This repository has been archived on 2023-07-11. You can view files and clone it, but cannot push or open issues or pull requests.
BWMirror-Generator/c/BWAPI/Game.h

476 lines
24 KiB
C
Raw Normal View History

2014-08-05 04:43:14 -04:00
#pragma once
#include <list>
#include <map>
#include <set>
#include <vector>
#include <BWAPI/Color.h>
#include <BWAPI/CoordinateType.h>
#include <BWAPI/Error.h>
#include <BWAPI/Event.h>
#include <BWAPI/Flag.h>
#include <BWAPI/GameType.h>
#include <BWAPI/Race.h>
#include <BWAPI/Region.h>
#include <BWAPI/Order.h>
#include <BWAPI/Latency.h>
#include <BWAPI/TilePosition.h>
#include <BWAPI/UnitType.h>
#include <BWAPI/TechType.h>
#include <BWAPI/UpgradeType.h>
#include <BWAPI/Input.h>
namespace BWAPI
{
class Force;
class Player;
class Unit;
class Bullet;
/** The abstract Game class is implemented by BWAPI and offers many methods for retrieving information
* about the current Broodwar game, including the set of players, units, map information, as well as
* information about the user, such as mouse position, screen position, and the current selection of
* units. */
class Game
{
protected:
virtual ~Game() {};
public :
/** Returns the set of all forces in the match. */
virtual std::set< Force* >& getForces() = 0;
/** Returns the set of all players in the match. Note that this includes the Neutral player, which owns
* all the neutral units such as minerals, critters, etc. */
virtual std::set< Player* >& getPlayers() = 0;
/** Returns all the visible units. If Flag::CompleteMapInformation is enabled, the set of all units
* is returned, not just visible ones. Note that units inside refineries are not included in this set
* yet. */
virtual std::set< Unit* >& getAllUnits() = 0;
/** Returns the set of all accessible mineral patches. */
virtual std::set< Unit* >& getMinerals() = 0;
/** Returns the set of all accessible vespene geysers. */
virtual std::set< Unit* >& getGeysers() = 0;
/** Returns the set of all accessible neutral units. */
virtual std::set< Unit* >& getNeutralUnits() = 0;
/** Returns the set of all mineral patches (including mined out and other inaccessible ones). */
virtual std::set< Unit* >& getStaticMinerals() = 0;
/** Returns the set of all vespene geysers (including mined out and other inaccessible ones). */
virtual std::set< Unit* >& getStaticGeysers() = 0;
/** Returns the set of all neutral units (including mined out and other inaccessible ones). */
virtual std::set< Unit* >& getStaticNeutralUnits() = 0;
/** Returns all visible bullets. If Flag::CompleteMapInformation is enabled, the set of all bullets is
* returned, not just visible ones. */
virtual std::set< Bullet* >& getBullets() = 0;
/** Returns all visible nuke dots. If Flag::CompleteMapInformation is enabled, the set of all nuke dots
* is returned, not just visible ones. */
virtual std::set< Position >& getNukeDots() = 0;
/** Returns the list of events */
virtual std::list< Event >& getEvents() = 0;
/** Returns the force with the given ID, or NULL if no force has the given ID */
virtual Force* getForce(int forceID) = 0;
/** Returns the player with the given ID, or NULL if no player has the given ID */
virtual Player* getPlayer(int playerID) = 0;
/** Returns the unit with the given ID, or NULL if no unit has the given ID */
virtual Unit* getUnit(int unitID) = 0;
/** Returns a pointer to a Unit given an index. */
virtual Unit* indexToUnit(int unitIndex) = 0;
/** Returns the Region with the given ID, or NULL if no region has the given ID */
virtual Region* getRegion(int regionID) = 0;
/** Returns the game type */
virtual GameType getGameType() = 0;
/** Returns the amount of latency the current game has. Currently only returns Latency::SinglePlayer,
* Latency::LanLow, Latency::LanMedium, or Latency::LanHigh. */
virtual int getLatency() = 0;
/** Returns the number of logical frames since the match started. If the game is paused,
* Game::getFrameCount will not increase however AIModule::onFrame will still be called while paused.
* On Fastest, there are about 23.8 - 24 frames per second. */
virtual int getFrameCount() = 0;
/** Returns the Frames Per Second (FPS) that the game is currently running at */
virtual int getFPS() = 0;
virtual double getAverageFPS() = 0;
/** Returns the position of the mouse on the screen. Returns Positions::Unknown if Flag::UserInput is
* disabled. */
virtual BWAPI::Position getMousePosition() = 0;
/** Returns true if the specified mouse button is pressed. Returns false if Flag::UserInput is
* disabled. */
virtual bool getMouseState(MouseButton button) = 0;
/** \copydoc getMouseState(MouseButton) */
virtual bool getMouseState(int button) = 0;
/** Returns true if the specified key is pressed. Returns false if Flag::UserInput is disabled.
* Unfortunately this does not read the raw keyboard input yet - when you hold down a key, the
* getKeyState function is true for a frame, then false for a few frames, and then alternates between
* true and false (as if you were holding down the key in a text box). Hopefully this will be fixed in
* a later version. */
virtual bool getKeyState(Key key) = 0;
/** \copydoc getKeyState(Key) */
virtual bool getKeyState(int key) = 0;
/** Returns the position of the top left corner of the screen on the map. Returns Positions::Unknown if
* Flag::UserInput is disabled. */
virtual BWAPI::Position getScreenPosition() = 0;
/** Moves the screen to the given position on the map. The position specified where the top left corner
* of the screen will be. */
virtual void setScreenPosition(int x, int y) = 0;
/** \copydoc setScreenPosition(int, int) */
virtual void setScreenPosition(BWAPI::Position p) = 0;
/** Pings the given position on the minimap. */
virtual void pingMinimap(int x, int y) = 0;
/** \copydoc pingMinimap(int, int) */
virtual void pingMinimap(BWAPI::Position p) = 0;
/** Returns true if the given flag has been enabled. Note that flags can only be enabled at the
* beginning of a match, during the AIModule::onStart callback. */
virtual bool isFlagEnabled(int flag) = 0;
/** Enables the specified flag. Note that flags can only be enabled at the beginning of a match, during
* the AIModule::onStart callback. */
virtual void enableFlag(int flag) = 0;
/** Returns the set of accessible units that are on the given build tile. */
virtual std::set<Unit*>& getUnitsOnTile(int tileX, int tileY) = 0;
/** Returns the set of accessible units that are in or overlapping the given rectangle. */
virtual std::set<Unit*>& getUnitsInRectangle(int left, int top, int right, int bottom) const = 0;
virtual std::set<Unit*>& getUnitsInRectangle(BWAPI::Position topLeft, BWAPI::Position bottomRight) const = 0;
/** Returns the set of accessible units within or overlapping a circle at the given point with the given radius. */
virtual std::set<Unit*>& getUnitsInRadius(BWAPI::Position center, int radius) const = 0;
/** Returns the last error that was set. If you try to order enemy units around, or morph bunkers into
* lurkers, BWAPI will set error codes, which can be retrieved using this function. */
virtual Error getLastError() const = 0;
/** Sets the last error code. */
virtual bool setLastError(BWAPI::Error e) = 0;
/** Returns the width of the current map, in build tile units. To get the width of the current map in
* walk tile units, multiply by 4. To get the width of the current map in Position units, multiply by
* TILE_SIZE (which is 32). */
virtual int mapWidth() = 0;
/** Returns the height of the current map, in build tile units. To get the height of the current map in
* walk tile units, multiply by 4. To get the height of the current map in Position units, multiply by
* TILE_SIZE (which is 32). */
virtual int mapHeight() = 0;
/** Returns the file name of the current map. */
virtual std::string mapFileName() = 0;
/** Returns the full path name of the current map. */
virtual std::string mapPathName() = 0;
/** Returns the name/title of the current map. */
virtual std::string mapName() = 0;
/** Returns the SHA-1 hash of the map file. */
virtual std::string mapHash() = 0;
/** Returns true if the specified walk tile is walkable. The values of x and y are in walk tile
* coordinates (different from build tile coordinates). Note that this just uses the static map data.
* You will also need to make sure no ground units are on the coresponding build tile to see if its
* currently walkable. To do this, see unitsOnTile. */
virtual bool isWalkable(int walkX, int walkY) = 0;
/** Returns the ground height of the given build tile. 0 = normal, 1 = high ground. 2 = very high ground. */
virtual int getGroundHeight(int tileX, int tileY) = 0;
/** Returns the ground height of the given build tile. 0 = normal, 1 = high ground. 2 = very high ground. */
virtual int getGroundHeight(TilePosition position) = 0;
/** Returns true if the specified build tile is buildable. Note that this just uses the static map data.
* You will also need to make sure no ground units on the tile to see if its currently buildable. To do
* this, see unitsOnTile. */
virtual bool isBuildable(int tileX, int tileY, bool includeBuildings = false) = 0;
/** \copydoc isBuildable(int, int) */
virtual bool isBuildable(TilePosition position, bool includeBuildings = false) = 0;
/** Returns true if the specified build tile is visible. If the tile is concealed by fog of war, the
* function will return false. */
virtual bool isVisible(int tileX, int tileY) = 0;
/** \copydoc isVisible(int, int) */
virtual bool isVisible(TilePosition position) = 0;
/** Returns true if the specified build tile has been explored (i.e. was visible at some point in the
* match). */
virtual bool isExplored(int tileX, int tileY) = 0;
/** \copydoc isExplored(int, int) */
virtual bool isExplored(TilePosition position) = 0;
/** Returns true if the specified build tile has zerg creep on it. If the tile is concealed by fog of
* war, the function will return false. */
virtual bool hasCreep(int tileX, int tileY) = 0;
/** \copydoc hasCreep(int, int) */
virtual bool hasCreep(TilePosition position) = 0;
/** Returns true if the given build location is powered by a nearby friendly pylon. */
virtual bool hasPower(int tileX, int tileY, UnitType unitType = UnitTypes::None) const = 0;
/** Returns true if the given build location is powered by a nearby friendly pylon. */
virtual bool hasPower(TilePosition position, UnitType unitType = UnitTypes::None) const = 0;
/** Returns true if the given build location is powered by a nearby friendly pylon. */
virtual bool hasPower(int tileX, int tileY, int tileWidth, int tileHeight, UnitType unitType = UnitTypes::None) const = 0;
/** Returns true if the given build location is powered by a nearby friendly pylon. */
virtual bool hasPower(TilePosition position, int tileWidth, int tileHeight, UnitType unitType = UnitTypes::None) const = 0;
/** Returns true if the given pixel location is powered by a nearby friendly pylon. */
virtual bool hasPowerPrecise(int x, int y, UnitType unitType = UnitTypes::None ) const = 0;
/** Returns true if the given pixel location is powered by a nearby friendly pylon. */
virtual bool hasPowerPrecise(Position position, UnitType unitType = UnitTypes::None) const = 0;
/** Returns true if the given unit type can be built at the given build tile position. Note the tile
* position specifies the top left tile of the building. If builder is not null, the unit will be
* discarded when determining whether or not any ground units are blocking the build location. */
virtual bool canBuildHere(const Unit *builder, TilePosition position, UnitType type, bool checkExplored = false) = 0;
/** Returns true if the AI player has enough resources, supply, tech, and required units in order to
* make the given unit type. If builder is not null, canMake will return true only if the builder unit
* can build the given unit type. */
virtual bool canMake(const Unit *builder, UnitType type) = 0;
/** Returns true if the AI player has enough resources required to research the given tech type. If unit
* is not null, canResearch will return true only if the given unit can research the given tech type. */
virtual bool canResearch(const Unit *unit, TechType type) = 0;
/** Returns true if the AI player has enough resources required to upgrade the given upgrade type. If
* unit is not null, canUpgrade will return true only if the given unit can upgrade the given upgrade
* type. */
virtual bool canUpgrade(const Unit *unit, UpgradeType type) = 0;
/** Returns the set of starting locations for the given map. To determine the starting location for the
* players in the current match, see Player::getStartLocation. */
virtual std::set< TilePosition >& getStartLocations() = 0;
/** Prints text on the screen. Text is not sent to other players in multiplayer games. */
virtual void printf(const char *format, ...) = 0;
/** Sends text to other players - as if it were entered in chat. In single player games and replays,
* this will just print the text on the screen. If the game is a single player match and not a replay,
* then this function can be used to execute cheat codes, i.e. Broodwar->sendText("show me the money"). */
virtual void sendText(const char *format, ...) = 0;
virtual void sendTextEx(bool toAllies, const char *format, ...) = 0;
/** Used to change the race while in a lobby. Note that there is no onLobbyEnter callback yet, so this
* function cannot be used at this time. */
virtual void changeRace(Race race) = 0;
/** Returns true if Broodwar is in a game. Returns false for lobby and menu screens */
virtual bool isInGame() = 0;
/** Returns true if Broodwar is in a multiplayer game. Returns false for single player games and
* replays. */
virtual bool isMultiplayer() = 0;
/** Returns true if Broodwar is in a BNet multiplayer game.
*/
virtual bool isBattleNet() = 0;
/** Returns true if Broodwar is paused. If the game is paused, Game::getFrameCount will continue to
* increase and AIModule::onFrame will still be called while paused. */
virtual bool isPaused() = 0;
/** Returns true if Broodwar is in a replay. */
virtual bool isReplay() = 0;
/** Used to start the game while in a lobby. Note that there is no onLobbyEnter callback yet, so this
* function cannot be used at this time. */
virtual void startGame() = 0;
/** Pauses the game. If the game is paused, Game::getFrameCount will not increase however
* AIModule::onFrame will still be called while paused. */
virtual void pauseGame() = 0;
/** Resumes the game. */
virtual void resumeGame() = 0;
/** Leaves the current match and goes to the after-game stats screen. */
virtual void leaveGame() = 0;
/** Restarts the match. Works the same way as if you restarted the match from the menu screen. Only
* available in single player mode. */
virtual void restartGame() = 0;
/** Sets the speed of the game to the given number. Lower numbers are faster. 0 is the fastest speed
* StarCraft can handle (which is about as fast as the fastest speed you can view a replay at). Any
* negative value will reset the speed to the StarCraft default. */
virtual void setLocalSpeed(int speed = -1) = 0;
/** Issues a command to a group of units */
virtual bool issueCommand(const std::set<BWAPI::Unit*>& units, UnitCommand command) = 0;
/** Returns the set of units currently selected by the user in the GUI. If Flag?::UserInput? was not
* enabled during the AIModule::onStart callback, this function will always return an empty set. */
virtual std::set<Unit*>& getSelectedUnits() = 0;
/** Returns a pointer to the player that BWAPI controls. In replays this will return null. */
virtual Player* self() = 0;
/** Returns a pointer to the enemy player. If there is more than one enemy, this returns a pointer to
* just one enemy (see enemies to get all enemies still in game). In replays this will
* return NULL. */
virtual Player* enemy() = 0;
/** Returns a pointer to the neutral player. */
virtual Player* neutral() = 0;
/** Returns a set of all the ally players that have not left or been defeated. Does not include self. */
virtual std::set<BWAPI::Player*>& allies() = 0;
/** Returns a set of all the enemy players that have not left or been defeated. */
virtual std::set<BWAPI::Player*>& enemies() = 0;
/** Returns a set of all the observer players that have not left. */
virtual std::set<BWAPI::Player*>& observers() = 0;
virtual void setTextSize(int size = 1) = 0;
/** Draws text on the screen at the given position. Text can be drawn in different colors by using the
* following control characters: TODO: add image from wiki.*/
virtual void drawText(int ctype, int x, int y, const char *format, ...) = 0;
virtual void drawTextMap(int x, int y, const char *format, ...) = 0;
virtual void drawTextMouse(int x, int y, const char *format, ...) = 0;
virtual void drawTextScreen(int x, int y, const char *format, ...) = 0;
/** Draws a box on the screen, with the given color. If isSolid is true, the entire box will be
* rendered, otherwise just the outline will be drawn. */
virtual void drawBox(int ctype, int left, int top, int right, int bottom, Color color, bool isSolid = false) = 0;
virtual void drawBoxMap(int left, int top, int right, int bottom, Color color, bool isSolid = false) = 0;
virtual void drawBoxMouse(int left, int top, int right, int bottom, Color color, bool isSolid = false) = 0;
virtual void drawBoxScreen(int left, int top, int right, int bottom, Color color, bool isSolid = false) = 0;
/** Draws a triangle on the screen. If isSolid is true, a solid triangle is drawn, otherwise just the
* outline of the triangle will be drawn. */
virtual void drawTriangle(int ctype, int ax, int ay, int bx, int by, int cx, int cy, Color color, bool isSolid = false) = 0;
virtual void drawTriangleMap(int ax, int ay, int bx, int by, int cx, int cy, Color color, bool isSolid = false) = 0;
virtual void drawTriangleMouse(int ax, int ay, int bx, int by, int cx, int cy, Color color, bool isSolid = false) = 0;
virtual void drawTriangleScreen(int ax, int ay, int bx, int by, int cx, int cy, Color color, bool isSolid = false) = 0;
/** Draws a circle on the screen, with the given color. If isSolid is true, a solid circle is drawn,
* otherwise just the outline of a circle will be drawn. */
virtual void drawCircle(int ctype, int x, int y, int radius, Color color, bool isSolid = false) = 0;
virtual void drawCircleMap(int x, int y, int radius, Color color, bool isSolid = false) = 0;
virtual void drawCircleMouse(int x, int y, int radius, Color color, bool isSolid = false) = 0;
virtual void drawCircleScreen(int x, int y, int radius, Color color, bool isSolid = false) = 0;
/** Draws an ellipse on the screen, with the given color. If isSolid is true, a solid ellipse is drawn,
* otherwise just the outline of an ellipse will be drawn. */
virtual void drawEllipse(int ctype, int x, int y, int xrad, int yrad, Color color, bool isSolid = false) = 0;
virtual void drawEllipseMap(int x, int y, int xrad, int yrad, Color color, bool isSolid = false) = 0;
virtual void drawEllipseMouse(int x, int y, int xrad, int yrad, Color color, bool isSolid = false) = 0;
virtual void drawEllipseScreen(int x, int y, int xrad, int yrad, Color color, bool isSolid = false) = 0;
/** Draws a dot on the screen at the given position with the given color. */
virtual void drawDot(int ctype, int x, int y, Color color) = 0;
virtual void drawDotMap(int x, int y, Color color) = 0;
virtual void drawDotMouse(int x, int y, Color color) = 0;
virtual void drawDotScreen(int x, int y, Color color) = 0;
/** Draws a line on the screen from (x1,y1) to (x2,y2) with the given color. */
virtual void drawLine(int ctype, int x1, int y1, int x2, int y2, Color color) = 0;
virtual void drawLineMap(int x1, int y1, int x2, int y2, Color color) = 0;
virtual void drawLineMouse(int x1, int y1, int x2, int y2, Color color) = 0;
virtual void drawLineScreen(int x1, int y1, int x2, int y2, Color color) = 0;
/** Retrieves the screen buffer for the game (excluding the HUD) */
virtual void *getScreenBuffer() = 0;
/** Retrieves latency values for the game. Includes latency, speed, and mode */
virtual int getLatencyFrames() = 0;
virtual int getLatencyTime() = 0;
virtual int getRemainingLatencyFrames() = 0;
virtual int getRemainingLatencyTime() = 0;
/** Retrieves the current revision of BWAPI. */
virtual int getRevision() = 0;
/** Retrieves the debug state of the BWAPI build. */
virtual bool isDebug() = 0;
/** Returns true if latency compensation is enabled */
virtual bool isLatComEnabled() = 0;
/** Use to enable or disable latency compensation. Default: Enabled */
virtual void setLatCom(bool isEnabled) = 0;
/** Retrieves the number of frames in the replay */
virtual int getReplayFrameCount() = 0;
/** Sets the rendering state of the Starcraft GUI */
virtual void setGUI(bool enabled = true) = 0;
/** Retrieves the instance number recorded by BWAPI to identify which instance an AI module belongs to */
virtual int getInstanceNumber() = 0;
/** Retrieves the bot's APM. Can include or exclude select commands. */
virtual int getAPM(bool includeSelects = false) = 0;
/** Changes the map to the one specified. Changes do not take effect unless the game is restarted. */
virtual bool setMap(const char *mapFileName) = 0;
/** Sets the frame skip value. 1 = normal */
virtual void setFrameSkip(int frameSkip = 1) = 0;
/** Returns true if Starcraft can find a path from the source to the destination. */
virtual bool hasPath(Position source, Position destination) const = 0;
/** Sets the BWAPI player's alliance with another player. */
virtual bool setAlliance(BWAPI::Player *player, bool allied = true, bool alliedVictory = true) = 0;
/** Sets the BWAPI player's vision with another player. */
virtual bool setVision(BWAPI::Player *player, bool enabled = true) = 0;
/** Returns the elapsed game time in seconds. */
virtual int elapsedTime() const = 0;
/** Sets the level of command optimizations.
0 = No optimization.
1 = Some optimization (Stop, Hold Position, Siege, Burrow, etc.).
2 = More optimization (Train, Set Rally, Lift, [multi-select buildings]).
3 = Maximum optimization (Attack/Move to position, use ability at position, etc.).*/
virtual void setCommandOptimizationLevel(int level = 2) = 0;
/** Returns the remaining countdown time in seconds. */
virtual int countdownTimer() const = 0;
/** Returns the set of all map regions. */
virtual const std::set<BWAPI::Region*> &getAllRegions() const = 0;
/** Returns the region at a position. */
virtual BWAPI::Region *getRegionAt(int x, int y) const = 0;
virtual BWAPI::Region *getRegionAt(BWAPI::Position position) const = 0;
/** Returns the time taken to perform the previous event call. Used for tournament management. */
virtual int getLastEventTime() const = 0;
/** Hides or reveals a player in a replay. */
virtual bool setReplayVision(BWAPI::Player *player, bool enabled = true) = 0;
/** Enables or disables the Fog of War in a replay. */
virtual bool setRevealAll(bool reveal = true) = 0;
};
extern Game* Broodwar;
}