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Commit d1941511 authored by Daniel de Leng's avatar Daniel de Leng
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Merge branch 'master' into python12_update

parents ccf3b346 f5bf02aa
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......@@ -7,39 +7,39 @@ IDAReplayObserver
Inherited methods:
.. method:: IDAReplayObserver.on_game_start(self)
.. method:: on_game_start(self)
This method is called when a replay has started, when you inherit it you have to
call the parent's on_game_start method in order to make it work (see
:ref:`replays`).
.. method:: IDAReplayObserver.on_step(self)
.. method:: on_step(self)
This method is called on every tick of the replay, when you inherit it you
have to call the parent's on_step method in order to make it work (see
:ref:`replays`).
.. method:: IDAReplayObserver.on_game_end(self)
.. method:: on_game_end(self)
This method is called when the replay has ended, when you inherit it you have to
call the parent's on_game_start method in order to make it work (see
:ref:`replays`).
.. method:: IDAReplayObserver.on_unit_created(self)
.. method:: on_unit_created(self)
This method is called when the an unit is created, that includes when an unit leaves a refinery. This only works if replay perspective is not set to 0.
.. method:: IDAReplayObserver.on_unit_destroyed(self)
.. method:: on_unit_destroyed(self)
This unit is called when a unit is destroyed.
Methods:
.. method:: IDAReplayObserver.get_all_units(self) -> List[commandcenter.ReplayUnit]
.. method:: get_all_units(self) -> List[commandcenter.ReplayUnit]
Retrieves a list of all visible units.
.. method:: IDAReplayObserver.get_player_race(self, player_id) -> commandcenter.Race
.. method:: get_player_race(self, player_id) -> commandcenter.Race
Returns the player's race.
......
......@@ -6,9 +6,9 @@ void define_base_location(py::module & m)
{
py::class_<BaseLocation>(m, "BaseLocation")
.def_property_readonly("geysers", &BaseLocation::getGeysers, "List of geysers at base location (List of units).")
.def_property_readonly("minerals", &BaseLocation::getMinerals, "List of mineral fields at base location (List of unit). Note: also returns the empty mineral fields.")
.def_property_readonly("is_start_location", &BaseLocation::isStartLocation, "True if the base location is a start location, False otherwise.")
.def_property_readonly("depot_position", &BaseLocation::getDepotPosition, "A suitable position for building a town hall (Command Center, Hatchery or Nexus), defined as a : class :`library.Point2DI`.")
.def_property_readonly("minerals", &BaseLocation::getMinerals, "List of mineral fields at base location (List of unit). Also returns the empty mineral fields.")
.def("is_start_location", &BaseLocation::isStartLocation, "True if the base location is a start location, False otherwise.")
.def_property_readonly("depot_position", &BaseLocation::getDepotPosition, "A suitable position for building a town hall (Command Center, Hatchery or Nexus), defined as a :class:`library.Point2DI`.")
.def_property_readonly("position", &BaseLocation::getPosition, "The position of the center of the BaseLocation, defined as a :class:`commandcenter.Point2D`.")
.def("get_ground_distance", py::overload_cast<const CCPosition &>(&BaseLocation::getGroundDistance, py::const_))
.def("get_ground_distance", py::overload_cast<const CCTilePosition &>(&BaseLocation::getGroundDistance, py::const_), "Returns the ground distance between the provided position and the base location. Note that this uses a BFS approach and may overshoot a bit.")
......
......@@ -12,7 +12,7 @@ void define_unit(py::module & m)
.def_property_readonly("shields", &Unit::getShields, "Shield of the unit.")
.def_property_readonly("energy", &Unit::getEnergy, "Energy of the unit.")
.def_property_readonly("player", &Unit::getPlayer, "Returns the constant corresponding to player which this unit belongs to. See :ref:`playerconstants` for more information.")
.def_property_readonly("id", &Unit::getID, "Returns an int to identify the unit. Note This value does not stay the same for units you lose vision of, so maybe not best idea to use as a way of keeping track of them.")
.def_property_readonly("id", &Unit::getID, "Returns an int to identify the unit. This value does not stay the same for units you lose vision of, so maybe not best idea to use as a way of keeping track of them.")
.def_property_readonly("build_percentage", &Unit::getBuildPercentage, "Gives progress under construction. Range [0.0, 1.0]. 1.0 == finished.")
.def_property_readonly("weapon_cooldown", &Unit::getWeaponCooldown, "Time remaining for a weapon on cooldown.")
.def_property_readonly("is_completed", &Unit::isCompleted, "Returns build_progress >= 1.")
......@@ -39,7 +39,7 @@ void define_unit(py::module & m)
.def_property_readonly("is_carrying_gas", &Unit::isCarryingGas, "Returns if this unit is currently holding gas.")
.def_property_readonly("gas_left_in_refinery", &Unit::gasLeftInGeyser, "Amount of vespene left in the the refinery.")
.def_property_readonly("minerals_left_in_mineralfield", &Unit::mineralsLeftInMineralfield, "Amount of minerals if the unit is a mineral field.")
.def_property_readonly("owner", &Unit::getOwner, "Which player owns a unit. Note: Not same as player; 'player' originates from IDA implementation whilst 'owner' originates from StarCraft II.")
.def_property_readonly("owner", &Unit::getOwner, "Which player owns a unit. Not same as player; 'player' originates from IDA implementation whilst 'owner' originates from StarCraft II.")
.def_property_readonly("max_shields", &Unit::maxShields, "Max shield of the unit.")
.def_property_readonly("max_energy", &Unit::maxEnergy, "Max energy of the unit.")
......
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