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Starcraft AI Course / PyCommandCenter
169 commits behind the upstream repository.
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David Bergström authored
Following change description: * Added getTarget() to Unit: (Accessed via unit.target in python) Returns target if unit has one, otherwise will fail the assertion (make sure not to call this unless certain that the unit has a target!). * Added hasTarget() to Unit: (Accessed via unit.has_target in python) Returns true if unit has a valid target. * Added isBlip() to Unit: (Accessed via unit.is_blip in python) Returns true if unit is a "blip" - a ping on the map. * Added possible access to the current frame of the game in python (IDABot.current_frame).
David Bergström authoredFollowing change description: * Added getTarget() to Unit: (Accessed via unit.target in python) Returns target if unit has one, otherwise will fail the assertion (make sure not to call this unless certain that the unit has a target!). * Added hasTarget() to Unit: (Accessed via unit.has_target in python) Returns true if unit has a valid target. * Added isBlip() to Unit: (Accessed via unit.is_blip in python) Returns true if unit is a "blip" - a ping on the map. * Added possible access to the current frame of the game in python (IDABot.current_frame).
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Unit.h 2.22 KiB
#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;
std::vector< CCBuff > buffs() 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;
bool isBlip() const;
bool hasTarget() const;
Unit getTarget() const;
CCHealth getMaxHitPoints() 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;
void ability (sc2::AbilityID ability) const;
void ability (sc2::AbilityID ability, const sc2::Point2D & point) const;
void ability (sc2::AbilityID ability, const Unit & target) const;
};