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package bwapi ;
import bwapi.* ;
import java.util.Map ;
import java.util.HashMap ;
import java.util.Collection ;
import java.util.List ;
import bwapi.PositionedObject ;
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/ * *
The Unit class is used to get information about individual units as well as issue orders to units . Each unit in the game has a unique Unit object , and Unit objects are not deleted until the end of the match ( so you don ' t need to worry about unit pointers becoming invalid ) . Every Unit in the game is either accessible or inaccessible . To determine if an AI can access a particular unit , BWAPI checks to see if Flag : : CompleteMapInformation is enabled . So there are two cases to consider - either the flag is enabled , or it is disabled : If Flag : : CompleteMapInformation is disabled , then a unit is accessible if and only if it is visible . Note Some properties of visible enemy units will not be made available to the AI ( such as the contents of visible enemy dropships ) . If a unit is not visible , UnitInterface : : exists will return false , regardless of whether or not the unit exists . This is because absolutely no state information on invisible enemy units is made available to the AI . To determine if an enemy unit has been destroyed , the AI must watch for AIModule : : onUnitDestroy messages from BWAPI , which is only called for visible units which get destroyed . If Flag : : CompleteMapInformation is enabled , then all units that exist in the game are accessible , and UnitInterface : : exists is accurate for all units . Similarly AIModule : : onUnitDestroy messages are generated for all units that get destroyed , not just visible ones . If a Unit is not accessible , then only the getInitial__ functions will be available to the AI . However for units that were owned by the player , getPlayer and getType will continue to work for units that have been destroyed .
* /
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public class Unit extends PositionedObject
{
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/ * *
Retrieves a unique identifier for this unit . Returns An integer containing the unit ' s identifier . See also getReplayID
* /
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public int getID ( ) {
return getID_native ( pointer ) ;
}
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/ * *
Checks if the Unit exists in the view of the BWAPI player . This is used primarily to check if BWAPI has access to a specific unit , or if the unit is alive . This function is more general and would be synonymous to an isAlive function if such a function were necessary . Return values true If the unit exists on the map and is visible according to BWAPI . false If the unit is not accessible or the unit is dead . In the event that this function returns false , there are two cases to consider : You own the unit . This means the unit is dead . Another player owns the unit . This could either mean that you don ' t have access to the unit or that the unit has died . You can specifically identify dead units by polling onUnitDestroy . See also isVisible , isCompleted
* /
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public boolean exists ( ) {
return exists_native ( pointer ) ;
}
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/ * *
Retrieves the unit identifier for this unit as seen in replay data . Note This is only available if Flag : : CompleteMapInformation is enabled . Returns An integer containing the replay unit identifier . See also getID
* /
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public int getReplayID ( ) {
return getReplayID_native ( pointer ) ;
}
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/ * *
Retrieves the player that owns this unit . Return values Game : : neutral ( ) If the unit is a neutral unit or inaccessible . Returns The owning Player interface object .
* /
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public Player getPlayer ( ) {
return getPlayer_native ( pointer ) ;
}
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/ * *
Retrieves the unit ' s type . Return values UnitTypes : : Unknown if this unit is inaccessible or cannot be determined . Returns A UnitType objects representing the unit ' s type . See also getInitialType
* /
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public UnitType getType ( ) {
return getType_native ( pointer ) ;
}
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/ * *
Retrieves the unit ' s position from the upper left corner of the map in pixels . The position returned is roughly the center if the unit . Note The unit bounds are defined as this value plus / minus the values of UnitType : : dimensionLeft , UnitType : : dimensionUp , UnitType : : dimensionRight , and UnitType : : dimensionDown , which is conveniently expressed in UnitInterface : : getLeft , UnitInterface : : getTop , UnitInterface : : getRight , and UnitInterface : : getBottom respectively . Return values Positions : : Unknown if this unit is inaccessible . Returns Position object representing the unit ' s current position . See also getTilePosition , getInitialPosition , getLeft , getTop
* /
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public Position getPosition ( ) {
return getPosition_native ( pointer ) ;
}
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/ * *
Retrieves the unit ' s build position from the upper left corner of the map in tiles . Note : This tile position is the tile that is at the top left corner of the structure . Return values TilePositions : : Unknown if this unit is inaccessible . Returns TilePosition object representing the unit ' s current tile position . See also getPosition , getInitialTilePosition
* /
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public TilePosition getTilePosition ( ) {
return getTilePosition_native ( pointer ) ;
}
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/ * *
Retrieves the unit ' s facing direction in radians . Note A value of 0 . 0 means the unit is facing east . Returns A double with the angle measure in radians .
* /
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public double getAngle ( ) {
return getAngle_native ( pointer ) ;
}
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/ * *
Retrieves the x component of the unit ' s velocity , measured in pixels per frame . Returns A double that represents the velocity ' s x component . See also getVelocityY
* /
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public double getVelocityX ( ) {
return getVelocityX_native ( pointer ) ;
}
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/ * *
Retrieves the y component of the unit ' s velocity , measured in pixels per frame . Returns A double that represents the velocity ' s y component . See also getVelocityX
* /
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public double getVelocityY ( ) {
return getVelocityY_native ( pointer ) ;
}
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/ * *
Retrieves the Region that the center of the unit is in . Return values nullptr If the unit is inaccessible . Returns The Region object that contains this unit . Example Unitset myUnits = Broodwar - > self ( ) - > getUnits ( ) ; for ( auto u = myUnits . begin ( ) ; u ! = myUnits . end ( ) ; + + u ) { if ( u - > isFlying ( ) & & u - > isUnderAttack ( ) ) // implies exists and isCompleted { Region r = u->getRegion(); if ( r ) u->move(r->getClosestInaccessibleRegion()); // Retreat to inaccessible region } } Note If this function returns a successful state, then the following function calls will also return a successful state: exists
* /
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public Region getRegion ( ) {
return getRegion_native ( pointer ) ;
}
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/ * *
Retrieves the X coordinate of the unit ' s left boundary , measured in pixels from the left side of the map . Returns An integer representing the position of the left side of the unit . See also getTop , getRight , getBottom
* /
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public int getLeft ( ) {
return getLeft_native ( pointer ) ;
}
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/ * *
Retrieves the Y coordinate of the unit ' s top boundary , measured in pixels from the top of the map . Returns An integer representing the position of the top side of the unit . See also getLeft , getRight , getBottom
* /
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public int getTop ( ) {
return getTop_native ( pointer ) ;
}
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/ * *
Retrieves the X coordinate of the unit ' s right boundary , measured in pixels from the left side of the map . Returns An integer representing the position of the right side of the unit . See also getLeft , getTop , getBottom
* /
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public int getRight ( ) {
return getRight_native ( pointer ) ;
}
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/ * *
Retrieves the Y coordinate of the unit ' s bottom boundary , measured in pixels from the top of the map . Returns An integer representing the position of the bottom side of the unit . See also getLeft , getTop , getRight
* /
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public int getBottom ( ) {
return getBottom_native ( pointer ) ;
}
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/ * *
Retrieves the unit ' s current Hit Points ( HP ) as seen in the game . Returns An integer representing the amount of hit points a unit currently has . Note In Starcraft , a unit usually dies when its HP reaches 0 . It is possible however , to have abnormal HP values in the Use Map Settings game type and as the result of a hack over Battle . net . Such values include units that have 0 HP ( can ' t be killed conventionally ) or even negative HP ( death in one hit ) . See also UnitType : : maxHitPoints , getShields , getInitialHitPoints
* /
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public int getHitPoints ( ) {
return getHitPoints_native ( pointer ) ;
}
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/ * *
Retrieves the unit ' s current Shield Points ( Shields ) as seen in the game . Returns An integer representing the amount of shield points a unit currently has . See also UnitType : : maxShields , getHitPoints
* /
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public int getShields ( ) {
return getShields_native ( pointer ) ;
}
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/ * *
Retrieves the unit ' s current Energy Points ( Energy ) as seen in the game . Returns An integer representing the amount of energy points a unit currently has . Note Energy is required in order for units to use abilities . See also UnitType : : maxEnergy
* /
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public int getEnergy ( ) {
return getEnergy_native ( pointer ) ;
}
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/ * *
Retrieves the resource amount from a resource container , such as a Mineral Field and Vespene Geyser . If the unit is inaccessible , then the last known resource amount is returned . Returns An integer representing the last known amount of resources remaining in this resource . See also getInitialResources
* /
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public int getResources ( ) {
return getResources_native ( pointer ) ;
}
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/ * *
Retrieves a grouping index from a resource container . Other resource containers of the same value are considered part of one expansion location ( group of resources that are close together ) . Note This grouping method is explicitly determined by Starcraft itself and is used only by the internal AI . Returns An integer with an identifier between 0 and 250 that determine which resources are grouped together to form an expansion .
* /
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public int getResourceGroup ( ) {
return getResourceGroup_native ( pointer ) ;
}
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/ * *
Retrieves the distance between this unit and a target . Note Distance is calculated from the edge of this unit , using Starcraft ' s own distance algorithm . Parameters target A Position or a Unit to calculate the distance to . If it is a unit , then it will calculate the distance to the edge of the target unit . Returns An integer representation of the number of pixels between this unit and the target .
* /
public int getDistance ( Position target ) {
return getDistance_native ( pointer , target ) ;
}
public int getDistance ( Unit target ) {
return getDistance_native ( pointer , target ) ;
}
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public int getDistance ( PositionOrUnit target ) {
return getDistance_native ( pointer , target ) ;
}
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/ * *
Using data provided by Starcraft , checks if there is a path available from this unit to the given target . Note This function only takes into account the terrain data , and does not include buildings when determining if a path is available . However , the complexity of this function is constant ( O ( 1 ) ) , and no extensive calculations are necessary . If the current unit is an air unit , then this function will always return true . Parameters target A Position or a Unit that is used to determine if this unit has a path to the target . Return values true If there is a path between this unit and the target . false If the target is on a different piece of land than this one ( such as an island ) .
* /
public boolean hasPath ( Position target ) {
return hasPath_native ( pointer , target ) ;
}
public boolean hasPath ( Unit target ) {
return hasPath_native ( pointer , target ) ;
}
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public boolean hasPath ( PositionOrUnit target ) {
return hasPath_native ( pointer , target ) ;
}
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/ * *
Retrieves the frame number that sent the last successful command . Note This value is comparable to Game : : getFrameCount . Returns The frame number that sent the last successfully processed command to BWAPI . See also Game : : getFrameCount , getLastCommand
* /
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public int getLastCommandFrame ( ) {
return getLastCommandFrame_native ( pointer ) ;
}
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/ * *
Retrieves the last successful command that was sent to BWAPI . Returns A UnitCommand object containing information about the command that was processed . See also getLastCommandFrame
* /
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public UnitCommand getLastCommand ( ) {
return getLastCommand_native ( pointer ) ;
}
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/ * *
Retrieves the Player that last attacked this unit . Returns Player interface object representing the player that last attacked this unit . Return values nullptr If this unit was not attacked . Note If this function returns a successful state , then the following function calls will also return a successful state : exists ( )
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public Player getLastAttackingPlayer ( ) {
return getLastAttackingPlayer_native ( pointer ) ;
}
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/ * *
Retrieves the initial type of the unit . This is the type that the unit starts as in the beginning of the game . This is used to access the types of static neutral units such as mineral fields when they are not visible . Returns UnitType of this unit as it was when it was created . Return values UnitTypes : : Unknown if this unit was not a static neutral unit in the beginning of the game .
* /
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public UnitType getInitialType ( ) {
return getInitialType_native ( pointer ) ;
}
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/ * *
Retrieves the initial position of this unit . This is the position that the unit starts at in the beginning of the game . This is used to access the positions of static neutral units such as mineral fields when they are not visible . Returns Position indicating the unit ' s initial position when it was created . Return values Positions : : Unknown if this unit was not a static neutral unit in the beginning of the game .
* /
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public Position getInitialPosition ( ) {
return getInitialPosition_native ( pointer ) ;
}
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/ * *
Retrieves the initial build tile position of this unit . This is the tile position that the unit starts at in the beginning of the game . This is used to access the tile positions of static neutral units such as mineral fields when they are not visible . The build tile position corresponds to the upper left corner of the unit . Returns TilePosition indicating the unit ' s initial tile position when it was created . Return values TilePositions : : Unknown if this unit was not a static neutral unit in the beginning of the game .
* /
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public TilePosition getInitialTilePosition ( ) {
return getInitialTilePosition_native ( pointer ) ;
}
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/ * *
Retrieves the amount of hit points that this unit started off with at the beginning of the game . The unit must be neutral . Returns Number of hit points that this unit started with . Return values 0 if this unit was not a neutral unit at the beginning of the game . Note : It is possible for the unit ' s initial hit points to differ from the maximum hit points . See also Game : : getStaticNeutralUnits
* /
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public int getInitialHitPoints ( ) {
return getInitialHitPoints_native ( pointer ) ;
}
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/ * *
Retrieves the amount of resources contained in the unit at the beginning of the game . The unit must be a neutral resource container . Returns Amount of resources that this unit started with . Return values 0 if this unit was not a neutral unit at the beginning of the game , or if this unit does not contain resources . It is possible that the unit simply contains 0 resources . See also Game : : getStaticNeutralUnits
* /
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public int getInitialResources ( ) {
return getInitialResources_native ( pointer ) ;
}
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/ * *
Retrieves the number of units that this unit has killed in total . Note The maximum amount of recorded kills per unit is 255 . Returns integer indicating this unit ' s kill count .
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public int getKillCount ( ) {
return getKillCount_native ( pointer ) ;
}
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/ * *
Retrieves the number of acid spores that this unit is inflicted with . Returns Number of acid spores on this unit .
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public int getAcidSporeCount ( ) {
return getAcidSporeCount_native ( pointer ) ;
}
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/ * *
Retrieves the number of interceptors that this unit manages . This function is only for the Carrier . Returns Number of interceptors in this unit .
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public int getInterceptorCount ( ) {
return getInterceptorCount_native ( pointer ) ;
}
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/ * *
Retrieves the number of scarabs that this unit has for use . This function is only for the Reaver . Returns Number of scarabs this unit has ready .
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public int getScarabCount ( ) {
return getScarabCount_native ( pointer ) ;
}
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/ * *
Retrieves the amount of Spider Mines this unit has available . This function is only for the Vulture . Returns Number of spider mines available for placement .
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public int getSpiderMineCount ( ) {
return getSpiderMineCount_native ( pointer ) ;
}
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/ * *
Retrieves the unit ' s ground weapon cooldown . This value decreases every frame , until it reaches 0 . When the value is 0 , this indicates that the unit is capable of using its ground weapon , otherwise it must wait until it reaches 0 . Note This value will vary , because Starcraft adds an additional random value between ( - 1 ) and ( + 2 ) to the unit ' s weapon cooldown . Returns Number of frames needed for the unit ' s ground weapon to become available again .
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public int getGroundWeaponCooldown ( ) {
return getGroundWeaponCooldown_native ( pointer ) ;
}
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/ * *
Retrieves the unit ' s air weapon cooldown . This value decreases every frame , until it reaches 0 . When the value is 0 , this indicates that the unit is capable of using its air weapon , otherwise it must wait until it reaches 0 . Note This value will vary , because Starcraft adds an additional random value between ( - 1 ) and ( + 2 ) to the unit ' s weapon cooldown . Returns Number of frames needed for the unit ' s air weapon to become available again .
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public int getAirWeaponCooldown ( ) {
return getAirWeaponCooldown_native ( pointer ) ;
}
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/ * *
Retrieves the unit ' s ability cooldown . This value decreases every frame , until it reaches 0 . When the value is 0 , this indicates that the unit is capable of using one of its special abilities , otherwise it must wait until it reaches 0 . Note This value will vary , because Starcraft adds an additional random value between ( - 1 ) and ( + 2 ) to the unit ' s ability cooldown . Returns Number of frames needed for the unit ' s abilities to become available again .
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public int getSpellCooldown ( ) {
return getSpellCooldown_native ( pointer ) ;
}
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/ * *
Retrieves the amount of hit points remaining on the Defensive Matrix created by a Science Vessel . The Defensive Matrix ability starts with 250 hit points when it is used . Returns Number of hit points remaining on this unit ' s Defensive Matrix . See also getDefenseMatrixTimer , isDefenseMatrixed
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public int getDefenseMatrixPoints ( ) {
return getDefenseMatrixPoints_native ( pointer ) ;
}
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/ * *
Retrieves the time , in frames , that the Defensive Matrix will remain active on the current unit . Returns Number of frames remaining until the effect is removed . See also getDefenseMatrixPoints , isDefenseMatrixed
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public int getDefenseMatrixTimer ( ) {
return getDefenseMatrixTimer_native ( pointer ) ;
}
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/ * *
Retrieves the time , in frames , that Ensnare will remain active on the current unit . Returns Number of frames remaining until the effect is removed . See also isEnsnared
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public int getEnsnareTimer ( ) {
return getEnsnareTimer_native ( pointer ) ;
}
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/ * *
Retrieves the time , in frames , that Irradiate will remain active on the current unit . Returns Number of frames remaining until the effect is removed . See also isIrradiated
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public int getIrradiateTimer ( ) {
return getIrradiateTimer_native ( pointer ) ;
}
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/ * *
Retrieves the time , in frames , that Lockdown will remain active on the current unit . Returns Number of frames remaining until the effect is removed . See also isLockdowned
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public int getLockdownTimer ( ) {
return getLockdownTimer_native ( pointer ) ;
}
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/ * *
Retrieves the time , in frames , that Maelstrom will remain active on the current unit . Returns Number of frames remaining until the effect is removed . See also isMaelstrommed
* /
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public int getMaelstromTimer ( ) {
return getMaelstromTimer_native ( pointer ) ;
}
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/ * *
Retrieves an internal timer used for the primary order . Its use is specific to the order type that is currently assigned to the unit . Returns A value used as a timer for the primary order . See also getOrder
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public int getOrderTimer ( ) {
return getOrderTimer_native ( pointer ) ;
}
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/ * *
Retrieves the time , in frames , that Plague will remain active on the current unit . Returns Number of frames remaining until the effect is removed . See also isPlagued
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public int getPlagueTimer ( ) {
return getPlagueTimer_native ( pointer ) ;
}
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/ * *
Retrieves the time , in frames , until this temporary unit is destroyed or removed . This is used to determine the remaining time for the following units that were created by abilities : Hallucination broodling Dark Swarm Disruption Web Scanner Sweep Once this value reaches 0 , the unit is destroyed .
* /
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public int getRemoveTimer ( ) {
return getRemoveTimer_native ( pointer ) ;
}
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/ * *
Retrieves the time , in frames , that Stasis Field will remain active on the current unit . Returns Number of frames remaining until the effect is removed . See also isPlagued
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public int getStasisTimer ( ) {
return getStasisTimer_native ( pointer ) ;
}
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/ * *
Retrieves the time , in frames , that Stim Packs will remain active on the current unit . Returns Number of frames remaining until the effect is removed . See also isPlagued
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public int getStimTimer ( ) {
return getStimTimer_native ( pointer ) ;
}
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/ * *
Retrieves the building type that a worker ( SCV , Probe , Drone ) is about to construct . If the unit is morphing or is an incomplete structure , then this returns the UnitType that it will become when it has completed morphing / constructing . Returns UnitType indicating the type that a worker ( SCV , Probe , Drone ) is about to construct , or an incomplete unit will be when completed .
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public UnitType getBuildType ( ) {
return getBuildType_native ( pointer ) ;
}
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/ * *
Retrieves the technology that this unit is currently researching . Returns TechType indicating the technology being researched by this unit . Return values TechTypes : : None if this unit is not researching anything . See also research , cancelResearch , isResearching , getRemainingResearchTime
* /
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public TechType getTech ( ) {
return getTech_native ( pointer ) ;
}
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/ * *
Retrieves the upgrade that this unit is currently upgrading . Returns UpgradeType indicating the upgrade in progress by this unit . Return values UpgradeTypes : : None if this unit is not upgrading anything . See also upgrade , cancelUpgrade , isUpgrading , getRemainingUpgradeTime
* /
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public UpgradeType getUpgrade ( ) {
return getUpgrade_native ( pointer ) ;
}
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/ * *
Retrieves the remaining build time for a unit or structure that is being trained or constructed . Returns Number of frames remaining until the unit ' s completion .
* /
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public int getRemainingBuildTime ( ) {
return getRemainingBuildTime_native ( pointer ) ;
}
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/ * *
Retrieves the remaining time , in frames , of the unit that is currently being trained . Note If the unit is a Hatchery , Lair , or Hive , this retrieves the amount of time until the next larva spawns . Returns Number of frames remaining until the current training unit becomes completed , or the number of frames remaining until the next larva spawns . Return values 0 If the unit is not training or has three larvae . See also train , getTrainingQueue
* /
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public int getRemainingTrainTime ( ) {
return getRemainingTrainTime_native ( pointer ) ;
}
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/ * *
Retrieves the amount of time until the unit is done researching its currently assigned TechType . Returns The remaining research time , in frames , for the current technology being researched by this unit . Return values 0 If the unit is not researching anything . See also research , cancelResearch , isResearching , getTech
* /
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public int getRemainingResearchTime ( ) {
return getRemainingResearchTime_native ( pointer ) ;
}
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/ * *
Retrieves the amount of time until the unit is done upgrading its current upgrade . Returns The remaining upgrade time , in frames , for the current upgrade . Return values 0 If the unit is not upgrading anything . See also upgrade , cancelUpgrade , isUpgrading , getUpgrade
* /
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public int getRemainingUpgradeTime ( ) {
return getRemainingUpgradeTime_native ( pointer ) ;
}
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/ * *
Retrieves the corresponding paired unit for SCVs and Terran structures . For example , if this unit is a Factory under construction , this function will return the SCV that is constructing it . If this unit is a SCV , then it will return the structure it is currently constructing . Returns Paired build unit that is either constructing this unit , or being constructed by this unit . Return values nullptr If there is no unit constructing this one , or this unit is not constructing another unit .
* /
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public Unit getBuildUnit ( ) {
return getBuildUnit_native ( pointer ) ;
}
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/ * *
Generally returns the appropriate target unit after issuing an order that accepts a target unit ( i . e . attack , repair , gather , etc . ) . To get a target that has been acquired automatically without issuing an order , use getOrderTarget . Returns Unit that is currently being targeted by this unit . See also getOrderTarget
* /
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public Unit getTarget ( ) {
return getTarget_native ( pointer ) ;
}
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/ * *
Retrieves the target position the unit is moving to , provided a valid path to the target position exists . Returns Target position of a movement action .
* /
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public Position getTargetPosition ( ) {
return getTargetPosition_native ( pointer ) ;
}
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/ * *
Retrieves the primary Order that the unit is assigned . Primary orders are distinct actions such as Orders : : AttackUnit and Orders : : PlayerGuard . Returns The primary Order that the unit is executing .
* /
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public Order getOrder ( ) {
return getOrder_native ( pointer ) ;
}
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/ * *
Retrieves the secondary Order that the unit is assigned . Secondary orders are run in the background as a sub - order . An example would be Orders : : TrainFighter , because a Carrier can move and train fighters at the same time . Returns The secondary Order that the unit is executing .
* /
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public Order getSecondaryOrder ( ) {
return getSecondaryOrder_native ( pointer ) ;
}
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/ * *
Retrieves the unit ' s primary order target . This is usually set when the low level unit AI acquires a new target automatically . For example if an enemy Probe comes in range of your Marine , the Marine will start attacking it , and getOrderTarget will be set in this case , but not getTarget . Returns The Unit that this unit is currently targetting . See also getTarget , getOrder
* /
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public Unit getOrderTarget ( ) {
return getOrderTarget_native ( pointer ) ;
}
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/ * *
Retrieves the target position for the unit ' s order . For example , when Orders : : Move is assigned , getTargetPosition returns the end of the unit ' s path , but this returns the location that the unit is trying to move to . Returns Position that this unit is currently targetting . See also getTargetPosition , getOrder
* /
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public Position getOrderTargetPosition ( ) {
return getOrderTargetPosition_native ( pointer ) ;
}
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/ * *
Retrieves the position the structure is rallying units to once they are completed . Returns Position that a completed unit coming from this structure will travel to . Return values Positions : : None If this building does not produce units . Note If getRallyUnit is valid , then this value is ignored . See also setRallyPoint , getRallyUnit
* /
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public Position getRallyPosition ( ) {
return getRallyPosition_native ( pointer ) ;
}
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/ * *
Retrieves the unit the structure is rallying units to once they are completed . Units will then follow the targetted unit . Returns Unit that a completed unit coming from this structure will travel to . Return values nullptr If the structure is not rallied to a unit or it does not produce units . Note A rallied unit takes precedence over a rallied position . That is if the return value is valid ( non - null ) , then getRallyPosition is ignored . See also setRallyPoint , getRallyPosition
* /
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public Unit getRallyUnit ( ) {
return getRallyUnit_native ( pointer ) ;
}
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/ * *
Retrieves the add - on that is attached to this unit . Returns Unit interface that represents the add - on that is attached to this unit . Return values nullptr if this unit does not have an add - on .
* /
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public Unit getAddon ( ) {
return getAddon_native ( pointer ) ;
}
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/ * *
Retrieves the Nydus Canal that is attached to this one . Every Nydus Canal can place a " Nydus Exit " which , when connected , can be travelled through by Zerg units . Returns Unit interface representing the Nydus Canal connected to this one . Return values nullptr if the unit is not a Nydus Canal , is not owned , or has not placed a Nydus Exit .
* /
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public Unit getNydusExit ( ) {
return getNydusExit_native ( pointer ) ;
}
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/ * *
Retrieves the power - up that the worker unit is holding . Power - ups are special units such as the Flag in the Capture The Flag game type , which can be picked up by worker units . Note If your bot is strictly melee / 1v1 , then this method is not necessary . Returns The Unit interface object that represents the power - up . Return values nullptr If the unit is not carrying anything . Example BWAPI : : Unitset myUnits = BWAPI : : Broodwar - > self ( ) getUnits ( ) ; for ( auto u = myUnits . begin ( ) ; u ! = myUnits . end ( ) ; + + u ) { // If we are carrying a flag if ( u->getPowerUp() && u->getPowerUp()->getType() == BWAPI::UnitTypes::Powerup_Flag ) u->move( u->getClosestUnit(BWAPI::Filter::IsFlagBeacon && BWAPI::Filter::IsOwned) ); // return it to our flag beacon to score } Note If this function returns a successful state, then the following function calls will also return a successful state: getType().isWorker(), isCompleted()
* /
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public Unit getPowerUp ( ) {
return getPowerUp_native ( pointer ) ;
}
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/ * *
Retrieves the Transport ( Dropship , Shuttle , Overlord ) or Bunker unit that has this unit loaded inside of it . Returns Unit interface object representing the Transport ( Dropship , Shuttle , Overlord ) containing this unit . Return values nullptr if this unit is not in a Transport ( Dropship , Shuttle , Overlord ) .
* /
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public Unit getTransport ( ) {
return getTransport_native ( pointer ) ;
}
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/ * *
Retrieves the set of units that are contained within this Bunker or Transport ( Dropship , Shuttle , Overlord ) . Returns A Unitset object containing all of the units that are loaded inside of the current unit .
* /
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public List < Unit > getLoadedUnits ( ) {
return getLoadedUnits_native ( pointer ) ;
}
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/ * *
Retrieves the remaining unit - space available for Bunkers and Transports ( Dropships , Shuttles , Overlords ) . Returns The number of spots available to transport a unit . See also getLoadedUnits
* /
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public int getSpaceRemaining ( ) {
return getSpaceRemaining_native ( pointer ) ;
}
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/ * *
Retrieves the parent Carrier that owns this Interceptor . Returns The parent Carrier unit that has ownership of this one . Return values nullptr if the current unit is not an Interceptor .
* /
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public Unit getCarrier ( ) {
return getCarrier_native ( pointer ) ;
}
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/ * *
Retrieves the set of Interceptors controlled by this unit . This is intended for Carriers . Returns Unitset containing Interceptor units owned by this one .
* /
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public List < Unit > getInterceptors ( ) {
return getInterceptors_native ( pointer ) ;
}
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/ * *
Retrieves the parent Hatchery , Lair , or Hive that owns this particular unit . This is intended for Larvae . Returns Hatchery unit that has ownership of this larva . Return values nullptr if the current unit is not a Larva or has no parent .
* /
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public Unit getHatchery ( ) {
return getHatchery_native ( pointer ) ;
}
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/ * *
Retrieves the set of Larvae that were spawned by this unit . Only Hatcheries , Lairs , and Hives are capable of spawning Larvae . This is like clicking the " Select Larva " button and getting the selection of Larvae . Returns Unitset containing Larva units owned by this unit . The set will be empty if there are none .
* /
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public List < Unit > getLarva ( ) {
return getLarva_native ( pointer ) ;
}
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/ * *
Retrieves the set of all units in a given radius of the current unit . Takes into account this unit ' s dimensions . Can optionally specify a filter that is composed using BWAPI Filter semantics to include only specific units ( such as only ground units , etc . ) Parameters radius The radius , in pixels , to search for units . pred ( optional ) The composed function predicate to include only specific ( desired ) units in the set . Defaults to nullptr , which means no filter . Returns A Unitset containing the set of units that match the given criteria . Example usage : // Get main building closest to start location. BWAPI::Unit pMain = BWAPI::Broodwar->getClosestUnit( BWAPI::Broodwar->self()->getStartLocation(), BWAPI::Filter::IsResourceDepot ); if ( pMain ) // check if pMain is valid { // Get sets of resources and workers BWAPI::Unitset myResources = pMain->getUnitsInRadius(1024, BWAPI::Filter::IsMineralField); if ( !myResources.empty() ) // check if we have resources nearby { BWAPI::Unitset myWorkers = pMain->getUnitsInRadius(512, BWAPI::Filter::IsWorker && BWAPI::Filter::IsIdle && BWAPI::Filter::IsOwned ); while ( !myWorkers.empty() ) // make sure we command all nearby idle workers, if any { for ( auto u = myResources.begin(); u != myResources.end() && !myWorkers.empty(); ++u ) { myWorkers.back()->gather(*u); myWorkers.pop_back(); } } } // myResources not empty } // pMain != nullptr See also getClosestUnit, getUnitsInWeaponRange, Game::getUnitsInRadius, Game::getUnitsInRectangle
* /
public List < Unit > getUnitsInRadius ( int radius ) {
return getUnitsInRadius_native ( pointer , radius ) ;
}
/ * *
Obtains the set of units within weapon range of this unit . Parameters weapon The weapon type to use as a filter for distance and units that can be hit by it . pred ( optional ) A predicate used as an additional filter . If omitted , no additional filter is used . See also getUnitsInRadius , getClosestUnit , Game : : getUnitsInRadius , Game : : getUnitsInRectangle
* /
public List < Unit > getUnitsInWeaponRange ( WeaponType weapon ) {
return getUnitsInWeaponRange_native ( pointer , weapon ) ;
}
/ * *
Checks if the current unit is housing a Nuke . This is only available for Nuclear Silos . Returns true if this unit has a Nuke ready , and false if there is no Nuke .
* /
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public boolean hasNuke ( ) {
return hasNuke_native ( pointer ) ;
}
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/ * *
Checks if the current unit is accelerating . Returns true if this unit is accelerating , and false otherwise
* /
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public boolean isAccelerating ( ) {
return isAccelerating_native ( pointer ) ;
}
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/ * *
Checks if this unit is currently attacking something . Returns true if this unit is attacking another unit , and false if it is not .
* /
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public boolean isAttacking ( ) {
return isAttacking_native ( pointer ) ;
}
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/ * *
Checks if this unit is currently playing an attack animation . Issuing commands while this returns true may interrupt the unit ' s next attack sequence . Returns true if this unit is currently running an attack frame , and false if interrupting the unit is feasible . Note This function is only available to some unit types , specifically those that play special animations when they attack .
* /
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public boolean isAttackFrame ( ) {
return isAttackFrame_native ( pointer ) ;
}
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/ * *
Checks if the current unit is being constructed . This is mostly applicable to Terran structures which require an SCV to be constructing a structure . Return values true if this is either a Protoss structure , Zerg structure , or Terran structure being constructed by an attached SCV . false if this is either completed , not a structure , or has no SCV constructing it See also build , cancelConstruction , haltConstruction , isConstructing
* /
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public boolean isBeingConstructed ( ) {
return isBeingConstructed_native ( pointer ) ;
}
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/ * *
Checks this Mineral Field or Refinery is currently being gathered from . Returns true if this unit is a resource container and being harvested by a worker , and false otherwise
* /
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public boolean isBeingGathered ( ) {
return isBeingGathered_native ( pointer ) ;
}
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/ * *
Checks if this unit is currently being healed by a Medic or repaired by a SCV . Returns true if this unit is being healed , and false otherwise .
* /
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public boolean isBeingHealed ( ) {
return isBeingHealed_native ( pointer ) ;
}
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/ * *
Checks if this unit is currently blinded by a Medic ' s Optical Flare ability . Blinded units have reduced sight range and cannot detect other units . Returns true if this unit is blind , and false otherwise
* /
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public boolean isBlind ( ) {
return isBlind_native ( pointer ) ;
}
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/ * *
Checks if the current unit is slowing down to come to a stop . Returns true if this unit is breaking , false if it has stopped or is still moving at full speed .
* /
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public boolean isBraking ( ) {
return isBraking_native ( pointer ) ;
}
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/ * *
Checks if the current unit is burrowed , either using the Burrow ability , or is an armed Spider Mine . Returns true if this unit is burrowed , and false otherwise See also burrow , unburrow
* /
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public boolean isBurrowed ( ) {
return isBurrowed_native ( pointer ) ;
}
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/ * *
Checks if this worker unit is carrying some vespene gas . Returns true if this is a worker unit carrying vespene gas , and false if it is either not a worker , or not carrying gas . Example BWAPI : : Unitset myUnits = BWAPI : : Broodwar - > self ( ) - > getUnits ( ) ; for ( auto u = myUnits . begin ( ) ; u ! = myUnits . end ( ) ; + + u ) { if ( u - > isIdle ( ) & & ( u - > isCarryingGas ( ) | | u - > isCarryingMinerals ( ) ) ) u - > returnCargo ( ) ; } Note If this function returns a successful state , then the following function calls will also return a successful state : isCompleted ( ) , getType ( ) . isWorker ( ) See also returnCargo , isGatheringGas , isCarryingMinerals
* /
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public boolean isCarryingGas ( ) {
return isCarryingGas_native ( pointer ) ;
}
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/ * *
Checks if this worker unit is carrying some minerals . Returns true if this is a worker unit carrying minerals , and false if it is either not a worker , or not carrying minerals . Example BWAPI : : Unitset myUnits = BWAPI : : Broodwar - > self ( ) - > getUnits ( ) ; for ( auto u = myUnits . begin ( ) ; u ! = myUnits . end ( ) ; + + u ) { if ( u - > isIdle ( ) & & ( u - > isCarryingGas ( ) | | u - > isCarryingMinerals ( ) ) ) u - > returnCargo ( ) ; } Note If this function returns a successful state , then the following function calls will also return a successful state : isCompleted ( ) , getType ( ) . isWorker ( ) See also returnCargo , isGatheringMinerals , isCarryingMinerals
* /
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public boolean isCarryingMinerals ( ) {
return isCarryingMinerals_native ( pointer ) ;
}
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/ * *
Checks if this unit is currently cloaked . Returns true if this unit is cloaked , and false if it is visible . See also cloak , decloak
* /
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public boolean isCloaked ( ) {
return isCloaked_native ( pointer ) ;
}
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/ * *
Checks if this unit has finished being constructed , trained , morphed , or warped in , and can now receive orders . Returns true if this unit is completed , and false if it is under construction or inaccessible .
* /
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public boolean isCompleted ( ) {
return isCompleted_native ( pointer ) ;
}
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/ * *
Checks if a unit is either constructing something or moving to construct something . Returns true when a unit has been issued an order to build a structure and is moving to the build location , or is currently constructing something . See also isBeingConstructed , build , cancelConstruction , haltConstruction
* /
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public boolean isConstructing ( ) {
return isConstructing_native ( pointer ) ;
}
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/ * *
Checks if this unit has the Defensive Matrix effect . Returns true if the Defensive Matrix ability was used on this unit , and false otherwise .
* /
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public boolean isDefenseMatrixed ( ) {
return isDefenseMatrixed_native ( pointer ) ;
}
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/ * *
Checks if this unit is visible or revealed by a detector unit . If this is false and isVisible is true , then the unit is only partially visible and requires a detector in order to be targetted . Returns true if this unit is detected , and false if it needs a detector unit nearby in order to see it . Note If this function returns a successful state , then the following function calls will also return a successful state : isVisible
* /
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public boolean isDetected ( ) {
return isDetected_native ( pointer ) ;
}
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/ * *
Checks if the Queen ability Ensnare has been used on this unit . Returns true if the unit is ensnared , and false if it is not
* /
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public boolean isEnsnared ( ) {
return isEnsnared_native ( pointer ) ;
}
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/ * *
This macro function checks if this unit is in the air . That is , the unit is either a flyer or a flying building . Returns true if this unit is in the air , and false if it is on the ground See also UnitType : : isFlyer , UnitInterface : : isLifted
* /
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public boolean isFlying ( ) {
return isFlying_native ( pointer ) ;
}
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/ * *
Checks if this unit is following another unit . When a unit is following another unit , it simply moves where the other unit does , and does not attack enemies when it is following . Returns true if this unit is following another unit , and false if it is not Note If this function returns a successful state , then the following function calls will also return a successful state : isCompleted See also follow , getTarget
* /
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public boolean isFollowing ( ) {
return isFollowing_native ( pointer ) ;
}
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/ * *
Checks if this unit is currently gathering gas . That is , the unit is either moving to a refinery , waiting to enter a refinery , harvesting from the refinery , or returning gas to a resource depot . Returns true if this unit is harvesting gas , and false if it is not Note If this function returns a successful state , then the following function calls will also return a successful state : isCompleted , getType ( ) . isWorker ( ) See also isCarryingGas
* /
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public boolean isGatheringGas ( ) {
return isGatheringGas_native ( pointer ) ;
}
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/ * *
Checks if this unit is currently harvesting minerals . That is , the unit is either moving to a Mineral Field , waiting to mine , mining minerals , or returning minerals to a resource depot . Returns true if this unit is gathering minerals , and false if it is not Note If this function returns a successful state , then the following function calls will also return a successful state : isCompleted , getType ( ) . isWorker ( ) See also isCarryingMinerals
* /
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public boolean isGatheringMinerals ( ) {
return isGatheringMinerals_native ( pointer ) ;
}
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/ * *
Checks if this unit is a hallucination . Hallucinations are created by the High Templar using the Hallucination ability . Enemy hallucinations are unknown if Flag : : CompleteMapInformation is disabled . Hallucinations have a time limit until they are destroyed ( see UnitInterface : : getRemoveTimer ) . Returns true if the unit is a hallucination and false otherwise . See also getRemoveTimer
* /
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public boolean isHallucination ( ) {
return isHallucination_native ( pointer ) ;
}
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/ * *
Checks if the unit is currently holding position . A unit that is holding position will attack other units , but will not chase after them . Returns true if this unit is holding position , and false if it is not . See also holdPosition
* /
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public boolean isHoldingPosition ( ) {
return isHoldingPosition_native ( pointer ) ;
}
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/ * *
Checks if this unit is running an idle order . This function is particularly useful when checking for units that aren ' t doing any tasks that you assigned . A unit is considered idle if it is not doing any of the following : Training Constructing Morphing Researching Upgrading In addition to running one of the following orders : Orders : : PlayerGuard : Player unit idle . Orders : : Guard : Generic unit idle . Orders : : Stop Orders : : PickupIdle Orders : : Nothing : Structure / generic idle . Orders : : Medic : Medic idle . Orders : : Carrier : Carrier idle . Orders : : Reaver : Reaver idle . Orders : : Critter : Critter idle . Orders : : Neutral : Neutral unit idle . Orders : : TowerGuard : Turret structure idle . Orders : : Burrowed : Burrowed unit idle . Orders : : NukeTrain Orders : : Larva : Larva idle . BWAPI : : Unitset myUnits = BWAPI : : Broodwar - > self ( ) - > getUnits ( ) ; for ( auto u = myUnits . begin ( ) ; u ! = myUnits . end ( ) ; + + u ) { // Order idle worker to gather from closest mineral field if ( u->getType().isWorker() && u->isIdle() ) u->gather( u->getClosestUnit( BWAPI::Filter::IsMineralField ) ); } Returns true if this unit is idle, and false if this unit is performing any action, such as moving or attacking Note If this function returns a successful state, then the following function calls will also return a successful state: isCompleted See also UnitInterface::stop
* /
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public boolean isIdle ( ) {
return isIdle_native ( pointer ) ;
}
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/ * *
Checks if the unit can be interrupted . Returns true if this unit can be interrupted , or false if this unit is uninterruptable
* /
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public boolean isInterruptible ( ) {
return isInterruptible_native ( pointer ) ;
}
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/ * *
Checks the invincibility state for this unit . Returns true if this unit is currently invulnerable , and false if it is vulnerable
* /
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public boolean isInvincible ( ) {
return isInvincible_native ( pointer ) ;
}
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/ * *
Checks if the target unit can immediately be attacked by this unit in the current frame . Parameters target The target unit to use in this check . Returns true if target is within weapon range of this unit ' s appropriate weapon , and false otherwise . Return values false if target is invalid , inaccessible , too close , too far , or this unit does not have a weapon that can attack target .
* /
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public boolean isInWeaponRange ( Unit target ) {
return isInWeaponRange_native ( pointer , target ) ;
}
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/ * *
Checks if this unit is irradiated by a Science Vessel ' s Irradiate ability . Returns true if this unit is irradiated , and false otherwise Example usage : BWAPI : : Unitset myUnits = BWAPI : : Broodwar - > self ( ) - > getUnits ( ) ; for ( auto u = myUnits . begin ( ) ; u ! = myUnits . end ( ) ; + + u ) { if ( u - > isIrradiated ( ) & & u - > getIrradiateTimer > 50 & & BWAPI : : Broodwar - > self ( ) - > hasResearched ( BWAPI : : TechTypes : : Restoration ) ) { BWAPI : : Unit medic = u - > getClosestUnit ( BWAPI : : Filter : : GetType = = BWAPI : : UnitTypes : : Terran_Medic & & BWAPI : : Filter : : Energy > = BWAPI : : TechTypes : : Restoration . energyCost ( ) ) ; if ( medic ) medic - > useTech ( BWAPI : : TechTypes : : Restoration , * u ) ; } } See also getIrradiateTimer
* /
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public boolean isIrradiated ( ) {
return isIrradiated_native ( pointer ) ;
}
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/ * *
Checks if this unit is a Terran building and lifted off the ground . This function generally implies this - > getType ( ) . isBuilding ( ) and this - > isCompleted ( ) both return true . Returns true if this unit is a Terran structure lifted off the ground . Note If this function returns a successful state , then the following function calls will also return a successful state : isCompleted , getType ( ) . isFlyingBuilding ( ) See also isFlying
* /
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public boolean isLifted ( ) {
return isLifted_native ( pointer ) ;
}
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/ * *
Checks if this unit is currently loaded into another unit such as a Transport ( Dropship , Shuttle , Overlord ) . Returns true if this unit is loaded in another one , and false otherwise Note If this function returns a successful state , then the following function calls will also return a successful state : isCompleted See also load , unload , unloadAll
* /
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public boolean isLoaded ( ) {
return isLoaded_native ( pointer ) ;
}
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/ * *
Checks if this unit is currently locked by a Ghost . Returns true if this unit is locked down , and false otherwise See also getLockdownTimer
* /
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public boolean isLockedDown ( ) {
return isLockedDown_native ( pointer ) ;
}
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/ * *
Checks if this unit has been maelstrommed by a Dark Archon . Returns true if this unit is maelstrommed , and false otherwise See also getMaelstromTimer
* /
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public boolean isMaelstrommed ( ) {
return isMaelstrommed_native ( pointer ) ;
}
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/ * *
Finds out if the current unit is morphing or not . Zerg units and structures often have the ability to morph into different types of units . This function allows you to identify when this process is occurring . Return values true if the unit is currently morphing . false if the unit is not morphing See also morph , cancelMorph , getBuildType , getRemainingBuildTime
* /
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public boolean isMorphing ( ) {
return isMorphing_native ( pointer ) ;
}
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/ * *
Checks if this unit is currently moving . Returns true if this unit is moving , and false if it is not See also stop
* /
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public boolean isMoving ( ) {
return isMoving_native ( pointer ) ;
}
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/ * *
Checks if this unit has been parasited by some other player . Returns true if this unit is inflicted with Parasite , and false if it is clean
* /
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public boolean isParasited ( ) {
return isParasited_native ( pointer ) ;
}
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/ * *
Checks if this unit is patrolling between two positions . Returns true if this unit is patrolling and false if it is not See also patrol
* /
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public boolean isPatrolling ( ) {
return isPatrolling_native ( pointer ) ;
}
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/ * *
Checks if this unit has been been plagued by a Defiler . Returns true if this unit is inflicted with Plague and is taking damage , and false if it is clean See also getPlagueTimer
* /
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public boolean isPlagued ( ) {
return isPlagued_native ( pointer ) ;
}
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/ * *
Checks if this unit is repairing or moving to repair another unit . This is only applicable to SCVs . Returns true if this unit is currently repairing or moving to repair another unit , and false if it is not
* /
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public boolean isRepairing ( ) {
return isRepairing_native ( pointer ) ;
}
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/ * *
Checks if this unit is a structure that is currently researching a technology . See TechTypes for a complete list of technologies in Broodwar . Returns true if this structure is researching a technology , false otherwise See also research , cancelResearch , getTech , getRemainingResearchTime , Note If this function returns a successful state , then the following function calls will also return a successful state : exists ( ) , isCompleted ( ) , getType ( ) . isBuilding ( )
* /
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public boolean isResearching ( ) {
return isResearching_native ( pointer ) ;
}
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/ * *
Checks if this unit has been selected in the user interface . This function is only available if the flag Flag : : UserInput is enabled . Returns true if this unit is currently selected , and false if this unit is not selected See also Game : : getSelectedUnits
* /
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public boolean isSelected ( ) {
return isSelected_native ( pointer ) ;
}
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/ * *
Checks if this unit is currently sieged . This is only applicable to Siege Tanks . Returns true if the unit is in siege mode , and false if it is either not in siege mode or not a Siege Tank See also siege , unsiege
* /
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public boolean isSieged ( ) {
return isSieged_native ( pointer ) ;
}
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/ * *
Checks if the unit is starting to attack . Returns true if this unit is starting an attack . See also attack , getGroundWeaponCooldown , getAirWeaponCooldown
* /
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public boolean isStartingAttack ( ) {
return isStartingAttack_native ( pointer ) ;
}
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/ * *
Checks if this unit is inflicted with Stasis Field by an Arbiter . Returns true if this unit is locked in a Stasis Field and is unable to move , and false if it is free . Note This function does not necessarily imply that the unit is invincible , since there is a feature in the Use Map Settings game type that allows stasised units to be vulnerable . See also getStasisTimer
* /
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public boolean isStasised ( ) {
return isStasised_native ( pointer ) ;
}
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/ * *
Checks if this unit is currently under the influence of a Stim Packs . Returns true if this unit has used a stim pack , false otherwise See also getStimTimer
* /
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public boolean isStimmed ( ) {
return isStimmed_native ( pointer ) ;
}
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/ * *
Checks if this unit is currently trying to resolve a collision by randomly moving around . Returns true if this unit is currently stuck and trying to resolve a collision , and false if this unit is free
* /
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public boolean isStuck ( ) {
return isStuck_native ( pointer ) ;
}
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/ * *
Checks if this unit is training a new unit . For example , a Barracks training a Marine . Note It is possible for a unit to remain in the training queue with no progress . In that case , this function will return false because of supply or unit count limitations . Returns true if this unit is currently training another unit , and false otherwise . See also train , getTrainingQueue , cancelTrain , getRemainingTrainTime
* /
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public boolean isTraining ( ) {
return isTraining_native ( pointer ) ;
}
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/ * *
Checks if the current unit is being attacked . Has a small delay before this returns false again when the unit is no longer being attacked . Returns true if this unit has been attacked within the past few frames , and false if it has not
* /
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public boolean isUnderAttack ( ) {
return isUnderAttack_native ( pointer ) ;
}
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/ * *
Checks if this unit is under the cover of a Dark Swarm . Returns true if this unit is protected by a Dark Swarm , and false if it is not
* /
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public boolean isUnderDarkSwarm ( ) {
return isUnderDarkSwarm_native ( pointer ) ;
}
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/ * *
Checks if this unit is currently being affected by a Disruption Web . Returns true if this unit is under the effects of Disruption Web .
* /
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public boolean isUnderDisruptionWeb ( ) {
return isUnderDisruptionWeb_native ( pointer ) ;
}
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/ * *
Checks if this unit is currently taking damage from a Psionic Storm . Returns true if this unit is losing hit points from a Psionic Storm , and false otherwise .
* /
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public boolean isUnderStorm ( ) {
return isUnderStorm_native ( pointer ) ;
}
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/ * *
Checks if this unit has power . Most structures are powered by default , but Protoss structures require a Pylon to be powered and functional . Returns true if this unit has power or is inaccessible , and false if this unit is unpowered .
* /
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public boolean isPowered ( ) {
return isPowered_native ( pointer ) ;
}
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/ * *
Checks if this unit is a structure that is currently upgrading an upgrade . See UpgradeTypes for a full list of upgrades in Broodwar . Returns true if this structure is upgrading , false otherwise See also upgrade , cancelUpgrade , getUpgrade , getRemainingUpgradeTime Note If this function returns a successful state , then the following function calls will also return a successful state : exists ( ) , isCompleted ( ) , getType ( ) . isBuilding ( )
* /
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public boolean isUpgrading ( ) {
return isUpgrading_native ( pointer ) ;
}
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/ * *
Checks if this unit is visible . Parameters player ( optional ) The player to check visibility for . If this parameter is omitted , then the BWAPI player obtained from Game : : self will be used . Returns true if this unit is visible to the specified player , and false if it is not . Note If the Flag : : CompleteMapInformation flag is enabled , existing units hidden by the fog of war will be accessible , but isVisible will still return false . See also exists
* /
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public boolean isVisible ( ) {
return isVisible_native ( pointer ) ;
}
public boolean isVisible ( Player player ) {
return isVisible_native ( pointer , player ) ;
}
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/ * *
Performs some cheap checks to attempt to quickly detect whether the unit is unable to be targetted as the target unit of an unspecified command . Return values true if BWAPI was unable to determine whether the unit can be a target . false if an error occurred and the unit can not be a target . See also Game : : getLastError , UnitInterface : : canTargetUnit
* /
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public boolean isTargetable ( ) {
return isTargetable_native ( pointer ) ;
}
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/ * *
This function issues a command to the unit ( s ) , however it is used for interfacing only , and is recommended to use one of the more specific command functions when writing an AI . Parameters command A UnitCommand containing command parameters such as the type , position , target , etc . Returns true if the command was passed to Broodwar , and false if BWAPI determined that the command would fail . Note There is a small chance for a command to fail after it has been passed to Broodwar . See also UnitCommandTypes , Game : : getLastError , UnitInterface : : canIssueCommand
* /
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public boolean issueCommand ( UnitCommand command ) {
return issueCommand_native ( pointer , command ) ;
}
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/ * *
Orders the unit ( s ) to attack move to the specified position or attack the specified unit . Parameters target A Position or a Unit to designate as the target . If a Position is used , the unit will perform an Attack Move command . shiftQueueCommand ( optional ) If this value is true , then the order will be queued instead of immediately executed . If this value is omitted , then the order will be executed immediately by default . Returns true if the command was passed to Broodwar , and false if BWAPI determined that the command would fail . Note There is a small chance for a command to fail after it has been passed to Broodwar . A Medic will use Heal Move instead of attack . See also Game : : getLastError , UnitInterface : : canAttack
* /
public boolean attack ( Position target ) {
return attack_native ( pointer , target ) ;
}
public boolean attack ( Unit target ) {
return attack_native ( pointer , target ) ;
}
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public boolean attack ( PositionOrUnit target ) {
return attack_native ( pointer , target ) ;
}
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public boolean attack ( Position target , boolean shiftQueueCommand ) {
return attack_native ( pointer , target , shiftQueueCommand ) ;
}
public boolean attack ( Unit target , boolean shiftQueueCommand ) {
return attack_native ( pointer , target , shiftQueueCommand ) ;
}
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public boolean attack ( PositionOrUnit target , boolean shiftQueueCommand ) {
return attack_native ( pointer , target , shiftQueueCommand ) ;
}
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/ * *
Orders the worker unit ( s ) to construct a structure at a target position . Parameters type The UnitType to build . target A TilePosition to specify the build location , specifically the upper - left corner of the location . If the target is not specified , then the function call will be redirected to the train command . Returns true if the command was passed to Broodwar , and false if BWAPI determined that the command would fail . Note There is a small chance for a command to fail after it has been passed to Broodwar . You must have sufficient resources and meet the necessary requirements in order to build a structure . See also Game : : getLastError , UnitInterface : : train , UnitInterface : : cancelConstruction , UnitInterface : : canBuild
* /
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public boolean build ( UnitType type ) {
return build_native ( pointer , type ) ;
}
public boolean build ( UnitType type , TilePosition target ) {
return build_native ( pointer , type , target ) ;
}
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/ * *
Orders the Terran structure ( s ) to construct an add - on . Parameters type The add - on UnitType to construct . Returns true if the command was passed to Broodwar , and false if BWAPI determined that the command would fail . Note There is a small chance for a command to fail after it has been passed to Broodwar . You must have sufficient resources and meet the necessary requirements in order to build a structure . See also Game : : getLastError , UnitInterface : : build , UnitInterface : : cancelAddon , UnitInterface : : canBuildAddon
* /
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public boolean buildAddon ( UnitType type ) {
return buildAddon_native ( pointer , type ) ;
}
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/ * *
Orders the unit ( s ) to add a UnitType to its training queue , or morphs into the UnitType if it is Zerg . Parameters type The UnitType to train . Returns true if the command was passed to Broodwar , and false if BWAPI determined that the command would fail . Note There is a small chance for a command to fail after it has been passed to Broodwar . You must have sufficient resources , supply , and meet the necessary requirements in order to train a unit . This command is also used for training Interceptors and Scarabs . If you call this using a Hatchery , Lair , or Hive , then it will automatically pass the command to one of its Larvae . See also Game : : getLastError , UnitInterface : : build , UnitInterface : : morph , UnitInterface : : cancelTrain , UnitInterface : : isTraining , UnitInterface : : canTrain
* /
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public boolean train ( ) {
return train_native ( pointer ) ;
}
public boolean train ( UnitType type ) {
return train_native ( pointer , type ) ;
}
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/ * *
Orders the unit ( s ) to morph into a different UnitType . Parameters type The UnitType to morph into . Returns true if the command was passed to Broodwar , and false if BWAPI determined that the command would fail . Note There is a small chance for a command to fail after it has been passed to Broodwar . See also Game : : getLastError , UnitInterface : : build , UnitInterface : : morph , UnitInterface : : canMorph
* /
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public boolean morph ( UnitType type ) {
return morph_native ( pointer , type ) ;
}
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/ * *
Orders the unit to research the given tech type . Parameters tech The TechType to research . Returns true if the command was passed to Broodwar , and false if BWAPI determined that the command would fail . Note There is a small chance for a command to fail after it has been passed to Broodwar . See also cancelResearch , isResearching , getRemainingResearchTime , getTech , canResearch
* /
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public boolean research ( TechType tech ) {
return research_native ( pointer , tech ) ;
}
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/ * *
Orders the unit to upgrade the given upgrade type . Parameters upgrade The UpgradeType to upgrade . Returns true if the command was passed to Broodwar , and false if BWAPI determined that the command would fail . Note There is a small chance for a command to fail after it has been passed to Broodwar . See also cancelUpgrade , isUpgrading , getRemainingUpgradeTime , getUpgrade , canUpgrade
* /
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public boolean upgrade ( UpgradeType upgrade ) {
return upgrade_native ( pointer , upgrade ) ;
}
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/ * *
Orders the unit to set its rally position to the specified position or unit . Parameters target The target position or target unit that this structure will rally to . Returns true if the command was passed to Broodwar , and false if BWAPI determined that the command would fail . Note There is a small chance for a command to fail after it has been passed to Broodwar . See also getRallyPosition , getRallyUnit , canSetRallyPoint , canSetRallyPosition , canSetRallyUnit
* /
public boolean setRallyPoint ( Position target ) {
return setRallyPoint_native ( pointer , target ) ;
}
public boolean setRallyPoint ( Unit target ) {
return setRallyPoint_native ( pointer , target ) ;
}
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public boolean setRallyPoint ( PositionOrUnit target ) {
return setRallyPoint_native ( pointer , target ) ;
}
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/ * *
Orders the unit to move from its current position to the specified position . Parameters target The target position to move to . shiftQueueCommand ( optional ) If this value is true , then the order will be queued instead of immediately executed . If this value is omitted , then the order will be executed immediately by default . Returns true if the command was passed to Broodwar , and false if BWAPI determined that the command would fail . Note There is a small chance for a command to fail after it has been passed to Broodwar . See also isMoving , canMove
* /
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public boolean move ( Position target ) {
return move_native ( pointer , target ) ;
}
public boolean move ( Position target , boolean shiftQueueCommand ) {
return move_native ( pointer , target , shiftQueueCommand ) ;
}
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/ * *
Orders the unit to patrol between its current position and the specified position . While patrolling , units will attack and chase enemy units that they encounter , and then return to its patrol route . Medics will automatically heal units and then return to their patrol route . Parameters target The position to patrol to . shiftQueueCommand ( optional ) If this value is true , then the order will be queued instead of immediately executed . If this value is omitted , then the order will be executed immediately by default . Returns true if the command was passed to Broodwar , and false if BWAPI determined that the command would fail . Note There is a small chance for a command to fail after it has been passed to Broodwar . See also isPatrolling , canPatrol
* /
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public boolean patrol ( Position target ) {
return patrol_native ( pointer , target ) ;
}
public boolean patrol ( Position target , boolean shiftQueueCommand ) {
return patrol_native ( pointer , target , shiftQueueCommand ) ;
}
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/ * *
Orders the unit to hold its position . Parameters shiftQueueCommand ( optional ) If this value is true , then the order will be queued instead of immediately executed . If this value is omitted , then the order will be executed immediately by default . Returns true if the command was passed to Broodwar , and false if BWAPI determined that the command would fail . Note There is a small chance for a command to fail after it has been passed to Broodwar . See also canHoldPosition , isHoldingPosition
* /
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public boolean holdPosition ( ) {
return holdPosition_native ( pointer ) ;
}
public boolean holdPosition ( boolean shiftQueueCommand ) {
return holdPosition_native ( pointer , shiftQueueCommand ) ;
}
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/ * *
Orders the unit to stop . Parameters shiftQueueCommand ( optional ) If this value is true , then the order will be queued instead of immediately executed . If this value is omitted , then the order will be executed immediately by default . Returns true if the command was passed to Broodwar , and false if BWAPI determined that the command would fail . Note There is a small chance for a command to fail after it has been passed to Broodwar . See also canStop , isIdle
* /
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public boolean stop ( ) {
return stop_native ( pointer ) ;
}
public boolean stop ( boolean shiftQueueCommand ) {
return stop_native ( pointer , shiftQueueCommand ) ;
}
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/ * *
Orders the unit to follow the specified unit . Units that are following other units will not perform any other actions such as attacking . They will ignore attackers . Parameters target The target unit to start following . shiftQueueCommand ( optional ) If this value is true , then the order will be queued instead of immediately executed . If this value is omitted , then the order will be executed immediately by default . Returns true if the command was passed to Broodwar , and false if BWAPI determined that the command would fail . Note There is a small chance for a command to fail after it has been passed to Broodwar . See also isFollowing , canFollow , getOrderTarget
* /
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public boolean follow ( Unit target ) {
return follow_native ( pointer , target ) ;
}
public boolean follow ( Unit target , boolean shiftQueueCommand ) {
return follow_native ( pointer , target , shiftQueueCommand ) ;
}
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/ * *
Orders the unit to gather the specified unit ( must be mineral or refinery type ) . Parameters target The target unit to gather from . shiftQueueCommand ( optional ) If this value is true , then the order will be queued instead of immediately executed . If this value is omitted , then the order will be executed immediately by default . Returns true if the command was passed to Broodwar , and false if BWAPI determined that the command would fail . Note There is a small chance for a command to fail after it has been passed to Broodwar . See also isGatheringGas , isGatheringMinerals , canGather
* /
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public boolean gather ( Unit target ) {
return gather_native ( pointer , target ) ;
}
public boolean gather ( Unit target , boolean shiftQueueCommand ) {
return gather_native ( pointer , target , shiftQueueCommand ) ;
}
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/ * *
Orders the unit to return its cargo to a nearby resource depot such as a Command Center . Only workers that are carrying minerals or gas can be ordered to return cargo . Parameters shiftQueueCommand ( optional ) If this value is true , then the order will be queued instead of immediately executed . If this value is omitted , then the order will be executed immediately by default . Returns true if the command was passed to Broodwar , and false if BWAPI determined that the command would fail . Note There is a small chance for a command to fail after it has been passed to Broodwar . See also isCarryingGas , isCarryingMinerals , canReturnCargo
* /
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public boolean returnCargo ( ) {
return returnCargo_native ( pointer ) ;
}
public boolean returnCargo ( boolean shiftQueueCommand ) {
return returnCargo_native ( pointer , shiftQueueCommand ) ;
}
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/ * *
Orders the unit to repair the specified unit . Only Terran SCVs can be ordered to repair , and the target must be a mechanical Terran unit or building . Parameters target The unit to repair . shiftQueueCommand ( optional ) If this value is true , then the order will be queued instead of immediately executed . If this value is omitted , then the order will be executed immediately by default . Returns true if the command was passed to Broodwar , and false if BWAPI determined that the command would fail . Note There is a small chance for a command to fail after it has been passed to Broodwar . See also isRepairing , canRepair
* /
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public boolean repair ( Unit target ) {
return repair_native ( pointer , target ) ;
}
public boolean repair ( Unit target , boolean shiftQueueCommand ) {
return repair_native ( pointer , target , shiftQueueCommand ) ;
}
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/ * *
Orders the unit to burrow . Either the unit must be a Lurker , or the unit must be a Zerg ground unit that is capable of Burrowing , and Burrow technology must be researched . Returns true if the command was passed to Broodwar , and false if BWAPI determined that the command would fail . Note There is a small chance for a command to fail after it has been passed to Broodwar . See also unburrow , isBurrowed , canBurrow
* /
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public boolean burrow ( ) {
return burrow_native ( pointer ) ;
}
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/ * *
Orders a burrowed unit to unburrow . Returns true if the command was passed to Broodwar , and false if BWAPI determined that the command would fail . Note There is a small chance for a command to fail after it has been passed to Broodwar . See also burrow , isBurrowed , canUnburrow
* /
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public boolean unburrow ( ) {
return unburrow_native ( pointer ) ;
}
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/ * *
Orders the unit to cloak . Returns true if the command was passed to Broodwar , and false if BWAPI determined that the command would fail . Note There is a small chance for a command to fail after it has been passed to Broodwar . See also decloak , isCloaked , canCloak
* /
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public boolean cloak ( ) {
return cloak_native ( pointer ) ;
}
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/ * *
Orders a cloaked unit to decloak . Returns true if the command was passed to Broodwar , and false if BWAPI determined that the command would fail . Note There is a small chance for a command to fail after it has been passed to Broodwar . See also cloak , isCloaked , canDecloak
* /
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public boolean decloak ( ) {
return decloak_native ( pointer ) ;
}
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/ * *
Orders the unit to siege . Only works for Siege Tanks . Returns true if the command was passed to Broodwar , and false if BWAPI determined that the command would fail . Note There is a small chance for a command to fail after it has been passed to Broodwar . See also unsiege , isSieged , canSiege
* /
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public boolean siege ( ) {
return siege_native ( pointer ) ;
}
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/ * *
Orders the unit to unsiege . Only works for sieged Siege Tanks . Returns true if the command was passed to Broodwar , and false if BWAPI determined that the command would fail . Note There is a small chance for a command to fail after it has been passed to Broodwar . See also siege , isSieged , canUnsiege
* /
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public boolean unsiege ( ) {
return unsiege_native ( pointer ) ;
}
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/ * *
Orders the unit to lift . Only works for liftable Terran structures . Returns true if the command was passed to Broodwar , and false if BWAPI determined that the command would fail . Note There is a small chance for a command to fail after it has been passed to Broodwar . See also land , isLifted , canLift
* /
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public boolean lift ( ) {
return lift_native ( pointer ) ;
}
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/ * *
Orders the unit to land . Only works for Terran structures that are currently lifted . Parameters target The tile position to land this structure at . Returns true if the command was passed to Broodwar , and false if BWAPI determined that the command would fail . Note There is a small chance for a command to fail after it has been passed to Broodwar . See also lift , isLifted , canLand
* /
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public boolean land ( TilePosition target ) {
return land_native ( pointer , target ) ;
}
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/ * *
Orders the unit to load the target unit . Only works if this unit is a Transport ( Dropship , Shuttle , Overlord ) or Bunker type . Parameters target The target unit to load into this Transport ( Dropship , Shuttle , Overlord ) or Bunker . shiftQueueCommand ( optional ) If this value is true , then the order will be queued instead of immediately executed . If this value is omitted , then the order will be executed immediately by default . Returns true if the command was passed to Broodwar , and false if BWAPI determined that the command would fail . Note There is a small chance for a command to fail after it has been passed to Broodwar . See also unload , unloadAll , getLoadedUnits , isLoaded
* /
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public boolean load ( Unit target ) {
return load_native ( pointer , target ) ;
}
public boolean load ( Unit target , boolean shiftQueueCommand ) {
return load_native ( pointer , target , shiftQueueCommand ) ;
}
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/ * *
Orders the unit to unload the target unit . Only works for Transports ( Dropships , Shuttles , Overlords ) and Bunkers . Parameters target Unloads the target unit from this Transport ( Dropship , Shuttle , Overlord ) or Bunker . Returns true if the command was passed to Broodwar , and false if BWAPI determined that the command would fail . Note There is a small chance for a command to fail after it has been passed to Broodwar . See also load , unloadAll , getLoadedUnits , isLoaded , canUnload , canUnloadAtPosition
* /
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public boolean unload ( Unit target ) {
return unload_native ( pointer , target ) ;
}
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/ * *
Orders the unit to unload all loaded units at the unit ' s current position . Only works for Transports ( Dropships , Shuttles , Overlords ) and Bunkers . Parameters shiftQueueCommand ( optional ) If this value is true , then the order will be queued instead of immediately executed . If this value is omitted , then the order will be executed immediately by default . Returns true if the command was passed to Broodwar , and false if BWAPI determined that the command would fail . Note There is a small chance for a command to fail after it has been passed to Broodwar . See also load , unload , getLoadedUnits , isLoaded , canUnloadAll , canUnloadAtPosition
* /
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public boolean unloadAll ( ) {
return unloadAll_native ( pointer ) ;
}
public boolean unloadAll ( boolean shiftQueueCommand ) {
return unloadAll_native ( pointer , shiftQueueCommand ) ;
}
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/ * *
Orders the unit to unload all loaded units at the unit ' s current position . Only works for Transports ( Dropships , Shuttles , Overlords ) and Bunkers . Parameters shiftQueueCommand ( optional ) If this value is true , then the order will be queued instead of immediately executed . If this value is omitted , then the order will be executed immediately by default . Returns true if the command was passed to Broodwar , and false if BWAPI determined that the command would fail . Note There is a small chance for a command to fail after it has been passed to Broodwar . See also load , unload , getLoadedUnits , isLoaded , canUnloadAll , canUnloadAtPosition
* /
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public boolean unloadAll ( Position target ) {
return unloadAll_native ( pointer , target ) ;
}
public boolean unloadAll ( Position target , boolean shiftQueueCommand ) {
return unloadAll_native ( pointer , target , shiftQueueCommand ) ;
}
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/ * *
Works like the right click in the GUI . Parameters target The target position or target unit to right click . shiftQueueCommand ( optional ) If this value is true , then the order will be queued instead of immediately executed . If this value is omitted , then the order will be executed immediately by default . Returns true if the command was passed to Broodwar , and false if BWAPI determined that the command would fail . Note There is a small chance for a command to fail after it has been passed to Broodwar . See also canRightClick , canRightClickPosition , canRightClickUnit
* /
public boolean rightClick ( Position target ) {
return rightClick_native ( pointer , target ) ;
}
public boolean rightClick ( Unit target ) {
return rightClick_native ( pointer , target ) ;
}
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public boolean rightClick ( PositionOrUnit target ) {
return rightClick_native ( pointer , target ) ;
}
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public boolean rightClick ( Position target , boolean shiftQueueCommand ) {
return rightClick_native ( pointer , target , shiftQueueCommand ) ;
}
public boolean rightClick ( Unit target , boolean shiftQueueCommand ) {
return rightClick_native ( pointer , target , shiftQueueCommand ) ;
}
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public boolean rightClick ( PositionOrUnit target , boolean shiftQueueCommand ) {
return rightClick_native ( pointer , target , shiftQueueCommand ) ;
}
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/ * *
Orders a SCV to stop constructing a structure . This leaves the structure in an incomplete state until it is either cancelled , razed , or completed by another SCV . Returns true if the command was passed to Broodwar , and false if BWAPI determined that the command would fail . Note There is a small chance for a command to fail after it has been passed to Broodwar . See also isConstructing , canHaltConstruction
* /
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public boolean haltConstruction ( ) {
return haltConstruction_native ( pointer ) ;
}
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/ * *
Orders this unit to cancel and refund itself from begin constructed . Returns true if the command was passed to Broodwar , and false if BWAPI determined that the command would fail . Note There is a small chance for a command to fail after it has been passed to Broodwar . See also isBeingConstructed , build , canCancelConstruction
* /
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public boolean cancelConstruction ( ) {
return cancelConstruction_native ( pointer ) ;
}
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/ * *
Orders this unit to cancel and refund an add - on that is being constructed . Returns true if the command was passed to Broodwar , and false if BWAPI determined that the command would fail . Note There is a small chance for a command to fail after it has been passed to Broodwar . See also canCancelAddon , buildAddon
* /
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public boolean cancelAddon ( ) {
return cancelAddon_native ( pointer ) ;
}
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/ * *
Orders the unit to remove the specified unit from its training queue . Parameters slot ( optional ) Identifies the slot that will be cancelled . If the specified value is at least 0 , then the unit in the corresponding slot from the list provided by getTrainingQueue will be cancelled . If the value is either omitted or - 2 , then the last slot is cancelled . Note The value of slot is passed directly to Broodwar . Other negative values have no effect . See also train , cancelTrain , isTraining , getTrainingQueue , canCancelTrain , canCancelTrainSlot
* /
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public boolean cancelTrain ( ) {
return cancelTrain_native ( pointer ) ;
}
public boolean cancelTrain ( int slot ) {
return cancelTrain_native ( pointer , slot ) ;
}
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/ * *
Orders this unit to cancel and refund a unit that is morphing . Returns true if the command was passed to Broodwar , and false if BWAPI determined that the command would fail . Note There is a small chance for a command to fail after it has been passed to Broodwar . See also morph , isMorphing , canCancelMorph
* /
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public boolean cancelMorph ( ) {
return cancelMorph_native ( pointer ) ;
}
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/ * *
Orders this unit to cancel and refund a research that is in progress . Returns true if the command was passed to Broodwar , and false if BWAPI determined that the command would fail . Note There is a small chance for a command to fail after it has been passed to Broodwar . See also research , isResearching , getTech , canCancelResearch
* /
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public boolean cancelResearch ( ) {
return cancelResearch_native ( pointer ) ;
}
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/ * *
Orders this unit to cancel and refund an upgrade that is in progress . Returns true if the command was passed to Broodwar , and false if BWAPI determined that the command would fail . Note There is a small chance for a command to fail after it has been passed to Broodwar . See also upgrade , isUpgrading , getUpgrade , canCancelUpgrade
* /
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public boolean cancelUpgrade ( ) {
return cancelUpgrade_native ( pointer ) ;
}
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/ * *
Orders the unit to use a technology . Parameters tech The technology type to use . target ( optional ) If specified , indicates the target location or unit to use the tech on . If unspecified , causes the tech to be used without a target ( i . e . Stim Packs ) . Returns true if the command was passed to Broodwar , and false if BWAPI determined that the command would fail . See also canUseTechWithOrWithoutTarget , canUseTech , canUseTechWithoutTarget , canUseTechUnit , canUseTechPosition , TechTypes
* /
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public boolean useTech ( TechType tech ) {
return useTech_native ( pointer , tech ) ;
}
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public boolean useTech ( TechType tech , Position target ) {
return useTech_native ( pointer , tech , target ) ;
}
public boolean useTech ( TechType tech , Unit target ) {
return useTech_native ( pointer , tech , target ) ;
}
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public boolean useTech ( TechType tech , PositionOrUnit target ) {
return useTech_native ( pointer , tech , target ) ;
}
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/ * *
Moves a Flag Beacon to a different location . This is only used for Capture The Flag or Use Map Settings game types . Parameters target The target tile position to place the Flag Beacon . Returns true if the command was passed to Broodwar , and false if BWAPI determined that the command would fail . Note There is a small chance for a command to fail after it has been passed to Broodwar . This command is only available for the first 10 minutes of the game , as in Broodwar . See also canPlaceCOP
* /
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public boolean placeCOP ( TilePosition target ) {
return placeCOP_native ( pointer , target ) ;
}
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/ * *
Checks whether the unit is able to execute the given command . If you are calling this function repeatedly ( e . g . to generate a collection of valid commands ) , you can avoid repeating the same kinds of checks by specifying false for some of the optional boolean arguments . Make sure that the state hasn ' t changed since the check was done though ( eg a new frame / event , or a command issued ) . Also see the more specific functions . Parameters command A UnitCommand to check . checkCanUseTechPositionOnPositions Only used if the command type is UnitCommandTypes : : Enum : : Use_Tech_Position . A boolean for whether to perform cheap checks for whether the unit is unable to target any positions using the command ' s TechType ( i . e . regardless of what the other command parameters are ) . You can set this to false if you know this check has already just been performed . checkCanUseTechUnitOnUnits Only used if the command type is UnitCommandTypes : : Enum : : Use_Tech_Unit . A boolean for whether to perform cheap checks for whether the unit is unable to target any units using the command ' s TechType ( i . e . regardless of what the other command parameters are ) . You can set this to false if you know this check has already just been performed . checkCanBuildUnitType Only used if the command type is UnitCommandTypes : : Build . A boolean for whether to perform cheap checks for whether the unit is unable to build the specified UnitType ( i . e . regardless of what the other command parameters are ) . You can set this to false if you know this check has already just been performed . checkCanTargetUnit Only used for command types that can target a unit . A boolean for whether to perform UnitInterface : : canTargetUnit as a check . You can set this to false if you know this check has already just been performed . checkCanIssueCommandType A boolean for whether to perform UnitInterface : : canIssueCommandType as a check . You can set this to false if you know this check has already just been performed . checkCommandibility A boolean for whether to perform UnitInterface : : canCommand as a check . You can set this to false if you know this check has already just been performed . Return values true if BWAPI determined that the command is valid . false if an error occurred and the command is invalid . See also UnitCommandTypes , Game : : getLastError , UnitInterface : : canCommand , UnitInterface : : canIssueCommandType , UnitInterface : : canTargetUnit
* /
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public boolean canIssueCommand ( UnitCommand command , boolean checkCanUseTechPositionOnPositions , boolean checkCanUseTechUnitOnUnits , boolean checkCanBuildUnitType , boolean checkCanTargetUnit , boolean checkCanIssueCommandType ) {
return canIssueCommand_native ( pointer , command , checkCanUseTechPositionOnPositions , checkCanUseTechUnitOnUnits , checkCanBuildUnitType , checkCanTargetUnit , checkCanIssueCommandType ) ;
}
public boolean canIssueCommand ( UnitCommand command , boolean checkCanUseTechPositionOnPositions , boolean checkCanUseTechUnitOnUnits , boolean checkCanBuildUnitType , boolean checkCanTargetUnit ) {
return canIssueCommand_native ( pointer , command , checkCanUseTechPositionOnPositions , checkCanUseTechUnitOnUnits , checkCanBuildUnitType , checkCanTargetUnit ) ;
}
public boolean canIssueCommand ( UnitCommand command , boolean checkCanUseTechPositionOnPositions , boolean checkCanUseTechUnitOnUnits , boolean checkCanBuildUnitType ) {
return canIssueCommand_native ( pointer , command , checkCanUseTechPositionOnPositions , checkCanUseTechUnitOnUnits , checkCanBuildUnitType ) ;
}
public boolean canIssueCommand ( UnitCommand command , boolean checkCanUseTechPositionOnPositions , boolean checkCanUseTechUnitOnUnits ) {
return canIssueCommand_native ( pointer , command , checkCanUseTechPositionOnPositions , checkCanUseTechUnitOnUnits ) ;
}
public boolean canIssueCommand ( UnitCommand command , boolean checkCanUseTechPositionOnPositions ) {
return canIssueCommand_native ( pointer , command , checkCanUseTechPositionOnPositions ) ;
}
public boolean canIssueCommand ( UnitCommand command ) {
return canIssueCommand_native ( pointer , command ) ;
}
public boolean canIssueCommand ( UnitCommand command , boolean checkCanUseTechPositionOnPositions , boolean checkCanUseTechUnitOnUnits , boolean checkCanBuildUnitType , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibility ) {
return canIssueCommand_native ( pointer , command , checkCanUseTechPositionOnPositions , checkCanUseTechUnitOnUnits , checkCanBuildUnitType , checkCanTargetUnit , checkCanIssueCommandType , checkCommandibility ) ;
}
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/ * *
Checks whether the unit is able to execute the given command as part of a Unitset ( even if none of the units in the Unitset are able to execute the command individually ) . The reason this function exists is because some commands are valid for an individual unit but not for those individuals as a group ( e . g . buildings , critters ) and some commands are only valid for a unit if it is commanded as part of a unit group , e . g . : attackMove / attackUnit for a Unitset , some of which can ' t attack , e . g . High Templar . This is supported simply for consistency with BW ' s behaviour - you could issue move command ( s ) individually instead . attackMove / move / patrol / rightClickPosition for air unit ( s ) + e . g . Larva , as part of the air stacking technique . This is supported simply for consistency with BW ' s behaviour - you could issue move / patrol / rightClickPosition command ( s ) for them individually instead . Note BWAPI allows the following special cases to command a unit individually ( rather than only allowing it to be commanded as part of a Unitset ) . These commands are not available to a user in BW when commanding units individually , but BWAPI allows them for convenience : attackMove for Medic , which is equivalent to Heal Move . holdPosition for burrowed Lurker , for ambushes . stop for Larva , to move it to a different side of the Hatchery / Lair / Hive ( e . g . so that Drones morphed later morph nearer to minerals / gas ) . See also UnitCommandTypes , Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : canCommandGrouped , UnitInterface : : canIssueCommandTypeGrouped , UnitInterface : : canTargetUnit
* /
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public boolean canIssueCommandGrouped ( UnitCommand command , boolean checkCanUseTechPositionOnPositions , boolean checkCanUseTechUnitOnUnits , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibilityGrouped ) {
return canIssueCommandGrouped_native ( pointer , command , checkCanUseTechPositionOnPositions , checkCanUseTechUnitOnUnits , checkCanTargetUnit , checkCanIssueCommandType , checkCommandibilityGrouped ) ;
}
public boolean canIssueCommandGrouped ( UnitCommand command , boolean checkCanUseTechPositionOnPositions , boolean checkCanUseTechUnitOnUnits , boolean checkCanTargetUnit , boolean checkCanIssueCommandType ) {
return canIssueCommandGrouped_native ( pointer , command , checkCanUseTechPositionOnPositions , checkCanUseTechUnitOnUnits , checkCanTargetUnit , checkCanIssueCommandType ) ;
}
public boolean canIssueCommandGrouped ( UnitCommand command , boolean checkCanUseTechPositionOnPositions , boolean checkCanUseTechUnitOnUnits , boolean checkCanTargetUnit ) {
return canIssueCommandGrouped_native ( pointer , command , checkCanUseTechPositionOnPositions , checkCanUseTechUnitOnUnits , checkCanTargetUnit ) ;
}
public boolean canIssueCommandGrouped ( UnitCommand command , boolean checkCanUseTechPositionOnPositions , boolean checkCanUseTechUnitOnUnits ) {
return canIssueCommandGrouped_native ( pointer , command , checkCanUseTechPositionOnPositions , checkCanUseTechUnitOnUnits ) ;
}
public boolean canIssueCommandGrouped ( UnitCommand command , boolean checkCanUseTechPositionOnPositions ) {
return canIssueCommandGrouped_native ( pointer , command , checkCanUseTechPositionOnPositions ) ;
}
public boolean canIssueCommandGrouped ( UnitCommand command ) {
return canIssueCommandGrouped_native ( pointer , command ) ;
}
public boolean canIssueCommandGrouped ( UnitCommand command , boolean checkCanUseTechPositionOnPositions , boolean checkCanUseTechUnitOnUnits , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibilityGrouped , boolean checkCommandibility ) {
return canIssueCommandGrouped_native ( pointer , command , checkCanUseTechPositionOnPositions , checkCanUseTechUnitOnUnits , checkCanTargetUnit , checkCanIssueCommandType , checkCommandibilityGrouped , checkCommandibility ) ;
}
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/ * *
Performs some cheap checks to attempt to quickly detect whether the unit is unable to execute any commands ( eg the unit is stasised ) . Return values true if BWAPI was unable to determine whether the unit can be commanded . false if an error occurred and the unit can not be commanded . See also Game : : getLastError , UnitInterface : : canIssueCommand
* /
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public boolean canCommand ( ) {
return canCommand_native ( pointer ) ;
}
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/ * *
Performs some cheap checks to attempt to quickly detect whether the unit is unable to execute any commands as part of a Unitset ( eg buildings , critters ) . Return values true if BWAPI was unable to determine whether the unit can be commanded grouped . false if an error occurred and the unit can not be commanded grouped . See also Game : : getLastError , UnitInterface : : canIssueCommandGrouped , UnitInterface : : canIssueCommand
* /
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public boolean canCommandGrouped ( ) {
return canCommandGrouped_native ( pointer ) ;
}
public boolean canCommandGrouped ( boolean checkCommandibility ) {
return canCommandGrouped_native ( pointer , checkCommandibility ) ;
}
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/ * *
Performs some cheap checks to attempt to quickly detect whether the unit is unable to execute the given command type ( i . e . regardless of what other possible command parameters could be ) . Parameters ct A UnitCommandType . checkCommandibility A boolean for whether to perform UnitInterface : : canCommand as a check . You can set this to false if you know this check has already just been performed . Return values true if BWAPI was unable to determine whether the command type is invalid . false if an error occurred and the command type is invalid . See also UnitCommandTypes , Game : : getLastError , UnitInterface : : canIssueCommand
* /
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public boolean canIssueCommandType ( UnitCommandType ct ) {
return canIssueCommandType_native ( pointer , ct ) ;
}
public boolean canIssueCommandType ( UnitCommandType ct , boolean checkCommandibility ) {
return canIssueCommandType_native ( pointer , ct , checkCommandibility ) ;
}
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/ * *
Performs some cheap checks to attempt to quickly detect whether the unit is unable to execute the given command type ( i . e . regardless of what other possible command parameters could be ) as part of a Unitset . Parameters ct A UnitCommandType . checkCommandibilityGrouped A boolean for whether to perform UnitInterface : : canCommandGrouped as a check . You can set this to false if you know this check has already just been performed . checkCommandibility A boolean for whether to perform UnitInterface : : canCommand as a check . You can set this to false if you know this check has already just been performed . Return values true if BWAPI was unable to determine whether the command type is invalid . false if an error occurred and the command type is invalid . See also UnitCommandTypes , Game : : getLastError , UnitInterface : : canIssueCommandGrouped
* /
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public boolean canIssueCommandTypeGrouped ( UnitCommandType ct , boolean checkCommandibilityGrouped ) {
return canIssueCommandTypeGrouped_native ( pointer , ct , checkCommandibilityGrouped ) ;
}
public boolean canIssueCommandTypeGrouped ( UnitCommandType ct ) {
return canIssueCommandTypeGrouped_native ( pointer , ct ) ;
}
public boolean canIssueCommandTypeGrouped ( UnitCommandType ct , boolean checkCommandibilityGrouped , boolean checkCommandibility ) {
return canIssueCommandTypeGrouped_native ( pointer , ct , checkCommandibilityGrouped , checkCommandibility ) ;
}
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/ * *
Performs some cheap checks to attempt to quickly detect whether the unit is unable to use the given unit as the target unit of an unspecified command . Parameters targetUnit A target unit for an unspecified command . checkCommandibility A boolean for whether to perform UnitInterface : : canCommand as a check . You can set this to false if you know this check has already just been performed . Return values true if BWAPI was unable to determine whether the unit can target the given unit . false if an error occurred and the unit can not target the given unit . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : isTargetable
* /
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public boolean canTargetUnit ( Unit targetUnit ) {
return canTargetUnit_native ( pointer , targetUnit ) ;
}
public boolean canTargetUnit ( Unit targetUnit , boolean checkCommandibility ) {
return canTargetUnit_native ( pointer , targetUnit , checkCommandibility ) ;
}
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/ * *
Cheap checks for whether the unit is able to execute an attack command to attack - move or attack a unit . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : attack , UnitInterface : : canAttackMove , UnitInterface : : canAttackUnit
* /
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public boolean canAttack ( ) {
return canAttack_native ( pointer ) ;
}
public boolean canAttack ( boolean checkCommandibility ) {
return canAttack_native ( pointer , checkCommandibility ) ;
}
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/ * *
Cheap checks for whether the unit is able to execute an attack command to attack - move or attack a unit . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : attack , UnitInterface : : canAttackMove , UnitInterface : : canAttackUnit
* /
public boolean canAttack ( Position target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType ) {
return canAttack_native ( pointer , target , checkCanTargetUnit , checkCanIssueCommandType ) ;
}
public boolean canAttack ( Unit target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType ) {
return canAttack_native ( pointer , target , checkCanTargetUnit , checkCanIssueCommandType ) ;
}
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public boolean canAttack ( PositionOrUnit target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType ) {
return canAttack_native ( pointer , target , checkCanTargetUnit , checkCanIssueCommandType ) ;
}
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public boolean canAttack ( Position target , boolean checkCanTargetUnit ) {
return canAttack_native ( pointer , target , checkCanTargetUnit ) ;
}
public boolean canAttack ( Unit target , boolean checkCanTargetUnit ) {
return canAttack_native ( pointer , target , checkCanTargetUnit ) ;
}
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public boolean canAttack ( PositionOrUnit target , boolean checkCanTargetUnit ) {
return canAttack_native ( pointer , target , checkCanTargetUnit ) ;
}
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public boolean canAttack ( Position target ) {
return canAttack_native ( pointer , target ) ;
}
public boolean canAttack ( Unit target ) {
return canAttack_native ( pointer , target ) ;
}
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public boolean canAttack ( PositionOrUnit target ) {
return canAttack_native ( pointer , target ) ;
}
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public boolean canAttack ( Position target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibility ) {
return canAttack_native ( pointer , target , checkCanTargetUnit , checkCanIssueCommandType , checkCommandibility ) ;
}
public boolean canAttack ( Unit target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibility ) {
return canAttack_native ( pointer , target , checkCanTargetUnit , checkCanIssueCommandType , checkCommandibility ) ;
}
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public boolean canAttack ( PositionOrUnit target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibility ) {
return canAttack_native ( pointer , target , checkCanTargetUnit , checkCanIssueCommandType , checkCommandibility ) ;
}
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/ * *
Cheap checks for whether the unit is able to execute an attack command to attack - move or attack a unit , as part of a Unitset . See also Game : : getLastError , UnitInterface : : canIssueCommandGrouped , UnitInterface : : canAttack
* /
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public boolean canAttackGrouped ( boolean checkCommandibilityGrouped ) {
return canAttackGrouped_native ( pointer , checkCommandibilityGrouped ) ;
}
public boolean canAttackGrouped ( ) {
return canAttackGrouped_native ( pointer ) ;
}
public boolean canAttackGrouped ( boolean checkCommandibilityGrouped , boolean checkCommandibility ) {
return canAttackGrouped_native ( pointer , checkCommandibilityGrouped , checkCommandibility ) ;
}
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/ * *
Cheap checks for whether the unit is able to execute an attack command to attack - move or attack a unit , as part of a Unitset . See also Game : : getLastError , UnitInterface : : canIssueCommandGrouped , UnitInterface : : canAttack
* /
public boolean canAttackGrouped ( Position target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibilityGrouped ) {
return canAttackGrouped_native ( pointer , target , checkCanTargetUnit , checkCanIssueCommandType , checkCommandibilityGrouped ) ;
}
public boolean canAttackGrouped ( Unit target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibilityGrouped ) {
return canAttackGrouped_native ( pointer , target , checkCanTargetUnit , checkCanIssueCommandType , checkCommandibilityGrouped ) ;
}
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public boolean canAttackGrouped ( PositionOrUnit target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibilityGrouped ) {
return canAttackGrouped_native ( pointer , target , checkCanTargetUnit , checkCanIssueCommandType , checkCommandibilityGrouped ) ;
}
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public boolean canAttackGrouped ( Position target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType ) {
return canAttackGrouped_native ( pointer , target , checkCanTargetUnit , checkCanIssueCommandType ) ;
}
public boolean canAttackGrouped ( Unit target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType ) {
return canAttackGrouped_native ( pointer , target , checkCanTargetUnit , checkCanIssueCommandType ) ;
}
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public boolean canAttackGrouped ( PositionOrUnit target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType ) {
return canAttackGrouped_native ( pointer , target , checkCanTargetUnit , checkCanIssueCommandType ) ;
}
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public boolean canAttackGrouped ( Position target , boolean checkCanTargetUnit ) {
return canAttackGrouped_native ( pointer , target , checkCanTargetUnit ) ;
}
public boolean canAttackGrouped ( Unit target , boolean checkCanTargetUnit ) {
return canAttackGrouped_native ( pointer , target , checkCanTargetUnit ) ;
}
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public boolean canAttackGrouped ( PositionOrUnit target , boolean checkCanTargetUnit ) {
return canAttackGrouped_native ( pointer , target , checkCanTargetUnit ) ;
}
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public boolean canAttackGrouped ( Position target ) {
return canAttackGrouped_native ( pointer , target ) ;
}
public boolean canAttackGrouped ( Unit target ) {
return canAttackGrouped_native ( pointer , target ) ;
}
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public boolean canAttackGrouped ( PositionOrUnit target ) {
return canAttackGrouped_native ( pointer , target ) ;
}
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public boolean canAttackGrouped ( Position target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibilityGrouped , boolean checkCommandibility ) {
return canAttackGrouped_native ( pointer , target , checkCanTargetUnit , checkCanIssueCommandType , checkCommandibilityGrouped , checkCommandibility ) ;
}
public boolean canAttackGrouped ( Unit target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibilityGrouped , boolean checkCommandibility ) {
return canAttackGrouped_native ( pointer , target , checkCanTargetUnit , checkCanIssueCommandType , checkCommandibilityGrouped , checkCommandibility ) ;
}
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public boolean canAttackGrouped ( PositionOrUnit target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibilityGrouped , boolean checkCommandibility ) {
return canAttackGrouped_native ( pointer , target , checkCanTargetUnit , checkCanIssueCommandType , checkCommandibilityGrouped , checkCommandibility ) ;
}
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/ * *
Checks whether the unit is able to execute an attack command to attack - move . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : attack
* /
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public boolean canAttackMove ( ) {
return canAttackMove_native ( pointer ) ;
}
public boolean canAttackMove ( boolean checkCommandibility ) {
return canAttackMove_native ( pointer , checkCommandibility ) ;
}
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/ * *
Checks whether the unit is able to execute an attack command to attack - move , as part of a Unitset . See also Game : : getLastError , UnitInterface : : canIssueCommandGrouped , UnitInterface : : canAttackMove
* /
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public boolean canAttackMoveGrouped ( boolean checkCommandibilityGrouped ) {
return canAttackMoveGrouped_native ( pointer , checkCommandibilityGrouped ) ;
}
public boolean canAttackMoveGrouped ( ) {
return canAttackMoveGrouped_native ( pointer ) ;
}
public boolean canAttackMoveGrouped ( boolean checkCommandibilityGrouped , boolean checkCommandibility ) {
return canAttackMoveGrouped_native ( pointer , checkCommandibilityGrouped , checkCommandibility ) ;
}
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/ * *
Cheap checks for whether the unit is able to execute an attack command to attack a unit . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : attack
* /
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public boolean canAttackUnit ( ) {
return canAttackUnit_native ( pointer ) ;
}
public boolean canAttackUnit ( boolean checkCommandibility ) {
return canAttackUnit_native ( pointer , checkCommandibility ) ;
}
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/ * *
Cheap checks for whether the unit is able to execute an attack command to attack a unit . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : attack
* /
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public boolean canAttackUnit ( Unit targetUnit , boolean checkCanTargetUnit , boolean checkCanIssueCommandType ) {
return canAttackUnit_native ( pointer , targetUnit , checkCanTargetUnit , checkCanIssueCommandType ) ;
}
public boolean canAttackUnit ( Unit targetUnit , boolean checkCanTargetUnit ) {
return canAttackUnit_native ( pointer , targetUnit , checkCanTargetUnit ) ;
}
public boolean canAttackUnit ( Unit targetUnit ) {
return canAttackUnit_native ( pointer , targetUnit ) ;
}
public boolean canAttackUnit ( Unit targetUnit , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibility ) {
return canAttackUnit_native ( pointer , targetUnit , checkCanTargetUnit , checkCanIssueCommandType , checkCommandibility ) ;
}
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/ * *
Cheap checks for whether the unit is able to execute an attack command to attack a unit , as part of a Unitset . See also Game : : getLastError , UnitInterface : : canIssueCommandGrouped , UnitInterface : : canAttackUnit
* /
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public boolean canAttackUnitGrouped ( boolean checkCommandibilityGrouped ) {
return canAttackUnitGrouped_native ( pointer , checkCommandibilityGrouped ) ;
}
public boolean canAttackUnitGrouped ( ) {
return canAttackUnitGrouped_native ( pointer ) ;
}
public boolean canAttackUnitGrouped ( boolean checkCommandibilityGrouped , boolean checkCommandibility ) {
return canAttackUnitGrouped_native ( pointer , checkCommandibilityGrouped , checkCommandibility ) ;
}
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/ * *
Cheap checks for whether the unit is able to execute an attack command to attack a unit , as part of a Unitset . See also Game : : getLastError , UnitInterface : : canIssueCommandGrouped , UnitInterface : : canAttackUnit
* /
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public boolean canAttackUnitGrouped ( Unit targetUnit , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibilityGrouped ) {
return canAttackUnitGrouped_native ( pointer , targetUnit , checkCanTargetUnit , checkCanIssueCommandType , checkCommandibilityGrouped ) ;
}
public boolean canAttackUnitGrouped ( Unit targetUnit , boolean checkCanTargetUnit , boolean checkCanIssueCommandType ) {
return canAttackUnitGrouped_native ( pointer , targetUnit , checkCanTargetUnit , checkCanIssueCommandType ) ;
}
public boolean canAttackUnitGrouped ( Unit targetUnit , boolean checkCanTargetUnit ) {
return canAttackUnitGrouped_native ( pointer , targetUnit , checkCanTargetUnit ) ;
}
public boolean canAttackUnitGrouped ( Unit targetUnit ) {
return canAttackUnitGrouped_native ( pointer , targetUnit ) ;
}
public boolean canAttackUnitGrouped ( Unit targetUnit , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibilityGrouped , boolean checkCommandibility ) {
return canAttackUnitGrouped_native ( pointer , targetUnit , checkCanTargetUnit , checkCanIssueCommandType , checkCommandibilityGrouped , checkCommandibility ) ;
}
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/ * *
Cheap checks for whether the unit is able to execute a build command . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : build
* /
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public boolean canBuild ( ) {
return canBuild_native ( pointer ) ;
}
public boolean canBuild ( boolean checkCommandibility ) {
return canBuild_native ( pointer , checkCommandibility ) ;
}
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/ * *
Cheap checks for whether the unit is able to execute a build command . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : build
* /
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public boolean canBuild ( UnitType uType , boolean checkCanIssueCommandType ) {
return canBuild_native ( pointer , uType , checkCanIssueCommandType ) ;
}
public boolean canBuild ( UnitType uType ) {
return canBuild_native ( pointer , uType ) ;
}
public boolean canBuild ( UnitType uType , boolean checkCanIssueCommandType , boolean checkCommandibility ) {
return canBuild_native ( pointer , uType , checkCanIssueCommandType , checkCommandibility ) ;
}
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/ * *
Cheap checks for whether the unit is able to execute a build command . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : build
* /
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public boolean canBuild ( UnitType uType , TilePosition tilePos , boolean checkTargetUnitType , boolean checkCanIssueCommandType ) {
return canBuild_native ( pointer , uType , tilePos , checkTargetUnitType , checkCanIssueCommandType ) ;
}
public boolean canBuild ( UnitType uType , TilePosition tilePos , boolean checkTargetUnitType ) {
return canBuild_native ( pointer , uType , tilePos , checkTargetUnitType ) ;
}
public boolean canBuild ( UnitType uType , TilePosition tilePos ) {
return canBuild_native ( pointer , uType , tilePos ) ;
}
public boolean canBuild ( UnitType uType , TilePosition tilePos , boolean checkTargetUnitType , boolean checkCanIssueCommandType , boolean checkCommandibility ) {
return canBuild_native ( pointer , uType , tilePos , checkTargetUnitType , checkCanIssueCommandType , checkCommandibility ) ;
}
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/ * *
Cheap checks for whether the unit is able to execute a buildAddon command . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : buildAddon
* /
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public boolean canBuildAddon ( ) {
return canBuildAddon_native ( pointer ) ;
}
public boolean canBuildAddon ( boolean checkCommandibility ) {
return canBuildAddon_native ( pointer , checkCommandibility ) ;
}
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/ * *
Cheap checks for whether the unit is able to execute a buildAddon command . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : buildAddon
* /
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public boolean canBuildAddon ( UnitType uType , boolean checkCanIssueCommandType ) {
return canBuildAddon_native ( pointer , uType , checkCanIssueCommandType ) ;
}
public boolean canBuildAddon ( UnitType uType ) {
return canBuildAddon_native ( pointer , uType ) ;
}
public boolean canBuildAddon ( UnitType uType , boolean checkCanIssueCommandType , boolean checkCommandibility ) {
return canBuildAddon_native ( pointer , uType , checkCanIssueCommandType , checkCommandibility ) ;
}
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/ * *
Cheap checks for whether the unit is able to execute a train command . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : train
* /
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public boolean canTrain ( ) {
return canTrain_native ( pointer ) ;
}
public boolean canTrain ( boolean checkCommandibility ) {
return canTrain_native ( pointer , checkCommandibility ) ;
}
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/ * *
Cheap checks for whether the unit is able to execute a train command . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : train
* /
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public boolean canTrain ( UnitType uType , boolean checkCanIssueCommandType ) {
return canTrain_native ( pointer , uType , checkCanIssueCommandType ) ;
}
public boolean canTrain ( UnitType uType ) {
return canTrain_native ( pointer , uType ) ;
}
public boolean canTrain ( UnitType uType , boolean checkCanIssueCommandType , boolean checkCommandibility ) {
return canTrain_native ( pointer , uType , checkCanIssueCommandType , checkCommandibility ) ;
}
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/ * *
Cheap checks for whether the unit is able to execute a morph command . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : morph
* /
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public boolean canMorph ( ) {
return canMorph_native ( pointer ) ;
}
public boolean canMorph ( boolean checkCommandibility ) {
return canMorph_native ( pointer , checkCommandibility ) ;
}
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/ * *
Cheap checks for whether the unit is able to execute a morph command . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : morph
* /
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public boolean canMorph ( UnitType uType , boolean checkCanIssueCommandType ) {
return canMorph_native ( pointer , uType , checkCanIssueCommandType ) ;
}
public boolean canMorph ( UnitType uType ) {
return canMorph_native ( pointer , uType ) ;
}
public boolean canMorph ( UnitType uType , boolean checkCanIssueCommandType , boolean checkCommandibility ) {
return canMorph_native ( pointer , uType , checkCanIssueCommandType , checkCommandibility ) ;
}
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/ * *
Cheap checks for whether the unit is able to execute a research command . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : research
* /
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public boolean canResearch ( ) {
return canResearch_native ( pointer ) ;
}
public boolean canResearch ( boolean checkCommandibility ) {
return canResearch_native ( pointer , checkCommandibility ) ;
}
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/ * *
Cheap checks for whether the unit is able to execute a research command . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : research
* /
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public boolean canResearch ( TechType type ) {
return canResearch_native ( pointer , type ) ;
}
public boolean canResearch ( TechType type , boolean checkCanIssueCommandType ) {
return canResearch_native ( pointer , type , checkCanIssueCommandType ) ;
}
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/ * *
Cheap checks for whether the unit is able to execute an upgrade command . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : upgrade
* /
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public boolean canUpgrade ( ) {
return canUpgrade_native ( pointer ) ;
}
public boolean canUpgrade ( boolean checkCommandibility ) {
return canUpgrade_native ( pointer , checkCommandibility ) ;
}
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/ * *
Cheap checks for whether the unit is able to execute an upgrade command . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : upgrade
* /
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public boolean canUpgrade ( UpgradeType type ) {
return canUpgrade_native ( pointer , type ) ;
}
public boolean canUpgrade ( UpgradeType type , boolean checkCanIssueCommandType ) {
return canUpgrade_native ( pointer , type , checkCanIssueCommandType ) ;
}
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/ * *
Cheap checks for whether the unit is able to execute a setRallyPoint command to a position or unit . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : setRallyPoint , UnitInterface : : canSetRallyPosition , UnitInterface : : canSetRallyUnit .
* /
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public boolean canSetRallyPoint ( ) {
return canSetRallyPoint_native ( pointer ) ;
}
public boolean canSetRallyPoint ( boolean checkCommandibility ) {
return canSetRallyPoint_native ( pointer , checkCommandibility ) ;
}
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/ * *
Cheap checks for whether the unit is able to execute a setRallyPoint command to a position or unit . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : setRallyPoint , UnitInterface : : canSetRallyPosition , UnitInterface : : canSetRallyUnit .
* /
public boolean canSetRallyPoint ( Position target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType ) {
return canSetRallyPoint_native ( pointer , target , checkCanTargetUnit , checkCanIssueCommandType ) ;
}
public boolean canSetRallyPoint ( Unit target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType ) {
return canSetRallyPoint_native ( pointer , target , checkCanTargetUnit , checkCanIssueCommandType ) ;
}
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public boolean canSetRallyPoint ( PositionOrUnit target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType ) {
return canSetRallyPoint_native ( pointer , target , checkCanTargetUnit , checkCanIssueCommandType ) ;
}
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public boolean canSetRallyPoint ( Position target , boolean checkCanTargetUnit ) {
return canSetRallyPoint_native ( pointer , target , checkCanTargetUnit ) ;
}
public boolean canSetRallyPoint ( Unit target , boolean checkCanTargetUnit ) {
return canSetRallyPoint_native ( pointer , target , checkCanTargetUnit ) ;
}
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public boolean canSetRallyPoint ( PositionOrUnit target , boolean checkCanTargetUnit ) {
return canSetRallyPoint_native ( pointer , target , checkCanTargetUnit ) ;
}
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public boolean canSetRallyPoint ( Position target ) {
return canSetRallyPoint_native ( pointer , target ) ;
}
public boolean canSetRallyPoint ( Unit target ) {
return canSetRallyPoint_native ( pointer , target ) ;
}
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public boolean canSetRallyPoint ( PositionOrUnit target ) {
return canSetRallyPoint_native ( pointer , target ) ;
}
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public boolean canSetRallyPoint ( Position target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibility ) {
return canSetRallyPoint_native ( pointer , target , checkCanTargetUnit , checkCanIssueCommandType , checkCommandibility ) ;
}
public boolean canSetRallyPoint ( Unit target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibility ) {
return canSetRallyPoint_native ( pointer , target , checkCanTargetUnit , checkCanIssueCommandType , checkCommandibility ) ;
}
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public boolean canSetRallyPoint ( PositionOrUnit target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibility ) {
return canSetRallyPoint_native ( pointer , target , checkCanTargetUnit , checkCanIssueCommandType , checkCommandibility ) ;
}
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/ * *
Checks whether the unit is able to execute a setRallyPoint command to a position . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : setRallyPoint
* /
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public boolean canSetRallyPosition ( ) {
return canSetRallyPosition_native ( pointer ) ;
}
public boolean canSetRallyPosition ( boolean checkCommandibility ) {
return canSetRallyPosition_native ( pointer , checkCommandibility ) ;
}
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/ * *
Cheap checks for whether the unit is able to execute a setRallyPoint command to a unit . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : setRallyPoint
* /
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public boolean canSetRallyUnit ( ) {
return canSetRallyUnit_native ( pointer ) ;
}
public boolean canSetRallyUnit ( boolean checkCommandibility ) {
return canSetRallyUnit_native ( pointer , checkCommandibility ) ;
}
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/ * *
Cheap checks for whether the unit is able to execute a setRallyPoint command to a unit . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : setRallyPoint
* /
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public boolean canSetRallyUnit ( Unit targetUnit , boolean checkCanTargetUnit , boolean checkCanIssueCommandType ) {
return canSetRallyUnit_native ( pointer , targetUnit , checkCanTargetUnit , checkCanIssueCommandType ) ;
}
public boolean canSetRallyUnit ( Unit targetUnit , boolean checkCanTargetUnit ) {
return canSetRallyUnit_native ( pointer , targetUnit , checkCanTargetUnit ) ;
}
public boolean canSetRallyUnit ( Unit targetUnit ) {
return canSetRallyUnit_native ( pointer , targetUnit ) ;
}
public boolean canSetRallyUnit ( Unit targetUnit , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibility ) {
return canSetRallyUnit_native ( pointer , targetUnit , checkCanTargetUnit , checkCanIssueCommandType , checkCommandibility ) ;
}
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/ * *
Checks whether the unit is able to execute a move command . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : move
* /
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public boolean canMove ( ) {
return canMove_native ( pointer ) ;
}
public boolean canMove ( boolean checkCommandibility ) {
return canMove_native ( pointer , checkCommandibility ) ;
}
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/ * *
Checks whether the unit is able to execute a move command , as part of a Unitset . See also Game : : getLastError , UnitInterface : : canIssueCommandGrouped , UnitInterface : : canMove
* /
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public boolean canMoveGrouped ( boolean checkCommandibilityGrouped ) {
return canMoveGrouped_native ( pointer , checkCommandibilityGrouped ) ;
}
public boolean canMoveGrouped ( ) {
return canMoveGrouped_native ( pointer ) ;
}
public boolean canMoveGrouped ( boolean checkCommandibilityGrouped , boolean checkCommandibility ) {
return canMoveGrouped_native ( pointer , checkCommandibilityGrouped , checkCommandibility ) ;
}
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/ * *
Checks whether the unit is able to execute a patrol command . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : patrol
* /
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public boolean canPatrol ( ) {
return canPatrol_native ( pointer ) ;
}
public boolean canPatrol ( boolean checkCommandibility ) {
return canPatrol_native ( pointer , checkCommandibility ) ;
}
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/ * *
Checks whether the unit is able to execute a patrol command , as part of a Unitset . See also Game : : getLastError , UnitInterface : : canIssueCommandGrouped , UnitInterface : : canPatrol
* /
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public boolean canPatrolGrouped ( boolean checkCommandibilityGrouped ) {
return canPatrolGrouped_native ( pointer , checkCommandibilityGrouped ) ;
}
public boolean canPatrolGrouped ( ) {
return canPatrolGrouped_native ( pointer ) ;
}
public boolean canPatrolGrouped ( boolean checkCommandibilityGrouped , boolean checkCommandibility ) {
return canPatrolGrouped_native ( pointer , checkCommandibilityGrouped , checkCommandibility ) ;
}
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/ * *
Cheap checks for whether the unit is able to execute a follow command . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : follow
* /
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public boolean canFollow ( ) {
return canFollow_native ( pointer ) ;
}
public boolean canFollow ( boolean checkCommandibility ) {
return canFollow_native ( pointer , checkCommandibility ) ;
}
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/ * *
Cheap checks for whether the unit is able to execute a follow command . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : follow
* /
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public boolean canFollow ( Unit targetUnit , boolean checkCanTargetUnit , boolean checkCanIssueCommandType ) {
return canFollow_native ( pointer , targetUnit , checkCanTargetUnit , checkCanIssueCommandType ) ;
}
public boolean canFollow ( Unit targetUnit , boolean checkCanTargetUnit ) {
return canFollow_native ( pointer , targetUnit , checkCanTargetUnit ) ;
}
public boolean canFollow ( Unit targetUnit ) {
return canFollow_native ( pointer , targetUnit ) ;
}
public boolean canFollow ( Unit targetUnit , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibility ) {
return canFollow_native ( pointer , targetUnit , checkCanTargetUnit , checkCanIssueCommandType , checkCommandibility ) ;
}
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/ * *
Cheap checks for whether the unit is able to execute a gather command . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : gather
* /
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public boolean canGather ( ) {
return canGather_native ( pointer ) ;
}
public boolean canGather ( boolean checkCommandibility ) {
return canGather_native ( pointer , checkCommandibility ) ;
}
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/ * *
Cheap checks for whether the unit is able to execute a gather command . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : gather
* /
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public boolean canGather ( Unit targetUnit , boolean checkCanTargetUnit , boolean checkCanIssueCommandType ) {
return canGather_native ( pointer , targetUnit , checkCanTargetUnit , checkCanIssueCommandType ) ;
}
public boolean canGather ( Unit targetUnit , boolean checkCanTargetUnit ) {
return canGather_native ( pointer , targetUnit , checkCanTargetUnit ) ;
}
public boolean canGather ( Unit targetUnit ) {
return canGather_native ( pointer , targetUnit ) ;
}
public boolean canGather ( Unit targetUnit , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibility ) {
return canGather_native ( pointer , targetUnit , checkCanTargetUnit , checkCanIssueCommandType , checkCommandibility ) ;
}
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/ * *
Checks whether the unit is able to execute a returnCargo command . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : returnCargo
* /
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public boolean canReturnCargo ( ) {
return canReturnCargo_native ( pointer ) ;
}
public boolean canReturnCargo ( boolean checkCommandibility ) {
return canReturnCargo_native ( pointer , checkCommandibility ) ;
}
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/ * *
Checks whether the unit is able to execute a holdPosition command . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : holdPosition
* /
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public boolean canHoldPosition ( ) {
return canHoldPosition_native ( pointer ) ;
}
public boolean canHoldPosition ( boolean checkCommandibility ) {
return canHoldPosition_native ( pointer , checkCommandibility ) ;
}
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/ * *
Checks whether the unit is able to execute a stop command . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : stop
* /
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public boolean canStop ( ) {
return canStop_native ( pointer ) ;
}
public boolean canStop ( boolean checkCommandibility ) {
return canStop_native ( pointer , checkCommandibility ) ;
}
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/ * *
Cheap checks for whether the unit is able to execute a repair command . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : repair
* /
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public boolean canRepair ( ) {
return canRepair_native ( pointer ) ;
}
public boolean canRepair ( boolean checkCommandibility ) {
return canRepair_native ( pointer , checkCommandibility ) ;
}
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/ * *
Cheap checks for whether the unit is able to execute a repair command . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : repair
* /
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public boolean canRepair ( Unit targetUnit , boolean checkCanTargetUnit , boolean checkCanIssueCommandType ) {
return canRepair_native ( pointer , targetUnit , checkCanTargetUnit , checkCanIssueCommandType ) ;
}
public boolean canRepair ( Unit targetUnit , boolean checkCanTargetUnit ) {
return canRepair_native ( pointer , targetUnit , checkCanTargetUnit ) ;
}
public boolean canRepair ( Unit targetUnit ) {
return canRepair_native ( pointer , targetUnit ) ;
}
public boolean canRepair ( Unit targetUnit , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibility ) {
return canRepair_native ( pointer , targetUnit , checkCanTargetUnit , checkCanIssueCommandType , checkCommandibility ) ;
}
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/ * *
Checks whether the unit is able to execute a burrow command . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : burrow
* /
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public boolean canBurrow ( ) {
return canBurrow_native ( pointer ) ;
}
public boolean canBurrow ( boolean checkCommandibility ) {
return canBurrow_native ( pointer , checkCommandibility ) ;
}
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/ * *
Checks whether the unit is able to execute an unburrow command . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : unburrow
* /
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public boolean canUnburrow ( ) {
return canUnburrow_native ( pointer ) ;
}
public boolean canUnburrow ( boolean checkCommandibility ) {
return canUnburrow_native ( pointer , checkCommandibility ) ;
}
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/ * *
Checks whether the unit is able to execute a cloak command . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : cloak
* /
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public boolean canCloak ( ) {
return canCloak_native ( pointer ) ;
}
public boolean canCloak ( boolean checkCommandibility ) {
return canCloak_native ( pointer , checkCommandibility ) ;
}
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/ * *
Checks whether the unit is able to execute a decloak command . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : decloak
* /
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public boolean canDecloak ( ) {
return canDecloak_native ( pointer ) ;
}
public boolean canDecloak ( boolean checkCommandibility ) {
return canDecloak_native ( pointer , checkCommandibility ) ;
}
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/ * *
Checks whether the unit is able to execute a siege command . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : siege
* /
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public boolean canSiege ( ) {
return canSiege_native ( pointer ) ;
}
public boolean canSiege ( boolean checkCommandibility ) {
return canSiege_native ( pointer , checkCommandibility ) ;
}
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/ * *
Checks whether the unit is able to execute an unsiege command . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : unsiege
* /
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public boolean canUnsiege ( ) {
return canUnsiege_native ( pointer ) ;
}
public boolean canUnsiege ( boolean checkCommandibility ) {
return canUnsiege_native ( pointer , checkCommandibility ) ;
}
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/ * *
Checks whether the unit is able to execute a lift command . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : lift
* /
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public boolean canLift ( ) {
return canLift_native ( pointer ) ;
}
public boolean canLift ( boolean checkCommandibility ) {
return canLift_native ( pointer , checkCommandibility ) ;
}
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/ * *
Cheap checks for whether the unit is able to execute a land command . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : land
* /
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public boolean canLand ( ) {
return canLand_native ( pointer ) ;
}
public boolean canLand ( boolean checkCommandibility ) {
return canLand_native ( pointer , checkCommandibility ) ;
}
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/ * *
Cheap checks for whether the unit is able to execute a land command . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : land
* /
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public boolean canLand ( TilePosition target , boolean checkCanIssueCommandType ) {
return canLand_native ( pointer , target , checkCanIssueCommandType ) ;
}
public boolean canLand ( TilePosition target ) {
return canLand_native ( pointer , target ) ;
}
public boolean canLand ( TilePosition target , boolean checkCanIssueCommandType , boolean checkCommandibility ) {
return canLand_native ( pointer , target , checkCanIssueCommandType , checkCommandibility ) ;
}
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/ * *
Cheap checks for whether the unit is able to execute a load command . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : load
* /
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public boolean canLoad ( ) {
return canLoad_native ( pointer ) ;
}
public boolean canLoad ( boolean checkCommandibility ) {
return canLoad_native ( pointer , checkCommandibility ) ;
}
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/ * *
Cheap checks for whether the unit is able to execute a load command . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : load
* /
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public boolean canLoad ( Unit targetUnit , boolean checkCanTargetUnit , boolean checkCanIssueCommandType ) {
return canLoad_native ( pointer , targetUnit , checkCanTargetUnit , checkCanIssueCommandType ) ;
}
public boolean canLoad ( Unit targetUnit , boolean checkCanTargetUnit ) {
return canLoad_native ( pointer , targetUnit , checkCanTargetUnit ) ;
}
public boolean canLoad ( Unit targetUnit ) {
return canLoad_native ( pointer , targetUnit ) ;
}
public boolean canLoad ( Unit targetUnit , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibility ) {
return canLoad_native ( pointer , targetUnit , checkCanTargetUnit , checkCanIssueCommandType , checkCommandibility ) ;
}
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/ * *
Cheap checks for whether the unit is able to execute an unload command or unloadAll at current position command or unloadAll at a different position command . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : unload , UnitInterface : : unloadAll
* /
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public boolean canUnloadWithOrWithoutTarget ( ) {
return canUnloadWithOrWithoutTarget_native ( pointer ) ;
}
public boolean canUnloadWithOrWithoutTarget ( boolean checkCommandibility ) {
return canUnloadWithOrWithoutTarget_native ( pointer , checkCommandibility ) ;
}
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/ * *
Cheap checks for whether the unit is able to execute an unload command or unloadAll at current position command or unloadAll at a different position command , for a given position . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : unload , UnitInterface : : unloadAll
* /
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public boolean canUnloadAtPosition ( Position targDropPos , boolean checkCanIssueCommandType ) {
return canUnloadAtPosition_native ( pointer , targDropPos , checkCanIssueCommandType ) ;
}
public boolean canUnloadAtPosition ( Position targDropPos ) {
return canUnloadAtPosition_native ( pointer , targDropPos ) ;
}
public boolean canUnloadAtPosition ( Position targDropPos , boolean checkCanIssueCommandType , boolean checkCommandibility ) {
return canUnloadAtPosition_native ( pointer , targDropPos , checkCanIssueCommandType , checkCommandibility ) ;
}
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/ * *
Cheap checks for whether the unit is able to execute an unload command . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : unload
* /
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public boolean canUnload ( ) {
return canUnload_native ( pointer ) ;
}
public boolean canUnload ( boolean checkCommandibility ) {
return canUnload_native ( pointer , checkCommandibility ) ;
}
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/ * *
Cheap checks for whether the unit is able to execute an unload command . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : unload
* /
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public boolean canUnload ( Unit targetUnit , boolean checkCanTargetUnit , boolean checkPosition , boolean checkCanIssueCommandType ) {
return canUnload_native ( pointer , targetUnit , checkCanTargetUnit , checkPosition , checkCanIssueCommandType ) ;
}
public boolean canUnload ( Unit targetUnit , boolean checkCanTargetUnit , boolean checkPosition ) {
return canUnload_native ( pointer , targetUnit , checkCanTargetUnit , checkPosition ) ;
}
public boolean canUnload ( Unit targetUnit , boolean checkCanTargetUnit ) {
return canUnload_native ( pointer , targetUnit , checkCanTargetUnit ) ;
}
public boolean canUnload ( Unit targetUnit ) {
return canUnload_native ( pointer , targetUnit ) ;
}
public boolean canUnload ( Unit targetUnit , boolean checkCanTargetUnit , boolean checkPosition , boolean checkCanIssueCommandType , boolean checkCommandibility ) {
return canUnload_native ( pointer , targetUnit , checkCanTargetUnit , checkPosition , checkCanIssueCommandType , checkCommandibility ) ;
}
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/ * *
Checks whether the unit is able to execute an unloadAll command for the current position . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : unloadAll
* /
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public boolean canUnloadAll ( ) {
return canUnloadAll_native ( pointer ) ;
}
public boolean canUnloadAll ( boolean checkCommandibility ) {
return canUnloadAll_native ( pointer , checkCommandibility ) ;
}
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/ * *
Cheap checks for whether the unit is able to execute an unloadAll command for a different position . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : unloadAll
* /
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public boolean canUnloadAllPosition ( ) {
return canUnloadAllPosition_native ( pointer ) ;
}
public boolean canUnloadAllPosition ( boolean checkCommandibility ) {
return canUnloadAllPosition_native ( pointer , checkCommandibility ) ;
}
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/ * *
Cheap checks for whether the unit is able to execute an unloadAll command for a different position . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : unloadAll
* /
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public boolean canUnloadAllPosition ( Position targDropPos , boolean checkCanIssueCommandType ) {
return canUnloadAllPosition_native ( pointer , targDropPos , checkCanIssueCommandType ) ;
}
public boolean canUnloadAllPosition ( Position targDropPos ) {
return canUnloadAllPosition_native ( pointer , targDropPos ) ;
}
public boolean canUnloadAllPosition ( Position targDropPos , boolean checkCanIssueCommandType , boolean checkCommandibility ) {
return canUnloadAllPosition_native ( pointer , targDropPos , checkCanIssueCommandType , checkCommandibility ) ;
}
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/ * *
Cheap checks for whether the unit is able to execute a rightClick command to a position or unit . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : rightClick , UnitInterface : : canRightClickPosition , UnitInterface : : canRightClickUnit .
* /
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public boolean canRightClick ( ) {
return canRightClick_native ( pointer ) ;
}
public boolean canRightClick ( boolean checkCommandibility ) {
return canRightClick_native ( pointer , checkCommandibility ) ;
}
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/ * *
Cheap checks for whether the unit is able to execute a rightClick command to a position or unit . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : rightClick , UnitInterface : : canRightClickPosition , UnitInterface : : canRightClickUnit .
* /
public boolean canRightClick ( Position target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType ) {
return canRightClick_native ( pointer , target , checkCanTargetUnit , checkCanIssueCommandType ) ;
}
public boolean canRightClick ( Unit target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType ) {
return canRightClick_native ( pointer , target , checkCanTargetUnit , checkCanIssueCommandType ) ;
}
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public boolean canRightClick ( PositionOrUnit target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType ) {
return canRightClick_native ( pointer , target , checkCanTargetUnit , checkCanIssueCommandType ) ;
}
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public boolean canRightClick ( Position target , boolean checkCanTargetUnit ) {
return canRightClick_native ( pointer , target , checkCanTargetUnit ) ;
}
public boolean canRightClick ( Unit target , boolean checkCanTargetUnit ) {
return canRightClick_native ( pointer , target , checkCanTargetUnit ) ;
}
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public boolean canRightClick ( PositionOrUnit target , boolean checkCanTargetUnit ) {
return canRightClick_native ( pointer , target , checkCanTargetUnit ) ;
}
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public boolean canRightClick ( Position target ) {
return canRightClick_native ( pointer , target ) ;
}
public boolean canRightClick ( Unit target ) {
return canRightClick_native ( pointer , target ) ;
}
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public boolean canRightClick ( PositionOrUnit target ) {
return canRightClick_native ( pointer , target ) ;
}
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public boolean canRightClick ( Position target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibility ) {
return canRightClick_native ( pointer , target , checkCanTargetUnit , checkCanIssueCommandType , checkCommandibility ) ;
}
public boolean canRightClick ( Unit target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibility ) {
return canRightClick_native ( pointer , target , checkCanTargetUnit , checkCanIssueCommandType , checkCommandibility ) ;
}
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public boolean canRightClick ( PositionOrUnit target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibility ) {
return canRightClick_native ( pointer , target , checkCanTargetUnit , checkCanIssueCommandType , checkCommandibility ) ;
}
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/ * *
Cheap checks for whether the unit is able to execute a rightClick command to a position or unit , as part of a Unitset . See also Game : : getLastError , UnitInterface : : canIssueCommandGrouped , UnitInterface : : canRightClickUnit
* /
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public boolean canRightClickGrouped ( boolean checkCommandibilityGrouped ) {
return canRightClickGrouped_native ( pointer , checkCommandibilityGrouped ) ;
}
public boolean canRightClickGrouped ( ) {
return canRightClickGrouped_native ( pointer ) ;
}
public boolean canRightClickGrouped ( boolean checkCommandibilityGrouped , boolean checkCommandibility ) {
return canRightClickGrouped_native ( pointer , checkCommandibilityGrouped , checkCommandibility ) ;
}
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/ * *
Cheap checks for whether the unit is able to execute a rightClick command to a position or unit , as part of a Unitset . See also Game : : getLastError , UnitInterface : : canIssueCommandGrouped , UnitInterface : : canRightClickUnit
* /
public boolean canRightClickGrouped ( Position target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibilityGrouped ) {
return canRightClickGrouped_native ( pointer , target , checkCanTargetUnit , checkCanIssueCommandType , checkCommandibilityGrouped ) ;
}
public boolean canRightClickGrouped ( Unit target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibilityGrouped ) {
return canRightClickGrouped_native ( pointer , target , checkCanTargetUnit , checkCanIssueCommandType , checkCommandibilityGrouped ) ;
}
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public boolean canRightClickGrouped ( PositionOrUnit target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibilityGrouped ) {
return canRightClickGrouped_native ( pointer , target , checkCanTargetUnit , checkCanIssueCommandType , checkCommandibilityGrouped ) ;
}
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public boolean canRightClickGrouped ( Position target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType ) {
return canRightClickGrouped_native ( pointer , target , checkCanTargetUnit , checkCanIssueCommandType ) ;
}
public boolean canRightClickGrouped ( Unit target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType ) {
return canRightClickGrouped_native ( pointer , target , checkCanTargetUnit , checkCanIssueCommandType ) ;
}
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public boolean canRightClickGrouped ( PositionOrUnit target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType ) {
return canRightClickGrouped_native ( pointer , target , checkCanTargetUnit , checkCanIssueCommandType ) ;
}
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public boolean canRightClickGrouped ( Position target , boolean checkCanTargetUnit ) {
return canRightClickGrouped_native ( pointer , target , checkCanTargetUnit ) ;
}
public boolean canRightClickGrouped ( Unit target , boolean checkCanTargetUnit ) {
return canRightClickGrouped_native ( pointer , target , checkCanTargetUnit ) ;
}
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public boolean canRightClickGrouped ( PositionOrUnit target , boolean checkCanTargetUnit ) {
return canRightClickGrouped_native ( pointer , target , checkCanTargetUnit ) ;
}
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public boolean canRightClickGrouped ( Position target ) {
return canRightClickGrouped_native ( pointer , target ) ;
}
public boolean canRightClickGrouped ( Unit target ) {
return canRightClickGrouped_native ( pointer , target ) ;
}
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public boolean canRightClickGrouped ( PositionOrUnit target ) {
return canRightClickGrouped_native ( pointer , target ) ;
}
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public boolean canRightClickGrouped ( Position target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibilityGrouped , boolean checkCommandibility ) {
return canRightClickGrouped_native ( pointer , target , checkCanTargetUnit , checkCanIssueCommandType , checkCommandibilityGrouped , checkCommandibility ) ;
}
public boolean canRightClickGrouped ( Unit target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibilityGrouped , boolean checkCommandibility ) {
return canRightClickGrouped_native ( pointer , target , checkCanTargetUnit , checkCanIssueCommandType , checkCommandibilityGrouped , checkCommandibility ) ;
}
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public boolean canRightClickGrouped ( PositionOrUnit target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibilityGrouped , boolean checkCommandibility ) {
return canRightClickGrouped_native ( pointer , target , checkCanTargetUnit , checkCanIssueCommandType , checkCommandibilityGrouped , checkCommandibility ) ;
}
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/ * *
Checks whether the unit is able to execute a rightClick command for a position . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : rightClick
* /
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public boolean canRightClickPosition ( ) {
return canRightClickPosition_native ( pointer ) ;
}
public boolean canRightClickPosition ( boolean checkCommandibility ) {
return canRightClickPosition_native ( pointer , checkCommandibility ) ;
}
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/ * *
Checks whether the unit is able to execute a rightClick command for a position , as part of a Unitset . See also Game : : getLastError , UnitInterface : : canIssueCommandGrouped , UnitInterface : : canRightClick
* /
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public boolean canRightClickPositionGrouped ( boolean checkCommandibilityGrouped ) {
return canRightClickPositionGrouped_native ( pointer , checkCommandibilityGrouped ) ;
}
public boolean canRightClickPositionGrouped ( ) {
return canRightClickPositionGrouped_native ( pointer ) ;
}
public boolean canRightClickPositionGrouped ( boolean checkCommandibilityGrouped , boolean checkCommandibility ) {
return canRightClickPositionGrouped_native ( pointer , checkCommandibilityGrouped , checkCommandibility ) ;
}
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/ * *
Cheap checks for whether the unit is able to execute a rightClick command to a unit . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : rightClick
* /
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public boolean canRightClickUnit ( ) {
return canRightClickUnit_native ( pointer ) ;
}
public boolean canRightClickUnit ( boolean checkCommandibility ) {
return canRightClickUnit_native ( pointer , checkCommandibility ) ;
}
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/ * *
Cheap checks for whether the unit is able to execute a rightClick command to a unit . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : rightClick
* /
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public boolean canRightClickUnit ( Unit targetUnit , boolean checkCanTargetUnit , boolean checkCanIssueCommandType ) {
return canRightClickUnit_native ( pointer , targetUnit , checkCanTargetUnit , checkCanIssueCommandType ) ;
}
public boolean canRightClickUnit ( Unit targetUnit , boolean checkCanTargetUnit ) {
return canRightClickUnit_native ( pointer , targetUnit , checkCanTargetUnit ) ;
}
public boolean canRightClickUnit ( Unit targetUnit ) {
return canRightClickUnit_native ( pointer , targetUnit ) ;
}
public boolean canRightClickUnit ( Unit targetUnit , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibility ) {
return canRightClickUnit_native ( pointer , targetUnit , checkCanTargetUnit , checkCanIssueCommandType , checkCommandibility ) ;
}
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/ * *
Cheap checks for whether the unit is able to execute a rightClick command to a unit , as part of a Unitset . See also Game : : getLastError , UnitInterface : : canIssueCommandGrouped , UnitInterface : : canRightClickUnit
* /
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public boolean canRightClickUnitGrouped ( boolean checkCommandibilityGrouped ) {
return canRightClickUnitGrouped_native ( pointer , checkCommandibilityGrouped ) ;
}
public boolean canRightClickUnitGrouped ( ) {
return canRightClickUnitGrouped_native ( pointer ) ;
}
public boolean canRightClickUnitGrouped ( boolean checkCommandibilityGrouped , boolean checkCommandibility ) {
return canRightClickUnitGrouped_native ( pointer , checkCommandibilityGrouped , checkCommandibility ) ;
}
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/ * *
Cheap checks for whether the unit is able to execute a rightClick command to a unit , as part of a Unitset . See also Game : : getLastError , UnitInterface : : canIssueCommandGrouped , UnitInterface : : canRightClickUnit
* /
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public boolean canRightClickUnitGrouped ( Unit targetUnit , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibilityGrouped ) {
return canRightClickUnitGrouped_native ( pointer , targetUnit , checkCanTargetUnit , checkCanIssueCommandType , checkCommandibilityGrouped ) ;
}
public boolean canRightClickUnitGrouped ( Unit targetUnit , boolean checkCanTargetUnit , boolean checkCanIssueCommandType ) {
return canRightClickUnitGrouped_native ( pointer , targetUnit , checkCanTargetUnit , checkCanIssueCommandType ) ;
}
public boolean canRightClickUnitGrouped ( Unit targetUnit , boolean checkCanTargetUnit ) {
return canRightClickUnitGrouped_native ( pointer , targetUnit , checkCanTargetUnit ) ;
}
public boolean canRightClickUnitGrouped ( Unit targetUnit ) {
return canRightClickUnitGrouped_native ( pointer , targetUnit ) ;
}
public boolean canRightClickUnitGrouped ( Unit targetUnit , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibilityGrouped , boolean checkCommandibility ) {
return canRightClickUnitGrouped_native ( pointer , targetUnit , checkCanTargetUnit , checkCanIssueCommandType , checkCommandibilityGrouped , checkCommandibility ) ;
}
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/ * *
Checks whether the unit is able to execute a haltConstruction command . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : haltConstruction
* /
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public boolean canHaltConstruction ( ) {
return canHaltConstruction_native ( pointer ) ;
}
public boolean canHaltConstruction ( boolean checkCommandibility ) {
return canHaltConstruction_native ( pointer , checkCommandibility ) ;
}
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/ * *
Checks whether the unit is able to execute a cancelConstruction command . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : cancelConstruction
* /
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public boolean canCancelConstruction ( ) {
return canCancelConstruction_native ( pointer ) ;
}
public boolean canCancelConstruction ( boolean checkCommandibility ) {
return canCancelConstruction_native ( pointer , checkCommandibility ) ;
}
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/ * *
Checks whether the unit is able to execute a cancelAddon command . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : cancelAddon
* /
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public boolean canCancelAddon ( ) {
return canCancelAddon_native ( pointer ) ;
}
public boolean canCancelAddon ( boolean checkCommandibility ) {
return canCancelAddon_native ( pointer , checkCommandibility ) ;
}
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/ * *
Checks whether the unit is able to execute a cancelTrain command for any slot . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : cancelTrain
* /
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public boolean canCancelTrain ( ) {
return canCancelTrain_native ( pointer ) ;
}
public boolean canCancelTrain ( boolean checkCommandibility ) {
return canCancelTrain_native ( pointer , checkCommandibility ) ;
}
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/ * *
Cheap checks for whether the unit is able to execute a cancelTrain command for an unspecified slot . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : cancelTrain
* /
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public boolean canCancelTrainSlot ( ) {
return canCancelTrainSlot_native ( pointer ) ;
}
public boolean canCancelTrainSlot ( boolean checkCommandibility ) {
return canCancelTrainSlot_native ( pointer , checkCommandibility ) ;
}
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/ * *
Cheap checks for whether the unit is able to execute a cancelTrain command for an unspecified slot . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : cancelTrain
* /
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public boolean canCancelTrainSlot ( int slot , boolean checkCanIssueCommandType ) {
return canCancelTrainSlot_native ( pointer , slot , checkCanIssueCommandType ) ;
}
public boolean canCancelTrainSlot ( int slot ) {
return canCancelTrainSlot_native ( pointer , slot ) ;
}
public boolean canCancelTrainSlot ( int slot , boolean checkCanIssueCommandType , boolean checkCommandibility ) {
return canCancelTrainSlot_native ( pointer , slot , checkCanIssueCommandType , checkCommandibility ) ;
}
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/ * *
Checks whether the unit is able to execute a cancelMorph command . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : cancelMorph
* /
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public boolean canCancelMorph ( ) {
return canCancelMorph_native ( pointer ) ;
}
public boolean canCancelMorph ( boolean checkCommandibility ) {
return canCancelMorph_native ( pointer , checkCommandibility ) ;
}
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/ * *
Checks whether the unit is able to execute a cancelResearch command . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : cancelResearch
* /
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public boolean canCancelResearch ( ) {
return canCancelResearch_native ( pointer ) ;
}
public boolean canCancelResearch ( boolean checkCommandibility ) {
return canCancelResearch_native ( pointer , checkCommandibility ) ;
}
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/ * *
Checks whether the unit is able to execute a cancelUpgrade command . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : cancelUpgrade
* /
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public boolean canCancelUpgrade ( ) {
return canCancelUpgrade_native ( pointer ) ;
}
public boolean canCancelUpgrade ( boolean checkCommandibility ) {
return canCancelUpgrade_native ( pointer , checkCommandibility ) ;
}
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/ * *
Cheap checks for whether the unit is able to execute a useTech command without a target or or a useTech command with a target position or a useTech command with a target unit . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : useTech
* /
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public boolean canUseTechWithOrWithoutTarget ( ) {
return canUseTechWithOrWithoutTarget_native ( pointer ) ;
}
public boolean canUseTechWithOrWithoutTarget ( boolean checkCommandibility ) {
return canUseTechWithOrWithoutTarget_native ( pointer , checkCommandibility ) ;
}
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/ * *
Cheap checks for whether the unit is able to execute a useTech command without a target or or a useTech command with a target position or a useTech command with a target unit . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : useTech
* /
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public boolean canUseTechWithOrWithoutTarget ( TechType tech , boolean checkCanIssueCommandType ) {
return canUseTechWithOrWithoutTarget_native ( pointer , tech , checkCanIssueCommandType ) ;
}
public boolean canUseTechWithOrWithoutTarget ( TechType tech ) {
return canUseTechWithOrWithoutTarget_native ( pointer , tech ) ;
}
public boolean canUseTechWithOrWithoutTarget ( TechType tech , boolean checkCanIssueCommandType , boolean checkCommandibility ) {
return canUseTechWithOrWithoutTarget_native ( pointer , tech , checkCanIssueCommandType , checkCommandibility ) ;
}
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/ * *
Checks whether the unit is able to execute a useTech command for a specified position or unit ( only specify nullptr if the TechType does not target another position / unit ) . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : useTech , UnitInterface : : canUseTechWithoutTarget , UnitInterface : : canUseTechUnit , UnitInterface : : canUseTechPosition
* /
public boolean canUseTech ( TechType tech , Position target , boolean checkCanTargetUnit , boolean checkTargetsType , boolean checkCanIssueCommandType ) {
return canUseTech_native ( pointer , tech , target , checkCanTargetUnit , checkTargetsType , checkCanIssueCommandType ) ;
}
public boolean canUseTech ( TechType tech , Unit target , boolean checkCanTargetUnit , boolean checkTargetsType , boolean checkCanIssueCommandType ) {
return canUseTech_native ( pointer , tech , target , checkCanTargetUnit , checkTargetsType , checkCanIssueCommandType ) ;
}
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public boolean canUseTech ( TechType tech , PositionOrUnit target , boolean checkCanTargetUnit , boolean checkTargetsType , boolean checkCanIssueCommandType ) {
return canUseTech_native ( pointer , tech , target , checkCanTargetUnit , checkTargetsType , checkCanIssueCommandType ) ;
}
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public boolean canUseTech ( TechType tech , Position target , boolean checkCanTargetUnit , boolean checkTargetsType ) {
return canUseTech_native ( pointer , tech , target , checkCanTargetUnit , checkTargetsType ) ;
}
public boolean canUseTech ( TechType tech , Unit target , boolean checkCanTargetUnit , boolean checkTargetsType ) {
return canUseTech_native ( pointer , tech , target , checkCanTargetUnit , checkTargetsType ) ;
}
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public boolean canUseTech ( TechType tech , PositionOrUnit target , boolean checkCanTargetUnit , boolean checkTargetsType ) {
return canUseTech_native ( pointer , tech , target , checkCanTargetUnit , checkTargetsType ) ;
}
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public boolean canUseTech ( TechType tech , Position target , boolean checkCanTargetUnit ) {
return canUseTech_native ( pointer , tech , target , checkCanTargetUnit ) ;
}
public boolean canUseTech ( TechType tech , Unit target , boolean checkCanTargetUnit ) {
return canUseTech_native ( pointer , tech , target , checkCanTargetUnit ) ;
}
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public boolean canUseTech ( TechType tech , PositionOrUnit target , boolean checkCanTargetUnit ) {
return canUseTech_native ( pointer , tech , target , checkCanTargetUnit ) ;
}
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public boolean canUseTech ( TechType tech , Position target ) {
return canUseTech_native ( pointer , tech , target ) ;
}
public boolean canUseTech ( TechType tech , Unit target ) {
return canUseTech_native ( pointer , tech , target ) ;
}
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public boolean canUseTech ( TechType tech , PositionOrUnit target ) {
return canUseTech_native ( pointer , tech , target ) ;
}
public boolean canUseTech ( TechType tech ) {
return canUseTech_native ( pointer , tech ) ;
}
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public boolean canUseTech ( TechType tech , Position target , boolean checkCanTargetUnit , boolean checkTargetsType , boolean checkCanIssueCommandType , boolean checkCommandibility ) {
return canUseTech_native ( pointer , tech , target , checkCanTargetUnit , checkTargetsType , checkCanIssueCommandType , checkCommandibility ) ;
}
public boolean canUseTech ( TechType tech , Unit target , boolean checkCanTargetUnit , boolean checkTargetsType , boolean checkCanIssueCommandType , boolean checkCommandibility ) {
return canUseTech_native ( pointer , tech , target , checkCanTargetUnit , checkTargetsType , checkCanIssueCommandType , checkCommandibility ) ;
}
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public boolean canUseTech ( TechType tech , PositionOrUnit target , boolean checkCanTargetUnit , boolean checkTargetsType , boolean checkCanIssueCommandType , boolean checkCommandibility ) {
return canUseTech_native ( pointer , tech , target , checkCanTargetUnit , checkTargetsType , checkCanIssueCommandType , checkCommandibility ) ;
}
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/ * *
Checks whether the unit is able to execute a useTech command without a target . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : useTech
* /
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public boolean canUseTechWithoutTarget ( TechType tech , boolean checkCanIssueCommandType ) {
return canUseTechWithoutTarget_native ( pointer , tech , checkCanIssueCommandType ) ;
}
public boolean canUseTechWithoutTarget ( TechType tech ) {
return canUseTechWithoutTarget_native ( pointer , tech ) ;
}
public boolean canUseTechWithoutTarget ( TechType tech , boolean checkCanIssueCommandType , boolean checkCommandibility ) {
return canUseTechWithoutTarget_native ( pointer , tech , checkCanIssueCommandType , checkCommandibility ) ;
}
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/ * *
Cheap checks for whether the unit is able to execute a useTech command with an unspecified target unit . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : useTech
* /
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public boolean canUseTechUnit ( TechType tech , boolean checkCanIssueCommandType ) {
return canUseTechUnit_native ( pointer , tech , checkCanIssueCommandType ) ;
}
public boolean canUseTechUnit ( TechType tech ) {
return canUseTechUnit_native ( pointer , tech ) ;
}
public boolean canUseTechUnit ( TechType tech , boolean checkCanIssueCommandType , boolean checkCommandibility ) {
return canUseTechUnit_native ( pointer , tech , checkCanIssueCommandType , checkCommandibility ) ;
}
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/ * *
Cheap checks for whether the unit is able to execute a useTech command with an unspecified target unit . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : useTech
* /
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public boolean canUseTechUnit ( TechType tech , Unit targetUnit , boolean checkCanTargetUnit , boolean checkTargetsUnits , boolean checkCanIssueCommandType ) {
return canUseTechUnit_native ( pointer , tech , targetUnit , checkCanTargetUnit , checkTargetsUnits , checkCanIssueCommandType ) ;
}
public boolean canUseTechUnit ( TechType tech , Unit targetUnit , boolean checkCanTargetUnit , boolean checkTargetsUnits ) {
return canUseTechUnit_native ( pointer , tech , targetUnit , checkCanTargetUnit , checkTargetsUnits ) ;
}
public boolean canUseTechUnit ( TechType tech , Unit targetUnit , boolean checkCanTargetUnit ) {
return canUseTechUnit_native ( pointer , tech , targetUnit , checkCanTargetUnit ) ;
}
public boolean canUseTechUnit ( TechType tech , Unit targetUnit ) {
return canUseTechUnit_native ( pointer , tech , targetUnit ) ;
}
public boolean canUseTechUnit ( TechType tech , Unit targetUnit , boolean checkCanTargetUnit , boolean checkTargetsUnits , boolean checkCanIssueCommandType , boolean checkCommandibility ) {
return canUseTechUnit_native ( pointer , tech , targetUnit , checkCanTargetUnit , checkTargetsUnits , checkCanIssueCommandType , checkCommandibility ) ;
}
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/ * *
Checks whether the unit is able to execute a useTech command with an unspecified target position . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : useTech
* /
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public boolean canUseTechPosition ( TechType tech , boolean checkCanIssueCommandType ) {
return canUseTechPosition_native ( pointer , tech , checkCanIssueCommandType ) ;
}
public boolean canUseTechPosition ( TechType tech ) {
return canUseTechPosition_native ( pointer , tech ) ;
}
public boolean canUseTechPosition ( TechType tech , boolean checkCanIssueCommandType , boolean checkCommandibility ) {
return canUseTechPosition_native ( pointer , tech , checkCanIssueCommandType , checkCommandibility ) ;
}
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/ * *
Checks whether the unit is able to execute a useTech command with an unspecified target position . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : useTech
* /
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public boolean canUseTechPosition ( TechType tech , Position target , boolean checkTargetsPositions , boolean checkCanIssueCommandType ) {
return canUseTechPosition_native ( pointer , tech , target , checkTargetsPositions , checkCanIssueCommandType ) ;
}
public boolean canUseTechPosition ( TechType tech , Position target , boolean checkTargetsPositions ) {
return canUseTechPosition_native ( pointer , tech , target , checkTargetsPositions ) ;
}
public boolean canUseTechPosition ( TechType tech , Position target ) {
return canUseTechPosition_native ( pointer , tech , target ) ;
}
public boolean canUseTechPosition ( TechType tech , Position target , boolean checkTargetsPositions , boolean checkCanIssueCommandType , boolean checkCommandibility ) {
return canUseTechPosition_native ( pointer , tech , target , checkTargetsPositions , checkCanIssueCommandType , checkCommandibility ) ;
}
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/ * *
Cheap checks for whether the unit is able to execute a placeCOP command . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : placeCOP
* /
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public boolean canPlaceCOP ( ) {
return canPlaceCOP_native ( pointer ) ;
}
public boolean canPlaceCOP ( boolean checkCommandibility ) {
return canPlaceCOP_native ( pointer , checkCommandibility ) ;
}
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/ * *
Cheap checks for whether the unit is able to execute a placeCOP command . See also Game : : getLastError , UnitInterface : : canIssueCommand , UnitInterface : : placeCOP
* /
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public boolean canPlaceCOP ( TilePosition target , boolean checkCanIssueCommandType ) {
return canPlaceCOP_native ( pointer , target , checkCanIssueCommandType ) ;
}
public boolean canPlaceCOP ( TilePosition target ) {
return canPlaceCOP_native ( pointer , target ) ;
}
public boolean canPlaceCOP ( TilePosition target , boolean checkCanIssueCommandType , boolean checkCommandibility ) {
return canPlaceCOP_native ( pointer , target , checkCanIssueCommandType , checkCommandibility ) ;
}
private static Map < Long , Unit > instances = new HashMap < Long , Unit > ( ) ;
private Unit ( long pointer ) {
this . pointer = pointer ;
}
private static Unit get ( long pointer ) {
if ( pointer = = 0 ) {
return null ;
}
Unit instance = instances . get ( pointer ) ;
if ( instance = = null ) {
instance = new Unit ( pointer ) ;
instances . put ( pointer , instance ) ;
}
return instance ;
}
private long pointer ;
private native int getID_native ( long pointer ) ;
private native boolean exists_native ( long pointer ) ;
private native int getReplayID_native ( long pointer ) ;
private native Player getPlayer_native ( long pointer ) ;
private native UnitType getType_native ( long pointer ) ;
private native Position getPosition_native ( long pointer ) ;
private native TilePosition getTilePosition_native ( long pointer ) ;
private native double getAngle_native ( long pointer ) ;
private native double getVelocityX_native ( long pointer ) ;
private native double getVelocityY_native ( long pointer ) ;
private native Region getRegion_native ( long pointer ) ;
private native int getLeft_native ( long pointer ) ;
private native int getTop_native ( long pointer ) ;
private native int getRight_native ( long pointer ) ;
private native int getBottom_native ( long pointer ) ;
private native int getHitPoints_native ( long pointer ) ;
private native int getShields_native ( long pointer ) ;
private native int getEnergy_native ( long pointer ) ;
private native int getResources_native ( long pointer ) ;
private native int getResourceGroup_native ( long pointer ) ;
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private native int getDistance_native ( long pointer , Position target ) ;
private native int getDistance_native ( long pointer , Unit target ) ;
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private native int getDistance_native ( long pointer , PositionOrUnit target ) ;
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private native boolean hasPath_native ( long pointer , Position target ) ;
private native boolean hasPath_native ( long pointer , Unit target ) ;
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private native boolean hasPath_native ( long pointer , PositionOrUnit target ) ;
private native int getLastCommandFrame_native ( long pointer ) ;
private native UnitCommand getLastCommand_native ( long pointer ) ;
private native Player getLastAttackingPlayer_native ( long pointer ) ;
private native UnitType getInitialType_native ( long pointer ) ;
private native Position getInitialPosition_native ( long pointer ) ;
private native TilePosition getInitialTilePosition_native ( long pointer ) ;
private native int getInitialHitPoints_native ( long pointer ) ;
private native int getInitialResources_native ( long pointer ) ;
private native int getKillCount_native ( long pointer ) ;
private native int getAcidSporeCount_native ( long pointer ) ;
private native int getInterceptorCount_native ( long pointer ) ;
private native int getScarabCount_native ( long pointer ) ;
private native int getSpiderMineCount_native ( long pointer ) ;
private native int getGroundWeaponCooldown_native ( long pointer ) ;
private native int getAirWeaponCooldown_native ( long pointer ) ;
private native int getSpellCooldown_native ( long pointer ) ;
private native int getDefenseMatrixPoints_native ( long pointer ) ;
private native int getDefenseMatrixTimer_native ( long pointer ) ;
private native int getEnsnareTimer_native ( long pointer ) ;
private native int getIrradiateTimer_native ( long pointer ) ;
private native int getLockdownTimer_native ( long pointer ) ;
private native int getMaelstromTimer_native ( long pointer ) ;
private native int getOrderTimer_native ( long pointer ) ;
private native int getPlagueTimer_native ( long pointer ) ;
private native int getRemoveTimer_native ( long pointer ) ;
private native int getStasisTimer_native ( long pointer ) ;
private native int getStimTimer_native ( long pointer ) ;
private native UnitType getBuildType_native ( long pointer ) ;
private native TechType getTech_native ( long pointer ) ;
private native UpgradeType getUpgrade_native ( long pointer ) ;
private native int getRemainingBuildTime_native ( long pointer ) ;
private native int getRemainingTrainTime_native ( long pointer ) ;
private native int getRemainingResearchTime_native ( long pointer ) ;
private native int getRemainingUpgradeTime_native ( long pointer ) ;
private native Unit getBuildUnit_native ( long pointer ) ;
private native Unit getTarget_native ( long pointer ) ;
private native Position getTargetPosition_native ( long pointer ) ;
private native Order getOrder_native ( long pointer ) ;
private native Order getSecondaryOrder_native ( long pointer ) ;
private native Unit getOrderTarget_native ( long pointer ) ;
private native Position getOrderTargetPosition_native ( long pointer ) ;
private native Position getRallyPosition_native ( long pointer ) ;
private native Unit getRallyUnit_native ( long pointer ) ;
private native Unit getAddon_native ( long pointer ) ;
private native Unit getNydusExit_native ( long pointer ) ;
private native Unit getPowerUp_native ( long pointer ) ;
private native Unit getTransport_native ( long pointer ) ;
private native List < Unit > getLoadedUnits_native ( long pointer ) ;
private native int getSpaceRemaining_native ( long pointer ) ;
private native Unit getCarrier_native ( long pointer ) ;
private native List < Unit > getInterceptors_native ( long pointer ) ;
private native Unit getHatchery_native ( long pointer ) ;
private native List < Unit > getLarva_native ( long pointer ) ;
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private native List < Unit > getUnitsInRadius_native ( long pointer , int radius ) ;
private native List < Unit > getUnitsInWeaponRange_native ( long pointer , WeaponType weapon ) ;
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private native boolean hasNuke_native ( long pointer ) ;
private native boolean isAccelerating_native ( long pointer ) ;
private native boolean isAttacking_native ( long pointer ) ;
private native boolean isAttackFrame_native ( long pointer ) ;
private native boolean isBeingConstructed_native ( long pointer ) ;
private native boolean isBeingGathered_native ( long pointer ) ;
private native boolean isBeingHealed_native ( long pointer ) ;
private native boolean isBlind_native ( long pointer ) ;
private native boolean isBraking_native ( long pointer ) ;
private native boolean isBurrowed_native ( long pointer ) ;
private native boolean isCarryingGas_native ( long pointer ) ;
private native boolean isCarryingMinerals_native ( long pointer ) ;
private native boolean isCloaked_native ( long pointer ) ;
private native boolean isCompleted_native ( long pointer ) ;
private native boolean isConstructing_native ( long pointer ) ;
private native boolean isDefenseMatrixed_native ( long pointer ) ;
private native boolean isDetected_native ( long pointer ) ;
private native boolean isEnsnared_native ( long pointer ) ;
private native boolean isFlying_native ( long pointer ) ;
private native boolean isFollowing_native ( long pointer ) ;
private native boolean isGatheringGas_native ( long pointer ) ;
private native boolean isGatheringMinerals_native ( long pointer ) ;
private native boolean isHallucination_native ( long pointer ) ;
private native boolean isHoldingPosition_native ( long pointer ) ;
private native boolean isIdle_native ( long pointer ) ;
private native boolean isInterruptible_native ( long pointer ) ;
private native boolean isInvincible_native ( long pointer ) ;
private native boolean isInWeaponRange_native ( long pointer , Unit target ) ;
private native boolean isIrradiated_native ( long pointer ) ;
private native boolean isLifted_native ( long pointer ) ;
private native boolean isLoaded_native ( long pointer ) ;
private native boolean isLockedDown_native ( long pointer ) ;
private native boolean isMaelstrommed_native ( long pointer ) ;
private native boolean isMorphing_native ( long pointer ) ;
private native boolean isMoving_native ( long pointer ) ;
private native boolean isParasited_native ( long pointer ) ;
private native boolean isPatrolling_native ( long pointer ) ;
private native boolean isPlagued_native ( long pointer ) ;
private native boolean isRepairing_native ( long pointer ) ;
private native boolean isResearching_native ( long pointer ) ;
private native boolean isSelected_native ( long pointer ) ;
private native boolean isSieged_native ( long pointer ) ;
private native boolean isStartingAttack_native ( long pointer ) ;
private native boolean isStasised_native ( long pointer ) ;
private native boolean isStimmed_native ( long pointer ) ;
private native boolean isStuck_native ( long pointer ) ;
private native boolean isTraining_native ( long pointer ) ;
private native boolean isUnderAttack_native ( long pointer ) ;
private native boolean isUnderDarkSwarm_native ( long pointer ) ;
private native boolean isUnderDisruptionWeb_native ( long pointer ) ;
private native boolean isUnderStorm_native ( long pointer ) ;
private native boolean isPowered_native ( long pointer ) ;
private native boolean isUpgrading_native ( long pointer ) ;
private native boolean isVisible_native ( long pointer ) ;
private native boolean isVisible_native ( long pointer , Player player ) ;
private native boolean isTargetable_native ( long pointer ) ;
private native boolean issueCommand_native ( long pointer , UnitCommand command ) ;
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private native boolean attack_native ( long pointer , Position target ) ;
private native boolean attack_native ( long pointer , Unit target ) ;
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private native boolean attack_native ( long pointer , PositionOrUnit target ) ;
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private native boolean attack_native ( long pointer , Position target , boolean shiftQueueCommand ) ;
private native boolean attack_native ( long pointer , Unit target , boolean shiftQueueCommand ) ;
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private native boolean attack_native ( long pointer , PositionOrUnit target , boolean shiftQueueCommand ) ;
private native boolean build_native ( long pointer , UnitType type ) ;
private native boolean build_native ( long pointer , UnitType type , TilePosition target ) ;
private native boolean buildAddon_native ( long pointer , UnitType type ) ;
private native boolean train_native ( long pointer ) ;
private native boolean train_native ( long pointer , UnitType type ) ;
private native boolean morph_native ( long pointer , UnitType type ) ;
private native boolean research_native ( long pointer , TechType tech ) ;
private native boolean upgrade_native ( long pointer , UpgradeType upgrade ) ;
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private native boolean setRallyPoint_native ( long pointer , Position target ) ;
private native boolean setRallyPoint_native ( long pointer , Unit target ) ;
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private native boolean setRallyPoint_native ( long pointer , PositionOrUnit target ) ;
private native boolean move_native ( long pointer , Position target ) ;
private native boolean move_native ( long pointer , Position target , boolean shiftQueueCommand ) ;
private native boolean patrol_native ( long pointer , Position target ) ;
private native boolean patrol_native ( long pointer , Position target , boolean shiftQueueCommand ) ;
private native boolean holdPosition_native ( long pointer ) ;
private native boolean holdPosition_native ( long pointer , boolean shiftQueueCommand ) ;
private native boolean stop_native ( long pointer ) ;
private native boolean stop_native ( long pointer , boolean shiftQueueCommand ) ;
private native boolean follow_native ( long pointer , Unit target ) ;
private native boolean follow_native ( long pointer , Unit target , boolean shiftQueueCommand ) ;
private native boolean gather_native ( long pointer , Unit target ) ;
private native boolean gather_native ( long pointer , Unit target , boolean shiftQueueCommand ) ;
private native boolean returnCargo_native ( long pointer ) ;
private native boolean returnCargo_native ( long pointer , boolean shiftQueueCommand ) ;
private native boolean repair_native ( long pointer , Unit target ) ;
private native boolean repair_native ( long pointer , Unit target , boolean shiftQueueCommand ) ;
private native boolean burrow_native ( long pointer ) ;
private native boolean unburrow_native ( long pointer ) ;
private native boolean cloak_native ( long pointer ) ;
private native boolean decloak_native ( long pointer ) ;
private native boolean siege_native ( long pointer ) ;
private native boolean unsiege_native ( long pointer ) ;
private native boolean lift_native ( long pointer ) ;
private native boolean land_native ( long pointer , TilePosition target ) ;
private native boolean load_native ( long pointer , Unit target ) ;
private native boolean load_native ( long pointer , Unit target , boolean shiftQueueCommand ) ;
private native boolean unload_native ( long pointer , Unit target ) ;
private native boolean unloadAll_native ( long pointer ) ;
private native boolean unloadAll_native ( long pointer , boolean shiftQueueCommand ) ;
private native boolean unloadAll_native ( long pointer , Position target ) ;
private native boolean unloadAll_native ( long pointer , Position target , boolean shiftQueueCommand ) ;
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private native boolean rightClick_native ( long pointer , Position target ) ;
private native boolean rightClick_native ( long pointer , Unit target ) ;
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private native boolean rightClick_native ( long pointer , PositionOrUnit target ) ;
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private native boolean rightClick_native ( long pointer , Position target , boolean shiftQueueCommand ) ;
private native boolean rightClick_native ( long pointer , Unit target , boolean shiftQueueCommand ) ;
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private native boolean rightClick_native ( long pointer , PositionOrUnit target , boolean shiftQueueCommand ) ;
private native boolean haltConstruction_native ( long pointer ) ;
private native boolean cancelConstruction_native ( long pointer ) ;
private native boolean cancelAddon_native ( long pointer ) ;
private native boolean cancelTrain_native ( long pointer ) ;
private native boolean cancelTrain_native ( long pointer , int slot ) ;
private native boolean cancelMorph_native ( long pointer ) ;
private native boolean cancelResearch_native ( long pointer ) ;
private native boolean cancelUpgrade_native ( long pointer ) ;
private native boolean useTech_native ( long pointer , TechType tech ) ;
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private native boolean useTech_native ( long pointer , TechType tech , Position target ) ;
private native boolean useTech_native ( long pointer , TechType tech , Unit target ) ;
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private native boolean useTech_native ( long pointer , TechType tech , PositionOrUnit target ) ;
private native boolean placeCOP_native ( long pointer , TilePosition target ) ;
private native boolean canIssueCommand_native ( long pointer , UnitCommand command , boolean checkCanUseTechPositionOnPositions , boolean checkCanUseTechUnitOnUnits , boolean checkCanBuildUnitType , boolean checkCanTargetUnit , boolean checkCanIssueCommandType ) ;
private native boolean canIssueCommand_native ( long pointer , UnitCommand command , boolean checkCanUseTechPositionOnPositions , boolean checkCanUseTechUnitOnUnits , boolean checkCanBuildUnitType , boolean checkCanTargetUnit ) ;
private native boolean canIssueCommand_native ( long pointer , UnitCommand command , boolean checkCanUseTechPositionOnPositions , boolean checkCanUseTechUnitOnUnits , boolean checkCanBuildUnitType ) ;
private native boolean canIssueCommand_native ( long pointer , UnitCommand command , boolean checkCanUseTechPositionOnPositions , boolean checkCanUseTechUnitOnUnits ) ;
private native boolean canIssueCommand_native ( long pointer , UnitCommand command , boolean checkCanUseTechPositionOnPositions ) ;
private native boolean canIssueCommand_native ( long pointer , UnitCommand command ) ;
private native boolean canIssueCommand_native ( long pointer , UnitCommand command , boolean checkCanUseTechPositionOnPositions , boolean checkCanUseTechUnitOnUnits , boolean checkCanBuildUnitType , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibility ) ;
private native boolean canIssueCommandGrouped_native ( long pointer , UnitCommand command , boolean checkCanUseTechPositionOnPositions , boolean checkCanUseTechUnitOnUnits , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibilityGrouped ) ;
private native boolean canIssueCommandGrouped_native ( long pointer , UnitCommand command , boolean checkCanUseTechPositionOnPositions , boolean checkCanUseTechUnitOnUnits , boolean checkCanTargetUnit , boolean checkCanIssueCommandType ) ;
private native boolean canIssueCommandGrouped_native ( long pointer , UnitCommand command , boolean checkCanUseTechPositionOnPositions , boolean checkCanUseTechUnitOnUnits , boolean checkCanTargetUnit ) ;
private native boolean canIssueCommandGrouped_native ( long pointer , UnitCommand command , boolean checkCanUseTechPositionOnPositions , boolean checkCanUseTechUnitOnUnits ) ;
private native boolean canIssueCommandGrouped_native ( long pointer , UnitCommand command , boolean checkCanUseTechPositionOnPositions ) ;
private native boolean canIssueCommandGrouped_native ( long pointer , UnitCommand command ) ;
private native boolean canIssueCommandGrouped_native ( long pointer , UnitCommand command , boolean checkCanUseTechPositionOnPositions , boolean checkCanUseTechUnitOnUnits , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibilityGrouped , boolean checkCommandibility ) ;
private native boolean canCommand_native ( long pointer ) ;
private native boolean canCommandGrouped_native ( long pointer ) ;
private native boolean canCommandGrouped_native ( long pointer , boolean checkCommandibility ) ;
private native boolean canIssueCommandType_native ( long pointer , UnitCommandType ct ) ;
private native boolean canIssueCommandType_native ( long pointer , UnitCommandType ct , boolean checkCommandibility ) ;
private native boolean canIssueCommandTypeGrouped_native ( long pointer , UnitCommandType ct , boolean checkCommandibilityGrouped ) ;
private native boolean canIssueCommandTypeGrouped_native ( long pointer , UnitCommandType ct ) ;
private native boolean canIssueCommandTypeGrouped_native ( long pointer , UnitCommandType ct , boolean checkCommandibilityGrouped , boolean checkCommandibility ) ;
private native boolean canTargetUnit_native ( long pointer , Unit targetUnit ) ;
private native boolean canTargetUnit_native ( long pointer , Unit targetUnit , boolean checkCommandibility ) ;
private native boolean canAttack_native ( long pointer ) ;
private native boolean canAttack_native ( long pointer , boolean checkCommandibility ) ;
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private native boolean canAttack_native ( long pointer , Position target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType ) ;
private native boolean canAttack_native ( long pointer , Unit target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType ) ;
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private native boolean canAttack_native ( long pointer , PositionOrUnit target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType ) ;
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private native boolean canAttack_native ( long pointer , Position target , boolean checkCanTargetUnit ) ;
private native boolean canAttack_native ( long pointer , Unit target , boolean checkCanTargetUnit ) ;
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private native boolean canAttack_native ( long pointer , PositionOrUnit target , boolean checkCanTargetUnit ) ;
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private native boolean canAttack_native ( long pointer , Position target ) ;
private native boolean canAttack_native ( long pointer , Unit target ) ;
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private native boolean canAttack_native ( long pointer , PositionOrUnit target ) ;
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private native boolean canAttack_native ( long pointer , Position target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibility ) ;
private native boolean canAttack_native ( long pointer , Unit target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibility ) ;
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private native boolean canAttack_native ( long pointer , PositionOrUnit target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibility ) ;
private native boolean canAttackGrouped_native ( long pointer , boolean checkCommandibilityGrouped ) ;
private native boolean canAttackGrouped_native ( long pointer ) ;
private native boolean canAttackGrouped_native ( long pointer , boolean checkCommandibilityGrouped , boolean checkCommandibility ) ;
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private native boolean canAttackGrouped_native ( long pointer , Position target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibilityGrouped ) ;
private native boolean canAttackGrouped_native ( long pointer , Unit target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibilityGrouped ) ;
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private native boolean canAttackGrouped_native ( long pointer , PositionOrUnit target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibilityGrouped ) ;
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private native boolean canAttackGrouped_native ( long pointer , Position target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType ) ;
private native boolean canAttackGrouped_native ( long pointer , Unit target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType ) ;
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private native boolean canAttackGrouped_native ( long pointer , PositionOrUnit target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType ) ;
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private native boolean canAttackGrouped_native ( long pointer , Position target , boolean checkCanTargetUnit ) ;
private native boolean canAttackGrouped_native ( long pointer , Unit target , boolean checkCanTargetUnit ) ;
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private native boolean canAttackGrouped_native ( long pointer , PositionOrUnit target , boolean checkCanTargetUnit ) ;
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private native boolean canAttackGrouped_native ( long pointer , Position target ) ;
private native boolean canAttackGrouped_native ( long pointer , Unit target ) ;
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private native boolean canAttackGrouped_native ( long pointer , PositionOrUnit target ) ;
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private native boolean canAttackGrouped_native ( long pointer , Position target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibilityGrouped , boolean checkCommandibility ) ;
private native boolean canAttackGrouped_native ( long pointer , Unit target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibilityGrouped , boolean checkCommandibility ) ;
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private native boolean canAttackGrouped_native ( long pointer , PositionOrUnit target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibilityGrouped , boolean checkCommandibility ) ;
private native boolean canAttackMove_native ( long pointer ) ;
private native boolean canAttackMove_native ( long pointer , boolean checkCommandibility ) ;
private native boolean canAttackMoveGrouped_native ( long pointer , boolean checkCommandibilityGrouped ) ;
private native boolean canAttackMoveGrouped_native ( long pointer ) ;
private native boolean canAttackMoveGrouped_native ( long pointer , boolean checkCommandibilityGrouped , boolean checkCommandibility ) ;
private native boolean canAttackUnit_native ( long pointer ) ;
private native boolean canAttackUnit_native ( long pointer , boolean checkCommandibility ) ;
private native boolean canAttackUnit_native ( long pointer , Unit targetUnit , boolean checkCanTargetUnit , boolean checkCanIssueCommandType ) ;
private native boolean canAttackUnit_native ( long pointer , Unit targetUnit , boolean checkCanTargetUnit ) ;
private native boolean canAttackUnit_native ( long pointer , Unit targetUnit ) ;
private native boolean canAttackUnit_native ( long pointer , Unit targetUnit , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibility ) ;
private native boolean canAttackUnitGrouped_native ( long pointer , boolean checkCommandibilityGrouped ) ;
private native boolean canAttackUnitGrouped_native ( long pointer ) ;
private native boolean canAttackUnitGrouped_native ( long pointer , boolean checkCommandibilityGrouped , boolean checkCommandibility ) ;
private native boolean canAttackUnitGrouped_native ( long pointer , Unit targetUnit , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibilityGrouped ) ;
private native boolean canAttackUnitGrouped_native ( long pointer , Unit targetUnit , boolean checkCanTargetUnit , boolean checkCanIssueCommandType ) ;
private native boolean canAttackUnitGrouped_native ( long pointer , Unit targetUnit , boolean checkCanTargetUnit ) ;
private native boolean canAttackUnitGrouped_native ( long pointer , Unit targetUnit ) ;
private native boolean canAttackUnitGrouped_native ( long pointer , Unit targetUnit , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibilityGrouped , boolean checkCommandibility ) ;
private native boolean canBuild_native ( long pointer ) ;
private native boolean canBuild_native ( long pointer , boolean checkCommandibility ) ;
private native boolean canBuild_native ( long pointer , UnitType uType , boolean checkCanIssueCommandType ) ;
private native boolean canBuild_native ( long pointer , UnitType uType ) ;
private native boolean canBuild_native ( long pointer , UnitType uType , boolean checkCanIssueCommandType , boolean checkCommandibility ) ;
private native boolean canBuild_native ( long pointer , UnitType uType , TilePosition tilePos , boolean checkTargetUnitType , boolean checkCanIssueCommandType ) ;
private native boolean canBuild_native ( long pointer , UnitType uType , TilePosition tilePos , boolean checkTargetUnitType ) ;
private native boolean canBuild_native ( long pointer , UnitType uType , TilePosition tilePos ) ;
private native boolean canBuild_native ( long pointer , UnitType uType , TilePosition tilePos , boolean checkTargetUnitType , boolean checkCanIssueCommandType , boolean checkCommandibility ) ;
private native boolean canBuildAddon_native ( long pointer ) ;
private native boolean canBuildAddon_native ( long pointer , boolean checkCommandibility ) ;
private native boolean canBuildAddon_native ( long pointer , UnitType uType , boolean checkCanIssueCommandType ) ;
private native boolean canBuildAddon_native ( long pointer , UnitType uType ) ;
private native boolean canBuildAddon_native ( long pointer , UnitType uType , boolean checkCanIssueCommandType , boolean checkCommandibility ) ;
private native boolean canTrain_native ( long pointer ) ;
private native boolean canTrain_native ( long pointer , boolean checkCommandibility ) ;
private native boolean canTrain_native ( long pointer , UnitType uType , boolean checkCanIssueCommandType ) ;
private native boolean canTrain_native ( long pointer , UnitType uType ) ;
private native boolean canTrain_native ( long pointer , UnitType uType , boolean checkCanIssueCommandType , boolean checkCommandibility ) ;
private native boolean canMorph_native ( long pointer ) ;
private native boolean canMorph_native ( long pointer , boolean checkCommandibility ) ;
private native boolean canMorph_native ( long pointer , UnitType uType , boolean checkCanIssueCommandType ) ;
private native boolean canMorph_native ( long pointer , UnitType uType ) ;
private native boolean canMorph_native ( long pointer , UnitType uType , boolean checkCanIssueCommandType , boolean checkCommandibility ) ;
private native boolean canResearch_native ( long pointer ) ;
private native boolean canResearch_native ( long pointer , boolean checkCommandibility ) ;
private native boolean canResearch_native ( long pointer , TechType type ) ;
private native boolean canResearch_native ( long pointer , TechType type , boolean checkCanIssueCommandType ) ;
private native boolean canUpgrade_native ( long pointer ) ;
private native boolean canUpgrade_native ( long pointer , boolean checkCommandibility ) ;
private native boolean canUpgrade_native ( long pointer , UpgradeType type ) ;
private native boolean canUpgrade_native ( long pointer , UpgradeType type , boolean checkCanIssueCommandType ) ;
private native boolean canSetRallyPoint_native ( long pointer ) ;
private native boolean canSetRallyPoint_native ( long pointer , boolean checkCommandibility ) ;
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private native boolean canSetRallyPoint_native ( long pointer , Position target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType ) ;
private native boolean canSetRallyPoint_native ( long pointer , Unit target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType ) ;
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private native boolean canSetRallyPoint_native ( long pointer , PositionOrUnit target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType ) ;
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private native boolean canSetRallyPoint_native ( long pointer , Position target , boolean checkCanTargetUnit ) ;
private native boolean canSetRallyPoint_native ( long pointer , Unit target , boolean checkCanTargetUnit ) ;
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private native boolean canSetRallyPoint_native ( long pointer , PositionOrUnit target , boolean checkCanTargetUnit ) ;
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private native boolean canSetRallyPoint_native ( long pointer , Position target ) ;
private native boolean canSetRallyPoint_native ( long pointer , Unit target ) ;
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private native boolean canSetRallyPoint_native ( long pointer , PositionOrUnit target ) ;
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private native boolean canSetRallyPoint_native ( long pointer , Position target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibility ) ;
private native boolean canSetRallyPoint_native ( long pointer , Unit target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibility ) ;
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private native boolean canSetRallyPoint_native ( long pointer , PositionOrUnit target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibility ) ;
private native boolean canSetRallyPosition_native ( long pointer ) ;
private native boolean canSetRallyPosition_native ( long pointer , boolean checkCommandibility ) ;
private native boolean canSetRallyUnit_native ( long pointer ) ;
private native boolean canSetRallyUnit_native ( long pointer , boolean checkCommandibility ) ;
private native boolean canSetRallyUnit_native ( long pointer , Unit targetUnit , boolean checkCanTargetUnit , boolean checkCanIssueCommandType ) ;
private native boolean canSetRallyUnit_native ( long pointer , Unit targetUnit , boolean checkCanTargetUnit ) ;
private native boolean canSetRallyUnit_native ( long pointer , Unit targetUnit ) ;
private native boolean canSetRallyUnit_native ( long pointer , Unit targetUnit , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibility ) ;
private native boolean canMove_native ( long pointer ) ;
private native boolean canMove_native ( long pointer , boolean checkCommandibility ) ;
private native boolean canMoveGrouped_native ( long pointer , boolean checkCommandibilityGrouped ) ;
private native boolean canMoveGrouped_native ( long pointer ) ;
private native boolean canMoveGrouped_native ( long pointer , boolean checkCommandibilityGrouped , boolean checkCommandibility ) ;
private native boolean canPatrol_native ( long pointer ) ;
private native boolean canPatrol_native ( long pointer , boolean checkCommandibility ) ;
private native boolean canPatrolGrouped_native ( long pointer , boolean checkCommandibilityGrouped ) ;
private native boolean canPatrolGrouped_native ( long pointer ) ;
private native boolean canPatrolGrouped_native ( long pointer , boolean checkCommandibilityGrouped , boolean checkCommandibility ) ;
private native boolean canFollow_native ( long pointer ) ;
private native boolean canFollow_native ( long pointer , boolean checkCommandibility ) ;
private native boolean canFollow_native ( long pointer , Unit targetUnit , boolean checkCanTargetUnit , boolean checkCanIssueCommandType ) ;
private native boolean canFollow_native ( long pointer , Unit targetUnit , boolean checkCanTargetUnit ) ;
private native boolean canFollow_native ( long pointer , Unit targetUnit ) ;
private native boolean canFollow_native ( long pointer , Unit targetUnit , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibility ) ;
private native boolean canGather_native ( long pointer ) ;
private native boolean canGather_native ( long pointer , boolean checkCommandibility ) ;
private native boolean canGather_native ( long pointer , Unit targetUnit , boolean checkCanTargetUnit , boolean checkCanIssueCommandType ) ;
private native boolean canGather_native ( long pointer , Unit targetUnit , boolean checkCanTargetUnit ) ;
private native boolean canGather_native ( long pointer , Unit targetUnit ) ;
private native boolean canGather_native ( long pointer , Unit targetUnit , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibility ) ;
private native boolean canReturnCargo_native ( long pointer ) ;
private native boolean canReturnCargo_native ( long pointer , boolean checkCommandibility ) ;
private native boolean canHoldPosition_native ( long pointer ) ;
private native boolean canHoldPosition_native ( long pointer , boolean checkCommandibility ) ;
private native boolean canStop_native ( long pointer ) ;
private native boolean canStop_native ( long pointer , boolean checkCommandibility ) ;
private native boolean canRepair_native ( long pointer ) ;
private native boolean canRepair_native ( long pointer , boolean checkCommandibility ) ;
private native boolean canRepair_native ( long pointer , Unit targetUnit , boolean checkCanTargetUnit , boolean checkCanIssueCommandType ) ;
private native boolean canRepair_native ( long pointer , Unit targetUnit , boolean checkCanTargetUnit ) ;
private native boolean canRepair_native ( long pointer , Unit targetUnit ) ;
private native boolean canRepair_native ( long pointer , Unit targetUnit , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibility ) ;
private native boolean canBurrow_native ( long pointer ) ;
private native boolean canBurrow_native ( long pointer , boolean checkCommandibility ) ;
private native boolean canUnburrow_native ( long pointer ) ;
private native boolean canUnburrow_native ( long pointer , boolean checkCommandibility ) ;
private native boolean canCloak_native ( long pointer ) ;
private native boolean canCloak_native ( long pointer , boolean checkCommandibility ) ;
private native boolean canDecloak_native ( long pointer ) ;
private native boolean canDecloak_native ( long pointer , boolean checkCommandibility ) ;
private native boolean canSiege_native ( long pointer ) ;
private native boolean canSiege_native ( long pointer , boolean checkCommandibility ) ;
private native boolean canUnsiege_native ( long pointer ) ;
private native boolean canUnsiege_native ( long pointer , boolean checkCommandibility ) ;
private native boolean canLift_native ( long pointer ) ;
private native boolean canLift_native ( long pointer , boolean checkCommandibility ) ;
private native boolean canLand_native ( long pointer ) ;
private native boolean canLand_native ( long pointer , boolean checkCommandibility ) ;
private native boolean canLand_native ( long pointer , TilePosition target , boolean checkCanIssueCommandType ) ;
private native boolean canLand_native ( long pointer , TilePosition target ) ;
private native boolean canLand_native ( long pointer , TilePosition target , boolean checkCanIssueCommandType , boolean checkCommandibility ) ;
private native boolean canLoad_native ( long pointer ) ;
private native boolean canLoad_native ( long pointer , boolean checkCommandibility ) ;
private native boolean canLoad_native ( long pointer , Unit targetUnit , boolean checkCanTargetUnit , boolean checkCanIssueCommandType ) ;
private native boolean canLoad_native ( long pointer , Unit targetUnit , boolean checkCanTargetUnit ) ;
private native boolean canLoad_native ( long pointer , Unit targetUnit ) ;
private native boolean canLoad_native ( long pointer , Unit targetUnit , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibility ) ;
private native boolean canUnloadWithOrWithoutTarget_native ( long pointer ) ;
private native boolean canUnloadWithOrWithoutTarget_native ( long pointer , boolean checkCommandibility ) ;
private native boolean canUnloadAtPosition_native ( long pointer , Position targDropPos , boolean checkCanIssueCommandType ) ;
private native boolean canUnloadAtPosition_native ( long pointer , Position targDropPos ) ;
private native boolean canUnloadAtPosition_native ( long pointer , Position targDropPos , boolean checkCanIssueCommandType , boolean checkCommandibility ) ;
private native boolean canUnload_native ( long pointer ) ;
private native boolean canUnload_native ( long pointer , boolean checkCommandibility ) ;
private native boolean canUnload_native ( long pointer , Unit targetUnit , boolean checkCanTargetUnit , boolean checkPosition , boolean checkCanIssueCommandType ) ;
private native boolean canUnload_native ( long pointer , Unit targetUnit , boolean checkCanTargetUnit , boolean checkPosition ) ;
private native boolean canUnload_native ( long pointer , Unit targetUnit , boolean checkCanTargetUnit ) ;
private native boolean canUnload_native ( long pointer , Unit targetUnit ) ;
private native boolean canUnload_native ( long pointer , Unit targetUnit , boolean checkCanTargetUnit , boolean checkPosition , boolean checkCanIssueCommandType , boolean checkCommandibility ) ;
private native boolean canUnloadAll_native ( long pointer ) ;
private native boolean canUnloadAll_native ( long pointer , boolean checkCommandibility ) ;
private native boolean canUnloadAllPosition_native ( long pointer ) ;
private native boolean canUnloadAllPosition_native ( long pointer , boolean checkCommandibility ) ;
private native boolean canUnloadAllPosition_native ( long pointer , Position targDropPos , boolean checkCanIssueCommandType ) ;
private native boolean canUnloadAllPosition_native ( long pointer , Position targDropPos ) ;
private native boolean canUnloadAllPosition_native ( long pointer , Position targDropPos , boolean checkCanIssueCommandType , boolean checkCommandibility ) ;
private native boolean canRightClick_native ( long pointer ) ;
private native boolean canRightClick_native ( long pointer , boolean checkCommandibility ) ;
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private native boolean canRightClick_native ( long pointer , Position target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType ) ;
private native boolean canRightClick_native ( long pointer , Unit target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType ) ;
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private native boolean canRightClick_native ( long pointer , PositionOrUnit target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType ) ;
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private native boolean canRightClick_native ( long pointer , Position target , boolean checkCanTargetUnit ) ;
private native boolean canRightClick_native ( long pointer , Unit target , boolean checkCanTargetUnit ) ;
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private native boolean canRightClick_native ( long pointer , PositionOrUnit target , boolean checkCanTargetUnit ) ;
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private native boolean canRightClick_native ( long pointer , Position target ) ;
private native boolean canRightClick_native ( long pointer , Unit target ) ;
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private native boolean canRightClick_native ( long pointer , PositionOrUnit target ) ;
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private native boolean canRightClick_native ( long pointer , Position target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibility ) ;
private native boolean canRightClick_native ( long pointer , Unit target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibility ) ;
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private native boolean canRightClick_native ( long pointer , PositionOrUnit target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibility ) ;
private native boolean canRightClickGrouped_native ( long pointer , boolean checkCommandibilityGrouped ) ;
private native boolean canRightClickGrouped_native ( long pointer ) ;
private native boolean canRightClickGrouped_native ( long pointer , boolean checkCommandibilityGrouped , boolean checkCommandibility ) ;
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private native boolean canRightClickGrouped_native ( long pointer , Position target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibilityGrouped ) ;
private native boolean canRightClickGrouped_native ( long pointer , Unit target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibilityGrouped ) ;
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private native boolean canRightClickGrouped_native ( long pointer , PositionOrUnit target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibilityGrouped ) ;
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private native boolean canRightClickGrouped_native ( long pointer , Position target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType ) ;
private native boolean canRightClickGrouped_native ( long pointer , Unit target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType ) ;
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private native boolean canRightClickGrouped_native ( long pointer , PositionOrUnit target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType ) ;
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private native boolean canRightClickGrouped_native ( long pointer , Position target , boolean checkCanTargetUnit ) ;
private native boolean canRightClickGrouped_native ( long pointer , Unit target , boolean checkCanTargetUnit ) ;
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private native boolean canRightClickGrouped_native ( long pointer , PositionOrUnit target , boolean checkCanTargetUnit ) ;
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private native boolean canRightClickGrouped_native ( long pointer , Position target ) ;
private native boolean canRightClickGrouped_native ( long pointer , Unit target ) ;
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private native boolean canRightClickGrouped_native ( long pointer , PositionOrUnit target ) ;
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private native boolean canRightClickGrouped_native ( long pointer , Position target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibilityGrouped , boolean checkCommandibility ) ;
private native boolean canRightClickGrouped_native ( long pointer , Unit target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibilityGrouped , boolean checkCommandibility ) ;
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private native boolean canRightClickGrouped_native ( long pointer , PositionOrUnit target , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibilityGrouped , boolean checkCommandibility ) ;
private native boolean canRightClickPosition_native ( long pointer ) ;
private native boolean canRightClickPosition_native ( long pointer , boolean checkCommandibility ) ;
private native boolean canRightClickPositionGrouped_native ( long pointer , boolean checkCommandibilityGrouped ) ;
private native boolean canRightClickPositionGrouped_native ( long pointer ) ;
private native boolean canRightClickPositionGrouped_native ( long pointer , boolean checkCommandibilityGrouped , boolean checkCommandibility ) ;
private native boolean canRightClickUnit_native ( long pointer ) ;
private native boolean canRightClickUnit_native ( long pointer , boolean checkCommandibility ) ;
private native boolean canRightClickUnit_native ( long pointer , Unit targetUnit , boolean checkCanTargetUnit , boolean checkCanIssueCommandType ) ;
private native boolean canRightClickUnit_native ( long pointer , Unit targetUnit , boolean checkCanTargetUnit ) ;
private native boolean canRightClickUnit_native ( long pointer , Unit targetUnit ) ;
private native boolean canRightClickUnit_native ( long pointer , Unit targetUnit , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibility ) ;
private native boolean canRightClickUnitGrouped_native ( long pointer , boolean checkCommandibilityGrouped ) ;
private native boolean canRightClickUnitGrouped_native ( long pointer ) ;
private native boolean canRightClickUnitGrouped_native ( long pointer , boolean checkCommandibilityGrouped , boolean checkCommandibility ) ;
private native boolean canRightClickUnitGrouped_native ( long pointer , Unit targetUnit , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibilityGrouped ) ;
private native boolean canRightClickUnitGrouped_native ( long pointer , Unit targetUnit , boolean checkCanTargetUnit , boolean checkCanIssueCommandType ) ;
private native boolean canRightClickUnitGrouped_native ( long pointer , Unit targetUnit , boolean checkCanTargetUnit ) ;
private native boolean canRightClickUnitGrouped_native ( long pointer , Unit targetUnit ) ;
private native boolean canRightClickUnitGrouped_native ( long pointer , Unit targetUnit , boolean checkCanTargetUnit , boolean checkCanIssueCommandType , boolean checkCommandibilityGrouped , boolean checkCommandibility ) ;
private native boolean canHaltConstruction_native ( long pointer ) ;
private native boolean canHaltConstruction_native ( long pointer , boolean checkCommandibility ) ;
private native boolean canCancelConstruction_native ( long pointer ) ;
private native boolean canCancelConstruction_native ( long pointer , boolean checkCommandibility ) ;
private native boolean canCancelAddon_native ( long pointer ) ;
private native boolean canCancelAddon_native ( long pointer , boolean checkCommandibility ) ;
private native boolean canCancelTrain_native ( long pointer ) ;
private native boolean canCancelTrain_native ( long pointer , boolean checkCommandibility ) ;
private native boolean canCancelTrainSlot_native ( long pointer ) ;
private native boolean canCancelTrainSlot_native ( long pointer , boolean checkCommandibility ) ;
private native boolean canCancelTrainSlot_native ( long pointer , int slot , boolean checkCanIssueCommandType ) ;
private native boolean canCancelTrainSlot_native ( long pointer , int slot ) ;
private native boolean canCancelTrainSlot_native ( long pointer , int slot , boolean checkCanIssueCommandType , boolean checkCommandibility ) ;
private native boolean canCancelMorph_native ( long pointer ) ;
private native boolean canCancelMorph_native ( long pointer , boolean checkCommandibility ) ;
private native boolean canCancelResearch_native ( long pointer ) ;
private native boolean canCancelResearch_native ( long pointer , boolean checkCommandibility ) ;
private native boolean canCancelUpgrade_native ( long pointer ) ;
private native boolean canCancelUpgrade_native ( long pointer , boolean checkCommandibility ) ;
private native boolean canUseTechWithOrWithoutTarget_native ( long pointer ) ;
private native boolean canUseTechWithOrWithoutTarget_native ( long pointer , boolean checkCommandibility ) ;
private native boolean canUseTechWithOrWithoutTarget_native ( long pointer , TechType tech , boolean checkCanIssueCommandType ) ;
private native boolean canUseTechWithOrWithoutTarget_native ( long pointer , TechType tech ) ;
private native boolean canUseTechWithOrWithoutTarget_native ( long pointer , TechType tech , boolean checkCanIssueCommandType , boolean checkCommandibility ) ;
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private native boolean canUseTech_native ( long pointer , TechType tech , Position target , boolean checkCanTargetUnit , boolean checkTargetsType , boolean checkCanIssueCommandType ) ;
private native boolean canUseTech_native ( long pointer , TechType tech , Unit target , boolean checkCanTargetUnit , boolean checkTargetsType , boolean checkCanIssueCommandType ) ;
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private native boolean canUseTech_native ( long pointer , TechType tech , PositionOrUnit target , boolean checkCanTargetUnit , boolean checkTargetsType , boolean checkCanIssueCommandType ) ;
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private native boolean canUseTech_native ( long pointer , TechType tech , Position target , boolean checkCanTargetUnit , boolean checkTargetsType ) ;
private native boolean canUseTech_native ( long pointer , TechType tech , Unit target , boolean checkCanTargetUnit , boolean checkTargetsType ) ;
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private native boolean canUseTech_native ( long pointer , TechType tech , PositionOrUnit target , boolean checkCanTargetUnit , boolean checkTargetsType ) ;
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private native boolean canUseTech_native ( long pointer , TechType tech , Position target , boolean checkCanTargetUnit ) ;
private native boolean canUseTech_native ( long pointer , TechType tech , Unit target , boolean checkCanTargetUnit ) ;
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private native boolean canUseTech_native ( long pointer , TechType tech , PositionOrUnit target , boolean checkCanTargetUnit ) ;
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private native boolean canUseTech_native ( long pointer , TechType tech , Position target ) ;
private native boolean canUseTech_native ( long pointer , TechType tech , Unit target ) ;
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private native boolean canUseTech_native ( long pointer , TechType tech , PositionOrUnit target ) ;
private native boolean canUseTech_native ( long pointer , TechType tech ) ;
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private native boolean canUseTech_native ( long pointer , TechType tech , Position target , boolean checkCanTargetUnit , boolean checkTargetsType , boolean checkCanIssueCommandType , boolean checkCommandibility ) ;
private native boolean canUseTech_native ( long pointer , TechType tech , Unit target , boolean checkCanTargetUnit , boolean checkTargetsType , boolean checkCanIssueCommandType , boolean checkCommandibility ) ;
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private native boolean canUseTech_native ( long pointer , TechType tech , PositionOrUnit target , boolean checkCanTargetUnit , boolean checkTargetsType , boolean checkCanIssueCommandType , boolean checkCommandibility ) ;
private native boolean canUseTechWithoutTarget_native ( long pointer , TechType tech , boolean checkCanIssueCommandType ) ;
private native boolean canUseTechWithoutTarget_native ( long pointer , TechType tech ) ;
private native boolean canUseTechWithoutTarget_native ( long pointer , TechType tech , boolean checkCanIssueCommandType , boolean checkCommandibility ) ;
private native boolean canUseTechUnit_native ( long pointer , TechType tech , boolean checkCanIssueCommandType ) ;
private native boolean canUseTechUnit_native ( long pointer , TechType tech ) ;
private native boolean canUseTechUnit_native ( long pointer , TechType tech , boolean checkCanIssueCommandType , boolean checkCommandibility ) ;
private native boolean canUseTechUnit_native ( long pointer , TechType tech , Unit targetUnit , boolean checkCanTargetUnit , boolean checkTargetsUnits , boolean checkCanIssueCommandType ) ;
private native boolean canUseTechUnit_native ( long pointer , TechType tech , Unit targetUnit , boolean checkCanTargetUnit , boolean checkTargetsUnits ) ;
private native boolean canUseTechUnit_native ( long pointer , TechType tech , Unit targetUnit , boolean checkCanTargetUnit ) ;
private native boolean canUseTechUnit_native ( long pointer , TechType tech , Unit targetUnit ) ;
private native boolean canUseTechUnit_native ( long pointer , TechType tech , Unit targetUnit , boolean checkCanTargetUnit , boolean checkTargetsUnits , boolean checkCanIssueCommandType , boolean checkCommandibility ) ;
private native boolean canUseTechPosition_native ( long pointer , TechType tech , boolean checkCanIssueCommandType ) ;
private native boolean canUseTechPosition_native ( long pointer , TechType tech ) ;
private native boolean canUseTechPosition_native ( long pointer , TechType tech , boolean checkCanIssueCommandType , boolean checkCommandibility ) ;
private native boolean canUseTechPosition_native ( long pointer , TechType tech , Position target , boolean checkTargetsPositions , boolean checkCanIssueCommandType ) ;
private native boolean canUseTechPosition_native ( long pointer , TechType tech , Position target , boolean checkTargetsPositions ) ;
private native boolean canUseTechPosition_native ( long pointer , TechType tech , Position target ) ;
private native boolean canUseTechPosition_native ( long pointer , TechType tech , Position target , boolean checkTargetsPositions , boolean checkCanIssueCommandType , boolean checkCommandibility ) ;
private native boolean canPlaceCOP_native ( long pointer ) ;
private native boolean canPlaceCOP_native ( long pointer , boolean checkCommandibility ) ;
private native boolean canPlaceCOP_native ( long pointer , TilePosition target , boolean checkCanIssueCommandType ) ;
private native boolean canPlaceCOP_native ( long pointer , TilePosition target ) ;
private native boolean canPlaceCOP_native ( long pointer , TilePosition target , boolean checkCanIssueCommandType , boolean checkCommandibility ) ;
}