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void IDAReplayObserver::setUnits()
{
m_allUnits.clear();
for (auto & unit : Observation()->GetUnits())
{
}
}
IDAReplayObserver::IDAReplayObserver():
sc2::ReplayObserver()
{
}
void IDAReplayObserver::OnGameStart()
{
setUnits();
}
void IDAReplayObserver::OnStep()
{
setUnits();
}
void IDAReplayObserver::OnGameEnd()
{
}
void IDAReplayObserver::OnUnitDestroyed(const sc2::Unit* unit)
{
OnReplayUnitDestroyed(&unitInformation);
void IDAReplayObserver::OnReplayUnitDestroyed(const ReplayUnit *)
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);
}
return ReplayUnit(Observation()->GetUnit(tag), *(IDAReplayObserver *)this);
const std::vector<ReplayUnit>& IDAReplayObserver::GetAllUnits() const
CCRace IDAReplayObserver::GetPlayerRace(int player)
{
return ReplayControl()->GetReplayInfo().players[player].race;
}
std::string IDAReplayObserver::GetReplayPath()
sc2::GameResult IDAReplayObserver::GetResultForPlayer(int player)
{
return ReplayControl()->GetReplayInfo().players[player].game_result;