728 lines
33 KiB
C
728 lines
33 KiB
C
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#pragma once
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#include <list>
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#include <BWAPI/Order.h>
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#include <BWAPI/TechType.h>
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#include <BWAPI/UpgradeType.h>
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#include <BWAPI/UnitType.h>
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#include <BWAPI/Position.h>
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#include <BWAPI/Region.h>
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#include <BWAPI/TilePosition.h>
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#include <BWAPI/UnitCommand.h>
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#include <BWAPI/Client/UnitData.h>
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namespace BWAPI
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{
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class Player;
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/** The Unit class is used to get information about individual units as well as issue orders to units. Each
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* unit in the game has a unique Unit object, and Unit objects are not deleted until the end of the match
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* (so you don't need to worry about unit pointers becoming invalid).
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*
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* Every Unit in the game is either accessible or inaccessible. To determine if an AI can access a
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* particular unit, BWAPI checks to see if Flag::CompleteMapInformation? is enabled. So there are two cases
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* to consider - either the flag is enabled, or it is disabled:
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*
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* If Flag::CompleteMapInformation? is disabled, then a unit is accessible if and only if it is visible.
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* Note also that some properties of visible enemy units will not be made available to the AI (such as the
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* contents of visible enemy dropships). If a unit is not visible, Unit::exists will return false,
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* regardless of whether or not the unit exists. This is because absolutely no state information on
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* invisible enemy units is made available to the AI. To determine if an enemy unit has been destroyed, the
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* AI must watch for AIModule::onUnitDestroy messages from BWAPI, which is only called for visible units
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* which get destroyed.
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*
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* If Flag::CompleteMapInformation? is enabled, then all units that exist in the game are accessible, and
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* Unit::exists is accurate for all units. Similarly AIModule::onUnitDestroy messages are generated for all
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* units that get destroyed, not just visible ones.
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*
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* If a Unit is not accessible, in general the only the getInitial__ functions will be available to the AI.
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* However for units that were owned by the player, getPlayer and getType will continue to work for units
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* that have been destroyed. */
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class Unit
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{
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protected:
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virtual ~Unit() {};
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public:
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/** Returns a unique ID for this unit. It simply casts the unit's address as an integer, since each unit
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* has a unique address. */
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virtual int getID() const = 0;
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/** Returns the unit ID that is used in a replay (*.rep) file's action recordings. */
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virtual int getReplayID() const = 0;
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/** Returns a pointer to the player that owns this unit. */
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virtual Player* getPlayer() const = 0;
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/** Returns the current type of the unit. */
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virtual UnitType getType() const = 0;
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/** Returns the position of the unit on the map. */
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virtual Position getPosition() const = 0;
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/** Returns the build tile position of the unit on the map. Useful if the unit is a building. The tile
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* position is of the top left corner of the building. */
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virtual TilePosition getTilePosition() const = 0;
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/** Returns the direction the unit is facing, measured in radians. An angle of 0 means the unit is
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* facing east. */
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virtual double getAngle() const = 0;
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/** Returns the x component of the unit's velocity, measured in pixels per frame. */
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virtual double getVelocityX() const = 0;
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/** Returns the y component of the unit's velocity, measured in pixels per frame. */
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virtual double getVelocityY() const = 0;
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/** Returns the region that this unit is currently in. */
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virtual BWAPI::Region *getRegion() const = 0;
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/** Returns the X coordinate of the left side of the unit. */
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virtual int getLeft() const = 0;
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/** Returns the Y coordinate of the top side of the unit. */
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virtual int getTop() const = 0;
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/** Returns the X coordinate of the right side of the unit. */
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virtual int getRight() const = 0;
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/** Returns the Y coordinate of the bottom side of the unit. */
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virtual int getBottom() const = 0;
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/** Returns the unit's current amount of hit points. */
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virtual int getHitPoints() const = 0;
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/** Returns the unit's current amount of shields. */
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virtual int getShields() const = 0;
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/** Returns the unit's current amount of energy. */
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virtual int getEnergy() const = 0;
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/** Returns the unit's current amount of containing resources. Useful for determining how much minerals
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* are left in a mineral patch, or how much gas is left in a geyser
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* (can also be called on a refinery/assimilator/extractor). */
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virtual int getResources() const = 0;
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/** Retrieves the group ID of a resource. Can be used to identify which resources belong to an expansion. */
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virtual int getResourceGroup() const = 0;
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/** Returns the edge-to-edge distance between the current unit and the target unit. */
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virtual int getDistance(Unit* target) const = 0;
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/** Returns the distance from the edge of the current unit to the target position. */
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virtual int getDistance(Position target) const = 0;
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/** Returns true if the unit is able to move to the target unit */
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virtual bool hasPath(Unit* target) const = 0;
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/** Returns true if the unit is able to move to the target position */
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virtual bool hasPath(Position target) const = 0;
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/** Returns the frame of the last successful command. Frame is comparable to Game::getFrameCount(). */
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virtual int getLastCommandFrame() const = 0;
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/** Returns the last successful command. */
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virtual UnitCommand getLastCommand() const = 0;
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/** Returns the player that last attacked this unit. */
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virtual BWAPI::Player *getLastAttackingPlayer() const = 0;
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/** Returns the player's current upgrade level for the given upgrade, if the unit is affected by this
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* upgrade.*/
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virtual int getUpgradeLevel(UpgradeType upgrade) const = 0;
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/** Returns the initial type of the unit or Unknown if it wasn't a neutral unit at the beginning of the
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* game. */
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virtual UnitType getInitialType() const = 0;
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/** Returns the initial position of the unit on the map, or Positions::Unknown if the unit wasn't a
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* neutral unit at the beginning of the game. */
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virtual Position getInitialPosition() const = 0;
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/** Returns the initial build tile position of the unit on the map, or TilePositions::Unknown if the
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* unit wasn't a neutral unit at the beginning of the game. The tile position is of the top left corner
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* of the building. */
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virtual TilePosition getInitialTilePosition() const = 0;
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/** Returns the unit's initial amount of hit points, or 0 if it wasn't a neutral unit at the beginning
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* of the game. */
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virtual int getInitialHitPoints() const = 0;
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/** Returns the unit's initial amount of containing resources, or 0 if the unit wasn't a neutral unit
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* at the beginning of the game. */
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virtual int getInitialResources() const = 0;
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/** Returns the unit's current kill count. */
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virtual int getKillCount() const = 0;
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/** Returns the unit's acid spore count. */
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virtual int getAcidSporeCount() const = 0;
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/** Returns the number of interceptors the Protoss Carrier has. */
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virtual int getInterceptorCount() const = 0;
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/** Returns the number of scarabs in the Protoss Reaver. */
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virtual int getScarabCount() const = 0;
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/** Returns the number of spider mines in the Terran Vulture. */
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virtual int getSpiderMineCount() const = 0;
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/** Returns unit's ground weapon cooldown. It is 0 if the unit is ready to attack. */
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virtual int getGroundWeaponCooldown() const = 0;
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/** Returns unit's air weapon cooldown. It is 0 if the unit is ready to attack. */
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virtual int getAirWeaponCooldown() const = 0;
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/** Returns unit's ground weapon cooldown. It is 0 if the unit is ready cast a spell. */
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virtual int getSpellCooldown() const = 0;
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/** Returns the remaining hit points of the defense matrix. Initially a defense Matrix has 250 points.
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* \see Unit::getDefenseMatrixTimer, Unit::isDefenseMatrixed. */
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virtual int getDefenseMatrixPoints() const = 0;
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/** Returns the time until the defense matrix wears off. 0 -> No defense Matrix present. */
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virtual int getDefenseMatrixTimer() const = 0;
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/** Returns the time until the ensnare effect wears off. 0 -> No ensnare effect present. */
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virtual int getEnsnareTimer() const = 0;
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/** Returns the time until the radiation wears off. 0 -> No radiation present. */
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virtual int getIrradiateTimer() const = 0;
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/** Returns the time until the lockdown wears off. 0 -> No lockdown present. */
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virtual int getLockdownTimer() const = 0;
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/** Returns the time until the maelstrom wears off. 0 -> No maelstrom present. */
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virtual int getMaelstromTimer() const = 0;
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// TODO: add doc
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virtual int getOrderTimer() const = 0;
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/** Returns the time until the plague wears off. 0 -> No plague present. */
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virtual int getPlagueTimer() const = 0;
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/** Returns the amount of time until the unit is removed, or 0 if the unit does not have a remove timer.
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* Used to determine how much time remains before hallucinated units, dark swarm, etc have until they
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* are removed. */
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virtual int getRemoveTimer() const = 0;
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/** Returns the time until the stasis field wears off. 0 -> No stasis field present. */
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virtual int getStasisTimer() const = 0;
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/** Returns the time until the stimpack wears off. 0 -> No stimpack boost present. */
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virtual int getStimTimer() const = 0;
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/** Returns the building type a worker is about to construct. If the unit is a morphing Zerg unit or an
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* incomplete building, this returns the UnitType the unit is about to become upon completion.*/
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virtual UnitType getBuildType() const = 0;
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/** Returns the list of units queued up to be trained.
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* \see Unit::train, Unit::cancelTrain, Unit::isTraining. */
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virtual std::list<UnitType > getTrainingQueue() const = 0;
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/** Returns the tech that the unit is currently researching. If the unit is not researching anything,
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* TechTypes::None is returned.
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* \see Unit::research, Unit::cancelResearch, Unit::isResearching, Unit::getRemainingResearchTime. */
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virtual TechType getTech() const = 0;
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/** Returns the upgrade that the unit is currently upgrading. If the unit is not upgrading anything,
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* UpgradeTypes::None is returned.
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* \see Unit::upgrade, Unit::cancelUpgrade, Unit::isUpgrading, Unit::getRemainingUpgradeTime. */
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virtual UpgradeType getUpgrade() const = 0;
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/** Returns the remaining build time of a unit/building that is being constructed. */
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virtual int getRemainingBuildTime() const = 0;
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/** Returns the remaining time of the unit that is currently being trained. If the unit is a Hatchery,
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* Lair, or Hive, this returns the amount of time until the next larva spawns, or 0 if the unit already
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* has 3 larva. */
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virtual int getRemainingTrainTime() const = 0;
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/** Returns the amount of time until the unit is done researching its current tech. If the unit is not
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* researching anything, 0 is returned.
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* \see Unit::research, Unit::cancelResearch, Unit::isResearching, Unit::getTech. */
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virtual int getRemainingResearchTime() const = 0;
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/** Returns the amount of time until the unit is done upgrading its current upgrade. If the unit is not
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* upgrading anything, 0 is returned.
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* \see Unit::upgrade, Unit::cancelUpgrade, Unit::isUpgrading, Unit::getUpgrade. */
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virtual int getRemainingUpgradeTime() const = 0;
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/** If the unit is an SCV that is constructing a building, this will return the building it is
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* constructing. If the unit is a Terran building that is being constructed, this will return the SCV
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* that is constructing it. */
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virtual Unit* getBuildUnit() const = 0;
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/** Generally returns the appropriate target unit after issuing an order that accepts a target unit
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* (i.e. attack, repair, gather, follow, etc.). To check for a target that has been acquired
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* automatically (without issuing an order) see getOrderTarget. */
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virtual Unit* getTarget() const = 0;
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/** Returns the target position the unit is moving to (provided a valid path to the target position
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* exists). */
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virtual Position getTargetPosition() const = 0;
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// TODO: add doc
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virtual Order getOrder() const = 0;
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virtual Order getSecondaryOrder() const = 0;
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/** This is usually set when the low level unit AI acquires a new target automatically. For example if
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* an enemy probe comes in range of your marine, the marine will start attacking it, and getOrderTarget
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* will be set in this case, but not getTarget. */
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virtual Unit* getOrderTarget() const = 0;
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/** Returns the target position for the units order. For example for the move order getTargetPosition
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* returns the end of the units path but this returns the location the unit is trying to move to. */
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virtual Position getOrderTargetPosition() const = 0;
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/** Returns the position the building is rallied to. If the building does not produce units,
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* Positions::None is returned.
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* \see Unit::setRallyPoint, Unit::getRallyUnit. */
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virtual Position getRallyPosition() const = 0;
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/** Returns the unit the building is rallied to. If the building is not rallied to any unit, NULL is
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* returned.
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* \see Unit::setRallyPoint, Unit::getRallyPosition. */
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virtual Unit* getRallyUnit() const = 0;
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/** Returns the add-on of this unit, or NULL if the unit doesn't have an add-on. */
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virtual Unit* getAddon() const = 0;
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/** Returns the corresponding connected nydus canal of this unit, or NULL if the unit does not have a
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* connected nydus canal. */
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virtual Unit* getNydusExit() const = 0;
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/** Returns the power up the unit is holding, or NULL if the unit is not holding a power up */
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virtual Unit* getPowerUp() const = 0;
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/** Returns the dropship, shuttle, overlord, or bunker that is this unit is loaded in to. */
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virtual Unit* getTransport() const = 0;
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/** Returns a list of the units loaded into a Terran Bunker, Terran Dropship, Protoss Shuttle, or Zerg
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* Overlord. */
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virtual std::set<Unit*> getLoadedUnits() const = 0;
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/** For Protoss Interceptors, this returns the Carrier unit this Interceptor is controlled by. For all
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* other unit types this function returns NULL. */
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virtual Unit* getCarrier() const = 0;
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/** Returns the set of interceptors controlled by this unit. If the unit has no interceptors, or is not
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* a Carrier, this function returns an empty set. */
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virtual std::set<Unit*> getInterceptors() const = 0;
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/** For Zerg Larva, this returns the Hatchery, Lair, or Hive unit this Larva was spawned from. For all
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* other unit types this function returns NULL. */
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virtual Unit* getHatchery() const = 0;
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/** Returns the set of larva spawned by this unit. If the unit has no larva, or is not a Hatchery, Lair,
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* or Hive, this function returns an empty set. Equivalent to clicking "Select Larva" from the Starcraft
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* GUI. */
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virtual std::set<Unit*> getLarva() const = 0;
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/** Returns the set of units within the given radius of this unit */
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virtual std::set<Unit*>& getUnitsInRadius(int radius) const = 0;
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/** Returns the set of units within weapon range of this unit. */
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virtual std::set<Unit*>& getUnitsInWeaponRange(WeaponType weapon) const = 0;
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/** Returns the unit's custom client info. The client is responsible for deallocation. */
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virtual void* getClientInfo() const = 0;
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/** Sets the unit's custom client info. The client is responsible for deallocation. */
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virtual void setClientInfo(void* clientinfo) = 0;
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/**
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* 3 cases to consider:
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*
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* - If exists() returns true, the unit exists.
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* - If exists() returns false and the unit is owned by self(), then the unit does not exist.
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* - If exists() returns false and the unit is not owned by self(), then the unit may or may not exist.
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*
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* \see Unit::isVisible.
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* */
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virtual bool exists() const = 0;
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/* Returns true if the Nuclear Missile Silo has a nuke */
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virtual bool hasNuke() const = 0;
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/** Returns true if the unit is currently accelerating. */
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virtual bool isAccelerating() const = 0;
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// TODO: add doc
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virtual bool isAttacking() const = 0;
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virtual bool isAttackFrame() const = 0;
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/** Returns true if the unit is being constructed. Always true for incomplete Protoss and Zerg
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* buildings, and true for incomplete Terran buildings that have an SCV constructing them. If the SCV
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* halts construction, isBeingConstructed will return false.
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*
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* \see Unit::build, Unit::cancelConstruction, Unit::haltConstruction, Unit::isConstructing. */
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virtual bool isBeingConstructed() const = 0;
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/** Returns true if the unit is a mineral patch or refinery that is being gathered. */
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virtual bool isBeingGathered() const = 0;
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/** Returns true if the unit is currently being healed by a Terran Medic, or repaired by a Terran SCV. */
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virtual bool isBeingHealed() const = 0;
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/** Returns true if the unit is currently blind from a Medic's Optical Flare. */
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virtual bool isBlind() const = 0;
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/** Returns true if the unit is currently braking/slowing down. */
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virtual bool isBraking() const = 0;
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/** Returns true if the unit is a Zerg unit that is current burrowed.
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* \see Unit::burrow, Unit::unburrow. */
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virtual bool isBurrowed() const = 0;
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/** Returns true if the unit is a worker that is carrying gas.
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* \see Unit::returnCargo, Unit::isGatheringGas. */
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virtual bool isCarryingGas() const = 0;
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/** Returns true if the unit is a worker that is carrying minerals.
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* \see Unit::returnCargo, Unit::isGatheringMinerals. */
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virtual bool isCarryingMinerals() const = 0;
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/** Returns true if the unit is cloaked.
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* \see Unit::cloak, Unit::decloak. */
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virtual bool isCloaked() const = 0;
|
||
|
|
||
|
/** Returns true if the unit has been completed. */
|
||
|
virtual bool isCompleted() const = 0;
|
||
|
|
||
|
/** Returns true when a unit has been issued an order to build a structure and is moving to the build
|
||
|
* location. Also returns true for Terran SCVs while they construct a building.
|
||
|
* \see Unit::build, Unit::cancelConstruction, Unit::haltConstruction, Unit::isBeingConstructed. */
|
||
|
virtual bool isConstructing() const = 0;
|
||
|
|
||
|
/** Returns true if the unit has a defense matrix from a Terran Science Vessel. */
|
||
|
virtual bool isDefenseMatrixed() const = 0;
|
||
|
|
||
|
/** Returns true if the unit is detected. */
|
||
|
virtual bool isDetected() const = 0;
|
||
|
|
||
|
/** Returns true if the unit has been ensnared by a Zerg Queen. */
|
||
|
virtual bool isEnsnared() const = 0;
|
||
|
|
||
|
/** Returns true if the unit is following another unit.
|
||
|
* \see Unit::follow, Unit::getTarget. */
|
||
|
virtual bool isFollowing() const = 0;
|
||
|
|
||
|
/** Returns true if the unit is in one of the four states for gathering gas (MoveToGas, WaitForGas,
|
||
|
* HarvestGas, ReturnGas).
|
||
|
* \see Unit::isCarryingGas. */
|
||
|
virtual bool isGatheringGas() const = 0;
|
||
|
|
||
|
/** Returns true if the unit is in one of the four states for gathering minerals (MoveToMinerals,
|
||
|
* WaitForMinerals, MiningMinerals, ReturnMinerals).
|
||
|
* \see Unit::isCarryingMinerals. */
|
||
|
virtual bool isGatheringMinerals() const = 0;
|
||
|
|
||
|
/** Returns true for hallucinated units, false for normal units. Returns true for hallucinated enemy
|
||
|
* units only if Complete Map Information is enabled.
|
||
|
* \see Unit::getRemoveTimer. */
|
||
|
virtual bool isHallucination() const = 0;
|
||
|
|
||
|
/** Returns true if the unit is holding position
|
||
|
* \see Unit::holdPosition. */
|
||
|
virtual bool isHoldingPosition() const = 0;
|
||
|
|
||
|
/** Returns true if the unit is not doing anything.
|
||
|
* \see Unit::stop. */
|
||
|
virtual bool isIdle() const = 0;
|
||
|
|
||
|
/** Returns true if the unit can be interrupted. */
|
||
|
virtual bool isInterruptible() const = 0;
|
||
|
|
||
|
/** Returns true if the unit is invincible. */
|
||
|
virtual bool isInvincible() const = 0;
|
||
|
|
||
|
/** Returns true if the unit can attack a specified target from its current position. */
|
||
|
virtual bool isInWeaponRange(Unit *target) const = 0;
|
||
|
|
||
|
/** Returns true if the unit is being irradiated by a Terran Science Vessel.
|
||
|
* \see Unit::getIrradiateTimer. */
|
||
|
virtual bool isIrradiated() const = 0;
|
||
|
|
||
|
/** Returns true if the unit is a Terran building that is currently lifted off the ground.
|
||
|
* \see Unit::lift,Unit::land. */
|
||
|
virtual bool isLifted() const = 0;
|
||
|
|
||
|
/** Return true if the unit is loaded into a Terran Bunker, Terran Dropship, Protoss Shuttle, or Zerg
|
||
|
* Overlord.
|
||
|
* \see Unit::load, Unit::unload, Unit::unloadAll. */
|
||
|
virtual bool isLoaded() const = 0;
|
||
|
|
||
|
/** Returns true if the unit is locked down by a Terran Ghost.
|
||
|
* \see Unit::getLockdownTimer. */
|
||
|
virtual bool isLockedDown() const = 0;
|
||
|
|
||
|
/** Returns true if the unit is being maelstrommed.
|
||
|
* \see Unit::getMaelstromTimer. */
|
||
|
virtual bool isMaelstrommed() const = 0;
|
||
|
|
||
|
/** Returns true if the unit is a zerg unit that is morphing.
|
||
|
* \see Unit::morph, Unit::cancelMorph, Unit::getBuildType, Unit::getRemainingBuildTime. */
|
||
|
virtual bool isMorphing() const = 0;
|
||
|
|
||
|
/** Returns true if the unit is moving.
|
||
|
* \see Unit::attack, Unit::stop. */
|
||
|
virtual bool isMoving() const = 0;
|
||
|
|
||
|
/** Returns true if the unit has been parasited by some other player. */
|
||
|
virtual bool isParasited() const = 0;
|
||
|
|
||
|
/** Returns true if the unit is patrolling between two positions.
|
||
|
* \see Unit::patrol. */
|
||
|
virtual bool isPatrolling() const = 0;
|
||
|
|
||
|
/** Returns true if the unit has been plagued by a Zerg Defiler.
|
||
|
* \see Unit::getPlagueTimer. */
|
||
|
virtual bool isPlagued() const = 0;
|
||
|
|
||
|
/** Returns true if the unit is a Terran SCV that is repairing or moving to repair another unit. */
|
||
|
virtual bool isRepairing() const = 0;
|
||
|
|
||
|
/** Returns true if the unit is a building that is researching tech. See TechTypes for the complete list
|
||
|
* of available techs in Broodwar.
|
||
|
* \see Unit::research, Unit::cancelResearch, Unit::getTech, Unit::getRemainingResearchTime. */
|
||
|
virtual bool isResearching() const = 0;
|
||
|
|
||
|
/** Returns true if the unit has been selected by the user via the starcraft GUI. Only available if you
|
||
|
* enable Flag::UserInput during AIModule::onStart.
|
||
|
* \see Game::getSelectedUnits. */
|
||
|
virtual bool isSelected() const = 0;
|
||
|
|
||
|
/** Returns true if the unit is a Terran Siege Tank that is currently in Siege mode.
|
||
|
* \see Unit::siege, Unit::unsiege. */
|
||
|
virtual bool isSieged() const = 0;
|
||
|
|
||
|
/** Returns true if the unit is starting to attack.
|
||
|
* \see Unit::attackUnit, Unit::getGroundWeaponCooldown, Unit::getAirWeaponCooldown. */
|
||
|
virtual bool isStartingAttack() const = 0;
|
||
|
|
||
|
/** Returns true if the unit has been stasised by a Protoss Arbiter.
|
||
|
* \see Unit::getStasisTimer. */
|
||
|
virtual bool isStasised() const = 0;
|
||
|
|
||
|
/** Returns true if the unit is currently stimmed.
|
||
|
* \see Unit::getStimTimer. */
|
||
|
virtual bool isStimmed() const = 0;
|
||
|
|
||
|
/** Returns true if the unit is being pushed off of another unit */
|
||
|
virtual bool isStuck() const = 0;
|
||
|
|
||
|
/** Returns true if the unit is training units (i.e. a Barracks training Marines).
|
||
|
* \see Unit::train, Unit::getTrainingQueue, Unit::cancelTrain, Unit::getRemainingTrainTime. */
|
||
|
virtual bool isTraining() const = 0;
|
||
|
|
||
|
/** Returns true if the unit was recently attacked. */
|
||
|
virtual bool isUnderAttack() const = 0;
|
||
|
|
||
|
/** Returns true if the unit is under a Dark Swarm. */
|
||
|
virtual bool isUnderDarkSwarm() const = 0;
|
||
|
|
||
|
/** Returns true if the unit is under a Disruption Web. */
|
||
|
virtual bool isUnderDisruptionWeb() const = 0;
|
||
|
|
||
|
/** Returns true if the unit is under a Protoss Psionic Storm. */
|
||
|
virtual bool isUnderStorm() const = 0;
|
||
|
|
||
|
/** Returns true if the unit is a Protoss building that is unpowered because no pylons are in range. */
|
||
|
virtual bool isUnpowered() const = 0;
|
||
|
|
||
|
/** Returns true if the unit is a building that is upgrading. See UpgradeTypes for the complete list
|
||
|
* of available upgrades in Broodwar.
|
||
|
* \see Unit::upgrade, Unit::cancelUpgrade, Unit::getUpgrade, Unit::getRemainingUpgradeTime. */
|
||
|
virtual bool isUpgrading() const = 0;
|
||
|
|
||
|
/** Returns true if the unit is visible. If the CompleteMapInformation? cheat flag is enabled, existing
|
||
|
* units hidden by the fog of war will be accessible, but isVisible will still return false.
|
||
|
* \see Unit::exists. */
|
||
|
virtual bool isVisible() const = 0;
|
||
|
virtual bool isVisible(Player* player) const = 0;
|
||
|
|
||
|
/** Returns true if the unit is able to execute the given command, or false if there is an error */
|
||
|
virtual bool canIssueCommand(UnitCommand command) const = 0;
|
||
|
|
||
|
/** Issues the give unit command, or returns false if there is an error */
|
||
|
virtual bool issueCommand(UnitCommand command) = 0;
|
||
|
|
||
|
/** Orders the unit to attack move to the specified location. */
|
||
|
virtual bool attack(Position target, bool shiftQueueCommand = false) = 0;
|
||
|
|
||
|
/** Orders the unit to attack the specified unit. */
|
||
|
virtual bool attack(Unit* target, bool shiftQueueCommand = false) = 0;
|
||
|
|
||
|
/** Orders the unit to build the given unit type at the given position. Note that if the player does not
|
||
|
* have enough resources when the unit attempts to place the building down, the order will fail. The
|
||
|
* tile position specifies where the top left corner of the building will be placed. */
|
||
|
virtual bool build(TilePosition target, UnitType type) = 0;
|
||
|
|
||
|
/** Orders the unit to build the given addon. The unit must be a Terran building that can have an addon
|
||
|
* and the specified unit type must be an addon unit type. */
|
||
|
virtual bool buildAddon(UnitType type) = 0;
|
||
|
|
||
|
/** Orders this unit to add the specified unit type to the training queue. Note that the player must
|
||
|
* have sufficient resources to train. If you wish to make units from a hatchery, use getLarva to get
|
||
|
* the larva associated with the hatchery and then call morph on the larva you want to morph. This
|
||
|
* command can also be used to make interceptors and scarabs. */
|
||
|
virtual bool train(UnitType type) = 0;
|
||
|
|
||
|
/** Orders the unit to morph into the specified unit type. Returns false if given a wrong type.
|
||
|
* \see Unit::cancelMorph, Unit::isMorphing. */
|
||
|
virtual bool morph(UnitType type) = 0;
|
||
|
|
||
|
/** Orders the unit to research the given tech type.
|
||
|
* \see Unit::cancelResearch, Unit::Unit#isResearching, Unit::getRemainingResearchTime, Unit::getTech. */
|
||
|
virtual bool research(TechType tech) = 0;
|
||
|
|
||
|
/** Orders the unit to upgrade the given upgrade type.
|
||
|
* \see Unit::cancelUpgrade, Unit::Unit#isUpgrading, Unit::getRemainingUpgradeTime, Unit::getUpgrade. */
|
||
|
virtual bool upgrade(UpgradeType upgrade) = 0;
|
||
|
|
||
|
/** Orders the unit to set its rally position to the specified position.
|
||
|
* \see Unit::getRallyPosition, Unit::getRallyUnit. */
|
||
|
virtual bool setRallyPoint(Position target) = 0;
|
||
|
|
||
|
/** Orders the unit to set its rally unit to the specified unit.
|
||
|
* \see Unit::setRallyPosition, Unit::getRallyPosition, Unit::getRallyUnit. */
|
||
|
virtual bool setRallyPoint(Unit* target) = 0;
|
||
|
|
||
|
/** Orders the unit to move from its current position to the specified position.
|
||
|
* \see Unit::isMoving. */
|
||
|
virtual bool move(Position target, bool shiftQueueCommand = false) = 0;
|
||
|
|
||
|
/** Orders the unit to patrol between its current position and the specified position.
|
||
|
* \see Unit::isPatrolling. */
|
||
|
virtual bool patrol(Position target, bool shiftQueueCommand = false) = 0;
|
||
|
|
||
|
/** Orders the unit to hold its position.*/
|
||
|
virtual bool holdPosition(bool shiftQueueCommand = false) = 0;
|
||
|
|
||
|
/** Orders the unit to stop. */
|
||
|
virtual bool stop(bool shiftQueueCommand = false) = 0;
|
||
|
|
||
|
/** Orders the unit to follow the specified unit.
|
||
|
* \see Unit::isFollowing. */
|
||
|
virtual bool follow(Unit* target, bool shiftQueueCommand = false) = 0;
|
||
|
|
||
|
/** Orders the unit to gather the specified unit (must be mineral or refinery type).
|
||
|
* \see Unit::isGatheringGas, Unit::isGatheringMinerals. */
|
||
|
virtual bool gather(Unit* target, bool shiftQueueCommand = false) = 0;
|
||
|
|
||
|
/** 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.
|
||
|
* \see Unit::isCarryingGas, Unit::isCarryingMinerals. */
|
||
|
virtual bool returnCargo(bool shiftQueueCommand = false) = 0;
|
||
|
|
||
|
/** 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.
|
||
|
* \see Unit::isRepairing. */
|
||
|
virtual bool repair(Unit* target, bool shiftQueueCommand = false) = 0;
|
||
|
|
||
|
/** Orders the unit to burrow. Either the unit must be a Zerg Lurker, or the unit must be a Zerg ground
|
||
|
* unit and burrow tech must be researched.
|
||
|
* \see: Unit::unburrow, Unit::isBurrowed. */
|
||
|
virtual bool burrow() = 0;
|
||
|
|
||
|
/** Orders the burrowed unit to unburrow.
|
||
|
* \see: Unit::burrow, Unit::isBurrowed.
|
||
|
* */
|
||
|
virtual bool unburrow() = 0;
|
||
|
|
||
|
/** Orders the unit to cloak.
|
||
|
* \see: Unit::decloak, Unit::isCloaked. */
|
||
|
virtual bool cloak() = 0;
|
||
|
|
||
|
/** Orders the unit to decloak.
|
||
|
* \see: Unit::cloak, Unit::isCloaked. */
|
||
|
virtual bool decloak() = 0;
|
||
|
|
||
|
/** Orders the unit to siege. Note: unit must be a Terran siege tank.
|
||
|
* \see Unit::unsiege, Unit::isSieged. */
|
||
|
virtual bool siege() = 0;
|
||
|
|
||
|
/** Orders the unit to unsiege. Note: unit must be a Terran siege tank.
|
||
|
* \see: Unit::unsiege, Unit::isSieged. */
|
||
|
virtual bool unsiege() = 0;
|
||
|
|
||
|
/** Orders the unit to lift. Note: unit must be a Terran building that can be lifted.
|
||
|
* \see Unit::land, Unit::isLifted. */
|
||
|
virtual bool lift() = 0;
|
||
|
|
||
|
/** Orders the unit to land. Note: unit must be a Terran building that is currently lifted.
|
||
|
* \see Unit::lift, Unit::isLifted. */
|
||
|
virtual bool land(TilePosition target) = 0;
|
||
|
|
||
|
/** Orders the unit to load the target unit.
|
||
|
* \see Unit::unload, Unit::unloadAll, Unit::getLoadedUnits, Unit:isLoaded. */
|
||
|
virtual bool load(Unit* target, bool shiftQueueCommand = false) = 0;
|
||
|
|
||
|
/** Orders the unit to unload the target unit.
|
||
|
* \see Unit::load, Unit::unloadAll, Unit::getLoadedUnits, Unit:isLoaded. */
|
||
|
virtual bool unload(Unit* target) = 0;
|
||
|
|
||
|
/** Orders the unit to unload all loaded units at the unit's current position.
|
||
|
* \see Unit::load, Unit::unload, Unit::unloadAll, Unit::getLoadedUnits, Unit:isLoaded. */
|
||
|
virtual bool unloadAll(bool shiftQueueCommand = false) = 0;
|
||
|
|
||
|
/** Orders the unit to unload all loaded units at the specified location. Unit should be a Terran
|
||
|
* Dropship, Protoss Shuttle, or Zerg Overlord. If the unit is a Terran Bunker, the units will be
|
||
|
* unloaded right outside the bunker, like in the first version of unloadAll.
|
||
|
* \see Unit::load, Unit::unload, Unit::unloadAll, Unit::getLoadedUnits, Unit:isLoaded. */
|
||
|
virtual bool unloadAll(Position target, bool shiftQueueCommand = false) = 0;
|
||
|
|
||
|
/** Works like the right click in the GUI. */
|
||
|
virtual bool rightClick(Position target, bool shiftQueueCommand = false) = 0;
|
||
|
|
||
|
/** Works like the right click in the GUI. Right click on a mineral patch to order a worker to mine,
|
||
|
* right click on an enemy to attack it. */
|
||
|
virtual bool rightClick(Unit* target, bool shiftQueueCommand = false) = 0;
|
||
|
|
||
|
/** Orders the SCV to stop constructing the building, and the building is left in a partially complete
|
||
|
* state until it is canceled, destroyed, or completed.
|
||
|
* \see Unit::isConstructing. */
|
||
|
virtual bool haltConstruction() = 0;
|
||
|
|
||
|
/** Orders the building to stop being constructed.
|
||
|
* \see Unit::beingConstructed. */
|
||
|
virtual bool cancelConstruction() = 0;
|
||
|
|
||
|
/** Orders the unit to stop making the addon. */
|
||
|
virtual bool cancelAddon() = 0;
|
||
|
|
||
|
/** Orders the unit to remove the specified unit from its training queue.
|
||
|
* \see Unit::train, Unit::cancelTrain, Unit::isTraining, Unit::getTrainingQueue. */
|
||
|
virtual bool cancelTrain(int slot = -2) = 0;
|
||
|
|
||
|
/** Orders the unit to stop morphing.
|
||
|
* \see Unit::morph, Unit::isMorphing. */
|
||
|
virtual bool cancelMorph() = 0;
|
||
|
|
||
|
/** Orders the unit to cancel a research in progress.
|
||
|
* \see Unit::research, Unit::isResearching, Unit::getTech. */
|
||
|
virtual bool cancelResearch() = 0;
|
||
|
|
||
|
/** Orders the unit to cancel an upgrade in progress.
|
||
|
* \see Unit::upgrade, Unit::isUpgrading, Unit::getUpgrade. */
|
||
|
virtual bool cancelUpgrade() = 0;
|
||
|
|
||
|
/** Orders the unit to use a tech not requiring a target (ie Stim Pack). Returns true if it is a valid
|
||
|
* tech. */
|
||
|
virtual bool useTech(TechType tech) = 0;
|
||
|
|
||
|
/** Orders the unit to use a tech requiring a position target (ie Dark Swarm). Returns true if it is a
|
||
|
* valid tech.*/
|
||
|
virtual bool useTech(TechType tech, Position target) = 0;
|
||
|
|
||
|
/** Orders the unit to use a tech requiring a unit target (ie Irradiate). Returns true if it is a valid
|
||
|
* tech.*/
|
||
|
virtual bool useTech(TechType tech, Unit* target) = 0;
|
||
|
|
||
|
/** Moves a Flag Beacon to the target location. */
|
||
|
virtual bool placeCOP(TilePosition target) = 0;
|
||
|
|
||
|
};
|
||
|
}
|