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#pragma once
#include "Common.h"
#include "UnitType.h"
class IDABot;
class Unit
{
mutable IDABot * m_bot;
CCUnitID m_unitID;
UnitType m_unitType;
const sc2::Unit * m_unit;
public:
Unit();
Unit(const sc2::Unit * unit, IDABot & bot);
const sc2::Unit * getUnitPtr() const;
const sc2::UnitTypeID & getAPIUnitType() const;
bool operator < (const Unit & rhs) const;
bool operator == (const Unit & rhs) const;
const UnitType & getType() const;
CCPosition getPosition() const;
CCTilePosition getTilePosition() const;
CCHealth getHitPoints() const;
CCHealth getShields() const;
CCHealth getEnergy() const;
CCPlayer getPlayer() const;
CCUnitID getID() const;
float getBuildPercentage() const;
int getWeaponCooldown() const;
bool isCompleted() const;
bool isBeingConstructed() const;
bool isCloaked() const;
bool isFlying() const;
bool isAlive() const;
bool isPowered() const;
bool isIdle() const;
bool isBurrowed() const;
bool isValid() const;
bool isTraining() const;
bool isConstructing(const UnitType & type) const;
CCHealth getMaxHitPoints() const;
float getProgress() const;
sc2::AbilityID getAbilityID() const;
void holdPosition() const;
void patrol(const CCPosition & targetPosition) const;
void stopDance() const;
float getFacing() const;
float getRadius() const;
void stop () const;
void attackUnit (const Unit & target) const;
void attackMove (const CCPosition & targetPosition) const;
void move (const CCPosition & targetPosition) const;
void move (const CCTilePosition & targetTilePosition) const;
void rightClick (const Unit & target) const;
void repair (const Unit & target) const;
void build (const UnitType & buildingType, CCTilePosition pos) const;
void buildTarget (const UnitType & buildingType, const Unit & target) const;
void train (const UnitType & buildingType) const;
void morph (const UnitType & type) const;
void research (sc2::UpgradeID upgrade) const;