building placement when you want some spacing now works
the correct constructor for unittype is called when calling from python
unit.target doesn't crash the debugger anymore when a target is missing
unit.is_training is not just the opposite to is_idle. Added to make sure unit is a building too.
fixed problem with all minerals being empty on all other baselocations than starting base
debug spawning of units now spaws for the correct player
added more types of geysers to isGeyser same for minerals and made sure refinieries have isRefinery on those geysers
drawLine was not working, terrainHeight was messing things up.
Added:
map_tools.map_name to get the name of the current map
draw_tile to draw outline of a tile
Point2DI and Point2D can now be hashed to be stored in python dicts and sets
Conversion between Point2D and Point2DI and the other way around made easy with new constructors
UnitType.attack_damage added to show base attackdamage of an unit
Unit.progression_list to get the entire list of percentages of current processes. Can be used to see if the unit has a reactor
UnitType.can_attack_air and .can_attack_ground to check if the unittype can attack or not.
building_placer.can_build_here_with_size takes coordinates and width and height to check if it can be buildt at the position. Addons can have weird sizes so this can be used to do checks regarding those.
Random:
More or less everything in the API has got a comment in the documentaion and changed some comments to avoid confusions
Most of the comments are moved from the .rst files and into the .cpp instead in order to see the documentation with intellisense and autogenerate it for the docs instead.