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IDAReplayObserver.cpp 1.79 KiB
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#include "IDAReplayObserver.h"
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#include "Util.h"
#include <pybind11/pybind11.h>

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void IDAReplayObserver::setUnits()
{
	m_allUnits.clear();
	for (auto & unit : Observation()->GetUnits())
	{
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		m_allUnits.push_back(ReplayUnit(unit, *this));
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	}
}

IDAReplayObserver::IDAReplayObserver():
	sc2::ReplayObserver()
{
}

void IDAReplayObserver::OnGameStart()
{
	setUnits();
}

void IDAReplayObserver::OnStep()
{
	setUnits();
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}

void IDAReplayObserver::OnGameEnd()
{
}
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void IDAReplayObserver::OnUnitDestroyed(const sc2::Unit* unit)
{
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	ReplayUnit unitInformation = ReplayUnit(unit, *this);
	OnReplayUnitDestroyed(&unitInformation);
void IDAReplayObserver::OnReplayUnitDestroyed(const ReplayUnit *)
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{
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}

void IDAReplayObserver::OnUnitCreated(const sc2::Unit * unit)
{
	ReplayUnit unitInformation = ReplayUnit(unit, *this);
	std::cout << "OnUnitCreated" << std::endl;
	OnReplayUnitCreated(&unitInformation);
}

void IDAReplayObserver::OnReplayUnitCreated(const ReplayUnit *)
{
}

void IDAReplayObserver::OnBuildingConstructionComplete(const sc2::Unit *unit)
{
	ReplayUnit unitInformation = ReplayUnit(unit, *this);
	std::cout << "OnBuildingConstructionComplete" << std::endl;
	OnReplayUnitCreated(&unitInformation);
}


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ReplayUnit IDAReplayObserver::GetUnit(const CCUnitID tag) const
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	return ReplayUnit(Observation()->GetUnit(tag), *(IDAReplayObserver *)this);
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}

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const std::vector<ReplayUnit>& IDAReplayObserver::GetAllUnits() const
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{
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	return m_allUnits;
}

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CCRace IDAReplayObserver::GetPlayerRace(int player)
{	
	return ReplayControl()->GetReplayInfo().players[player].race;
}

std::string IDAReplayObserver::GetReplayPath()
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{
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	return ReplayControl()->GetReplayInfo().replay_path;
}
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sc2::GameResult IDAReplayObserver::GetResultForPlayer(int player)
{
	return ReplayControl()->GetReplayInfo().players[player].game_result;
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}

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