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m_allUnits.clear();
for (auto & unit : Observation()->GetUnits())
{
m_allUnits.push_back(UnitInformation(unit, *this));
}
}
IDAReplayObserver::IDAReplayObserver():
sc2::ReplayObserver()
{
}
void IDAReplayObserver::OnGameStart()
{
setUnits();
}
void IDAReplayObserver::OnStep()
{
setUnits();
}
void IDAReplayObserver::OnGameEnd()
{
}
void IDAReplayObserver::OnUnitDestroyed(const sc2::Unit* unit)
{
UnitInformation unitInformation = UnitInformation(unit, *this);
OnUnitInfomationDestroyed(&unitInformation);
}
UnitInformation IDAReplayObserver::GetUnit(const CCUnitID tag) const
{
std::cout << tag << std::endl;
if (tag == 0) {
std::cout << "TAG == 0" << std::endl;
}
UnitInformation(Observation()->GetUnit(tag), *(IDAReplayObserver *)this);
std::cout << "OK" << std::endl;
return UnitInformation(Observation()->GetUnit(tag), *(IDAReplayObserver *)this);
const std::vector<UnitInformation>& IDAReplayObserver::GetAllUnits() const
{