491 lines
		
	
	
		
			21 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			491 lines
		
	
	
		
			21 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| # pylint: disable=W0201,W0212,R0912
 | |
| from __future__ import annotations
 | |
| 
 | |
| import math
 | |
| import time
 | |
| import warnings
 | |
| from abc import ABC
 | |
| from collections import Counter
 | |
| from typing import TYPE_CHECKING, Any
 | |
| from typing import Dict, Generator, Iterable, List, Set, Tuple, Union, final
 | |
| 
 | |
| from s2clientprotocol import sc2api_pb2 as sc_pb
 | |
| 
 | |
| from .constants import (
 | |
|     IS_PLACEHOLDER,
 | |
| )
 | |
| from .data import Race
 | |
| from .game_data import GameData
 | |
| from .game_state import Blip, GameState
 | |
| from .pixel_map import PixelMap
 | |
| from .position import Point2
 | |
| from .unit import Unit
 | |
| from .units import Units
 | |
| 
 | |
| # with warnings.catch_warnings():
 | |
| #     warnings.simplefilter("ignore")
 | |
| #     from scipy.spatial.distance import cdist, pdist
 | |
| 
 | |
| if TYPE_CHECKING:
 | |
|     from .client import Client
 | |
|     from .game_info import GameInfo
 | |
| 
 | |
| 
 | |
| class BotAIInternal(ABC):
 | |
|     """Base class for bots."""
 | |
| 
 | |
|     @final
 | |
|     def _initialize_variables(self):
 | |
|         """ Called from main.py internally """
 | |
|         self.cache: Dict[str, Any] = {}
 | |
|         # Specific opponent bot ID used in sc2ai ladder games http://sc2ai.net/ and on ai arena https://aiarena.net
 | |
|         # The bot ID will stay the same each game so your bot can "adapt" to the opponent
 | |
|         if not hasattr(self, "opponent_id"):
 | |
|             # Prevent overwriting the opponent_id which is set here https://github.com/Hannessa/python-sc2-ladderbot/blob/master/__init__.py#L40
 | |
|             # otherwise set it to None
 | |
|             self.opponent_id: str = None
 | |
|         # Select distance calculation method, see _distances_override_functions function
 | |
|         if not hasattr(self, "distance_calculation_method"):
 | |
|             self.distance_calculation_method: int = 2
 | |
|         # Select if the Unit.command should return UnitCommand objects. Set this to True if your bot uses 'self.do(unit(ability, target))'
 | |
|         if not hasattr(self, "unit_command_uses_self_do"):
 | |
|             self.unit_command_uses_self_do: bool = False
 | |
|         # This value will be set to True by main.py in self._prepare_start if game is played in realtime (if true, the bot will have limited time per step)
 | |
|         self.realtime: bool = False
 | |
|         self.base_build: int = -1
 | |
|         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.gas_buildings: Units = Units([], self)
 | |
|         self.all_own_units: Units = Units([], self)
 | |
|         self.enemy_units: Units = Units([], self)
 | |
|         self.enemy_structures: 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)
 | |
|         self.techlab_tags: Set[int] = set()
 | |
|         self.reactor_tags: Set[int] = set()
 | |
|         self.minerals: int = 50
 | |
|         self.vespene: int = 0
 | |
|         self.supply_army: float = 0
 | |
|         self.supply_workers: float = 12  # Doesn't include workers in production
 | |
|         self.supply_cap: float = 15
 | |
|         self.supply_used: float = 12
 | |
|         self.supply_left: float = 3
 | |
|         self.idle_worker_count: int = 0
 | |
|         self.army_count: int = 0
 | |
|         self.warp_gate_count: int = 0
 | |
|         self.blips: Set[Blip] = set()
 | |
|         self.race: Race = None
 | |
|         self.enemy_race: Race = None
 | |
|         self._generated_frame = -100
 | |
|         self._units_created: Counter = Counter()
 | |
|         self._unit_tags_seen_this_game: Set[int] = set()
 | |
|         self._units_previous_map: Dict[int, Unit] = {}
 | |
|         self._structures_previous_map: Dict[int, Unit] = {}
 | |
|         self._enemy_units_previous_map: Dict[int, Unit] = {}
 | |
|         self._enemy_structures_previous_map: Dict[int, Unit] = {}
 | |
|         self._all_units_previous_map: Dict[int, Unit] = {}
 | |
|         self._expansion_positions_list: List[Point2] = []
 | |
|         self._resource_location_to_expansion_position_dict: Dict[Point2, Point2] = {}
 | |
|         self._time_before_step: float = None
 | |
|         self._time_after_step: float = None
 | |
|         self._min_step_time: float = math.inf
 | |
|         self._max_step_time: float = 0
 | |
|         self._last_step_step_time: float = 0
 | |
|         self._total_time_in_on_step: float = 0
 | |
|         self._total_steps_iterations: int = 0
 | |
|         # Internally used to keep track which units received an action in this frame, so that self.train() function does not give the same larva two orders - cleared every frame
 | |
|         self.unit_tags_received_action: Set[int] = set()
 | |
| 
 | |
|     @final
 | |
|     @property
 | |
|     def _game_info(self) -> GameInfo:
 | |
|         """ See game_info.py """
 | |
|         warnings.warn(
 | |
|             "Using self._game_info is deprecated and may be removed soon. Please use self.game_info directly.",
 | |
|             DeprecationWarning,
 | |
|             stacklevel=2,
 | |
|         )
 | |
|         return self.game_info
 | |
| 
 | |
|     @final
 | |
|     @property
 | |
|     def _game_data(self) -> GameData:
 | |
|         """ See game_data.py """
 | |
|         warnings.warn(
 | |
|             "Using self._game_data is deprecated and may be removed soon. Please use self.game_data directly.",
 | |
|             DeprecationWarning,
 | |
|             stacklevel=2,
 | |
|         )
 | |
|         return self.game_data
 | |
| 
 | |
|     @final
 | |
|     @property
 | |
|     def _client(self) -> Client:
 | |
|         """ See client.py """
 | |
|         warnings.warn(
 | |
|             "Using self._client is deprecated and may be removed soon. Please use self.client directly.",
 | |
|             DeprecationWarning,
 | |
|             stacklevel=2,
 | |
|         )
 | |
|         return self.client
 | |
| 
 | |
|     @final
 | |
|     def _prepare_start(self, client, player_id, game_info, game_data, realtime: bool = False, base_build: int = -1):
 | |
|         """
 | |
|         Ran until game start to set game and player data.
 | |
| 
 | |
|         :param client:
 | |
|         :param player_id:
 | |
|         :param game_info:
 | |
|         :param game_data:
 | |
|         :param realtime:
 | |
|         """
 | |
|         self.client: Client = client
 | |
|         self.player_id: int = player_id
 | |
|         self.game_info: GameInfo = game_info
 | |
|         self.game_data: GameData = game_data
 | |
|         self.realtime: bool = realtime
 | |
|         self.base_build: int = base_build
 | |
| 
 | |
|         self.race: Race = Race(self.game_info.player_races[self.player_id])
 | |
| 
 | |
|         if len(self.game_info.player_races) == 2:
 | |
|             self.enemy_race: Race = Race(self.game_info.player_races[3 - self.player_id])
 | |
| 
 | |
| 
 | |
|     @final
 | |
|     def _prepare_first_step(self):
 | |
|         """First step extra preparations. Must not be called before _prepare_step."""
 | |
|         if self.townhalls:
 | |
|             self.game_info.player_start_location = self.townhalls.first.position
 | |
|             # Calculate and cache expansion locations forever inside 'self._cache_expansion_locations', this is done to prevent a bug when this is run and cached later in the game
 | |
|         self._time_before_step: float = time.perf_counter()
 | |
| 
 | |
|     @final
 | |
|     def _prepare_step(self, state, proto_game_info):
 | |
|         """
 | |
|         :param state:
 | |
|         :param proto_game_info:
 | |
|         """
 | |
|         # Set attributes from new state before on_step."""
 | |
|         self.state: GameState = state  # See game_state.py
 | |
|         # update pathing grid, which unfortunately is in GameInfo instead of GameState
 | |
|         self.game_info.pathing_grid = PixelMap(proto_game_info.game_info.start_raw.pathing_grid, in_bits=True)
 | |
|         # Required for events, needs to be before self.units are initialized so the old units are stored
 | |
|         self._units_previous_map: Dict[int, Unit] = {unit.tag: unit for unit in self.units}
 | |
|         self._structures_previous_map: Dict[int, Unit] = {structure.tag: structure for structure in self.structures}
 | |
|         self._enemy_units_previous_map: Dict[int, Unit] = {unit.tag: unit for unit in self.enemy_units}
 | |
|         self._enemy_structures_previous_map: Dict[int, Unit] = {
 | |
|             structure.tag: structure
 | |
|             for structure in self.enemy_structures
 | |
|         }
 | |
|         self._all_units_previous_map: Dict[int, Unit] = {unit.tag: unit for unit in self.all_units}
 | |
| 
 | |
|         self._prepare_units()
 | |
|         self.minerals: int = state.common.minerals
 | |
|         self.vespene: int = state.common.vespene
 | |
|         self.supply_army: int = state.common.food_army
 | |
|         self.supply_workers: int = state.common.food_workers  # Doesn't include workers in production
 | |
|         self.supply_cap: int = state.common.food_cap
 | |
|         self.supply_used: int = state.common.food_used
 | |
|         self.supply_left: int = self.supply_cap - self.supply_used
 | |
| 
 | |
|         if self.race == Race.Zerg:
 | |
|             # Workaround Zerg supply rounding bug
 | |
|             pass
 | |
|             # self._correct_zerg_supply()
 | |
|         elif self.race == Race.Protoss:
 | |
|             self.warp_gate_count: int = state.common.warp_gate_count
 | |
| 
 | |
|         self.idle_worker_count: int = state.common.idle_worker_count
 | |
|         self.army_count: int = state.common.army_count
 | |
|         self._time_before_step: float = time.perf_counter()
 | |
| 
 | |
|         if self.enemy_race == Race.Random and self.all_enemy_units:
 | |
|             self.enemy_race = Race(self.all_enemy_units.first.race)
 | |
| 
 | |
|     @final
 | |
|     def _prepare_units(self):
 | |
|         # Set of enemy units detected by own sensor tower, as blips have less unit information than normal visible units
 | |
|         self.blips: Set[Blip] = set()
 | |
|         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.gas_buildings: Units = Units([], self)
 | |
|         self.all_own_units: Units = Units([], self)
 | |
|         self.enemy_units: Units = Units([], self)
 | |
|         self.enemy_structures: 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)
 | |
|         self.techlab_tags: Set[int] = set()
 | |
|         self.reactor_tags: Set[int] = set()
 | |
| 
 | |
|         index: int = 0
 | |
|         for unit in self.state.observation_raw.units:
 | |
|             if unit.is_blip:
 | |
|                 self.blips.add(Blip(unit))
 | |
|             else:
 | |
|                 unit_type: int = unit.unit_type
 | |
|                 # Convert these units to effects: reaper grenade, parasitic bomb dummy, forcefield
 | |
|                 unit_obj = Unit(unit, self, distance_calculation_index=index, base_build=self.base_build)
 | |
|                 index += 1
 | |
|                 self.all_units.append(unit_obj)
 | |
|                 if unit.display_type == IS_PLACEHOLDER:
 | |
|                     self.placeholders.append(unit_obj)
 | |
|                     continue
 | |
|                 alliance = unit.alliance
 | |
|                 # Alliance.Neutral.value = 3
 | |
|                 if alliance == 3:
 | |
|                     # XELNAGATOWER = 149
 | |
|                     if unit_type == 149:
 | |
|                         self.watchtowers.append(unit_obj)
 | |
|                     # all destructable rocks
 | |
|                     else:
 | |
|                         self.destructables.append(unit_obj)
 | |
|                 # Alliance.Self.value = 1
 | |
|                 elif alliance == 1:
 | |
|                     self.all_own_units.append(unit_obj)
 | |
|                     if unit_obj.is_structure:
 | |
|                         self.structures.append(unit_obj)
 | |
|                 # Alliance.Enemy.value = 4
 | |
|                 elif alliance == 4:
 | |
|                     self.all_enemy_units.append(unit_obj)
 | |
|                     if unit_obj.is_structure:
 | |
|                         self.enemy_structures.append(unit_obj)
 | |
|                     else:
 | |
|                         self.enemy_units.append(unit_obj)
 | |
| 
 | |
|     @final
 | |
|     async def _after_step(self) -> int:
 | |
|         """ Executed by main.py after each on_step function. """
 | |
|         # Keep track of the bot on_step duration
 | |
|         self._time_after_step: float = time.perf_counter()
 | |
|         step_duration = self._time_after_step - self._time_before_step
 | |
|         self._min_step_time = min(step_duration, self._min_step_time)
 | |
|         self._max_step_time = max(step_duration, self._max_step_time)
 | |
|         self._last_step_step_time = step_duration
 | |
|         self._total_time_in_on_step += step_duration
 | |
|         self._total_steps_iterations += 1
 | |
|         # Clear set of unit tags that were given an order this frame by self.do()
 | |
|         self.unit_tags_received_action.clear()
 | |
|         # Commit debug queries
 | |
|         await self.client._send_debug()
 | |
| 
 | |
|         return self.state.game_loop
 | |
| 
 | |
|     @final
 | |
|     async def _advance_steps(self, steps: int):
 | |
|         """Advances the game loop by amount of 'steps'. This function is meant to be used as a debugging and testing tool only.
 | |
|         If you are using this, please be aware of the consequences, e.g. 'self.units' will be filled with completely new data."""
 | |
|         await self._after_step()
 | |
|         # Advance simulation by exactly "steps" frames
 | |
|         await self.client.step(steps)
 | |
|         state = await self.client.observation()
 | |
|         gs = GameState(state.observation)
 | |
|         proto_game_info = await self.client._execute(game_info=sc_pb.RequestGameInfo())
 | |
|         self._prepare_step(gs, proto_game_info)
 | |
|         await self.issue_events()
 | |
| 
 | |
|     @final
 | |
|     async def issue_events(self):
 | |
|         """This function will be automatically run from main.py and triggers the following functions:
 | |
|         - on_unit_created
 | |
|         - on_unit_destroyed
 | |
|         - on_building_construction_started
 | |
|         - on_building_construction_complete
 | |
|         - on_upgrade_complete
 | |
|         """
 | |
|         await self._issue_unit_dead_events()
 | |
|         await self._issue_unit_added_events()
 | |
|         await self._issue_building_events()
 | |
|         await self._issue_upgrade_events()
 | |
|         await self._issue_vision_events()
 | |
| 
 | |
|     @final
 | |
|     async def _issue_unit_added_events(self):
 | |
|         pass
 | |
|         # for unit in self.units:
 | |
|         #     if unit.tag not in self._units_previous_map and unit.tag not in self._unit_tags_seen_this_game:
 | |
|         #         self._unit_tags_seen_this_game.add(unit.tag)
 | |
|         #         self._units_created[unit.type_id] += 1
 | |
|         #         await self.on_unit_created(unit)
 | |
|         #     elif unit.tag in self._units_previous_map:
 | |
|         #         previous_frame_unit: Unit = self._units_previous_map[unit.tag]
 | |
|         #         # Check if a unit took damage this frame and then trigger event
 | |
|         #         if unit.health < previous_frame_unit.health or unit.shield < previous_frame_unit.shield:
 | |
|         #             damage_amount = previous_frame_unit.health - unit.health + previous_frame_unit.shield - unit.shield
 | |
|         #             await self.on_unit_took_damage(unit, damage_amount)
 | |
|         #         # Check if a unit type has changed
 | |
|         #         if previous_frame_unit.type_id != unit.type_id:
 | |
|         #             await self.on_unit_type_changed(unit, previous_frame_unit.type_id)
 | |
| 
 | |
|     @final
 | |
|     async def _issue_upgrade_events(self):
 | |
|         pass
 | |
|         # difference = self.state.upgrades - self._previous_upgrades
 | |
|         # for upgrade_completed in difference:
 | |
|         #     await self.on_upgrade_complete(upgrade_completed)
 | |
|         # self._previous_upgrades = self.state.upgrades
 | |
| 
 | |
|     @final
 | |
|     async def _issue_building_events(self):
 | |
|         pass
 | |
|         # for structure in self.structures:
 | |
|         #     if structure.tag not in self._structures_previous_map:
 | |
|         #         if structure.build_progress < 1:
 | |
|         #             await self.on_building_construction_started(structure)
 | |
|         #         else:
 | |
|         #             # Include starting townhall
 | |
|         #             self._units_created[structure.type_id] += 1
 | |
|         #             await self.on_building_construction_complete(structure)
 | |
|         #     elif structure.tag in self._structures_previous_map:
 | |
|         #         # Check if a structure took damage this frame and then trigger event
 | |
|         #         previous_frame_structure: Unit = self._structures_previous_map[structure.tag]
 | |
|         #         if (
 | |
|         #             structure.health < previous_frame_structure.health
 | |
|         #             or structure.shield < previous_frame_structure.shield
 | |
|         #         ):
 | |
|         #             damage_amount = (
 | |
|         #                 previous_frame_structure.health - structure.health + previous_frame_structure.shield -
 | |
|         #                 structure.shield
 | |
|         #             )
 | |
|         #             await self.on_unit_took_damage(structure, damage_amount)
 | |
|         #         # Check if a structure changed its type
 | |
|         #         if previous_frame_structure.type_id != structure.type_id:
 | |
|         #             await self.on_unit_type_changed(structure, previous_frame_structure.type_id)
 | |
|         #         # Check if structure completed
 | |
|         #         if structure.build_progress == 1 and previous_frame_structure.build_progress < 1:
 | |
|         #             self._units_created[structure.type_id] += 1
 | |
|         #             await self.on_building_construction_complete(structure)
 | |
| 
 | |
|     @final
 | |
|     async def _issue_vision_events(self):
 | |
|         pass
 | |
|         # # Call events for enemy unit entered vision
 | |
|         # for enemy_unit in self.enemy_units:
 | |
|         #     if enemy_unit.tag not in self._enemy_units_previous_map:
 | |
|         #         await self.on_enemy_unit_entered_vision(enemy_unit)
 | |
|         # for enemy_structure in self.enemy_structures:
 | |
|         #     if enemy_structure.tag not in self._enemy_structures_previous_map:
 | |
|         #         await self.on_enemy_unit_entered_vision(enemy_structure)
 | |
| 
 | |
|         # # Call events for enemy unit left vision
 | |
|         # enemy_units_left_vision: Set[int] = set(self._enemy_units_previous_map) - self.enemy_units.tags
 | |
|         # for enemy_unit_tag in enemy_units_left_vision:
 | |
|         #     await self.on_enemy_unit_left_vision(enemy_unit_tag)
 | |
|         # enemy_structures_left_vision: Set[int] = (set(self._enemy_structures_previous_map) - self.enemy_structures.tags)
 | |
|         # for enemy_structure_tag in enemy_structures_left_vision:
 | |
|         #     await self.on_enemy_unit_left_vision(enemy_structure_tag)
 | |
| 
 | |
|     @final
 | |
|     async def _issue_unit_dead_events(self):
 | |
|         pass
 | |
|         # for unit_tag in self.state.dead_units & set(self._all_units_previous_map):
 | |
|         #     await self.on_unit_destroyed(unit_tag)
 | |
| 
 | |
|     # DISTANCE CALCULATION
 | |
| 
 | |
|     @final
 | |
|     @property
 | |
|     def _units_count(self) -> int:
 | |
|         return len(self.all_units)
 | |
| 
 | |
|     # Helper functions
 | |
| 
 | |
|     @final
 | |
|     def square_to_condensed(self, i, j) -> int:
 | |
|         # Converts indices of a square matrix to condensed matrix
 | |
|         # https://stackoverflow.com/a/36867493/10882657
 | |
|         assert i != j, "No diagonal elements in condensed matrix! Diagonal elements are zero"
 | |
|         if i < j:
 | |
|             i, j = j, i
 | |
|         return self._units_count * j - j * (j + 1) // 2 + i - 1 - j
 | |
| 
 | |
|     # Fast and simple calculation functions
 | |
| 
 | |
|     @final
 | |
|     @staticmethod
 | |
|     def distance_math_hypot(
 | |
|         p1: Union[Tuple[float, float], Point2],
 | |
|         p2: Union[Tuple[float, float], Point2],
 | |
|     ) -> float:
 | |
|         return math.hypot(p1[0] - p2[0], p1[1] - p2[1])
 | |
| 
 | |
|     @final
 | |
|     @staticmethod
 | |
|     def distance_math_hypot_squared(
 | |
|         p1: Union[Tuple[float, float], Point2],
 | |
|         p2: Union[Tuple[float, float], Point2],
 | |
|     ) -> float:
 | |
|         return pow(p1[0] - p2[0], 2) + pow(p1[1] - p2[1], 2)
 | |
| 
 | |
|     @final
 | |
|     def _distance_squared_unit_to_unit_method0(self, unit1: Unit, unit2: Unit) -> float:
 | |
|         return self.distance_math_hypot_squared(unit1.position_tuple, unit2.position_tuple)
 | |
| 
 | |
|     # Distance calculation using the pre-calculated matrix above
 | |
| 
 | |
|     @final
 | |
|     def _distance_squared_unit_to_unit_method1(self, unit1: Unit, unit2: Unit) -> float:
 | |
|         # If checked on units if they have the same tag, return distance 0 as these are not in the 1 dimensional pdist array - would result in an error otherwise
 | |
|         if unit1.tag == unit2.tag:
 | |
|             return 0
 | |
|         # Calculate index, needs to be after pdist has been calculated and cached
 | |
|         condensed_index = self.square_to_condensed(unit1.distance_calculation_index, unit2.distance_calculation_index)
 | |
|         assert condensed_index < len(
 | |
|             self._cached_pdist
 | |
|         ), f"Condensed index is larger than amount of calculated distances: {condensed_index} < {len(self._cached_pdist)}, units that caused the assert error: {unit1} and {unit2}"
 | |
|         distance = self._pdist[condensed_index]
 | |
|         return distance
 | |
| 
 | |
|     @final
 | |
|     def _distance_squared_unit_to_unit_method2(self, unit1: Unit, unit2: Unit) -> float:
 | |
|         # Calculate index, needs to be after cdist has been calculated and cached
 | |
|         return self._cdist[unit1.distance_calculation_index, unit2.distance_calculation_index]
 | |
| 
 | |
|     # Distance calculation using the fastest distance calculation functions
 | |
| 
 | |
|     @final
 | |
|     def _distance_pos_to_pos(
 | |
|         self,
 | |
|         pos1: Union[Tuple[float, float], Point2],
 | |
|         pos2: Union[Tuple[float, float], Point2],
 | |
|     ) -> float:
 | |
|         return self.distance_math_hypot(pos1, pos2)
 | |
| 
 | |
|     @final
 | |
|     def _distance_units_to_pos(
 | |
|         self,
 | |
|         units: Units,
 | |
|         pos: Union[Tuple[float, float], Point2],
 | |
|     ) -> Generator[float, None, None]:
 | |
|         """ This function does not scale well, if len(units) > 100 it gets fairly slow """
 | |
|         return (self.distance_math_hypot(u.position_tuple, pos) for u in units)
 | |
| 
 | |
|     @final
 | |
|     def _distance_unit_to_points(
 | |
|         self,
 | |
|         unit: Unit,
 | |
|         points: Iterable[Tuple[float, float]],
 | |
|     ) -> Generator[float, None, None]:
 | |
|         """ This function does not scale well, if len(points) > 100 it gets fairly slow """
 | |
|         pos = unit.position_tuple
 | |
|         return (self.distance_math_hypot(p, pos) for p in points)
 | 
