n/* Set up media observables */\nconst viewport$ = watchViewport()\nconst tablet$ = watchMedia(\"(min-width: 960px)\")\nconst screen$ = watchMedia(\"(min-width: 1220px)\")\nconst print$ = watchPrint()\n\n/* Retrieve search index, if search is enabled */\nconst config = configuration()\nconst index$ = document.forms.namedItem(\"search\")\n ? fetchSearchIndex()\n : NEVER\n\n/* Set up Clipboard.js integration */\nconst alert$ = new Subject()\nsetupClipboardJS({ alert$ })\n\n/* Set up progress indicator */\nconst progress$ = new Subject()\n\n/* Set up instant navigation, if enabled */\nif (feature(\"navigation.instant\"))\n setupInstantNavigation({ location$, viewport$, progress$ })\n .subscribe(document$)\n\n/* Set up version selector */\nif (config.version?.provider === \"mike\")\n setupVersionSelector({ document$ })\n\n/* Always close drawer and search on navigation */\nmerge(location$, target$)\n .pipe(\n delay(125)\n )\n .subscribe(() => {\n setToggle(\"drawer\", false)\n setToggle(\"search\", false)\n })\n\n/* Set up global keyboard handlers */\nkeyboard$\n .pipe(\n filter(({ mode }) => mode === \"global\")\n )\n .subscribe(key => {\n switch (key.type) {\n\n /* Go to previous page */\n case \"p\":\n case \",\":\n const prev = getOptionalElement(\"link[rel=prev]\")\n if (typeof prev !== \"undefined\")\n setLocation(prev)\n break\n\n /* Go to next page */\n case \"n\":\n case \".\":\n const next = getOptionalElement(\"link[rel=next]\")\n if (typeof next !== \"undefined\")\n setLocation(next)\n break\n\n /* Expand navigation, see https://bit.ly/3ZjG5io */\n case \"Enter\":\n const active = getActiveElement()\n if (active instanceof HTMLLabelElement)\n active.click()\n }\n })\n\n/* Set up patches */\npatchEllipsis({ viewport$, document$ })\npatchIndeterminate({ document$, tablet$ })\npatchScrollfix({ document$ })\npatchScrolllock({ viewport$, tablet$ })\n\n/* Set up header and main area observable */\nconst header$ = watchHeader(getComponentElement(\"header\"), { viewport$ })\nconst main$ = document$\n .pipe(\n map(() => getComponentElement(\"main\")),\n switchMap(el => watchMain(el, { viewport$, header$ })),\n shareReplay(1)\n )\n\n/* Set up control component observables */\nconst control$ = merge(\n\n /* Consent */\n ...getComponentElements(\"consent\")\n .map(el => mountConsent(el, { target$ })),\n\n /* Dialog */\n ...getComponentElements(\"dialog\")\n .map(el => mountDialog(el, { alert$ })),\n\n /* Color palette */\n ...getComponentElements(\"palette\")\n .map(el => mountPalette(el)),\n\n /* Progress bar */\n ...getComponentElements(\"progress\")\n .map(el => mountProgress(el, { progress$ })),\n\n /* Search */\n ...getComponentElements(\"search\")\n .map(el => mountSearch(el, { index$, keyboard$ })),\n\n /* Repository information */\n ...getComponentElements(\"source\")\n .map(el => mountSource(el))\n)\n\n/* Set up content component observables */\nconst content$ = defer(() => merge(\n\n /* Announcement bar */\n ...getComponentElements(\"announce\")\n .map(el => mountAnnounce(el)),\n\n /* Content */\n ...getComponentElements(\"content\")\n .map(el => mountContent(el, { viewport$, target$, print$ })),\n\n /* Search highlighting */\n ...getComponentElements(\"content\")\n .map(el => feature(\"search.highlight\")\n ? mountSearchHiglight(el, { index$, location$ })\n : EMPTY\n ),\n\n /* Header */\n ...getComponentElements(\"header\")\n .map(el => mountHeader(el, { viewport$, header$, main$ })),\n\n /* Header title */\n ...getComponentElements(\"header-title\")\n .map(el => mountHeaderTitle(el, { viewport$, header$ })),\n\n /* Sidebar */\n ...getComponentElements(\"sidebar\")\n .map(el => el.getAttribute(\"data-md-type\") === \"navigation\"\n ? at(screen$, () => mountSidebar(el, { viewport$, header$, main$ }))\n : at(tablet$, () => mountSidebar(el, { viewport$, header$, main$ }))\n ),\n\n /* Navigation tabs */\n ...getComponentElements(\"tabs\")\n .map(el => mountTabs(el, { viewport$, header$ })),\n\n /* Table of contents */\n ...getComponentElements(\"toc\")\n .map(el => mountTableOfContents(el, {\n viewport$, header$, main$, target$\n })),\n\n /* Back-to-top button */\n ...getComponentElements(\"top\")\n .map(el => mountBackToTop(el, { viewport$, header$, main$, target$ }))\n))\n\n/* Set up component observables */\nconst component$ = document$\n .pipe(\n switchMap(() => content$),\n mergeWith(control$),\n shareReplay(1)\n )\n\n/* Subscribe to all components */\ncomponent$.subscribe()\n\n/* ----------------------------------------------------------------------------\n * Exports\n * ------------------------------------------------------------------------- */\n\nwindow.document$ = document$ /* Document observable */\nwindow.location$ = location$ /* Location subject */\nwindow.target$ = target$ /* Location target observable */\nwindow.keyboard$ = keyboard$ /* Keyboard observable */\nwindow.viewport$ = viewport$ /* Viewport observable */\nwindow.tablet$ = tablet$ /* Media tablet observable */\nwindow.screen$ = screen$ /* Media screen observable */\nwindow.print$ = print$ /* Media print observable */\nwindow.alert$ = alert$ /* Alert subject */\nwindow.progress$ = progress$ /* Progress indicator subject */\nwindow.component$ = component$ /* Component observable */\n", "/******************************************************************************\nCopyright (c) Microsoft Corporation.\n\nPermission to use, copy, modify, and/or distribute this software for any\npurpose with or without fee is hereby granted.\n\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\nPERFORMANCE OF THIS SOFTWARE.\n***************************************************************************** */\n/* global Reflect, Promise, SuppressedError, Symbol, Iterator */\n\nvar extendStatics = function(d, b) {\n extendStatics = Object.setPrototypeOf ||\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\n function (d, b) { for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p]; };\n return extendStatics(d, b);\n};\n\nexport function __extends(d, b) {\n if (typeof b !== \"function\" && b !== null)\n throw new TypeError(\"Class extends value \" + String(b) + \" is not a constructor or null\");\n extendStatics(d, b);\n function __() { this.constructor = d; }\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\n}\n\nexport var __assign = function() {\n __assign = Object.assign || function __assign(t) {\n for (var s, i = 1, n = arguments.length; i < n; i++) {\n s = arguments[i];\n for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p)) t[p] = s[p];\n }\n return t;\n }\n return __assign.apply(this, arguments);\n}\n\nexport function __rest(s, e) {\n var t = {};\n for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p) && e.indexOf(p) < 0)\n t[p] = s[p];\n if (s != null && typeof Object.getOwnPropertySymbols === \"function\")\n for (var i = 0, p = Object.getOwnPropertySymbols(s); i < p.length; i++) {\n if (e.indexOf(p[i]) < 0 && Object.prototype.propertyIsEnumerable.call(s, p[i]))\n t[p[i]] = s[p[i]];\n }\n return t;\n}\n\nexport function __decorate(decorators, target, key, desc) {\n var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;\n if (typeof Reflect === \"object\" && typeof Reflect.decorate === \"function\") r = Reflect.decorate(decorators, target, key, desc);\n else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;\n return c > 3 && r && Object.defineProperty(target, key, r), r;\n}\n\nexport function __param(paramIndex, decorator) {\n return function (target, key) { decorator(target, key, paramIndex); }\n}\n\nexport function __esDecorate(ctor, descriptorIn, decorators, contextIn, initializers, extraInitializers) {\n function accept(f) { if (f !== void 0 && typeof f !== \"function\") throw new TypeError(\"Function expected\"); return f; }\n var kind = contextIn.kind, key = kind === \"getter\" ? \"get\" : kind === \"setter\" ? \"set\" : \"value\";\n var target = !descriptorIn && ctor ? contextIn[\"static\"] ? ctor : ctor.prototype : null;\n var descriptor = descriptorIn || (target ? Object.getOwnPropertyDescriptor(target, contextIn.name) : {});\n var _, done = false;\n for (var i = decorators.length - 1; i >= 0; i--) {\n var context = {};\n for (var p in contextIn) context[p] = p === \"access\" ? {} : contextIn[p];\n for (var p in contextIn.access) context.access[p] = contextIn.access[p];\n context.addInitializer = function (f) { if (done) throw new TypeError(\"Cannot add initializers after decoration has completed\"); extraInitializers.push(accept(f || null)); };\n var result = (0, decorators[i])(kind === \"accessor\" ? { get: descriptor.get, set: descriptor.set } : descriptor[key], context);\n if (kind === \"accessor\") {\n if (result === void 0) continue;\n if (result === null || typeof result !== \"object\") throw new TypeError(\"Object expected\");\n if (_ = accept(result.get)) descriptor.get = _;\n if (_ = accept(result.set)) descriptor.set = _;\n if (_ = accept(result.init)) initializers.unshift(_);\n }\n else if (_ = accept(result)) {\n if (kind === \"field\") initializers.unshift(_);\n else descriptor[key] = _;\n }\n }\n if (target) Object.defineProperty(target, contextIn.name, descriptor);\n done = true;\n};\n\nexport function __runInitializers(thisArg, initializers, value) {\n var useValue = arguments.length > 2;\n for (var i = 0; i < initializers.length; i++) {\n value = useValue ? initializers[i].call(thisArg, value) : initializers[i].call(thisArg);\n }\n return useValue ? value : void 0;\n};\n\nexport function __propKey(x) {\n return typeof x === \"symbol\" ? x : \"\".concat(x);\n};\n\nexport function __setFunctionName(f, name, prefix) {\n if (typeof name === \"symbol\") name = name.description ? \"[\".concat(name.description, \"]\") : \"\";\n return Object.defineProperty(f, \"name\", { configurable: true, value: prefix ? \"\".concat(prefix, \" \", name) : name });\n};\n\nexport function __metadata(metadataKey, metadataValue) {\n if (typeof Reflect === \"object\" && typeof Reflect.metadata === \"function\") return Reflect.metadata(metadataKey, metadataValue);\n}\n\nexport function __awaiter(thisArg, _arguments, P, generator) {\n function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }\n return new (P || (P = Promise))(function (resolve, reject) {\n function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }\n function rejected(value) { try { step(generator[\"throw\"](value)); } catch (e) { reject(e); } }\n function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }\n step((generator = generator.apply(thisArg, _arguments || [])).next());\n });\n}\n\nexport function __generator(thisArg, body) {\n var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g = Object.create((typeof Iterator === \"function\" ? Iterator : Object).prototype);\n return g.next = verb(0), g[\"throw\"] = verb(1), g[\"return\"] = verb(2), typeof Symbol === \"function\" && (g[Symbol.iterator] = function() { return this; }), g;\n function verb(n) { return function (v) { return step([n, v]); }; }\n function step(op) {\n if (f) throw new TypeError(\"Generator is already executing.\");\n while (g && (g = 0, op[0] && (_ = 0)), _) try {\n if (f = 1, y && (t = op[0] & 2 ? y[\"return\"] : op[0] ? y[\"throw\"] || ((t = y[\"return\"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) return t;\n if (y = 0, t) op = [op[0] & 2, t.value];\n switch (op[0]) {\n case 0: case 1: t = op; break;\n case 4: _.label++; return { value: op[1], done: false };\n case 5: _.label++; y = op[1]; op = [0]; continue;\n case 7: op = _.ops.pop(); _.trys.pop(); continue;\n default:\n if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }\n if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }\n if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }\n if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }\n if (t[2]) _.ops.pop();\n _.trys.pop(); continue;\n }\n op = body.call(thisArg, _);\n } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; }\n if (op[0] & 5) throw op[1]; return { value: op[0] ? op[1] : void 0, done: true };\n }\n}\n\nexport var __createBinding = Object.create ? (function(o, m, k, k2) {\n if (k2 === undefined) k2 = k;\n var desc = Object.getOwnPropertyDescriptor(m, k);\n if (!desc || (\"get\" in desc ? !m.__esModule : desc.writable || desc.configurable)) {\n desc = { enumerable: true, get: function() { return m[k]; } };\n }\n Object.defineProperty(o, k2, desc);\n}) : (function(o, m, k, k2) {\n if (k2 === undefined) k2 = k;\n o[k2] = m[k];\n});\n\nexport function __exportStar(m, o) {\n for (var p in m) if (p !== \"default\" && !Object.prototype.hasOwnProperty.call(o, p)) __createBinding(o, m, p);\n}\n\nexport function __values(o) {\n var s = typeof Symbol === \"function\" && Symbol.iterator, m = s && o[s], i = 0;\n if (m) return m.call(o);\n if (o && typeof o.length === \"number\") return {\n next: function () {\n if (o && i >= o.length) o = void 0;\n return { value: o && o[i++], done: !o };\n }\n };\n throw new TypeError(s ? \"Object is not iterable.\" : \"Symbol.iterator is not defined.\");\n}\n\nexport function __read(o, n) {\n var m = typeof Symbol === \"function\" && o[Symbol.iterator];\n if (!m) return o;\n var i = m.call(o), r, ar = [], e;\n try {\n while ((n === void 0 || n-- > 0) && !(r = i.next()).done) ar.push(r.value);\n }\n catch (error) { e = { error: error }; }\n finally {\n try {\n if (r && !r.done && (m = i[\"return\"])) m.call(i);\n }\n finally { if (e) throw e.error; }\n }\n return ar;\n}\n\n/** @deprecated */\nexport function __spread() {\n for (var ar = [], i = 0; i < arguments.length; i++)\n ar = ar.concat(__read(arguments[i]));\n return ar;\n}\n\n/** @deprecated */\nexport function __spreadArrays() {\n for (var s = 0, i = 0, il = arguments.length; i < il; i++) s += arguments[i].length;\n for (var r = Array(s), k = 0, i = 0; i < il; i++)\n for (var a = arguments[i], j = 0, jl = a.length; j < jl; j++, k++)\n r[k] = a[j];\n return r;\n}\n\nexport function __spreadArray(to, from, pack) {\n if (pack || arguments.length === 2) for (var i = 0, l = from.length, ar; i < l; i++) {\n if (ar || !(i in from)) {\n if (!ar) ar = Array.prototype.slice.call(from, 0, i);\n ar[i] = from[i];\n }\n }\n return to.concat(ar || Array.prototype.slice.call(from));\n}\n\nexport function __await(v) {\n return this instanceof __await ? (this.v = v, this) : new __await(v);\n}\n\nexport function __asyncGenerator(thisArg, _arguments, generator) {\n if (!Symbol.asyncIterator) throw new TypeError(\"Symbol.asyncIterator is not defined.\");\n var g = generator.apply(thisArg, _arguments || []), i, q = [];\n return i = Object.create((typeof AsyncIterator === \"function\" ? AsyncIterator : Object).prototype), verb(\"next\"), verb(\"throw\"), verb(\"return\", awaitReturn), i[Symbol.asyncIterator] = function () { return this; }, i;\n function awaitReturn(f) { return function (v) { return Promise.resolve(v).then(f, reject); }; }\n function verb(n, f) { if (g[n]) { i[n] = function (v) { return new Promise(function (a, b) { q.push([n, v, a, b]) > 1 || resume(n, v); }); }; if (f) i[n] = f(i[n]); } }\n function resume(n, v) { try { step(g[n](v)); } catch (e) { settle(q[0][3], e); } }\n function step(r) { r.value instanceof __await ? Promise.resolve(r.value.v).then(fulfill, reject) : settle(q[0][2], r); }\n function fulfill(value) { resume(\"next\", value); }\n function reject(value) { resume(\"throw\", value); }\n function settle(f, v) { if (f(v), q.shift(), q.length) resume(q[0][0], q[0][1]); }\n}\n\nexport function __asyncDelegator(o) {\n var i, p;\n return i = {}, verb(\"next\"), verb(\"throw\", function (e) { throw e; }), verb(\"return\"), i[Symbol.iterator] = function () { return this; }, i;\n function verb(n, f) { i[n] = o[n] ? function (v) { return (p = !p) ? { value: __await(o[n](v)), done: false } : f ? f(v) : v; } : f; }\n}\n\nexport function __asyncValues(o) {\n if (!Symbol.asyncIterator) throw new TypeError(\"Symbol.asyncIterator is not defined.\");\n var m = o[Symbol.asyncIterator], i;\n return m ? m.call(o) : (o = typeof __values === \"function\" ? __values(o) : o[Symbol.iterator](), i = {}, verb(\"next\"), verb(\"throw\"), verb(\"return\"), i[Symbol.asyncIterator] = function () { return this; }, i);\n function verb(n) { i[n] = o[n] && function (v) { return new Promise(function (resolve, reject) { v = o[n](v), settle(resolve, reject, v.done, v.value); }); }; }\n function settle(resolve, reject, d, v) { Promise.resolve(v).then(function(v) { resolve({ value: v, done: d }); }, reject); }\n}\n\nexport function __makeTemplateObject(cooked, raw) {\n if (Object.defineProperty) { Object.defineProperty(cooked, \"raw\", { value: raw }); } else { cooked.raw = raw; }\n return cooked;\n};\n\nvar __setModuleDefault = Object.create ? (function(o, v) {\n Object.defineProperty(o, \"default\", { enumerable: true, value: v });\n}) : function(o, v) {\n o[\"default\"] = v;\n};\n\nexport function __importStar(mod) {\n if (mod && mod.__esModule) return mod;\n var result = {};\n if (mod != null) for (var k in mod) if (k !== \"default\" && Object.prototype.hasOwnProperty.call(mod, k)) __createBinding(result, mod, k);\n __setModuleDefault(result, mod);\n return result;\n}\n\nexport function __importDefault(mod) {\n return (mod && mod.__esModule) ? mod : { default: mod };\n}\n\nexport function __classPrivateFieldGet(receiver, state, kind, f) {\n if (kind === \"a\" && !f) throw new TypeError(\"Private accessor was defined without a getter\");\n if (typeof state === \"function\" ? receiver !== state || !f : !state.has(receiver)) throw new TypeError(\"Cannot read private member from an object whose class did not declare it\");\n return kind === \"m\" ? f : kind === \"a\" ? f.call(receiver) : f ? f.value : state.get(receiver);\n}\n\nexport function __classPrivateFieldSet(receiver, state, value, kind, f) {\n if (kind === \"m\") throw new TypeError(\"Private method is not writable\");\n if (kind === \"a\" && !f) throw new TypeError(\"Private accessor was defined without a setter\");\n if (typeof state === \"function\" ? receiver !== state || !f : !state.has(receiver)) throw new TypeError(\"Cannot write private member to an object whose class did not declare it\");\n return (kind === \"a\" ? f.call(receiver, value) : f ? f.value = value : state.set(receiver, value)), value;\n}\n\nexport function __classPrivateFieldIn(state, receiver) {\n if (receiver === null || (typeof receiver !== \"object\" && typeof receiver !== \"function\")) throw new TypeError(\"Cannot use 'in' operator on non-object\");\n return typeof state === \"function\" ? receiver === state : state.has(receiver);\n}\n\nexport function __addDisposableResource(env, value, async) {\n if (value !== null && value !== void 0) {\n if (typeof value !== \"object\" && typeof value !== \"function\") throw new TypeError(\"Object expected.\");\n var dispose, inner;\n if (async) {\n if (!Symbol.asyncDispose) throw new TypeError(\"Symbol.asyncDispose is not defined.\");\n dispose = value[Symbol.asyncDispose];\n }\n if (dispose === void 0) {\n if (!Symbol.dispose) throw new TypeError(\"Symbol.dispose is not defined.\");\n dispose = value[Symbol.dispose];\n if (async) inner = dispose;\n }\n if (typeof dispose !== \"function\") throw new TypeError(\"Object not disposable.\");\n if (inner) dispose = function() { try { inner.call(this); } catch (e) { return Promise.reject(e); } };\n env.stack.push({ value: value, dispose: dispose, async: async });\n }\n else if (async) {\n env.stack.push({ async: true });\n }\n return value;\n}\n\nvar _SuppressedError = typeof SuppressedError === \"function\" ? SuppressedError : function (error, suppressed, message) {\n var e = new Error(message);\n return e.name = \"SuppressedError\", e.error = error, e.suppressed = suppressed, e;\n};\n\nexport function __disposeResources(env) {\n function fail(e) {\n env.error = env.hasError ? new _SuppressedError(e, env.error, \"An error was suppressed during disposal.\") : e;\n env.hasError = true;\n }\n var r, s = 0;\n function next() {\n while (r = env.stack.pop()) {\n try {\n if (!r.async && s === 1) return s = 0, env.stack.push(r), Promise.resolve().then(next);\n if (r.dispose) {\n var result = r.dispose.call(r.value);\n if (r.async) return s |= 2, Promise.resolve(result).then(next, function(e) { fail(e); return next(); });\n }\n else s |= 1;\n }\n catch (e) {\n fail(e);\n }\n }\n if (s === 1) return env.hasError ? Promise.reject(env.error) : Promise.resolve();\n if (env.hasError) throw env.error;\n }\n return next();\n}\n\nexport default {\n __extends,\n __assign,\n __rest,\n __decorate,\n __param,\n __metadata,\n __awaiter,\n __generator,\n __createBinding,\n __exportStar,\n __values,\n __read,\n __spread,\n __spreadArrays,\n __spreadArray,\n __await,\n __asyncGenerator,\n __asyncDelegator,\n __asyncValues,\n __makeTemplateObject,\n __importStar,\n __importDefault,\n __classPrivateFieldGet,\n __classPrivateFieldSet,\n __classPrivateFieldIn,\n __addDisposableResource,\n __disposeResources,\n};\n", "/**\n * Returns true if the object is a function.\n * @param value The value to check\n */\nexport function isFunction(value: any): value is (...args: any[]) => any {\n return typeof value === 'function';\n}\n", "/**\n * Used to create Error subclasses until the community moves away from ES5.\n *\n * This is because compiling from TypeScript down to ES5 has issues with subclassing Errors\n * as well as other built-in types: https://github.com/Microsoft/TypeScript/issues/12123\n *\n * @param createImpl A factory function to create the actual constructor implementation. The returned\n * function should be a named function that calls `_super` internally.\n */\nexport function createErrorClass(createImpl: (_super: any) => any): T {\n const _super = (instance: any) => {\n Error.call(instance);\n instance.stack = new Error().stack;\n };\n\n const ctorFunc = createImpl(_super);\n ctorFunc.prototype = Object.create(Error.prototype);\n ctorFunc.prototype.constructor = ctorFunc;\n return ctorFunc;\n}\n", "import { createErrorClass } from './createErrorClass';\n\nexport interface UnsubscriptionError extends Error {\n readonly errors: any[];\n}\n\nexport interface UnsubscriptionErrorCtor {\n /**\n * @deprecated Internal implementation detail. Do not construct error instances.\n * Cannot be tagged as internal: https://github.com/ReactiveX/rxjs/issues/6269\n */\n new (errors: any[]): UnsubscriptionError;\n}\n\n/**\n * An error thrown when one or more errors have occurred during the\n * `unsubscribe` of a {@link Subscription}.\n */\nexport const UnsubscriptionError: UnsubscriptionErrorCtor = createErrorClass(\n (_super) =>\n function UnsubscriptionErrorImpl(this: any, errors: (Error | string)[]) {\n _super(this);\n this.message = errors\n ? `${errors.length} errors occurred during unsubscription:\n${errors.map((err, i) => `${i + 1}) ${err.toString()}`).join('\\n ')}`\n : '';\n this.name = 'UnsubscriptionError';\n this.errors = errors;\n }\n);\n", "/**\n * Removes an item from an array, mutating it.\n * @param arr The array to remove the item from\n * @param item The item to remove\n */\nexport function arrRemove(arr: T[] | undefined | null, item: T) {\n if (arr) {\n const index = arr.indexOf(item);\n 0 <= index && arr.splice(index, 1);\n }\n}\n", "import { isFunction } from './util/isFunction';\nimport { UnsubscriptionError } from './util/UnsubscriptionError';\nimport { SubscriptionLike, TeardownLogic, Unsubscribable } from './types';\nimport { arrRemove } from './util/arrRemove';\n\n/**\n * Represents a disposable resource, such as the execution of an Observable. A\n * Subscription has one important method, `unsubscribe`, that takes no argument\n * and just disposes the resource held by the subscription.\n *\n * Additionally, subscriptions may be grouped together through the `add()`\n * method, which will attach a child Subscription to the current Subscription.\n * When a Subscription is unsubscribed, all its children (and its grandchildren)\n * will be unsubscribed as well.\n *\n * @class Subscription\n */\nexport class Subscription implements SubscriptionLike {\n /** @nocollapse */\n public static EMPTY = (() => {\n const empty = new Subscription();\n empty.closed = true;\n return empty;\n })();\n\n /**\n * A flag to indicate whether this Subscription has already been unsubscribed.\n */\n public closed = false;\n\n private _parentage: Subscription[] | Subscription | null = null;\n\n /**\n * The list of registered finalizers to execute upon unsubscription. Adding and removing from this\n * list occurs in the {@link #add} and {@link #remove} methods.\n */\n private _finalizers: Exclude[] | null = null;\n\n /**\n * @param initialTeardown A function executed first as part of the finalization\n * process that is kicked off when {@link #unsubscribe} is called.\n */\n constructor(private initialTeardown?: () => void) {}\n\n /**\n * Disposes the resources held by the subscription. May, for instance, cancel\n * an ongoing Observable execution or cancel any other type of work that\n * started when the Subscription was created.\n * @return {void}\n */\n unsubscribe(): void {\n let errors: any[] | undefined;\n\n if (!this.closed) {\n this.closed = true;\n\n // Remove this from it's parents.\n const { _parentage } = this;\n if (_parentage) {\n this._parentage = null;\n if (Array.isArray(_parentage)) {\n for (const parent of _parentage) {\n parent.remove(this);\n }\n } else {\n _parentage.remove(this);\n }\n }\n\n const { initialTeardown: initialFinalizer } = this;\n if (isFunction(initialFinalizer)) {\n try {\n initialFinalizer();\n } catch (e) {\n errors = e instanceof UnsubscriptionError ? e.errors : [e];\n }\n }\n\n const { _finalizers } = this;\n if (_finalizers) {\n this._finalizers = null;\n for (const finalizer of _finalizers) {\n try {\n execFinalizer(finalizer);\n } catch (err) {\n errors = errors ?? [];\n if (err instanceof UnsubscriptionError) {\n errors = [...errors, ...err.errors];\n } else {\n errors.push(err);\n }\n }\n }\n }\n\n if (errors) {\n throw new UnsubscriptionError(errors);\n }\n }\n }\n\n /**\n * Adds a finalizer to this subscription, so that finalization will be unsubscribed/called\n * when this subscription is unsubscribed. If this subscription is already {@link #closed},\n * because it has already been unsubscribed, then whatever finalizer is passed to it\n * will automatically be executed (unless the finalizer itself is also a closed subscription).\n *\n * Closed Subscriptions cannot be added as finalizers to any subscription. Adding a closed\n * subscription to a any subscription will result in no operation. (A noop).\n *\n * Adding a subscription to itself, or adding `null` or `undefined` will not perform any\n * operation at all. (A noop).\n *\n * `Subscription` instances that are added to this instance will automatically remove themselves\n * if they are unsubscribed. Functions and {@link Unsubscribable} objects that you wish to remove\n * will need to be removed manually with {@link #remove}\n *\n * @param teardown The finalization logic to add to this subscription.\n */\n add(teardown: TeardownLogic): void {\n // Only add the finalizer if it's not undefined\n // and don't add a subscription to itself.\n if (teardown && teardown !== this) {\n if (this.closed) {\n // If this subscription is already closed,\n // execute whatever finalizer is handed to it automatically.\n execFinalizer(teardown);\n } else {\n if (teardown instanceof Subscription) {\n // We don't add closed subscriptions, and we don't add the same subscription\n // twice. Subscription unsubscribe is idempotent.\n if (teardown.closed || teardown._hasParent(this)) {\n return;\n }\n teardown._addParent(this);\n }\n (this._finalizers = this._finalizers ?? []).push(teardown);\n }\n }\n }\n\n /**\n * Checks to see if a this subscription already has a particular parent.\n * This will signal that this subscription has already been added to the parent in question.\n * @param parent the parent to check for\n */\n private _hasParent(parent: Subscription) {\n const { _parentage } = this;\n return _parentage === parent || (Array.isArray(_parentage) && _parentage.includes(parent));\n }\n\n /**\n * Adds a parent to this subscription so it can be removed from the parent if it\n * unsubscribes on it's own.\n *\n * NOTE: THIS ASSUMES THAT {@link _hasParent} HAS ALREADY BEEN CHECKED.\n * @param parent The parent subscription to add\n */\n private _addParent(parent: Subscription) {\n const { _parentage } = this;\n this._parentage = Array.isArray(_parentage) ? (_parentage.push(parent), _parentage) : _parentage ? [_parentage, parent] : parent;\n }\n\n /**\n * Called on a child when it is removed via {@link #remove}.\n * @param parent The parent to remove\n */\n private _removeParent(parent: Subscription) {\n const { _parentage } = this;\n if (_parentage === parent) {\n this._parentage = null;\n } else if (Array.isArray(_parentage)) {\n arrRemove(_parentage, parent);\n }\n }\n\n /**\n * Removes a finalizer from this subscription that was previously added with the {@link #add} method.\n *\n * Note that `Subscription` instances, when unsubscribed, will automatically remove themselves\n * from every other `Subscription` they have been added to. This means that using the `remove` method\n * is not a common thing and should be used thoughtfully.\n *\n * If you add the same finalizer instance of a function or an unsubscribable object to a `Subscription` instance\n * more than once, you will need to call `remove` the same number of times to remove all instances.\n *\n * All finalizer instances are removed to free up memory upon unsubscription.\n *\n * @param teardown The finalizer to remove from this subscription\n */\n remove(teardown: Exclude): void {\n const { _finalizers } = this;\n _finalizers && arrRemove(_finalizers, teardown);\n\n if (teardown instanceof Subscription) {\n teardown._removeParent(this);\n }\n }\n}\n\nexport const EMPTY_SUBSCRIPTION = Subscription.EMPTY;\n\nexport function isSubscription(value: any): value is Subscription {\n return (\n value instanceof Subscription ||\n (value && 'closed' in value && isFunction(value.remove) && isFunction(value.add) && isFunction(value.unsubscribe))\n );\n}\n\nfunction execFinalizer(finalizer: Unsubscribable | (() => void)) {\n if (isFunction(finalizer)) {\n finalizer();\n } else {\n finalizer.unsubscribe();\n }\n}\n", "import { Subscriber } from './Subscriber';\nimport { ObservableNotification } from './types';\n\n/**\n * The {@link GlobalConfig} object for RxJS. It is used to configure things\n * like how to react on unhandled errors.\n */\nexport const config: GlobalConfig = {\n onUnhandledError: null,\n onStoppedNotification: null,\n Promise: undefined,\n useDeprecatedSynchronousErrorHandling: false,\n useDeprecatedNextContext: false,\n};\n\n/**\n * The global configuration object for RxJS, used to configure things\n * like how to react on unhandled errors. Accessible via {@link config}\n * object.\n */\nexport interface GlobalConfig {\n /**\n * A registration point for unhandled errors from RxJS. These are errors that\n * cannot were not handled by consuming code in the usual subscription path. For\n * example, if you have this configured, and you subscribe to an observable without\n * providing an error handler, errors from that subscription will end up here. This\n * will _always_ be called asynchronously on another job in the runtime. This is because\n * we do not want errors thrown in this user-configured handler to interfere with the\n * behavior of the library.\n */\n onUnhandledError: ((err: any) => void) | null;\n\n /**\n * A registration point for notifications that cannot be sent to subscribers because they\n * have completed, errored or have been explicitly unsubscribed. By default, next, complete\n * and error notifications sent to stopped subscribers are noops. However, sometimes callers\n * might want a different behavior. For example, with sources that attempt to report errors\n * to stopped subscribers, a caller can configure RxJS to throw an unhandled error instead.\n * This will _always_ be called asynchronously on another job in the runtime. This is because\n * we do not want errors thrown in this user-configured handler to interfere with the\n * behavior of the library.\n */\n onStoppedNotification: ((notification: ObservableNotification, subscriber: Subscriber) => void) | null;\n\n /**\n * The promise constructor used by default for {@link Observable#toPromise toPromise} and {@link Observable#forEach forEach}\n * methods.\n *\n * @deprecated As of version 8, RxJS will no longer support this sort of injection of a\n * Promise constructor. If you need a Promise implementation other than native promises,\n * please polyfill/patch Promise as you see appropriate. Will be removed in v8.\n */\n Promise?: PromiseConstructorLike;\n\n /**\n * If true, turns on synchronous error rethrowing, which is a deprecated behavior\n * in v6 and higher. This behavior enables bad patterns like wrapping a subscribe\n * call in a try/catch block. It also enables producer interference, a nasty bug\n * where a multicast can be broken for all observers by a downstream consumer with\n * an unhandled error. DO NOT USE THIS FLAG UNLESS IT'S NEEDED TO BUY TIME\n * FOR MIGRATION REASONS.\n *\n * @deprecated As of version 8, RxJS will no longer support synchronous throwing\n * of unhandled errors. All errors will be thrown on a separate call stack to prevent bad\n * behaviors described above. Will be removed in v8.\n */\n useDeprecatedSynchronousErrorHandling: boolean;\n\n /**\n * If true, enables an as-of-yet undocumented feature from v5: The ability to access\n * `unsubscribe()` via `this` context in `next` functions created in observers passed\n * to `subscribe`.\n *\n * This is being removed because the performance was severely problematic, and it could also cause\n * issues when types other than POJOs are passed to subscribe as subscribers, as they will likely have\n * their `this` context overwritten.\n *\n * @deprecated As of version 8, RxJS will no longer support altering the\n * context of next functions provided as part of an observer to Subscribe. Instead,\n * you will have access to a subscription or a signal or token that will allow you to do things like\n * unsubscribe and test closed status. Will be removed in v8.\n */\n useDeprecatedNextContext: boolean;\n}\n", "import type { TimerHandle } from './timerHandle';\ntype SetTimeoutFunction = (handler: () => void, timeout?: number, ...args: any[]) => TimerHandle;\ntype ClearTimeoutFunction = (handle: TimerHandle) => void;\n\ninterface TimeoutProvider {\n setTimeout: SetTimeoutFunction;\n clearTimeout: ClearTimeoutFunction;\n delegate:\n | {\n setTimeout: SetTimeoutFunction;\n clearTimeout: ClearTimeoutFunction;\n }\n | undefined;\n}\n\nexport const timeoutProvider: TimeoutProvider = {\n // When accessing the delegate, use the variable rather than `this` so that\n // the functions can be called without being bound to the provider.\n setTimeout(handler: () => void, timeout?: number, ...args) {\n const { delegate } = timeoutProvider;\n if (delegate?.setTimeout) {\n return delegate.setTimeout(handler, timeout, ...args);\n }\n return setTimeout(handler, timeout, ...args);\n },\n clearTimeout(handle) {\n const { delegate } = timeoutProvider;\n return (delegate?.clearTimeout || clearTimeout)(handle as any);\n },\n delegate: undefined,\n};\n", "import { config } from '../config';\nimport { timeoutProvider } from '../scheduler/timeoutProvider';\n\n/**\n * Handles an error on another job either with the user-configured {@link onUnhandledError},\n * or by throwing it on that new job so it can be picked up by `window.onerror`, `process.on('error')`, etc.\n *\n * This should be called whenever there is an error that is out-of-band with the subscription\n * or when an error hits a terminal boundary of the subscription and no error handler was provided.\n *\n * @param err the error to report\n */\nexport function reportUnhandledError(err: any) {\n timeoutProvider.setTimeout(() => {\n const { onUnhandledError } = config;\n if (onUnhandledError) {\n // Execute the user-configured error handler.\n onUnhandledError(err);\n } else {\n // Throw so it is picked up by the runtime's uncaught error mechanism.\n throw err;\n }\n });\n}\n", "/* tslint:disable:no-empty */\nexport function noop() { }\n", "import { CompleteNotification, NextNotification, ErrorNotification } from './types';\n\n/**\n * A completion object optimized for memory use and created to be the\n * same \"shape\" as other notifications in v8.\n * @internal\n */\nexport const COMPLETE_NOTIFICATION = (() => createNotification('C', undefined, undefined) as CompleteNotification)();\n\n/**\n * Internal use only. Creates an optimized error notification that is the same \"shape\"\n * as other notifications.\n * @internal\n */\nexport function errorNotification(error: any): ErrorNotification {\n return createNotification('E', undefined, error) as any;\n}\n\n/**\n * Internal use only. Creates an optimized next notification that is the same \"shape\"\n * as other notifications.\n * @internal\n */\nexport function nextNotification(value: T) {\n return createNotification('N', value, undefined) as NextNotification;\n}\n\n/**\n * Ensures that all notifications created internally have the same \"shape\" in v8.\n *\n * TODO: This is only exported to support a crazy legacy test in `groupBy`.\n * @internal\n */\nexport function createNotification(kind: 'N' | 'E' | 'C', value: any, error: any) {\n return {\n kind,\n value,\n error,\n };\n}\n", "import { config } from '../config';\n\nlet context: { errorThrown: boolean; error: any } | null = null;\n\n/**\n * Handles dealing with errors for super-gross mode. Creates a context, in which\n * any synchronously thrown errors will be passed to {@link captureError}. Which\n * will record the error such that it will be rethrown after the call back is complete.\n * TODO: Remove in v8\n * @param cb An immediately executed function.\n */\nexport function errorContext(cb: () => void) {\n if (config.useDeprecatedSynchronousErrorHandling) {\n const isRoot = !context;\n if (isRoot) {\n context = { errorThrown: false, error: null };\n }\n cb();\n if (isRoot) {\n const { errorThrown, error } = context!;\n context = null;\n if (errorThrown) {\n throw error;\n }\n }\n } else {\n // This is the general non-deprecated path for everyone that\n // isn't crazy enough to use super-gross mode (useDeprecatedSynchronousErrorHandling)\n cb();\n }\n}\n\n/**\n * Captures errors only in super-gross mode.\n * @param err the error to capture\n */\nexport function captureError(err: any) {\n if (config.useDeprecatedSynchronousErrorHandling && context) {\n context.errorThrown = true;\n context.error = err;\n }\n}\n", "import { isFunction } from './util/isFunction';\nimport { Observer, ObservableNotification } from './types';\nimport { isSubscription, Subscription } from './Subscription';\nimport { config } from './config';\nimport { reportUnhandledError } from './util/reportUnhandledError';\nimport { noop } from './util/noop';\nimport { nextNotification, errorNotification, COMPLETE_NOTIFICATION } from './NotificationFactories';\nimport { timeoutProvider } from './scheduler/timeoutProvider';\nimport { captureError } from './util/errorContext';\n\n/**\n * Implements the {@link Observer} interface and extends the\n * {@link Subscription} class. While the {@link Observer} is the public API for\n * consuming the values of an {@link Observable}, all Observers get converted to\n * a Subscriber, in order to provide Subscription-like capabilities such as\n * `unsubscribe`. Subscriber is a common type in RxJS, and crucial for\n * implementing operators, but it is rarely used as a public API.\n *\n * @class Subscriber\n */\nexport class Subscriber extends Subscription implements Observer {\n /**\n * A static factory for a Subscriber, given a (potentially partial) definition\n * of an Observer.\n * @param next The `next` callback of an Observer.\n * @param error The `error` callback of an\n * Observer.\n * @param complete The `complete` callback of an\n * Observer.\n * @return A Subscriber wrapping the (partially defined)\n * Observer represented by the given arguments.\n * @nocollapse\n * @deprecated Do not use. Will be removed in v8. There is no replacement for this\n * method, and there is no reason to be creating instances of `Subscriber` directly.\n * If you have a specific use case, please file an issue.\n */\n static create(next?: (x?: T) => void, error?: (e?: any) => void, complete?: () => void): Subscriber {\n return new SafeSubscriber(next, error, complete);\n }\n\n /** @deprecated Internal implementation detail, do not use directly. Will be made internal in v8. */\n protected isStopped: boolean = false;\n /** @deprecated Internal implementation detail, do not use directly. Will be made internal in v8. */\n protected destination: Subscriber | Observer; // this `any` is the escape hatch to erase extra type param (e.g. R)\n\n /**\n * @deprecated Internal implementation detail, do not use directly. Will be made internal in v8.\n * There is no reason to directly create an instance of Subscriber. This type is exported for typings reasons.\n */\n constructor(destination?: Subscriber | Observer) {\n super();\n if (destination) {\n this.destination = destination;\n // Automatically chain subscriptions together here.\n // if destination is a Subscription, then it is a Subscriber.\n if (isSubscription(destination)) {\n destination.add(this);\n }\n } else {\n this.destination = EMPTY_OBSERVER;\n }\n }\n\n /**\n * The {@link Observer} callback to receive notifications of type `next` from\n * the Observable, with a value. The Observable may call this method 0 or more\n * times.\n * @param {T} [value] The `next` value.\n * @return {void}\n */\n next(value?: T): void {\n if (this.isStopped) {\n handleStoppedNotification(nextNotification(value), this);\n } else {\n this._next(value!);\n }\n }\n\n /**\n * The {@link Observer} callback to receive notifications of type `error` from\n * the Observable, with an attached `Error`. Notifies the Observer that\n * the Observable has experienced an error condition.\n * @param {any} [err] The `error` exception.\n * @return {void}\n */\n error(err?: any): void {\n if (this.isStopped) {\n handleStoppedNotification(errorNotification(err), this);\n } else {\n this.isStopped = true;\n this._error(err);\n }\n }\n\n /**\n * The {@link Observer} callback to receive a valueless notification of type\n * `complete` from the Observable. Notifies the Observer that the Observable\n * has finished sending push-based notifications.\n * @return {void}\n */\n complete(): void {\n if (this.isStopped) {\n handleStoppedNotification(COMPLETE_NOTIFICATION, this);\n } else {\n this.isStopped = true;\n this._complete();\n }\n }\n\n unsubscribe(): void {\n if (!this.closed) {\n this.isStopped = true;\n super.unsubscribe();\n this.destination = null!;\n }\n }\n\n protected _next(value: T): void {\n this.destination.next(value);\n }\n\n protected _error(err: any): void {\n try {\n this.destination.error(err);\n } finally {\n this.unsubscribe();\n }\n }\n\n protected _complete(): void {\n try {\n this.destination.complete();\n } finally {\n this.unsubscribe();\n }\n }\n}\n\n/**\n * This bind is captured here because we want to be able to have\n * compatibility with monoid libraries that tend to use a method named\n * `bind`. In particular, a library called Monio requires this.\n */\nconst _bind = Function.prototype.bind;\n\nfunction bind any>(fn: Fn, thisArg: any): Fn {\n return _bind.call(fn, thisArg);\n}\n\n/**\n * Internal optimization only, DO NOT EXPOSE.\n * @internal\n */\nclass ConsumerObserver implements Observer {\n constructor(private partialObserver: Partial>) {}\n\n next(value: T): void {\n const { partialObserver } = this;\n if (partialObserver.next) {\n try {\n partialObserver.next(value);\n } catch (error) {\n handleUnhandledError(error);\n }\n }\n }\n\n error(err: any): void {\n const { partialObserver } = this;\n if (partialObserver.error) {\n try {\n partialObserver.error(err);\n } catch (error) {\n handleUnhandledError(error);\n }\n } else {\n handleUnhandledError(err);\n }\n }\n\n complete(): void {\n const { partialObserver } = this;\n if (partialObserver.complete) {\n try {\n partialObserver.complete();\n } catch (error) {\n handleUnhandledError(error);\n }\n }\n }\n}\n\nexport class SafeSubscriber extends Subscriber {\n constructor(\n observerOrNext?: Partial> | ((value: T) => void) | null,\n error?: ((e?: any) => void) | null,\n complete?: (() => void) | null\n ) {\n super();\n\n let partialObserver: Partial>;\n if (isFunction(observerOrNext) || !observerOrNext) {\n // The first argument is a function, not an observer. The next\n // two arguments *could* be observers, or they could be empty.\n partialObserver = {\n next: (observerOrNext ?? undefined) as (((value: T) => void) | undefined),\n error: error ?? undefined,\n complete: complete ?? undefined,\n };\n } else {\n // The first argument is a partial observer.\n let context: any;\n if (this && config.useDeprecatedNextContext) {\n // This is a deprecated path that made `this.unsubscribe()` available in\n // next handler functions passed to subscribe. This only exists behind a flag\n // now, as it is *very* slow.\n context = Object.create(observerOrNext);\n context.unsubscribe = () => this.unsubscribe();\n partialObserver = {\n next: observerOrNext.next && bind(observerOrNext.next, context),\n error: observerOrNext.error && bind(observerOrNext.error, context),\n complete: observerOrNext.complete && bind(observerOrNext.complete, context),\n };\n } else {\n // The \"normal\" path. Just use the partial observer directly.\n partialObserver = observerOrNext;\n }\n }\n\n // Wrap the partial observer to ensure it's a full observer, and\n // make sure proper error handling is accounted for.\n this.destination = new ConsumerObserver(partialObserver);\n }\n}\n\nfunction handleUnhandledError(error: any) {\n if (config.useDeprecatedSynchronousErrorHandling) {\n captureError(error);\n } else {\n // Ideal path, we report this as an unhandled error,\n // which is thrown on a new call stack.\n reportUnhandledError(error);\n }\n}\n\n/**\n * An error handler used when no error handler was supplied\n * to the SafeSubscriber -- meaning no error handler was supplied\n * do the `subscribe` call on our observable.\n * @param err The error to handle\n */\nfunction defaultErrorHandler(err: any) {\n throw err;\n}\n\n/**\n * A handler for notifications that cannot be sent to a stopped subscriber.\n * @param notification The notification being sent\n * @param subscriber The stopped subscriber\n */\nfunction handleStoppedNotification(notification: ObservableNotification, subscriber: Subscriber) {\n const { onStoppedNotification } = config;\n onStoppedNotification && timeoutProvider.setTimeout(() => onStoppedNotification(notification, subscriber));\n}\n\n/**\n * The observer used as a stub for subscriptions where the user did not\n * pass any arguments to `subscribe`. Comes with the default error handling\n * behavior.\n */\nexport const EMPTY_OBSERVER: Readonly> & { closed: true } = {\n closed: true,\n next: noop,\n error: defaultErrorHandler,\n complete: noop,\n};\n", "/**\n * Symbol.observable or a string \"@@observable\". Used for interop\n *\n * @deprecated We will no longer be exporting this symbol in upcoming versions of RxJS.\n * Instead polyfill and use Symbol.observable directly *or* use https://www.npmjs.com/package/symbol-observable\n */\nexport const observable: string | symbol = (() => (typeof Symbol === 'function' && Symbol.observable) || '@@observable')();\n", "/**\n * This function takes one parameter and just returns it. Simply put,\n * this is like `(x: T): T => x`.\n *\n * ## Examples\n *\n * This is useful in some cases when using things like `mergeMap`\n *\n * ```ts\n * import { interval, take, map, range, mergeMap, identity } from 'rxjs';\n *\n * const source$ = interval(1000).pipe(take(5));\n *\n * const result$ = source$.pipe(\n * map(i => range(i)),\n * mergeMap(identity) // same as mergeMap(x => x)\n * );\n *\n * result$.subscribe({\n * next: console.log\n * });\n * ```\n *\n * Or when you want to selectively apply an operator\n *\n * ```ts\n * import { interval, take, identity } from 'rxjs';\n *\n * const shouldLimit = () => Math.random() < 0.5;\n *\n * const source$ = interval(1000);\n *\n * const result$ = source$.pipe(shouldLimit() ? take(5) : identity);\n *\n * result$.subscribe({\n * next: console.log\n * });\n * ```\n *\n * @param x Any value that is returned by this function\n * @returns The value passed as the first parameter to this function\n */\nexport function identity(x: T): T {\n return x;\n}\n", "import { identity } from './identity';\nimport { UnaryFunction } from '../types';\n\nexport function pipe(): typeof identity;\nexport function pipe(fn1: UnaryFunction): UnaryFunction;\nexport function pipe(fn1: UnaryFunction, fn2: UnaryFunction): UnaryFunction;\nexport function pipe(fn1: UnaryFunction, fn2: UnaryFunction, fn3: UnaryFunction): UnaryFunction;\nexport function pipe(\n fn1: UnaryFunction,\n fn2: UnaryFunction,\n fn3: UnaryFunction,\n fn4: UnaryFunction\n): UnaryFunction;\nexport function pipe(\n fn1: UnaryFunction,\n fn2: UnaryFunction,\n fn3: UnaryFunction,\n fn4: UnaryFunction,\n fn5: UnaryFunction\n): UnaryFunction;\nexport function pipe(\n fn1: UnaryFunction,\n fn2: UnaryFunction,\n fn3: UnaryFunction,\n fn4: UnaryFunction,\n fn5: UnaryFunction,\n fn6: UnaryFunction\n): UnaryFunction;\nexport function pipe(\n fn1: UnaryFunction,\n fn2: UnaryFunction,\n fn3: UnaryFunction,\n fn4: UnaryFunction,\n fn5: UnaryFunction,\n fn6: UnaryFunction,\n fn7: UnaryFunction\n): UnaryFunction;\nexport function pipe(\n fn1: UnaryFunction,\n fn2: UnaryFunction,\n fn3: UnaryFunction,\n fn4: UnaryFunction,\n fn5: UnaryFunction,\n fn6: UnaryFunction,\n fn7: UnaryFunction,\n fn8: UnaryFunction\n): UnaryFunction;\nexport function pipe(\n fn1: UnaryFunction,\n fn2: UnaryFunction,\n fn3: UnaryFunction,\n fn4: UnaryFunction,\n fn5: UnaryFunction,\n fn6: UnaryFunction,\n fn7: UnaryFunction,\n fn8: UnaryFunction,\n fn9: UnaryFunction\n): UnaryFunction;\nexport function pipe(\n fn1: UnaryFunction,\n fn2: UnaryFunction,\n fn3: UnaryFunction,\n fn4: UnaryFunction,\n fn5: UnaryFunction,\n fn6: UnaryFunction,\n fn7: UnaryFunction,\n fn8: UnaryFunction,\n fn9: UnaryFunction,\n ...fns: UnaryFunction[]\n): UnaryFunction;\n\n/**\n * pipe() can be called on one or more functions, each of which can take one argument (\"UnaryFunction\")\n * and uses it to return a value.\n * It returns a function that takes one argument, passes it to the first UnaryFunction, and then\n * passes the result to the next one, passes that result to the next one, and so on. \n */\nexport function pipe(...fns: Array>): UnaryFunction {\n return pipeFromArray(fns);\n}\n\n/** @internal */\nexport function pipeFromArray(fns: Array>): UnaryFunction {\n if (fns.length === 0) {\n return identity as UnaryFunction;\n }\n\n if (fns.length === 1) {\n return fns[0];\n }\n\n return function piped(input: T): R {\n return fns.reduce((prev: any, fn: UnaryFunction) => fn(prev), input as any);\n };\n}\n", "import { Operator } from './Operator';\nimport { SafeSubscriber, Subscriber } from './Subscriber';\nimport { isSubscription, Subscription } from './Subscription';\nimport { TeardownLogic, OperatorFunction, Subscribable, Observer } from './types';\nimport { observable as Symbol_observable } from './symbol/observable';\nimport { pipeFromArray } from './util/pipe';\nimport { config } from './config';\nimport { isFunction } from './util/isFunction';\nimport { errorContext } from './util/errorContext';\n\n/**\n * A representation of any set of values over any amount of time. This is the most basic building block\n * of RxJS.\n *\n * @class Observable\n */\nexport class Observable implements Subscribable {\n /**\n * @deprecated Internal implementation detail, do not use directly. Will be made internal in v8.\n */\n source: Observable | undefined;\n\n /**\n * @deprecated Internal implementation detail, do not use directly. Will be made internal in v8.\n */\n operator: Operator | undefined;\n\n /**\n * @constructor\n * @param {Function} subscribe the function that is called when the Observable is\n * initially subscribed to. This function is given a Subscriber, to which new values\n * can be `next`ed, or an `error` method can be called to raise an error, or\n * `complete` can be called to notify of a successful completion.\n */\n constructor(subscribe?: (this: Observable, subscriber: Subscriber) => TeardownLogic) {\n if (subscribe) {\n this._subscribe = subscribe;\n }\n }\n\n // HACK: Since TypeScript inherits static properties too, we have to\n // fight against TypeScript here so Subject can have a different static create signature\n /**\n * Creates a new Observable by calling the Observable constructor\n * @owner Observable\n * @method create\n * @param {Function} subscribe? the subscriber function to be passed to the Observable constructor\n * @return {Observable} a new observable\n * @nocollapse\n * @deprecated Use `new Observable()` instead. Will be removed in v8.\n */\n static create: (...args: any[]) => any = (subscribe?: (subscriber: Subscriber) => TeardownLogic) => {\n return new Observable(subscribe);\n };\n\n /**\n * Creates a new Observable, with this Observable instance as the source, and the passed\n * operator defined as the new observable's operator.\n * @method lift\n * @param operator the operator defining the operation to take on the observable\n * @return a new observable with the Operator applied\n * @deprecated Internal implementation detail, do not use directly. Will be made internal in v8.\n * If you have implemented an operator using `lift`, it is recommended that you create an\n * operator by simply returning `new Observable()` directly. See \"Creating new operators from\n * scratch\" section here: https://rxjs.dev/guide/operators\n */\n lift(operator?: Operator): Observable {\n const observable = new Observable();\n observable.source = this;\n observable.operator = operator;\n return observable;\n }\n\n subscribe(observerOrNext?: Partial> | ((value: T) => void)): Subscription;\n /** @deprecated Instead of passing separate callback arguments, use an observer argument. Signatures taking separate callback arguments will be removed in v8. Details: https://rxjs.dev/deprecations/subscribe-arguments */\n subscribe(next?: ((value: T) => void) | null, error?: ((error: any) => void) | null, complete?: (() => void) | null): Subscription;\n /**\n * Invokes an execution of an Observable and registers Observer handlers for notifications it will emit.\n *\n * Use it when you have all these Observables, but still nothing is happening.\n *\n * `subscribe` is not a regular operator, but a method that calls Observable's internal `subscribe` function. It\n * might be for example a function that you passed to Observable's constructor, but most of the time it is\n * a library implementation, which defines what will be emitted by an Observable, and when it be will emitted. This means\n * that calling `subscribe` is actually the moment when Observable starts its work, not when it is created, as it is often\n * the thought.\n *\n * Apart from starting the execution of an Observable, this method allows you to listen for values\n * that an Observable emits, as well as for when it completes or errors. You can achieve this in two\n * of the following ways.\n *\n * The first way is creating an object that implements {@link Observer} interface. It should have methods\n * defined by that interface, but note that it should be just a regular JavaScript object, which you can create\n * yourself in any way you want (ES6 class, classic function constructor, object literal etc.). In particular, do\n * not attempt to use any RxJS implementation details to create Observers - you don't need them. Remember also\n * that your object does not have to implement all methods. If you find yourself creating a method that doesn't\n * do anything, you can simply omit it. Note however, if the `error` method is not provided and an error happens,\n * it will be thrown asynchronously. Errors thrown asynchronously cannot be caught using `try`/`catch`. Instead,\n * use the {@link onUnhandledError} configuration option or use a runtime handler (like `window.onerror` or\n * `process.on('error)`) to be notified of unhandled errors. Because of this, it's recommended that you provide\n * an `error` method to avoid missing thrown errors.\n *\n * The second way is to give up on Observer object altogether and simply provide callback functions in place of its methods.\n * This means you can provide three functions as arguments to `subscribe`, where the first function is equivalent\n * of a `next` method, the second of an `error` method and the third of a `complete` method. Just as in case of an Observer,\n * if you do not need to listen for something, you can omit a function by passing `undefined` or `null`,\n * since `subscribe` recognizes these functions by where they were placed in function call. When it comes\n * to the `error` function, as with an Observer, if not provided, errors emitted by an Observable will be thrown asynchronously.\n *\n * You can, however, subscribe with no parameters at all. This may be the case where you're not interested in terminal events\n * and you also handled emissions internally by using operators (e.g. using `tap`).\n *\n * Whichever style of calling `subscribe` you use, in both cases it returns a Subscription object.\n * This object allows you to call `unsubscribe` on it, which in turn will stop the work that an Observable does and will clean\n * up all resources that an Observable used. Note that cancelling a subscription will not call `complete` callback\n * provided to `subscribe` function, which is reserved for a regular completion signal that comes from an Observable.\n *\n * Remember that callbacks provided to `subscribe` are not guaranteed to be called asynchronously.\n * It is an Observable itself that decides when these functions will be called. For example {@link of}\n * by default emits all its values synchronously. Always check documentation for how given Observable\n * will behave when subscribed and if its default behavior can be modified with a `scheduler`.\n *\n * #### Examples\n *\n * Subscribe with an {@link guide/observer Observer}\n *\n * ```ts\n * import { of } from 'rxjs';\n *\n * const sumObserver = {\n * sum: 0,\n * next(value) {\n * console.log('Adding: ' + value);\n * this.sum = this.sum + value;\n * },\n * error() {\n * // We actually could just remove this method,\n * // since we do not really care about errors right now.\n * },\n * complete() {\n * console.log('Sum equals: ' + this.sum);\n * }\n * };\n *\n * of(1, 2, 3) // Synchronously emits 1, 2, 3 and then completes.\n * .subscribe(sumObserver);\n *\n * // Logs:\n * // 'Adding: 1'\n * // 'Adding: 2'\n * // 'Adding: 3'\n * // 'Sum equals: 6'\n * ```\n *\n * Subscribe with functions ({@link deprecations/subscribe-arguments deprecated})\n *\n * ```ts\n * import { of } from 'rxjs'\n *\n * let sum = 0;\n *\n * of(1, 2, 3).subscribe(\n * value => {\n * console.log('Adding: ' + value);\n * sum = sum + value;\n * },\n * undefined,\n * () => console.log('Sum equals: ' + sum)\n * );\n *\n * // Logs:\n * // 'Adding: 1'\n * // 'Adding: 2'\n * // 'Adding: 3'\n * // 'Sum equals: 6'\n * ```\n *\n * Cancel a subscription\n *\n * ```ts\n * import { interval } from 'rxjs';\n *\n * const subscription = interval(1000).subscribe({\n * next(num) {\n * console.log(num)\n * },\n * complete() {\n * // Will not be called, even when cancelling subscription.\n * console.log('completed!');\n * }\n * });\n *\n * setTimeout(() => {\n * subscription.unsubscribe();\n * console.log('unsubscribed!');\n * }, 2500);\n *\n * // Logs:\n * // 0 after 1s\n * // 1 after 2s\n * // 'unsubscribed!' after 2.5s\n * ```\n *\n * @param {Observer|Function} observerOrNext (optional) Either an observer with methods to be called,\n * or the first of three possible handlers, which is the handler for each value emitted from the subscribed\n * Observable.\n * @param {Function} error (optional) A handler for a terminal event resulting from an error. If no error handler is provided,\n * the error will be thrown asynchronously as unhandled.\n * @param {Function} complete (optional) A handler for a terminal event resulting from successful completion.\n * @return {Subscription} a subscription reference to the registered handlers\n * @method subscribe\n */\n subscribe(\n observerOrNext?: Partial> | ((value: T) => void) | null,\n error?: ((error: any) => void) | null,\n complete?: (() => void) | null\n ): Subscription {\n const subscriber = isSubscriber(observerOrNext) ? observerOrNext : new SafeSubscriber(observerOrNext, error, complete);\n\n errorContext(() => {\n const { operator, source } = this;\n subscriber.add(\n operator\n ? // We're dealing with a subscription in the\n // operator chain to one of our lifted operators.\n operator.call(subscriber, source)\n : source\n ? // If `source` has a value, but `operator` does not, something that\n // had intimate knowledge of our API, like our `Subject`, must have\n // set it. We're going to just call `_subscribe` directly.\n this._subscribe(subscriber)\n : // In all other cases, we're likely wrapping a user-provided initializer\n // function, so we need to catch errors and handle them appropriately.\n this._trySubscribe(subscriber)\n );\n });\n\n return subscriber;\n }\n\n /** @internal */\n protected _trySubscribe(sink: Subscriber): TeardownLogic {\n try {\n return this._subscribe(sink);\n } catch (err) {\n // We don't need to return anything in this case,\n // because it's just going to try to `add()` to a subscription\n // above.\n sink.error(err);\n }\n }\n\n /**\n * Used as a NON-CANCELLABLE means of subscribing to an observable, for use with\n * APIs that expect promises, like `async/await`. You cannot unsubscribe from this.\n *\n * **WARNING**: Only use this with observables you *know* will complete. If the source\n * observable does not complete, you will end up with a promise that is hung up, and\n * potentially all of the state of an async function hanging out in memory. To avoid\n * this situation, look into adding something like {@link timeout}, {@link take},\n * {@link takeWhile}, or {@link takeUntil} amongst others.\n *\n * #### Example\n *\n * ```ts\n * import { interval, take } from 'rxjs';\n *\n * const source$ = interval(1000).pipe(take(4));\n *\n * async function getTotal() {\n * let total = 0;\n *\n * await source$.forEach(value => {\n * total += value;\n * console.log('observable -> ' + value);\n * });\n *\n * return total;\n * }\n *\n * getTotal().then(\n * total => console.log('Total: ' + total)\n * );\n *\n * // Expected:\n * // 'observable -> 0'\n * // 'observable -> 1'\n * // 'observable -> 2'\n * // 'observable -> 3'\n * // 'Total: 6'\n * ```\n *\n * @param next a handler for each value emitted by the observable\n * @return a promise that either resolves on observable completion or\n * rejects with the handled error\n */\n forEach(next: (value: T) => void): Promise;\n\n /**\n * @param next a handler for each value emitted by the observable\n * @param promiseCtor a constructor function used to instantiate the Promise\n * @return a promise that either resolves on observable completion or\n * rejects with the handled error\n * @deprecated Passing a Promise constructor will no longer be available\n * in upcoming versions of RxJS. This is because it adds weight to the library, for very\n * little benefit. If you need this functionality, it is recommended that you either\n * polyfill Promise, or you create an adapter to convert the returned native promise\n * to whatever promise implementation you wanted. Will be removed in v8.\n */\n forEach(next: (value: T) => void, promiseCtor: PromiseConstructorLike): Promise;\n\n forEach(next: (value: T) => void, promiseCtor?: PromiseConstructorLike): Promise {\n promiseCtor = getPromiseCtor(promiseCtor);\n\n return new promiseCtor((resolve, reject) => {\n const subscriber = new SafeSubscriber({\n next: (value) => {\n try {\n next(value);\n } catch (err) {\n reject(err);\n subscriber.unsubscribe();\n }\n },\n error: reject,\n complete: resolve,\n });\n this.subscribe(subscriber);\n }) as Promise;\n }\n\n /** @internal */\n protected _subscribe(subscriber: Subscriber): TeardownLogic {\n return this.source?.subscribe(subscriber);\n }\n\n /**\n * An interop point defined by the es7-observable spec https://github.com/zenparsing/es-observable\n * @method Symbol.observable\n * @return {Observable} this instance of the observable\n */\n [Symbol_observable]() {\n return this;\n }\n\n /* tslint:disable:max-line-length */\n pipe(): Observable;\n pipe(op1: OperatorFunction): Observable;\n pipe(op1: OperatorFunction, op2: OperatorFunction): Observable;\n pipe(op1: OperatorFunction, op2: OperatorFunction, op3: OperatorFunction): Observable;\n pipe(\n op1: OperatorFunction,\n op2: OperatorFunction,\n op3: OperatorFunction,\n op4: OperatorFunction\n ): Observable;\n pipe(\n op1: OperatorFunction,\n op2: OperatorFunction,\n op3: OperatorFunction,\n op4: OperatorFunction,\n op5: OperatorFunction\n ): Observable;\n pipe(\n op1: OperatorFunction,\n op2: OperatorFunction,\n op3: OperatorFunction,\n op4: OperatorFunction,\n op5: OperatorFunction,\n op6: OperatorFunction\n ): Observable;\n pipe(\n op1: OperatorFunction,\n op2: OperatorFunction,\n op3: OperatorFunction,\n op4: OperatorFunction,\n op5: OperatorFunction,\n op6: OperatorFunction,\n op7: OperatorFunction\n ): Observable;\n pipe(\n op1: OperatorFunction,\n op2: OperatorFunction,\n op3: OperatorFunction,\n op4: OperatorFunction,\n op5: OperatorFunction,\n op6: OperatorFunction,\n op7: OperatorFunction,\n op8: OperatorFunction\n ): Observable;\n pipe(\n op1: OperatorFunction,\n op2: OperatorFunction,\n op3: OperatorFunction,\n op4: OperatorFunction,\n op5: OperatorFunction,\n op6: OperatorFunction,\n op7: OperatorFunction,\n op8: OperatorFunction,\n op9: OperatorFunction\n ): Observable;\n pipe(\n op1: OperatorFunction,\n op2: OperatorFunction,\n op3: OperatorFunction,\n op4: OperatorFunction,\n op5: OperatorFunction,\n op6: OperatorFunction,\n op7: OperatorFunction,\n op8: OperatorFunction,\n op9: OperatorFunction,\n ...operations: OperatorFunction[]\n ): Observable;\n /* tslint:enable:max-line-length */\n\n /**\n * Used to stitch together functional operators into a chain.\n * @method pipe\n * @return {Observable} the Observable result of all of the operators having\n * been called in the order they were passed in.\n *\n * ## Example\n *\n * ```ts\n * import { interval, filter, map, scan } from 'rxjs';\n *\n * interval(1000)\n * .pipe(\n * filter(x => x % 2 === 0),\n * map(x => x + x),\n * scan((acc, x) => acc + x)\n * )\n * .subscribe(x => console.log(x));\n * ```\n */\n pipe(...operations: OperatorFunction[]): Observable {\n return pipeFromArray(operations)(this);\n }\n\n /* tslint:disable:max-line-length */\n /** @deprecated Replaced with {@link firstValueFrom} and {@link lastValueFrom}. Will be removed in v8. Details: https://rxjs.dev/deprecations/to-promise */\n toPromise(): Promise;\n /** @deprecated Replaced with {@link firstValueFrom} and {@link lastValueFrom}. Will be removed in v8. Details: https://rxjs.dev/deprecations/to-promise */\n toPromise(PromiseCtor: typeof Promise): Promise;\n /** @deprecated Replaced with {@link firstValueFrom} and {@link lastValueFrom}. Will be removed in v8. Details: https://rxjs.dev/deprecations/to-promise */\n toPromise(PromiseCtor: PromiseConstructorLike): Promise;\n /* tslint:enable:max-line-length */\n\n /**\n * Subscribe to this Observable and get a Promise resolving on\n * `complete` with the last emission (if any).\n *\n * **WARNING**: Only use this with observables you *know* will complete. If the source\n * observable does not complete, you will end up with a promise that is hung up, and\n * potentially all of the state of an async function hanging out in memory. To avoid\n * this situation, look into adding something like {@link timeout}, {@link take},\n * {@link takeWhile}, or {@link takeUntil} amongst others.\n *\n * @method toPromise\n * @param [promiseCtor] a constructor function used to instantiate\n * the Promise\n * @return A Promise that resolves with the last value emit, or\n * rejects on an error. If there were no emissions, Promise\n * resolves with undefined.\n * @deprecated Replaced with {@link firstValueFrom} and {@link lastValueFrom}. Will be removed in v8. Details: https://rxjs.dev/deprecations/to-promise\n */\n toPromise(promiseCtor?: PromiseConstructorLike): Promise {\n promiseCtor = getPromiseCtor(promiseCtor);\n\n return new promiseCtor((resolve, reject) => {\n let value: T | undefined;\n this.subscribe(\n (x: T) => (value = x),\n (err: any) => reject(err),\n () => resolve(value)\n );\n }) as Promise;\n }\n}\n\n/**\n * Decides between a passed promise constructor from consuming code,\n * A default configured promise constructor, and the native promise\n * constructor and returns it. If nothing can be found, it will throw\n * an error.\n * @param promiseCtor The optional promise constructor to passed by consuming code\n */\nfunction getPromiseCtor(promiseCtor: PromiseConstructorLike | undefined) {\n return promiseCtor ?? config.Promise ?? Promise;\n}\n\nfunction isObserver(value: any): value is Observer {\n return value && isFunction(value.next) && isFunction(value.error) && isFunction(value.complete);\n}\n\nfunction isSubscriber(value: any): value is Subscriber {\n return (value && value instanceof Subscriber) || (isObserver(value) && isSubscription(value));\n}\n", "import { Observable } from '../Observable';\nimport { Subscriber } from '../Subscriber';\nimport { OperatorFunction } from '../types';\nimport { isFunction } from './isFunction';\n\n/**\n * Used to determine if an object is an Observable with a lift function.\n */\nexport function hasLift(source: any): source is { lift: InstanceType['lift'] } {\n return isFunction(source?.lift);\n}\n\n/**\n * Creates an `OperatorFunction`. Used to define operators throughout the library in a concise way.\n * @param init The logic to connect the liftedSource to the subscriber at the moment of subscription.\n */\nexport function operate(\n init: (liftedSource: Observable, subscriber: Subscriber) => (() => void) | void\n): OperatorFunction {\n return (source: Observable) => {\n if (hasLift(source)) {\n return source.lift(function (this: Subscriber, liftedSource: Observable) {\n try {\n return init(liftedSource, this);\n } catch (err) {\n this.error(err);\n }\n });\n }\n throw new TypeError('Unable to lift unknown Observable type');\n };\n}\n", "import { Subscriber } from '../Subscriber';\n\n/**\n * Creates an instance of an `OperatorSubscriber`.\n * @param destination The downstream subscriber.\n * @param onNext Handles next values, only called if this subscriber is not stopped or closed. Any\n * error that occurs in this function is caught and sent to the `error` method of this subscriber.\n * @param onError Handles errors from the subscription, any errors that occur in this handler are caught\n * and send to the `destination` error handler.\n * @param onComplete Handles completion notification from the subscription. Any errors that occur in\n * this handler are sent to the `destination` error handler.\n * @param onFinalize Additional teardown logic here. This will only be called on teardown if the\n * subscriber itself is not already closed. This is called after all other teardown logic is executed.\n */\nexport function createOperatorSubscriber(\n destination: Subscriber,\n onNext?: (value: T) => void,\n onComplete?: () => void,\n onError?: (err: any) => void,\n onFinalize?: () => void\n): Subscriber {\n return new OperatorSubscriber(destination, onNext, onComplete, onError, onFinalize);\n}\n\n/**\n * A generic helper for allowing operators to be created with a Subscriber and\n * use closures to capture necessary state from the operator function itself.\n */\nexport class OperatorSubscriber extends Subscriber {\n /**\n * Creates an instance of an `OperatorSubscriber`.\n * @param destination The downstream subscriber.\n * @param onNext Handles next values, only called if this subscriber is not stopped or closed. Any\n * error that occurs in this function is caught and sent to the `error` method of this subscriber.\n * @param onError Handles errors from the subscription, any errors that occur in this handler are caught\n * and send to the `destination` error handler.\n * @param onComplete Handles completion notification from the subscription. Any errors that occur in\n * this handler are sent to the `destination` error handler.\n * @param onFinalize Additional finalization logic here. This will only be called on finalization if the\n * subscriber itself is not already closed. This is called after all other finalization logic is executed.\n * @param shouldUnsubscribe An optional check to see if an unsubscribe call should truly unsubscribe.\n * NOTE: This currently **ONLY** exists to support the strange behavior of {@link groupBy}, where unsubscription\n * to the resulting observable does not actually disconnect from the source if there are active subscriptions\n * to any grouped observable. (DO NOT EXPOSE OR USE EXTERNALLY!!!)\n */\n constructor(\n destination: Subscriber,\n onNext?: (value: T) => void,\n onComplete?: () => void,\n onError?: (err: any) => void,\n private onFinalize?: () => void,\n private shouldUnsubscribe?: () => boolean\n ) {\n // It's important - for performance reasons - that all of this class's\n // members are initialized and that they are always initialized in the same\n // order. This will ensure that all OperatorSubscriber instances have the\n // same hidden class in V8. This, in turn, will help keep the number of\n // hidden classes involved in property accesses within the base class as\n // low as possible. If the number of hidden classes involved exceeds four,\n // the property accesses will become megamorphic and performance penalties\n // will be incurred - i.e. inline caches won't be used.\n //\n // The reasons for ensuring all instances have the same hidden class are\n // further discussed in this blog post from Benedikt Meurer:\n // https://benediktmeurer.de/2018/03/23/impact-of-polymorphism-on-component-based-frameworks-like-react/\n super(destination);\n this._next = onNext\n ? function (this: OperatorSubscriber, value: T) {\n try {\n onNext(value);\n } catch (err) {\n destination.error(err);\n }\n }\n : super._next;\n this._error = onError\n ? function (this: OperatorSubscriber, err: any) {\n try {\n onError(err);\n } catch (err) {\n // Send any errors that occur down stream.\n destination.error(err);\n } finally {\n // Ensure finalization.\n this.unsubscribe();\n }\n }\n : super._error;\n this._complete = onComplete\n ? function (this: OperatorSubscriber) {\n try {\n onComplete();\n } catch (err) {\n // Send any errors that occur down stream.\n destination.error(err);\n } finally {\n // Ensure finalization.\n this.unsubscribe();\n }\n }\n : super._complete;\n }\n\n unsubscribe() {\n if (!this.shouldUnsubscribe || this.shouldUnsubscribe()) {\n const { closed } = this;\n super.unsubscribe();\n // Execute additional teardown if we have any and we didn't already do so.\n !closed && this.onFinalize?.();\n }\n }\n}\n", "import { Subscription } from '../Subscription';\n\ninterface AnimationFrameProvider {\n schedule(callback: FrameRequestCallback): Subscription;\n requestAnimationFrame: typeof requestAnimationFrame;\n cancelAnimationFrame: typeof cancelAnimationFrame;\n delegate:\n | {\n requestAnimationFrame: typeof requestAnimationFrame;\n cancelAnimationFrame: typeof cancelAnimationFrame;\n }\n | undefined;\n}\n\nexport const animationFrameProvider: AnimationFrameProvider = {\n // When accessing the delegate, use the variable rather than `this` so that\n // the functions can be called without being bound to the provider.\n schedule(callback) {\n let request = requestAnimationFrame;\n let cancel: typeof cancelAnimationFrame | undefined = cancelAnimationFrame;\n const { delegate } = animationFrameProvider;\n if (delegate) {\n request = delegate.requestAnimationFrame;\n cancel = delegate.cancelAnimationFrame;\n }\n const handle = request((timestamp) => {\n // Clear the cancel function. The request has been fulfilled, so\n // attempting to cancel the request upon unsubscription would be\n // pointless.\n cancel = undefined;\n callback(timestamp);\n });\n return new Subscription(() => cancel?.(handle));\n },\n requestAnimationFrame(...args) {\n const { delegate } = animationFrameProvider;\n return (delegate?.requestAnimationFrame || requestAnimationFrame)(...args);\n },\n cancelAnimationFrame(...args) {\n const { delegate } = animationFrameProvider;\n return (delegate?.cancelAnimationFrame || cancelAnimationFrame)(...args);\n },\n delegate: undefined,\n};\n", "import { createErrorClass } from './createErrorClass';\n\nexport interface ObjectUnsubscribedError extends Error {}\n\nexport interface ObjectUnsubscribedErrorCtor {\n /**\n * @deprecated Internal implementation detail. Do not construct error instances.\n * Cannot be tagged as internal: https://github.com/ReactiveX/rxjs/issues/6269\n */\n new (): ObjectUnsubscribedError;\n}\n\n/**\n * An error thrown when an action is invalid because the object has been\n * unsubscribed.\n *\n * @see {@link Subject}\n * @see {@link BehaviorSubject}\n *\n * @class ObjectUnsubscribedError\n */\nexport const ObjectUnsubscribedError: ObjectUnsubscribedErrorCtor = createErrorClass(\n (_super) =>\n function ObjectUnsubscribedErrorImpl(this: any) {\n _super(this);\n this.name = 'ObjectUnsubscribedError';\n this.message = 'object unsubscribed';\n }\n);\n", "import { Operator } from './Operator';\nimport { Observable } from './Observable';\nimport { Subscriber } from './Subscriber';\nimport { Subscription, EMPTY_SUBSCRIPTION } from './Subscription';\nimport { Observer, SubscriptionLike, TeardownLogic } from './types';\nimport { ObjectUnsubscribedError } from './util/ObjectUnsubscribedError';\nimport { arrRemove } from './util/arrRemove';\nimport { errorContext } from './util/errorContext';\n\n/**\n * A Subject is a special type of Observable that allows values to be\n * multicasted to many Observers. Subjects are like EventEmitters.\n *\n * Every Subject is an Observable and an Observer. You can subscribe to a\n * Subject, and you can call next to feed values as well as error and complete.\n */\nexport class Subject extends Observable implements SubscriptionLike {\n closed = false;\n\n private currentObservers: Observer[] | null = null;\n\n /** @deprecated Internal implementation detail, do not use directly. Will be made internal in v8. */\n observers: Observer[] = [];\n /** @deprecated Internal implementation detail, do not use directly. Will be made internal in v8. */\n isStopped = false;\n /** @deprecated Internal implementation detail, do not use directly. Will be made internal in v8. */\n hasError = false;\n /** @deprecated Internal implementation detail, do not use directly. Will be made internal in v8. */\n thrownError: any = null;\n\n /**\n * Creates a \"subject\" by basically gluing an observer to an observable.\n *\n * @nocollapse\n * @deprecated Recommended you do not use. Will be removed at some point in the future. Plans for replacement still under discussion.\n */\n static create: (...args: any[]) => any = (destination: Observer, source: Observable): AnonymousSubject => {\n return new AnonymousSubject(destination, source);\n };\n\n constructor() {\n // NOTE: This must be here to obscure Observable's constructor.\n super();\n }\n\n /** @deprecated Internal implementation detail, do not use directly. Will be made internal in v8. */\n lift(operator: Operator): Observable {\n const subject = new AnonymousSubject(this, this);\n subject.operator = operator as any;\n return subject as any;\n }\n\n /** @internal */\n protected _throwIfClosed() {\n if (this.closed) {\n throw new ObjectUnsubscribedError();\n }\n }\n\n next(value: T) {\n errorContext(() => {\n this._throwIfClosed();\n if (!this.isStopped) {\n if (!this.currentObservers) {\n this.currentObservers = Array.from(this.observers);\n }\n for (const observer of this.currentObservers) {\n observer.next(value);\n }\n }\n });\n }\n\n error(err: any) {\n errorContext(() => {\n this._throwIfClosed();\n if (!this.isStopped) {\n this.hasError = this.isStopped = true;\n this.thrownError = err;\n const { observers } = this;\n while (observers.length) {\n observers.shift()!.error(err);\n }\n }\n });\n }\n\n complete() {\n errorContext(() => {\n this._throwIfClosed();\n if (!this.isStopped) {\n this.isStopped = true;\n const { observers } = this;\n while (observers.length) {\n observers.shift()!.complete();\n }\n }\n });\n }\n\n unsubscribe() {\n this.isStopped = this.closed = true;\n this.observers = this.currentObservers = null!;\n }\n\n get observed() {\n return this.observers?.length > 0;\n }\n\n /** @internal */\n protected _trySubscribe(subscriber: Subscriber): TeardownLogic {\n this._throwIfClosed();\n return super._trySubscribe(subscriber);\n }\n\n /** @internal */\n protected _subscribe(subscriber: Subscriber): Subscription {\n this._throwIfClosed();\n this._checkFinalizedStatuses(subscriber);\n return this._innerSubscribe(subscriber);\n }\n\n /** @internal */\n protected _innerSubscribe(subscriber: Subscriber) {\n const { hasError, isStopped, observers } = this;\n if (hasError || isStopped) {\n return EMPTY_SUBSCRIPTION;\n }\n this.currentObservers = null;\n observers.push(subscriber);\n return new Subscription(() => {\n this.currentObservers = null;\n arrRemove(observers, subscriber);\n });\n }\n\n /** @internal */\n protected _checkFinalizedStatuses(subscriber: Subscriber) {\n const { hasError, thrownError, isStopped } = this;\n if (hasError) {\n subscriber.error(thrownError);\n } else if (isStopped) {\n subscriber.complete();\n }\n }\n\n /**\n * Creates a new Observable with this Subject as the source. You can do this\n * to create custom Observer-side logic of the Subject and conceal it from\n * code that uses the Observable.\n * @return {Observable} Observable that the Subject casts to\n */\n asObservable(): Observable {\n const observable: any = new Observable();\n observable.source = this;\n return observable;\n }\n}\n\n/**\n * @class AnonymousSubject\n */\nexport class AnonymousSubject extends Subject {\n constructor(\n /** @deprecated Internal implementation detail, do not use directly. Will be made internal in v8. */\n public destination?: Observer,\n source?: Observable\n ) {\n super();\n this.source = source;\n }\n\n next(value: T) {\n this.destination?.next?.(value);\n }\n\n error(err: any) {\n this.destination?.error?.(err);\n }\n\n complete() {\n this.destination?.complete?.();\n }\n\n /** @internal */\n protected _subscribe(subscriber: Subscriber): Subscription {\n return this.source?.subscribe(subscriber) ?? EMPTY_SUBSCRIPTION;\n }\n}\n", "import { Subject } from './Subject';\nimport { Subscriber } from './Subscriber';\nimport { Subscription } from './Subscription';\n\n/**\n * A variant of Subject that requires an initial value and emits its current\n * value whenever it is subscribed to.\n *\n * @class BehaviorSubject\n */\nexport class BehaviorSubject extends Subject {\n constructor(private _value: T) {\n super();\n }\n\n get value(): T {\n return this.getValue();\n }\n\n /** @internal */\n protected _subscribe(subscriber: Subscriber): Subscription {\n const subscription = super._subscribe(subscriber);\n !subscription.closed && subscriber.next(this._value);\n return subscription;\n }\n\n getValue(): T {\n const { hasError, thrownError, _value } = this;\n if (hasError) {\n throw thrownError;\n }\n this._throwIfClosed();\n return _value;\n }\n\n next(value: T): void {\n super.next((this._value = value));\n }\n}\n", "import { TimestampProvider } from '../types';\n\ninterface DateTimestampProvider extends TimestampProvider {\n delegate: TimestampProvider | undefined;\n}\n\nexport const dateTimestampProvider: DateTimestampProvider = {\n now() {\n // Use the variable rather than `this` so that the function can be called\n // without being bound to the provider.\n return (dateTimestampProvider.delegate || Date).now();\n },\n delegate: undefined,\n};\n", "import { Subject } from './Subject';\nimport { TimestampProvider } from './types';\nimport { Subscriber } from './Subscriber';\nimport { Subscription } from './Subscription';\nimport { dateTimestampProvider } from './scheduler/dateTimestampProvider';\n\n/**\n * A variant of {@link Subject} that \"replays\" old values to new subscribers by emitting them when they first subscribe.\n *\n * `ReplaySubject` has an internal buffer that will store a specified number of values that it has observed. Like `Subject`,\n * `ReplaySubject` \"observes\" values by having them passed to its `next` method. When it observes a value, it will store that\n * value for a time determined by the configuration of the `ReplaySubject`, as passed to its constructor.\n *\n * When a new subscriber subscribes to the `ReplaySubject` instance, it will synchronously emit all values in its buffer in\n * a First-In-First-Out (FIFO) manner. The `ReplaySubject` will also complete, if it has observed completion; and it will\n * error if it has observed an error.\n *\n * There are two main configuration items to be concerned with:\n *\n * 1. `bufferSize` - This will determine how many items are stored in the buffer, defaults to infinite.\n * 2. `windowTime` - The amount of time to hold a value in the buffer before removing it from the buffer.\n *\n * Both configurations may exist simultaneously. So if you would like to buffer a maximum of 3 values, as long as the values\n * are less than 2 seconds old, you could do so with a `new ReplaySubject(3, 2000)`.\n *\n * ### Differences with BehaviorSubject\n *\n * `BehaviorSubject` is similar to `new ReplaySubject(1)`, with a couple of exceptions:\n *\n * 1. `BehaviorSubject` comes \"primed\" with a single value upon construction.\n * 2. `ReplaySubject` will replay values, even after observing an error, where `BehaviorSubject` will not.\n *\n * @see {@link Subject}\n * @see {@link BehaviorSubject}\n * @see {@link shareReplay}\n */\nexport class ReplaySubject extends Subject {\n private _buffer: (T | number)[] = [];\n private _infiniteTimeWindow = true;\n\n /**\n * @param bufferSize The size of the buffer to replay on subscription\n * @param windowTime The amount of time the buffered items will stay buffered\n * @param timestampProvider An object with a `now()` method that provides the current timestamp. This is used to\n * calculate the amount of time something has been buffered.\n */\n constructor(\n private _bufferSize = Infinity,\n private _windowTime = Infinity,\n private _timestampProvider: TimestampProvider = dateTimestampProvider\n ) {\n super();\n this._infiniteTimeWindow = _windowTime === Infinity;\n this._bufferSize = Math.max(1, _bufferSize);\n this._windowTime = Math.max(1, _windowTime);\n }\n\n next(value: T): void {\n const { isStopped, _buffer, _infiniteTimeWindow, _timestampProvider, _windowTime } = this;\n if (!isStopped) {\n _buffer.push(value);\n !_infiniteTimeWindow && _buffer.push(_timestampProvider.now() + _windowTime);\n }\n this._trimBuffer();\n super.next(value);\n }\n\n /** @internal */\n protected _subscribe(subscriber: Subscriber): Subscription {\n this._throwIfClosed();\n this._trimBuffer();\n\n const subscription = this._innerSubscribe(subscriber);\n\n const { _infiniteTimeWindow, _buffer } = this;\n // We use a copy here, so reentrant code does not mutate our array while we're\n // emitting it to a new subscriber.\n const copy = _buffer.slice();\n for (let i = 0; i < copy.length && !subscriber.closed; i += _infiniteTimeWindow ? 1 : 2) {\n subscriber.next(copy[i] as T);\n }\n\n this._checkFinalizedStatuses(subscriber);\n\n return subscription;\n }\n\n private _trimBuffer() {\n const { _bufferSize, _timestampProvider, _buffer, _infiniteTimeWindow } = this;\n // If we don't have an infinite buffer size, and we're over the length,\n // use splice to truncate the old buffer values off. Note that we have to\n // double the size for instances where we're not using an infinite time window\n // because we're storing the values and the timestamps in the same array.\n const adjustedBufferSize = (_infiniteTimeWindow ? 1 : 2) * _bufferSize;\n _bufferSize < Infinity && adjustedBufferSize < _buffer.length && _buffer.splice(0, _buffer.length - adjustedBufferSize);\n\n // Now, if we're not in an infinite time window, remove all values where the time is\n // older than what is allowed.\n if (!_infiniteTimeWindow) {\n const now = _timestampProvider.now();\n let last = 0;\n // Search the array for the first timestamp that isn't expired and\n // truncate the buffer up to that point.\n for (let i = 1; i < _buffer.length && (_buffer[i] as number) <= now; i += 2) {\n last = i;\n }\n last && _buffer.splice(0, last + 1);\n }\n }\n}\n", "import { Scheduler } from '../Scheduler';\nimport { Subscription } from '../Subscription';\nimport { SchedulerAction } from '../types';\n\n/**\n * A unit of work to be executed in a `scheduler`. An action is typically\n * created from within a {@link SchedulerLike} and an RxJS user does not need to concern\n * themselves about creating and manipulating an Action.\n *\n * ```ts\n * class Action extends Subscription {\n * new (scheduler: Scheduler, work: (state?: T) => void);\n * schedule(state?: T, delay: number = 0): Subscription;\n * }\n * ```\n *\n * @class Action\n */\nexport class Action extends Subscription {\n constructor(scheduler: Scheduler, work: (this: SchedulerAction, state?: T) => void) {\n super();\n }\n /**\n * Schedules this action on its parent {@link SchedulerLike} for execution. May be passed\n * some context object, `state`. May happen at some point in the future,\n * according to the `delay` parameter, if specified.\n * @param {T} [state] Some contextual data that the `work` function uses when\n * called by the Scheduler.\n * @param {number} [delay] Time to wait before executing the work, where the\n * time unit is implicit and defined by the Scheduler.\n * @return {void}\n */\n public schedule(state?: T, delay: number = 0): Subscription {\n return this;\n }\n}\n", "import type { TimerHandle } from './timerHandle';\ntype SetIntervalFunction = (handler: () => void, timeout?: number, ...args: any[]) => TimerHandle;\ntype ClearIntervalFunction = (handle: TimerHandle) => void;\n\ninterface IntervalProvider {\n setInterval: SetIntervalFunction;\n clearInterval: ClearIntervalFunction;\n delegate:\n | {\n setInterval: SetIntervalFunction;\n clearInterval: ClearIntervalFunction;\n }\n | undefined;\n}\n\nexport const intervalProvider: IntervalProvider = {\n // When accessing the delegate, use the variable rather than `this` so that\n // the functions can be called without being bound to the provider.\n setInterval(handler: () => void, timeout?: number, ...args) {\n const { delegate } = intervalProvider;\n if (delegate?.setInterval) {\n return delegate.setInterval(handler, timeout, ...args);\n }\n return setInterval(handler, timeout, ...args);\n },\n clearInterval(handle) {\n const { delegate } = intervalProvider;\n return (delegate?.clearInterval || clearInterval)(handle as any);\n },\n delegate: undefined,\n};\n", "import { Action } from './Action';\nimport { SchedulerAction } from '../types';\nimport { Subscription } from '../Subscription';\nimport { AsyncScheduler } from './AsyncScheduler';\nimport { intervalProvider } from './intervalProvider';\nimport { arrRemove } from '../util/arrRemove';\nimport { TimerHandle } from './timerHandle';\n\nexport class AsyncAction extends Action {\n public id: TimerHandle | undefined;\n public state?: T;\n // @ts-ignore: Property has no initializer and is not definitely assigned\n public delay: number;\n protected pending: boolean = false;\n\n constructor(protected scheduler: AsyncScheduler, protected work: (this: SchedulerAction, state?: T) => void) {\n super(scheduler, work);\n }\n\n public schedule(state?: T, delay: number = 0): Subscription {\n if (this.closed) {\n return this;\n }\n\n // Always replace the current state with the new state.\n this.state = state;\n\n const id = this.id;\n const scheduler = this.scheduler;\n\n //\n // Important implementation note:\n //\n // Actions only execute once by default, unless rescheduled from within the\n // scheduled callback. This allows us to implement single and repeat\n // actions via the same code path, without adding API surface area, as well\n // as mimic traditional recursion but across asynchronous boundaries.\n //\n // However, JS runtimes and timers distinguish between intervals achieved by\n // serial `setTimeout` calls vs. a single `setInterval` call. An interval of\n // serial `setTimeout` calls can be individually delayed, which delays\n // scheduling the next `setTimeout`, and so on. `setInterval` attempts to\n // guarantee the interval callback will be invoked more precisely to the\n // interval period, regardless of load.\n //\n // Therefore, we use `setInterval` to schedule single and repeat actions.\n // If the action reschedules itself with the same delay, the interval is not\n // canceled. If the action doesn't reschedule, or reschedules with a\n // different delay, the interval will be canceled after scheduled callback\n // execution.\n //\n if (id != null) {\n this.id = this.recycleAsyncId(scheduler, id, delay);\n }\n\n // Set the pending flag indicating that this action has been scheduled, or\n // has recursively rescheduled itself.\n this.pending = true;\n\n this.delay = delay;\n // If this action has already an async Id, don't request a new one.\n this.id = this.id ?? this.requestAsyncId(scheduler, this.id, delay);\n\n return this;\n }\n\n protected requestAsyncId(scheduler: AsyncScheduler, _id?: TimerHandle, delay: number = 0): TimerHandle {\n return intervalProvider.setInterval(scheduler.flush.bind(scheduler, this), delay);\n }\n\n protected recycleAsyncId(_scheduler: AsyncScheduler, id?: TimerHandle, delay: number | null = 0): TimerHandle | undefined {\n // If this action is rescheduled with the same delay time, don't clear the interval id.\n if (delay != null && this.delay === delay && this.pending === false) {\n return id;\n }\n // Otherwise, if the action's delay time is different from the current delay,\n // or the action has been rescheduled before it's executed, clear the interval id\n if (id != null) {\n intervalProvider.clearInterval(id);\n }\n\n return undefined;\n }\n\n /**\n * Immediately executes this action and the `work` it contains.\n * @return {any}\n */\n public execute(state: T, delay: number): any {\n if (this.closed) {\n return new Error('executing a cancelled action');\n }\n\n this.pending = false;\n const error = this._execute(state, delay);\n if (error) {\n return error;\n } else if (this.pending === false && this.id != null) {\n // Dequeue if the action didn't reschedule itself. Don't call\n // unsubscribe(), because the action could reschedule later.\n // For example:\n // ```\n // scheduler.schedule(function doWork(counter) {\n // /* ... I'm a busy worker bee ... */\n // var originalAction = this;\n // /* wait 100ms before rescheduling the action */\n // setTimeout(function () {\n // originalAction.schedule(counter + 1);\n // }, 100);\n // }, 1000);\n // ```\n this.id = this.recycleAsyncId(this.scheduler, this.id, null);\n }\n }\n\n protected _execute(state: T, _delay: number): any {\n let errored: boolean = false;\n let errorValue: any;\n try {\n this.work(state);\n } catch (e) {\n errored = true;\n // HACK: Since code elsewhere is relying on the \"truthiness\" of the\n // return here, we can't have it return \"\" or 0 or false.\n // TODO: Clean this up when we refactor schedulers mid-version-8 or so.\n errorValue = e ? e : new Error('Scheduled action threw falsy error');\n }\n if (errored) {\n this.unsubscribe();\n return errorValue;\n }\n }\n\n unsubscribe() {\n if (!this.closed) {\n const { id, scheduler } = this;\n const { actions } = scheduler;\n\n this.work = this.state = this.scheduler = null!;\n this.pending = false;\n\n arrRemove(actions, this);\n if (id != null) {\n this.id = this.recycleAsyncId(scheduler, id, null);\n }\n\n this.delay = null!;\n super.unsubscribe();\n }\n }\n}\n", "import { Action } from './scheduler/Action';\nimport { Subscription } from './Subscription';\nimport { SchedulerLike, SchedulerAction } from './types';\nimport { dateTimestampProvider } from './scheduler/dateTimestampProvider';\n\n/**\n * An execution context and a data structure to order tasks and schedule their\n * execution. Provides a notion of (potentially virtual) time, through the\n * `now()` getter method.\n *\n * Each unit of work in a Scheduler is called an `Action`.\n *\n * ```ts\n * class Scheduler {\n * now(): number;\n * schedule(work, delay?, state?): Subscription;\n * }\n * ```\n *\n * @class Scheduler\n * @deprecated Scheduler is an internal implementation detail of RxJS, and\n * should not be used directly. Rather, create your own class and implement\n * {@link SchedulerLike}. Will be made internal in v8.\n */\nexport class Scheduler implements SchedulerLike {\n public static now: () => number = dateTimestampProvider.now;\n\n constructor(private schedulerActionCtor: typeof Action, now: () => number = Scheduler.now) {\n this.now = now;\n }\n\n /**\n * A getter method that returns a number representing the current time\n * (at the time this function was called) according to the scheduler's own\n * internal clock.\n * @return {number} A number that represents the current time. May or may not\n * have a relation to wall-clock time. May or may not refer to a time unit\n * (e.g. milliseconds).\n */\n public now: () => number;\n\n /**\n * Schedules a function, `work`, for execution. May happen at some point in\n * the future, according to the `delay` parameter, if specified. May be passed\n * some context object, `state`, which will be passed to the `work` function.\n *\n * The given arguments will be processed an stored as an Action object in a\n * queue of actions.\n *\n * @param {function(state: ?T): ?Subscription} work A function representing a\n * task, or some unit of work to be executed by the Scheduler.\n * @param {number} [delay] Time to wait before executing the work, where the\n * time unit is implicit and defined by the Scheduler itself.\n * @param {T} [state] Some contextual data that the `work` function uses when\n * called by the Scheduler.\n * @return {Subscription} A subscription in order to be able to unsubscribe\n * the scheduled work.\n */\n public schedule(work: (this: SchedulerAction, state?: T) => void, delay: number = 0, state?: T): Subscription {\n return new this.schedulerActionCtor(this, work).schedule(state, delay);\n }\n}\n", "import { Scheduler } from '../Scheduler';\nimport { Action } from './Action';\nimport { AsyncAction } from './AsyncAction';\nimport { TimerHandle } from './timerHandle';\n\nexport class AsyncScheduler extends Scheduler {\n public actions: Array> = [];\n /**\n * A flag to indicate whether the Scheduler is currently executing a batch of\n * queued actions.\n * @type {boolean}\n * @internal\n */\n public _active: boolean = false;\n /**\n * An internal ID used to track the latest asynchronous task such as those\n * coming from `setTimeout`, `setInterval`, `requestAnimationFrame`, and\n * others.\n * @type {any}\n * @internal\n */\n public _scheduled: TimerHandle | undefined;\n\n constructor(SchedulerAction: typeof Action, now: () => number = Scheduler.now) {\n super(SchedulerAction, now);\n }\n\n public flush(action: AsyncAction): void {\n const { actions } = this;\n\n if (this._active) {\n actions.push(action);\n return;\n }\n\n let error: any;\n this._active = true;\n\n do {\n if ((error = action.execute(action.state, action.delay))) {\n break;\n }\n } while ((action = actions.shift()!)); // exhaust the scheduler queue\n\n this._active = false;\n\n if (error) {\n while ((action = actions.shift()!)) {\n action.unsubscribe();\n }\n throw error;\n }\n }\n}\n", "import { AsyncAction } from './AsyncAction';\nimport { AsyncScheduler } from './AsyncScheduler';\n\n/**\n *\n * Async Scheduler\n *\n * Schedule task as if you used setTimeout(task, duration)\n *\n * `async` scheduler schedules tasks asynchronously, by putting them on the JavaScript\n * event loop queue. It is best used to delay tasks in time or to schedule tasks repeating\n * in intervals.\n *\n * If you just want to \"defer\" task, that is to perform it right after currently\n * executing synchronous code ends (commonly achieved by `setTimeout(deferredTask, 0)`),\n * better choice will be the {@link asapScheduler} scheduler.\n *\n * ## Examples\n * Use async scheduler to delay task\n * ```ts\n * import { asyncScheduler } from 'rxjs';\n *\n * const task = () => console.log('it works!');\n *\n * asyncScheduler.schedule(task, 2000);\n *\n * // After 2 seconds logs:\n * // \"it works!\"\n * ```\n *\n * Use async scheduler to repeat task in intervals\n * ```ts\n * import { asyncScheduler } from 'rxjs';\n *\n * function task(state) {\n * console.log(state);\n * this.schedule(state + 1, 1000); // `this` references currently executing Action,\n * // which we reschedule with new state and delay\n * }\n *\n * asyncScheduler.schedule(task, 3000, 0);\n *\n * // Logs:\n * // 0 after 3s\n * // 1 after 4s\n * // 2 after 5s\n * // 3 after 6s\n * ```\n */\n\nexport const asyncScheduler = new AsyncScheduler(AsyncAction);\n\n/**\n * @deprecated Renamed to {@link asyncScheduler}. Will be removed in v8.\n */\nexport const async = asyncScheduler;\n", "import { AsyncAction } from './AsyncAction';\nimport { Subscription } from '../Subscription';\nimport { QueueScheduler } from './QueueScheduler';\nimport { SchedulerAction } from '../types';\nimport { TimerHandle } from './timerHandle';\n\nexport class QueueAction extends AsyncAction {\n constructor(protected scheduler: QueueScheduler, protected work: (this: SchedulerAction, state?: T) => void) {\n super(scheduler, work);\n }\n\n public schedule(state?: T, delay: number = 0): Subscription {\n if (delay > 0) {\n return super.schedule(state, delay);\n }\n this.delay = delay;\n this.state = state;\n this.scheduler.flush(this);\n return this;\n }\n\n public execute(state: T, delay: number): any {\n return delay > 0 || this.closed ? super.execute(state, delay) : this._execute(state, delay);\n }\n\n protected requestAsyncId(scheduler: QueueScheduler, id?: TimerHandle, delay: number = 0): TimerHandle {\n // If delay exists and is greater than 0, or if the delay is null (the\n // action wasn't rescheduled) but was originally scheduled as an async\n // action, then recycle as an async action.\n\n if ((delay != null && delay > 0) || (delay == null && this.delay > 0)) {\n return super.requestAsyncId(scheduler, id, delay);\n }\n\n // Otherwise flush the scheduler starting with this action.\n scheduler.flush(this);\n\n // HACK: In the past, this was returning `void`. However, `void` isn't a valid\n // `TimerHandle`, and generally the return value here isn't really used. So the\n // compromise is to return `0` which is both \"falsy\" and a valid `TimerHandle`,\n // as opposed to refactoring every other instanceo of `requestAsyncId`.\n return 0;\n }\n}\n", "import { AsyncScheduler } from './AsyncScheduler';\n\nexport class QueueScheduler extends AsyncScheduler {\n}\n", "import { QueueAction } from './QueueAction';\nimport { QueueScheduler } from './QueueScheduler';\n\n/**\n *\n * Queue Scheduler\n *\n * Put every next task on a queue, instead of executing it immediately\n *\n * `queue` scheduler, when used with delay, behaves the same as {@link asyncScheduler} scheduler.\n *\n * When used without delay, it schedules given task synchronously - executes it right when\n * it is scheduled. However when called recursively, that is when inside the scheduled task,\n * another task is scheduled with queue scheduler, instead of executing immediately as well,\n * that task will be put on a queue and wait for current one to finish.\n *\n * This means that when you execute task with `queue` scheduler, you are sure it will end\n * before any other task scheduled with that scheduler will start.\n *\n * ## Examples\n * Schedule recursively first, then do something\n * ```ts\n * import { queueScheduler } from 'rxjs';\n *\n * queueScheduler.schedule(() => {\n * queueScheduler.schedule(() => console.log('second')); // will not happen now, but will be put on a queue\n *\n * console.log('first');\n * });\n *\n * // Logs:\n * // \"first\"\n * // \"second\"\n * ```\n *\n * Reschedule itself recursively\n * ```ts\n * import { queueScheduler } from 'rxjs';\n *\n * queueScheduler.schedule(function(state) {\n * if (state !== 0) {\n * console.log('before', state);\n * this.schedule(state - 1); // `this` references currently executing Action,\n * // which we reschedule with new state\n * console.log('after', state);\n * }\n * }, 0, 3);\n *\n * // In scheduler that runs recursively, you would expect:\n * // \"before\", 3\n * // \"before\", 2\n * // \"before\", 1\n * // \"after\", 1\n * // \"after\", 2\n * // \"after\", 3\n *\n * // But with queue it logs:\n * // \"before\", 3\n * // \"after\", 3\n * // \"before\", 2\n * // \"after\", 2\n * // \"before\", 1\n * // \"after\", 1\n * ```\n */\n\nexport const queueScheduler = new QueueScheduler(QueueAction);\n\n/**\n * @deprecated Renamed to {@link queueScheduler}. Will be removed in v8.\n */\nexport const queue = queueScheduler;\n", "import { AsyncAction } from './AsyncAction';\nimport { AnimationFrameScheduler } from './AnimationFrameScheduler';\nimport { SchedulerAction } from '../types';\nimport { animationFrameProvider } from './animationFrameProvider';\nimport { TimerHandle } from './timerHandle';\n\nexport class AnimationFrameAction extends AsyncAction {\n constructor(protected scheduler: AnimationFrameScheduler, protected work: (this: SchedulerAction, state?: T) => void) {\n super(scheduler, work);\n }\n\n protected requestAsyncId(scheduler: AnimationFrameScheduler, id?: TimerHandle, delay: number = 0): TimerHandle {\n // If delay is greater than 0, request as an async action.\n if (delay !== null && delay > 0) {\n return super.requestAsyncId(scheduler, id, delay);\n }\n // Push the action to the end of the scheduler queue.\n scheduler.actions.push(this);\n // If an animation frame has already been requested, don't request another\n // one. If an animation frame hasn't been requested yet, request one. Return\n // the current animation frame request id.\n return scheduler._scheduled || (scheduler._scheduled = animationFrameProvider.requestAnimationFrame(() => scheduler.flush(undefined)));\n }\n\n protected recycleAsyncId(scheduler: AnimationFrameScheduler, id?: TimerHandle, delay: number = 0): TimerHandle | undefined {\n // If delay exists and is greater than 0, or if the delay is null (the\n // action wasn't rescheduled) but was originally scheduled as an async\n // action, then recycle as an async action.\n if (delay != null ? delay > 0 : this.delay > 0) {\n return super.recycleAsyncId(scheduler, id, delay);\n }\n // If the scheduler queue has no remaining actions with the same async id,\n // cancel the requested animation frame and set the scheduled flag to\n // undefined so the next AnimationFrameAction will request its own.\n const { actions } = scheduler;\n if (id != null && actions[actions.length - 1]?.id !== id) {\n animationFrameProvider.cancelAnimationFrame(id as number);\n scheduler._scheduled = undefined;\n }\n // Return undefined so the action knows to request a new async id if it's rescheduled.\n return undefined;\n }\n}\n", "import { AsyncAction } from './AsyncAction';\nimport { AsyncScheduler } from './AsyncScheduler';\n\nexport class AnimationFrameScheduler extends AsyncScheduler {\n public flush(action?: AsyncAction): void {\n this._active = true;\n // The async id that effects a call to flush is stored in _scheduled.\n // Before executing an action, it's necessary to check the action's async\n // id to determine whether it's supposed to be executed in the current\n // flush.\n // Previous implementations of this method used a count to determine this,\n // but that was unsound, as actions that are unsubscribed - i.e. cancelled -\n // are removed from the actions array and that can shift actions that are\n // scheduled to be executed in a subsequent flush into positions at which\n // they are executed within the current flush.\n const flushId = this._scheduled;\n this._scheduled = undefined;\n\n const { actions } = this;\n let error: any;\n action = action || actions.shift()!;\n\n do {\n if ((error = action.execute(action.state, action.delay))) {\n break;\n }\n } while ((action = actions[0]) && action.id === flushId && actions.shift());\n\n this._active = false;\n\n if (error) {\n while ((action = actions[0]) && action.id === flushId && actions.shift()) {\n action.unsubscribe();\n }\n throw error;\n }\n }\n}\n", "import { AnimationFrameAction } from './AnimationFrameAction';\nimport { AnimationFrameScheduler } from './AnimationFrameScheduler';\n\n/**\n *\n * Animation Frame Scheduler\n *\n * Perform task when `window.requestAnimationFrame` would fire\n *\n * When `animationFrame` scheduler is used with delay, it will fall back to {@link asyncScheduler} scheduler\n * behaviour.\n *\n * Without delay, `animationFrame` scheduler can be used to create smooth browser animations.\n * It makes sure scheduled task will happen just before next browser content repaint,\n * thus performing animations as efficiently as possible.\n *\n * ## Example\n * Schedule div height animation\n * ```ts\n * // html:
\n * import { animationFrameScheduler } from 'rxjs';\n *\n * const div = document.querySelector('div');\n *\n * animationFrameScheduler.schedule(function(height) {\n * div.style.height = height + \"px\";\n *\n * this.schedule(height + 1); // `this` references currently executing Action,\n * // which we reschedule with new state\n * }, 0, 0);\n *\n * // You will see a div element growing in height\n * ```\n */\n\nexport const animationFrameScheduler = new AnimationFrameScheduler(AnimationFrameAction);\n\n/**\n * @deprecated Renamed to {@link animationFrameScheduler}. Will be removed in v8.\n */\nexport const animationFrame = animationFrameScheduler;\n", "import { Observable } from '../Observable';\nimport { SchedulerLike } from '../types';\n\n/**\n * A simple Observable that emits no items to the Observer and immediately\n * emits a complete notification.\n *\n * Just emits 'complete', and nothing else.\n *\n * ![](empty.png)\n *\n * A simple Observable that only emits the complete notification. It can be used\n * for composing with other Observables, such as in a {@link mergeMap}.\n *\n * ## Examples\n *\n * Log complete notification\n *\n * ```ts\n * import { EMPTY } from 'rxjs';\n *\n * EMPTY.subscribe({\n * next: () => console.log('Next'),\n * complete: () => console.log('Complete!')\n * });\n *\n * // Outputs\n * // Complete!\n * ```\n *\n * Emit the number 7, then complete\n *\n * ```ts\n * import { EMPTY, startWith } from 'rxjs';\n *\n * const result = EMPTY.pipe(startWith(7));\n * result.subscribe(x => console.log(x));\n *\n * // Outputs\n * // 7\n * ```\n *\n * Map and flatten only odd numbers to the sequence `'a'`, `'b'`, `'c'`\n *\n * ```ts\n * import { interval, mergeMap, of, EMPTY } from 'rxjs';\n *\n * const interval$ = interval(1000);\n * const result = interval$.pipe(\n * mergeMap(x => x % 2 === 1 ? of('a', 'b', 'c') : EMPTY),\n * );\n * result.subscribe(x => console.log(x));\n *\n * // Results in the following to the console:\n * // x is equal to the count on the interval, e.g. (0, 1, 2, 3, ...)\n * // x will occur every 1000ms\n * // if x % 2 is equal to 1, print a, b, c (each on its own)\n * // if x % 2 is not equal to 1, nothing will be output\n * ```\n *\n * @see {@link Observable}\n * @see {@link NEVER}\n * @see {@link of}\n * @see {@link throwError}\n */\nexport const EMPTY = new Observable((subscriber) => subscriber.complete());\n\n/**\n * @param scheduler A {@link SchedulerLike} to use for scheduling\n * the emission of the complete notification.\n * @deprecated Replaced with the {@link EMPTY} constant or {@link scheduled} (e.g. `scheduled([], scheduler)`). Will be removed in v8.\n */\nexport function empty(scheduler?: SchedulerLike) {\n return scheduler ? emptyScheduled(scheduler) : EMPTY;\n}\n\nfunction emptyScheduled(scheduler: SchedulerLike) {\n return new Observable((subscriber) => scheduler.schedule(() => subscriber.complete()));\n}\n", "import { SchedulerLike } from '../types';\nimport { isFunction } from './isFunction';\n\nexport function isScheduler(value: any): value is SchedulerLike {\n return value && isFunction(value.schedule);\n}\n", "import { SchedulerLike } from '../types';\nimport { isFunction } from './isFunction';\nimport { isScheduler } from './isScheduler';\n\nfunction last(arr: T[]): T | undefined {\n return arr[arr.length - 1];\n}\n\nexport function popResultSelector(args: any[]): ((...args: unknown[]) => unknown) | undefined {\n return isFunction(last(args)) ? args.pop() : undefined;\n}\n\nexport function popScheduler(args: any[]): SchedulerLike | undefined {\n return isScheduler(last(args)) ? args.pop() : undefined;\n}\n\nexport function popNumber(args: any[], defaultValue: number): number {\n return typeof last(args) === 'number' ? args.pop()! : defaultValue;\n}\n", "export const isArrayLike = ((x: any): x is ArrayLike => x && typeof x.length === 'number' && typeof x !== 'function');", "import { isFunction } from \"./isFunction\";\n\n/**\n * Tests to see if the object is \"thennable\".\n * @param value the object to test\n */\nexport function isPromise(value: any): value is PromiseLike {\n return isFunction(value?.then);\n}\n", "import { InteropObservable } from '../types';\nimport { observable as Symbol_observable } from '../symbol/observable';\nimport { isFunction } from './isFunction';\n\n/** Identifies an input as being Observable (but not necessary an Rx Observable) */\nexport function isInteropObservable(input: any): input is InteropObservable {\n return isFunction(input[Symbol_observable]);\n}\n", "import { isFunction } from './isFunction';\n\nexport function isAsyncIterable(obj: any): obj is AsyncIterable {\n return Symbol.asyncIterator && isFunction(obj?.[Symbol.asyncIterator]);\n}\n", "/**\n * Creates the TypeError to throw if an invalid object is passed to `from` or `scheduled`.\n * @param input The object that was passed.\n */\nexport function createInvalidObservableTypeError(input: any) {\n // TODO: We should create error codes that can be looked up, so this can be less verbose.\n return new TypeError(\n `You provided ${\n input !== null && typeof input === 'object' ? 'an invalid object' : `'${input}'`\n } where a stream was expected. You can provide an Observable, Promise, ReadableStream, Array, AsyncIterable, or Iterable.`\n );\n}\n", "export function getSymbolIterator(): symbol {\n if (typeof Symbol !== 'function' || !Symbol.iterator) {\n return '@@iterator' as any;\n }\n\n return Symbol.iterator;\n}\n\nexport const iterator = getSymbolIterator();\n", "import { iterator as Symbol_iterator } from '../symbol/iterator';\nimport { isFunction } from './isFunction';\n\n/** Identifies an input as being an Iterable */\nexport function isIterable(input: any): input is Iterable {\n return isFunction(input?.[Symbol_iterator]);\n}\n", "import { ReadableStreamLike } from '../types';\nimport { isFunction } from './isFunction';\n\nexport async function* readableStreamLikeToAsyncGenerator(readableStream: ReadableStreamLike): AsyncGenerator {\n const reader = readableStream.getReader();\n try {\n while (true) {\n const { value, done } = await reader.read();\n if (done) {\n return;\n }\n yield value!;\n }\n } finally {\n reader.releaseLock();\n }\n}\n\nexport function isReadableStreamLike(obj: any): obj is ReadableStreamLike {\n // We don't want to use instanceof checks because they would return\n // false for instances from another Realm, like an