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BWMirror-Generator/generated/bwapi/Unit.java

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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);
}