#pragma once #include #include #include #include #include #include namespace BWAPI { // Forwards class PlayerInterface; typedef PlayerInterface *Player; class Order; class TechType; class UpgradeType; class RegionInterface; typedef RegionInterface *Region; class UnitCommand; class UnitCommandType; class Unitset; class WeaponType; class UnitInterface; typedef UnitInterface *Unit; /// 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. class UnitInterface : public Interface { protected: virtual ~UnitInterface() {}; public: /// Retrieves a unique identifier for this unit. /// /// @returns An integer containing the unit's identifier. /// /// @see getReplayID virtual int getID() const = 0; /// 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. /// /// @retval true If the unit exists on the map and is visible according to BWAPI. /// @retval 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: /// 1. You own the unit. This means the unit is dead. /// 2. 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 isVisible, isCompleted virtual bool exists() const = 0; /// 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 getID virtual int getReplayID() const = 0; /// Retrieves the player that owns this unit. /// /// @retval Game::neutral() If the unit is a neutral unit or inaccessible. /// /// @returns The owning Player interface object. virtual Player getPlayer() const = 0; /// Retrieves the unit's type. /// /// @retval UnitTypes::Unknown if this unit is inaccessible or cannot be determined. /// @returns A UnitType objects representing the unit's type. /// /// @see getInitialType virtual UnitType getType() const = 0; /// Retrieves the unit's position from the upper left corner of the map in pixels. /// /// @retval Positions::Unknown if this unit is inaccessible. /// /// @returns Position object representing the unit's current position. /// /// @see getTilePosition, getInitialPosition virtual Position getPosition() const = 0; /// 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. /// /// @retval TilePositions::Unknown if this unit is inaccessible. /// /// @returns TilePosition object representing the unit's current tile position. /// /// @see getPosition, getInitialTilePosition TilePosition getTilePosition() const; /// 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. virtual double getAngle() const = 0; /// 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 getVelocityY virtual double getVelocityX() const = 0; /// 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 getVelocityX virtual double getVelocityY() const = 0; /// Retrieves the Region that the center of the unit is in. /// /// @retval nullptr If the unit is inaccessible. /// /// @returns The Region object that contains this unit. /// /// Example /// @code /// 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 /// } /// } /// @endcode /// @implies exists BWAPI::Region getRegion() const; /// 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 getTop, getRight, getBottom int getLeft() const; /// 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 getLeft, getRight, getBottom int getTop() const; /// 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 getLeft, getTop, getBottom int getRight() const; /// 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 getLeft, getTop, getRight int getBottom() const; /// 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 UnitType::maxHitPoints, getShields, getInitialHitPoints virtual int getHitPoints() const = 0; /// 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 UnitType::maxShields, getHitPoints virtual int getShields() const = 0; /// 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 UnitType::maxEnergy virtual int getEnergy() const = 0; /// 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 getInitialResources virtual int getResources() const = 0; /// 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. virtual int getResourceGroup() const = 0; /// 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. /// /// @param 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 /// \p target. int getDistance(PositionOrUnit target) const; /// 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. /// /// @note If the current unit is an air unit, then this function will always return true. /// /// @param target /// A Position or a Unit that is used to determine if this unit has a path to the target. /// /// @retval true If there is a path between this unit and the target. /// @retval false If the target is on a different piece of land than this one (such as an /// island). bool hasPath(PositionOrUnit target) const; /// 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 Game::getFrameCount, getLastCommand virtual int getLastCommandFrame() const = 0; /// Retrieves the last successful command that was sent to BWAPI. /// /// @returns A UnitCommand object containing information about the command that was processed. /// @see getLastCommandFrame virtual UnitCommand getLastCommand() const = 0; /// Retrieves the Player that last attacked this unit. /// /// @returns Player interface object representing the player that last attacked this unit. /// @retval nullptr If this unit was not attacked. /// @implies exists() virtual BWAPI::Player getLastAttackingPlayer() const = 0; /// 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. /// @retval UnitTypes::Unknown if this unit was not a static neutral unit in the beginning of /// the game. virtual UnitType getInitialType() const = 0; /// 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. /// @retval Positions::Unknown if this unit was not a static neutral unit in the beginning of /// the game. virtual Position getInitialPosition() const = 0; /// 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. /// @retval TilePositions::Unknown if this unit was not a static neutral unit in the beginning of /// the game. virtual TilePosition getInitialTilePosition() const = 0; /// 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. /// @retval 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 Game::getStaticNeutralUnits virtual int getInitialHitPoints() const = 0; /// 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. /// @retval 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 Game::getStaticNeutralUnits virtual int getInitialResources() const = 0; /// 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. virtual int getKillCount() const = 0; /// Retrieves the number of acid spores that this unit is inflicted with. /// /// @returns Number of acid spores on this unit. virtual int getAcidSporeCount() const = 0; /// Retrieves the number of interceptors that this unit manages. This function is only for the /// @Carrier. /// /// @returns Number of interceptors in this unit. virtual int getInterceptorCount() const = 0; /// 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. virtual int getScarabCount() const = 0; /// Retrieves the amount of @mines this unit has available. This function is only for the /// @Vulture. /// /// @returns Number of spider mines available for placement. virtual int getSpiderMineCount() const = 0; /// 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. virtual int getGroundWeaponCooldown() const = 0; /// 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. virtual int getAirWeaponCooldown() const = 0; /// 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. virtual int getSpellCooldown() const = 0; /// Retrieves the amount of hit points remaining on the @matrix created by a @Science_Vessel. /// The @matrix ability starts with 250 hit points when it is used. /// /// @returns Number of hit points remaining on this unit's @matrix. /// /// @see getDefenseMatrixTimer, isDefenseMatrixed virtual int getDefenseMatrixPoints() const = 0; /// Retrieves the time, in frames, that the @matrix will remain active on the current unit. /// /// @returns Number of frames remaining until the effect is removed. /// /// @see getDefenseMatrixPoints, isDefenseMatrixed virtual int getDefenseMatrixTimer() const = 0; /// 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 isEnsnared virtual int getEnsnareTimer() const = 0; /// 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 isIrradiated virtual int getIrradiateTimer() const = 0; /// 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 isLockdowned virtual int getLockdownTimer() const = 0; /// 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 isMaelstrommed virtual int getMaelstromTimer() const = 0; // TODO: add doc (I think I forget what this is for exactly?) virtual int getOrderTimer() const = 0; /// 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 isPlagued virtual int getPlagueTimer() const = 0; /// 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 /// - @swarm /// - @dweb /// - @scanner /// . /// Once this value reaches 0, the unit is destroyed. virtual int getRemoveTimer() const = 0; /// Retrieves the time, in frames, that @stasis will remain active on the current unit. /// /// @returns Number of frames remaining until the effect is removed. /// /// @see isPlagued virtual int getStasisTimer() const = 0; /// Retrieves the time, in frames, that @stim will remain active on the current unit. /// /// @returns Number of frames remaining until the effect is removed. /// /// @see isPlagued virtual int getStimTimer() const = 0; /// Retrieves the building type that a @worker 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 is about to construct, or an /// incomplete unit will be when completed. virtual UnitType getBuildType() const = 0; /// Retrieves the list of units queued up to be trained. /// /// @returns a UnitType::set containing all the types that are in this factory's training /// queue. /// @see train, cancelTrain, isTraining virtual UnitType::set getTrainingQueue() const = 0; /// Retrieves the technology that this unit is currently researching. /// /// @returns TechType indicating the technology being researched by this unit. /// @retval TechTypes::None if this unit is not researching anything. /// /// @see research, cancelResearch, isResearching, getRemainingResearchTime virtual TechType getTech() const = 0; /// Retrieves the upgrade that this unit is currently upgrading. /// /// @return UpgradeType indicating the upgrade in progress by this unit. /// @retval UpgradeTypes::None if this unit is not upgrading anything. /// /// @see upgrade, cancelUpgrade, isUpgrading, getRemainingUpgradeTime virtual UpgradeType getUpgrade() const = 0; /// 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. virtual int getRemainingBuildTime() const = 0; /** Returns the remaining time of the unit that is currently being trained. If the unit is a Hatchery, * Lair, or Hive, this returns the amount of time until the next larva spawns, or 0 if the unit already * has 3 larva. */ virtual int getRemainingTrainTime() const = 0; /** Returns the amount of time until the unit is done researching its current tech. If the unit is not * researching anything, 0 is returned. * \see UnitInterface::research, UnitInterface::cancelResearch, UnitInterface::isResearching, UnitInterface::getTech. */ virtual int getRemainingResearchTime() const = 0; /** Returns the amount of time until the unit is done upgrading its current upgrade. If the unit is not * upgrading anything, 0 is returned. * \see UnitInterface::upgrade, UnitInterface::cancelUpgrade, UnitInterface::isUpgrading, UnitInterface::getUpgrade. */ virtual int getRemainingUpgradeTime() const = 0; /** If the unit is an SCV that is constructing a building, this will return the building it is * constructing. If the unit is a Terran building that is being constructed, this will return the SCV * that is constructing it. */ virtual Unit getBuildUnit() const = 0; /** Generally returns the appropriate target unit after issuing an order that accepts a target unit * (i.e. attack, repair, gather, follow, etc.). To check for a target that has been acquired * automatically (without issuing an order) see getOrderTarget. */ virtual Unit getTarget() const = 0; /** Returns the target position the unit is moving to (provided a valid path to the target position * exists). */ virtual Position getTargetPosition() const = 0; // TODO: add doc virtual Order getOrder() const = 0; virtual Order getSecondaryOrder() const = 0; /** 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. */ virtual Unit getOrderTarget() const = 0; /** Returns the target position for the units order. For example for the move order getTargetPosition * returns the end of the units path but this returns the location the unit is trying to move to. */ virtual Position getOrderTargetPosition() const = 0; /** Returns the position the building is rallied to. If the building does not produce units, * Positions::None is returned. * \see UnitInterface::setRallyPoint, UnitInterface::getRallyUnit. */ virtual Position getRallyPosition() const = 0; /** Returns the unit the building is rallied to. If the building is not rallied to any unit, NULL is * returned. * \see UnitInterface::setRallyPoint, UnitInterface::getRallyPosition. */ virtual Unit getRallyUnit() const = 0; /// Retrieves the add-on that is attached to this unit. /// /// @returns Unit interface that represents the add-on that is attached to this unit. /// @retval nullptr if this unit does not have an add-on. virtual Unit getAddon() const = 0; /// 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. /// @retval nullptr if the unit is not a @Nydus_Canal, is not owned, or has not placed a Nydus /// Exit. virtual Unit getNydusExit() const = 0; /// Retrieves the power-up that the worker unit is holding. Power-ups are special units such /// as the @Flag in the @CTF 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. /// @retval nullptr If the unit is not carrying anything. /// /// Example /// @code /// 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 /// } /// @endcode /// @implies getType().isWorker(), isCompleted() virtual Unit getPowerUp() const = 0; /// Retrieves the @Transport or @Bunker unit that has this unit loaded inside of it. /// /// @returns Unit interface object representing the @Transport containing this unit. /// @retval nullptr if this unit is not in a @Transport. virtual Unit getTransport() const = 0; /// Retrieves the set of units that are contained within this @Bunker or @Transport . /// /// @returns A Unitset object containing all of the units that are loaded inside of the /// current unit. virtual Unitset getLoadedUnits() const = 0; /// Retrieves the remaining unit-space available for @Bunker s and transports. /// /// @returns The number of spots available to transport a unit. /// /// @see getLoadedUnits int getSpaceRemaining() const; /// Retrieves the parent @Carrier that owns this @Interceptor. /// /// @returns The parent @Carrier unit that has ownership of this one. /// @retval nullptr if the current unit is not an @Interceptor. virtual Unit getCarrier() const = 0; /// Retrieves the set of @Interceptors controlled by this unit. This is intended for @Carriers. /// /// @returns Unitset containing @Interceptor units owned by this one. virtual Unitset getInterceptors() const = 0; /// 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. /// @retval nullptr if the current unit is not a @Larva or has no parent. virtual Unit getHatchery() const = 0; /// 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. virtual Unitset getLarva() const = 0; /// 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.) /// /// @param radius /// The radius, in pixels, to search for units. /// @param 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: /// @code /// // 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 /// @endcode /// /// @see getClosestUnit, getUnitsInWeaponRange, Game::getUnitsInRadius, Game::getUnitsInRectangle Unitset getUnitsInRadius(int radius, const UnitFilter &pred = nullptr) const; /** Returns the set of units within weapon range of this unit. */ Unitset getUnitsInWeaponRange(WeaponType weapon, const UnitFilter &pred = nullptr) const; // @TODO Unit getClosestUnit(const UnitFilter &pred = nullptr, int radius = 999999) const; /// Checks if the current unit is housing a @Nuke. This is only available for @Silos. /// /// @returns true if this unit has a @Nuke ready, and false if there is no @Nuke. virtual bool hasNuke() const = 0; /// Checks if the current unit is accelerating. /// /// @returns true if this unit is accelerating, and false otherwise virtual bool isAccelerating() const = 0; /// Checks if this unit is currently attacking something. /// /// @returns true if this unit is attacking another unit, and false if it is not. virtual bool isAttacking() const = 0; /// 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. virtual bool isAttackFrame() const = 0; /// Checks if the current unit is being constructed. This is mostly applicable to Terran /// structures which require an SCV to be constructing a structure. /// /// @retval true if this is either a Protoss structure, Zerg structure, or Terran structure /// being constructed by an attached SCV. /// @retval false if this is either completed, not a structure, or has no SCV constructing it /// /// @see UnitInterface::build, UnitInterface::cancelConstruction, UnitInterface::haltConstruction, UnitInterface::isConstructing bool isBeingConstructed() const; /// 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 virtual bool isBeingGathered() const = 0; /// 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. virtual bool isBeingHealed() const = 0; /// 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 virtual bool isBlind() const = 0; /// 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. virtual bool isBraking() const = 0; /// 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 burrow, unburrow virtual bool isBurrowed() const = 0; /// 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 /// @code /// 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(); /// } /// @endcode /// @implies isCompleted(), getType().isWorker() /// @see returnCargo, isGatheringGas, isCarryingMinerals virtual bool isCarryingGas() const = 0; /// 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 /// @code /// 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(); /// } /// @endcode /// @implies isCompleted(), getType().isWorker() /// @see returnCargo, isGatheringMinerals, isCarryingMinerals virtual bool isCarryingMinerals() const = 0; /// Checks if this unit is currently @cloaked. /// /// @returns true if this unit is cloaked, and false if it is visible. /// @see cloak, decloak virtual bool isCloaked() const = 0; /// 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. 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 UnitInterface::build, UnitInterface::cancelConstruction, UnitInterface::haltConstruction, UnitInterface::isBeingConstructed. */ virtual bool isConstructing() const = 0; /// Checks if this unit has the @matrix effect. /// /// @returns true if the @matrix ability was used on this unit, and false otherwise. bool isDefenseMatrixed() const; /// 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. /// @implies isVisible virtual bool isDetected() const = 0; /// 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 bool isEnsnared() const; /// 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 UnitType::isFlyer, UnitInterface::isLifted bool isFlying() const; /// 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 /// @implies isCompleted /// @see follow, getTarget bool isFollowing() const; /// 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 /// @implies isCompleted, getType().isWorker() /// @see isCarryingGas virtual bool isGatheringGas() const = 0; /// 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 /// @implies isCompleted, getType().isWorker() /// @see isCarryingMinerals virtual bool isGatheringMinerals() const = 0; /// 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 getRemoveTimer virtual bool isHallucination() const = 0; /** Returns true if the unit is holding position * \see UnitInterface::holdPosition. */ /// @todo may currently be wrong bool isHoldingPosition() const; /// Checks if this unit is not doing anything. This function is particularly useful when /// checking for units that aren't doing any tasks. /// /// @code /// 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 ) ); /// } /// @endcode /// /// @returns true if this unit is idle, and false if this unit is performing any action, such /// as moving or attacking /// @implies isCompleted /// @see UnitInterface::stop virtual bool isIdle() const = 0; /** Returns true if the unit can be interrupted. */ virtual bool isInterruptible() const = 0; /// Checks the invincibility state for this unit. /// /// @returns true if this unit is currently invulnerable, and false if it is vulnerable virtual bool isInvincible() const = 0; /// Checks if the target unit can immediately be attacked by this unit in the current frame. /// /// @param target /// The target unit to use in this check. /// /// @returns true if \p target is within weapon range of this unit's appropriate weapon, and /// false otherwise. /// @retval false if \p target is invalid, inaccessible, too close, too far, or this unit does /// not have a weapon that can attack \p target. bool isInWeaponRange(Unit target) const; /// 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: /// @code /// 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); /// } /// } /// @endcode /// @see getIrradiateTimer bool isIrradiated() const; /// 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. /// @implies isCompleted, getType().isFlyingBuilding() /// @see isFlying virtual bool isLifted() const = 0; /// Checks if this unit is currently loaded into another unit such as a @Transport. /// /// @returns true if this unit is loaded in another one, and false otherwise /// @implies isCompleted /// @see load, unload, unloadAll bool isLoaded() const; /// Checks if this unit is currently @locked by a @Ghost. /// /// @returns true if this unit is locked down, and false otherwise /// @see getLockdownTimer bool isLockedDown() const; /// Checks if this unit has been @Maelstrommed by a @Dark_Archon. /// /// @returns true if this unit is maelstrommed, and false otherwise /// @see getMaelstromTimer bool isMaelstrommed() const; /// 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. /// /// @retval true if the unit is currently morphing. /// @retval false if the unit is not morphing /// /// @see UnitInterface::morph, UnitInterface::cancelMorph, UnitInterface::getBuildType, UnitInterface::getRemainingBuildTime virtual bool isMorphing() const = 0; /// Checks if this unit is currently moving. /// /// @returns true if this unit is moving, and false if it is not /// @see stop virtual bool isMoving() const = 0; /// 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 virtual bool isParasited() const = 0; /// Checks if this unit is patrolling between two positions. /// /// @returns true if this unit is patrolling and false if it is not /// @see patrol bool isPatrolling() const; /// 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 getPlagueTimer bool isPlagued() const; /// 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 bool isRepairing() const; /** Returns true if the unit is a building that is researching tech. See TechTypes for the complete list * of available techs in Broodwar. * \see UnitInterface::research, UnitInterface::cancelResearch, UnitInterface::getTech, UnitInterface::getRemainingResearchTime. */ bool isResearching() const; /** 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; /// 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 siege, unsiege bool isSieged() const; /** Returns true if the unit is starting to attack. * \see UnitInterface::attack, UnitInterface::getGroundWeaponCooldown, UnitInterface::getAirWeaponCooldown. */ virtual bool isStartingAttack() const = 0; /** Returns true if the unit has been stasised by a Protoss Arbiter. * \see UnitInterface::getStasisTimer. */ /// Checks if this unit is inflicted with @Stasis by an @Arbiter. /// /// @returns true if this unit is locked in a @Stasis 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 @UMS game type that allows stasised units to be vulnerable. /// /// @see getStasisTimer bool isStasised() const; /** Returns true if the unit is currently stimmed. * \see UnitInterface::getStimTimer. */ bool isStimmed() const; /// 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 virtual bool isStuck() const = 0; /** Returns true if the unit is training units (i.e. a Barracks training Marines). * \see UnitInterface::train, UnitInterface::getTrainingQueue, UnitInterface::cancelTrain, UnitInterface::getRemainingTrainTime. */ virtual bool isTraining() const = 0; /// 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 virtual bool isUnderAttack() const = 0; /// 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 virtual bool isUnderDarkSwarm() const = 0; /// Checks if this unit is currently being affected by a @Disruption_Web. /// /// @returns true if this unit is under the effects of @Disruption_Web. virtual bool isUnderDisruptionWeb() const = 0; /// Checks if this unit is currently taking damage from a @Psi_Storm. /// /// @returns true if this unit is losing hit points from a @Psi_Storm, and false otherwise. virtual bool isUnderStorm() const = 0; /// 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. virtual bool isPowered() 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 UnitInterface::upgrade, UnitInterface::cancelUpgrade, UnitInterface::getUpgrade, UnitInterface::getRemainingUpgradeTime. */ bool isUpgrading() const; /** 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 UnitInterface::exists. */ virtual bool isVisible(Player player = nullptr) const = 0; /// 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. /// /// @retval true if BWAPI was unable to determine whether the unit can be a target. /// @retval false if an error occurred and the unit can not be a target. /// /// @see Game::getLastError, UnitInterface::canTargetUnit virtual bool isTargetable() const = 0; /// 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. /// /// @param 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 UnitCommandTypes, Game::getLastError, UnitInterface::canIssueCommand virtual bool issueCommand(UnitCommand command) = 0; /// Orders the unit(s) to attack move to the specified position or attack the specified unit. /// /// @param target /// A Position or a Unit to designate as the target. If a Position is used, the unit will /// perform an Attack Move command. /// @param shiftQueueCommand /// If this value is true, then the order will be queued instead of immediately executed. /// /// @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. /// /// @note A @Medic will use Heal Move instead of attack. /// /// @see Game::getLastError, UnitInterface::canAttack bool attack(PositionOrUnit target, bool shiftQueueCommand = false); /// Orders the worker unit(s) to construct a structure at a target position. /// /// @param type /// The UnitType to build. /// @param 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. /// /// @note You must have sufficient resources and meet the necessary requirements in order to /// build a structure. /// /// @see Game::getLastError, UnitInterface::train, UnitInterface::cancelConstruction, UnitInterface::canBuild bool build(UnitType type, TilePosition target = TilePositions::None); /// Orders the @Terran structure(s) to construct an add-on. /// /// @param 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. /// /// @note You must have sufficient resources and meet the necessary requirements in order to /// build a structure. /// /// @see Game::getLastError, UnitInterface::build, UnitInterface::cancelAddon, UnitInterface::canBuildAddon bool buildAddon(UnitType type); /// Orders the unit(s) to add a UnitType to its training queue, or morphs into the UnitType if /// it is @Zerg. /// /// @param 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. /// /// @note You must have sufficient resources, supply, and meet the necessary requirements in /// order to train a unit. /// @note This command is also used for training @Interceptors and @Scarabs. /// @note If you call this using a @Hatchery, @Lair, or @Hive, then it will automatically /// pass the command to one of its @Larvae. /// /// @see Game::getLastError, UnitInterface::build, UnitInterface::morph, UnitInterface::cancelTrain, UnitInterface::isTraining, /// UnitInterface::canTrain bool train(UnitType type = UnitTypes::None); /// Orders the unit(s) to morph into a different UnitType. /// /// @param 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 Game::getLastError, UnitInterface::build, UnitInterface::morph, UnitInterface::canMorph bool morph(UnitType type); /** Orders the unit to research the given tech type. * \see UnitInterface::cancelResearch, UnitInterface::Unit#isResearching, UnitInterface::getRemainingResearchTime, UnitInterface::getTech, * UnitInterface::canResearch. */ bool research(TechType tech); /** Orders the unit to upgrade the given upgrade type. * \see UnitInterface::cancelUpgrade, UnitInterface::Unit#isUpgrading, UnitInterface::getRemainingUpgradeTime, UnitInterface::getUpgrade, * UnitInterface::canUpgrade. */ bool upgrade(UpgradeType upgrade); /** Orders the unit to set its rally position to the specified position or unit. * \see UnitInterface::getRallyPosition, UnitInterface::getRallyUnit, UnitInterface::canSetRallyPoint, UnitInterface::canSetRallyPosition, * UnitInterface::canSetRallyUnit. */ bool setRallyPoint(PositionOrUnit target); /** Orders the unit to move from its current position to the specified position. * \see UnitInterface::isMoving, UnitInterface::canMove. */ bool move(Position target, bool shiftQueueCommand = false); /** Orders the unit to patrol between its current position and the specified position. * \see UnitInterface::isPatrolling, UnitInterface::canPatrol. */ bool patrol(Position target, bool shiftQueueCommand = false); /** Orders the unit to hold its position. * \see UnitInterface::canHoldPosition. */ bool holdPosition(bool shiftQueueCommand = false); /** Orders the unit to stop. * \see UnitInterface::canStop. */ bool stop(bool shiftQueueCommand = false); /** Orders the unit to follow the specified unit. * \see UnitInterface::isFollowing, UnitInterface::canFollow. */ bool follow(Unit target, bool shiftQueueCommand = false); /** Orders the unit to gather the specified unit (must be mineral or refinery type). * \see UnitInterface::isGatheringGas, UnitInterface::isGatheringMinerals, UnitInterface::canGather. */ bool gather(Unit target, bool shiftQueueCommand = false); /** 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 UnitInterface::isCarryingGas, UnitInterface::isCarryingMinerals, UnitInterface::canReturnCargo. */ bool returnCargo(bool shiftQueueCommand = false); /** 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 UnitInterface::isRepairing, UnitInterface::canRepair. */ bool repair(Unit target, bool shiftQueueCommand = false); /** 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: UnitInterface::unburrow, UnitInterface::isBurrowed, UnitInterface::canBurrow. */ bool burrow(); /** Orders the burrowed unit to unburrow. * \see: UnitInterface::burrow, UnitInterface::isBurrowed, UnitInterface::canUnburrow. */ bool unburrow(); /** Orders the unit to cloak. * \see: UnitInterface::decloak, UnitInterface::isCloaked, UnitInterface::canCloak. */ bool cloak(); /** Orders the unit to decloak. * \see: UnitInterface::cloak, UnitInterface::isCloaked, UnitInterface::canDecloak. */ bool decloak(); /** Orders the unit to siege. Note: unit must be a Terran siege tank. * \see UnitInterface::unsiege, UnitInterface::isSieged, UnitInterface::canSiege. */ bool siege(); /** Orders the unit to unsiege. Note: unit must be a Terran siege tank. * \see: UnitInterface::unsiege, UnitInterface::isSieged, UnitInterface::canUnsiege. */ bool unsiege(); /** Orders the unit to lift. Note: unit must be a Terran building that can be lifted. * \see UnitInterface::land, UnitInterface::isLifted, UnitInterface::canLift. */ bool lift(); /** Orders the unit to land. Note: unit must be a Terran building that is currently lifted. * \see UnitInterface::lift, UnitInterface::isLifted, UnitInterface::canLand. */ bool land(TilePosition target); /** Orders the unit to load the target unit. * \see UnitInterface::unload, UnitInterface::unloadAll, UnitInterface::getLoadedUnits, Unit:isLoaded. */ bool load(Unit target, bool shiftQueueCommand = false); /** Orders the unit to unload the target unit. Unit should be a Terran Dropship, Protoss Shuttle, * Zerg Overlord, or a Terran Bunker. * \see UnitInterface::load, UnitInterface::unloadAll, UnitInterface::getLoadedUnits, Unit:isLoaded, UnitInterface::canUnload, * UnitInterface::canUnloadAtPosition. */ bool unload(Unit target); /** Orders the unit to unload all loaded units at the unit's current position. Unit should be a * Terran Dropship, Protoss Shuttle, or Zerg Overlord, or a Terran Bunker. * \see UnitInterface::load, UnitInterface::unload, UnitInterface::unloadAll, UnitInterface::getLoadedUnits, Unit:isLoaded, * UnitInterface::canUnloadAll, UnitInterface::canUnloadAtPosition. */ bool unloadAll(bool shiftQueueCommand = false); /** Orders the unit to unload all loaded units at the specified location. Unit should be a Terran * Dropship, Protoss Shuttle, or Zerg Overlord (but not a Terran Bunker). * \see UnitInterface::load, UnitInterface::unload, UnitInterface::unloadAll, UnitInterface::getLoadedUnits, Unit:isLoaded, * Unit:canUnloadAllPosition, UnitInterface::canUnloadAtPosition. */ bool unloadAll(Position target, bool shiftQueueCommand = false); /** Works like the right click in the GUI. * \see UnitInterface::canRightClick, UnitInterface::canRightClickPosition, UnitInterface::canRightClickUnit. */ bool rightClick(PositionOrUnit target, bool shiftQueueCommand = false); /// 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 isConstructing, canHaltConstruction bool haltConstruction(); /// 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 isBeingConstructed, build, canCancelConstruction bool cancelConstruction(); /// 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 canCancelAddon, buildAddon bool cancelAddon(); /** Orders the unit to remove the specified unit from its training queue. * \see UnitInterface::train, UnitInterface::cancelTrain, UnitInterface::isTraining, UnitInterface::getTrainingQueue. * UnitInterface::canCancelTrain, UnitInterface::canCancelTrainSlot. */ bool cancelTrain(int slot = -2); /// 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 morph, isMorphing, canCancelMorph bool cancelMorph(); /// 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 research, isResearching, getTech, canCancelResearch bool cancelResearch(); /// Orderes 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 upgrade, isUpgrading, getUpgrade, canCancelUpgrade bool cancelUpgrade(); /** Orders the unit to use a tech. The target may be a position, or a (non-null) unit, or * nullptr (which means the tech does not target another position/unit, e.g. @Stim_Packs ). * Returns true if it is a valid tech. * \see UnitInterface::canUseTechWithOrWithoutTarget, UnitInterface::canUseTech, * UnitInterface::canUseTechWithoutTarget, UnitInterface::canUseTechUnit, UnitInterface::canUseTechPosition. */ bool useTech(TechType tech, PositionOrUnit target = nullptr); /// Moves a @Flag_Beacon to a different location. This is only used for @CTF or @UMS game /// types. /// /// @param 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. /// /// @note This command is only available for the first 10 minutes of the game, as in Broodwar. /// /// @see canPlaceCOP bool placeCOP(TilePosition target); /// 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. /// /// @param command /// A UnitCommand to check. /// @param 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. /// @param 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. /// @param 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. /// @param 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. /// @param 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. /// @param 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. /// /// @retval true if BWAPI determined that the command is valid. /// @retval false if an error occurred and the command is invalid. /// /// @see UnitCommandTypes, Game::getLastError, UnitInterface::canCommand, UnitInterface::canIssueCommandType, /// UnitInterface::canTargetUnit virtual bool canIssueCommand(UnitCommand command, bool checkCanUseTechPositionOnPositions = true, bool checkCanUseTechUnitOnUnits = true, bool checkCanBuildUnitType = true, bool checkCanTargetUnit = true, bool checkCanIssueCommandType = true, bool checkCommandibility = true) const = 0; /// 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.: /// 1. 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. /// 2. 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 UnitCommandTypes, Game::getLastError, UnitInterface::canIssueCommand, /// UnitInterface::canCommandGrouped, UnitInterface::canIssueCommandTypeGrouped, UnitInterface::canTargetUnit virtual bool canIssueCommandGrouped(UnitCommand command, bool checkCanUseTechPositionOnPositions = true, bool checkCanUseTechUnitOnUnits = true, bool checkCanTargetUnit = true, bool checkCanIssueCommandType = true, bool checkCommandibilityGrouped = true, bool checkCommandibility = true) const = 0; /// Performs some cheap checks to attempt to quickly detect whether the unit is unable to /// execute any commands (eg the unit is stasised). /// /// @retval true if BWAPI was unable to determine whether the unit can be commanded. /// @retval false if an error occurred and the unit can not be commanded. /// /// @see Game::getLastError, UnitInterface::canIssueCommand virtual bool canCommand() const = 0; /// 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). /// /// @retval true if BWAPI was unable to determine whether the unit can be commanded grouped. /// @retval false if an error occurred and the unit can not be commanded grouped. /// /// @see Game::getLastError, UnitInterface::canIssueCommandGrouped, UnitInterface::canIssueCommand virtual bool canCommandGrouped(bool checkCommandibility = true) const = 0; /// 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). /// /// @param ct /// A UnitCommandType. /// @param 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. /// /// @retval true if BWAPI was unable to determine whether the command type is invalid. /// @retval false if an error occurred and the command type is invalid. /// /// @see UnitCommandTypes, Game::getLastError, UnitInterface::canIssueCommand virtual bool canIssueCommandType(UnitCommandType ct, bool checkCommandibility = true) const = 0; /// 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. /// /// @param ct /// A UnitCommandType. /// @param 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. /// @param 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. /// /// @retval true if BWAPI was unable to determine whether the command type is invalid. /// @retval false if an error occurred and the command type is invalid. /// /// @see UnitCommandTypes, Game::getLastError, UnitInterface::canIssueCommandGrouped virtual bool canIssueCommandTypeGrouped(UnitCommandType ct, bool checkCommandibilityGrouped = true, bool checkCommandibility = true) const = 0; /// 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. /// /// @param targetUnit /// A target unit for an unspecified command. /// @param 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. /// /// @retval true if BWAPI was unable to determine whether the unit can target the given unit. /// @retval false if an error occurred and the unit can not target the given unit. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::isTargetable virtual bool canTargetUnit(Unit targetUnit, bool checkCommandibility = true) const = 0; /// Cheap checks for whether the unit is able to execute an attack command to attack-move or attack a unit. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::attack, /// UnitInterface::canAttackMove, UnitInterface::canAttackUnit virtual bool canAttack(bool checkCommandibility = true) const = 0; /// Checks whether the unit is able to execute an attack command to attack-move or attack a (non-null) /// unit. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::attack, /// UnitInterface::canAttackMove, UnitInterface::canAttackUnit virtual bool canAttack(PositionOrUnit target, bool checkCanTargetUnit = true, bool checkCanIssueCommandType = true, bool checkCommandibility = true) const = 0; /// 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 Game::getLastError, UnitInterface::canIssueCommandGrouped, UnitInterface::canAttack virtual bool canAttackGrouped(bool checkCommandibilityGrouped = true, bool checkCommandibility = true) const = 0; /// Checks whether the unit is able to execute an attack command to attack-move or attack a /// (non-null) unit, as part of a Unitset. /// /// @see Game::getLastError, UnitInterface::canIssueCommandGrouped, UnitInterface::canAttack virtual bool canAttackGrouped(PositionOrUnit target, bool checkCanTargetUnit = true, bool checkCanIssueCommandType = true, bool checkCommandibilityGrouped = true, bool checkCommandibility = true) const = 0; /// Checks whether the unit is able to execute an attack command to attack-move. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::attack virtual bool canAttackMove(bool checkCommandibility = true) const = 0; /// Checks whether the unit is able to execute an attack command to attack-move, as part of a /// Unitset. /// /// @see Game::getLastError, UnitInterface::canIssueCommandGrouped, UnitInterface::canAttackMove virtual bool canAttackMoveGrouped(bool checkCommandibilityGrouped = true, bool checkCommandibility = true) const = 0; /// Cheap checks for whether the unit is able to execute an attack command to attack a unit. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::attack virtual bool canAttackUnit(bool checkCommandibility = true) const = 0; /// Checks whether the unit is able to execute an attack command to attack a unit. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::attack virtual bool canAttackUnit(Unit targetUnit, bool checkCanTargetUnit = true, bool checkCanIssueCommandType = true, bool checkCommandibility = true) const = 0; /// Cheap checks for whether the unit is able to execute an attack command to attack a unit, /// as part of a Unitset. /// /// @see Game::getLastError, UnitInterface::canIssueCommandGrouped, UnitInterface::canAttackUnit virtual bool canAttackUnitGrouped(bool checkCommandibilityGrouped = true, bool checkCommandibility = true) const = 0; /// Checks whether the unit is able to execute an attack command to attack a unit, as part of /// a Unitset. /// /// @see Game::getLastError, UnitInterface::canIssueCommandGrouped, UnitInterface::canAttackUnit virtual bool canAttackUnitGrouped(Unit targetUnit, bool checkCanTargetUnit = true, bool checkCanIssueCommandType = true, bool checkCommandibilityGrouped = true, bool checkCommandibility = true) const = 0; /// Cheap checks for whether the unit is able to execute a build command. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::build virtual bool canBuild(bool checkCommandibility = true) const = 0; /// Cheap checks for whether the unit is able to execute a build command for the given /// UnitType. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::build virtual bool canBuild(UnitType uType, bool checkCanIssueCommandType = true, bool checkCommandibility = true) const = 0; /// Checks whether the unit is able to execute a build command. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::build virtual bool canBuild(UnitType uType, BWAPI::TilePosition tilePos, bool checkTargetUnitType = true, bool checkCanIssueCommandType = true, bool checkCommandibility = true) const = 0; /// Cheap checks for whether the unit is able to execute a buildAddon command. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::buildAddon virtual bool canBuildAddon(bool checkCommandibility = true) const = 0; /// Checks whether the unit is able to execute a buildAddon command. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::buildAddon virtual bool canBuildAddon(UnitType uType, bool checkCanIssueCommandType = true, bool checkCommandibility = true) const = 0; /// Cheap checks for whether the unit is able to execute a train command. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::train virtual bool canTrain(bool checkCommandibility = true) const = 0; /// Checks whether the unit is able to execute a train command. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::train virtual bool canTrain(UnitType uType, bool checkCanIssueCommandType = true, bool checkCommandibility = true) const = 0; /// Cheap checks for whether the unit is able to execute a morph command. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::morph virtual bool canMorph(bool checkCommandibility = true) const = 0; /// Checks whether the unit is able to execute a morph command. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::morph virtual bool canMorph(UnitType uType, bool checkCanIssueCommandType = true, bool checkCommandibility = true) const = 0; /// Cheap checks for whether the unit is able to execute a research command. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::research virtual bool canResearch(bool checkCommandibility = true) const = 0; /// Checks whether the unit is able to execute a research command. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::research virtual bool canResearch(TechType type, bool checkCanIssueCommandType = true) const = 0; /// Cheap checks for whether the unit is able to execute an upgrade command. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::upgrade virtual bool canUpgrade(bool checkCommandibility = true) const = 0; /// Checks whether the unit is able to execute an upgrade command. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::upgrade virtual bool canUpgrade(UpgradeType type, bool checkCanIssueCommandType = true) const = 0; /// Cheap checks for whether the unit is able to execute a setRallyPoint command to a /// position or unit. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::setRallyPoint, /// UnitInterface::canSetRallyPosition, UnitInterface::canSetRallyUnit. virtual bool canSetRallyPoint(bool checkCommandibility = true) const = 0; /// Checks whether the unit is able to execute a setRallyPoint command to a position /// or (non-null) unit. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::setRallyPoint, /// UnitInterface::canSetRallyPosition, UnitInterface::canSetRallyUnit. virtual bool canSetRallyPoint(PositionOrUnit target, bool checkCanTargetUnit = true, bool checkCanIssueCommandType = true, bool checkCommandibility = true) const = 0; /// Checks whether the unit is able to execute a setRallyPoint command to a position. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::setRallyPoint virtual bool canSetRallyPosition(bool checkCommandibility = true) const = 0; /// Cheap checks for whether the unit is able to execute a setRallyPoint command to a unit. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::setRallyPoint virtual bool canSetRallyUnit(bool checkCommandibility = true) const = 0; /// Checks whether the unit is able to execute a setRallyPoint command to a unit. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::setRallyPoint virtual bool canSetRallyUnit(Unit targetUnit, bool checkCanTargetUnit = true, bool checkCanIssueCommandType = true, bool checkCommandibility = true) const = 0; /// Checks whether the unit is able to execute a move command. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::move virtual bool canMove(bool checkCommandibility = true) const = 0; /// Checks whether the unit is able to execute a move command, as part of a Unitset. /// /// @see Game::getLastError, UnitInterface::canIssueCommandGrouped, UnitInterface::canMove virtual bool canMoveGrouped(bool checkCommandibilityGrouped = true, bool checkCommandibility = true) const = 0; /// Checks whether the unit is able to execute a patrol command. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::patrol virtual bool canPatrol(bool checkCommandibility = true) const = 0; /// Checks whether the unit is able to execute a patrol command, as part of a Unitset. /// /// @see Game::getLastError, UnitInterface::canIssueCommandGrouped, UnitInterface::canPatrol virtual bool canPatrolGrouped(bool checkCommandibilityGrouped = true, bool checkCommandibility = true) const = 0; /// Cheap checks for whether the unit is able to execute a follow command. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::follow virtual bool canFollow(bool checkCommandibility = true) const = 0; /// Checks whether the unit is able to execute a follow command. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::follow virtual bool canFollow(Unit targetUnit, bool checkCanTargetUnit = true, bool checkCanIssueCommandType = true, bool checkCommandibility = true) const = 0; /// Cheap checks for whether the unit is able to execute a gather command. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::gather virtual bool canGather(bool checkCommandibility = true) const = 0; /// Checks whether the unit is able to execute a gather command. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::gather virtual bool canGather(Unit targetUnit, bool checkCanTargetUnit = true, bool checkCanIssueCommandType = true, bool checkCommandibility = true) const = 0; /// Checks whether the unit is able to execute a returnCargo command. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::returnCargo virtual bool canReturnCargo(bool checkCommandibility = true) const = 0; /// Checks whether the unit is able to execute a holdPosition command. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::holdPosition virtual bool canHoldPosition(bool checkCommandibility = true) const = 0; /// Checks whether the unit is able to execute a stop command. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::stop virtual bool canStop(bool checkCommandibility = true) const = 0; /// Cheap checks for whether the unit is able to execute a repair command. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::repair virtual bool canRepair(bool checkCommandibility = true) const = 0; /// Checks whether the unit is able to execute a repair command. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::repair virtual bool canRepair(Unit targetUnit, bool checkCanTargetUnit = true, bool checkCanIssueCommandType = true, bool checkCommandibility = true) const = 0; /// Checks whether the unit is able to execute a burrow command. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::burrow virtual bool canBurrow(bool checkCommandibility = true) const = 0; /// Checks whether the unit is able to execute an unburrow command. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::unburrow virtual bool canUnburrow(bool checkCommandibility = true) const = 0; /// Checks whether the unit is able to execute a cloak command. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::cloak virtual bool canCloak(bool checkCommandibility = true) const = 0; /// Checks whether the unit is able to execute a decloak command. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::decloak virtual bool canDecloak(bool checkCommandibility = true) const = 0; /// Checks whether the unit is able to execute a siege command. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::siege virtual bool canSiege(bool checkCommandibility = true) const = 0; /// Checks whether the unit is able to execute an unsiege command. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::unsiege virtual bool canUnsiege(bool checkCommandibility = true) const = 0; /// Checks whether the unit is able to execute a lift command. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::lift virtual bool canLift(bool checkCommandibility = true) const = 0; /// Cheap checks for whether the unit is able to execute a land command. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::land virtual bool canLand(bool checkCommandibility = true) const = 0; /// Checks whether the unit is able to execute a land command. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::land virtual bool canLand(TilePosition target, bool checkCanIssueCommandType = true, bool checkCommandibility = true) const = 0; /// Cheap checks for whether the unit is able to execute a load command. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::load virtual bool canLoad(bool checkCommandibility = true) const = 0; /// Checks whether the unit is able to execute a load command. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::load virtual bool canLoad(Unit targetUnit, bool checkCanTargetUnit = true, bool checkCanIssueCommandType = true, bool checkCommandibility = true) const = 0; /// 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 Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::unload, UnitInterface::unloadAll virtual bool canUnloadWithOrWithoutTarget(bool checkCommandibility = true) const = 0; /// 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 Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::unload, UnitInterface::unloadAll virtual bool canUnloadAtPosition(Position targDropPos, bool checkCanIssueCommandType = true, bool checkCommandibility = true) const = 0; /// Cheap checks for whether the unit is able to execute an unload command. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::unload virtual bool canUnload(bool checkCommandibility = true) const = 0; /// Checks whether the unit is able to execute an unload command. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::unload, UnitInterface::canUnloadAtPosition virtual bool canUnload(Unit targetUnit, bool checkCanTargetUnit = true, bool checkPosition = true, bool checkCanIssueCommandType = true, bool checkCommandibility = true) const = 0; /// Checks whether the unit is able to execute an unloadAll command for the current position. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::unloadAll virtual bool canUnloadAll(bool checkCommandibility = true) const = 0; /// Cheap checks for whether the unit is able to execute an unloadAll command for a different /// position. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::unloadAll virtual bool canUnloadAllPosition(bool checkCommandibility = true) const = 0; /// Checks whether the unit is able to execute an unloadAll command for a different position. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::unloadAll virtual bool canUnloadAllPosition(Position targDropPos, bool checkCanIssueCommandType = true, bool checkCommandibility = true) const = 0; /// Cheap checks for whether the unit is able to execute a rightClick command to a position /// or unit. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::rightClick, /// UnitInterface::canRightClickPosition, UnitInterface::canRightClickUnit. virtual bool canRightClick(bool checkCommandibility = true) const = 0; /// Checks whether the unit is able to execute a rightClick command to a position or (non-null) /// unit. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::rightClick, /// UnitInterface::canRightClickPosition, UnitInterface::canRightClickUnit. virtual bool canRightClick(PositionOrUnit target, bool checkCanTargetUnit = true, bool checkCanIssueCommandType = true, bool checkCommandibility = true) const = 0; /// Cheap checks for whether the unit is able to execute a rightClick command to a position /// or unit, as part of a Unitset. /// /// @see Game::getLastError, UnitInterface::canIssueCommandGrouped, UnitInterface::canRightClickUnit virtual bool canRightClickGrouped(bool checkCommandibilityGrouped = true, bool checkCommandibility = true) const = 0; /// Checks whether the unit is able to execute a rightClick command to a position or (non-null) /// unit, as part of a Unitset. /// /// @see Game::getLastError, UnitInterface::canIssueCommandGrouped, UnitInterface::canRightClickUnit virtual bool canRightClickGrouped(PositionOrUnit target, bool checkCanTargetUnit = true, bool checkCanIssueCommandType = true, bool checkCommandibilityGrouped = true, bool checkCommandibility = true) const = 0; /// Checks whether the unit is able to execute a rightClick command for a position. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::rightClick virtual bool canRightClickPosition(bool checkCommandibility = true) const = 0; /// Checks whether the unit is able to execute a rightClick command for a position, as part of /// a Unitset. /// /// @see Game::getLastError, UnitInterface::canIssueCommandGrouped, UnitInterface::canRightClick virtual bool canRightClickPositionGrouped(bool checkCommandibilityGrouped = true, bool checkCommandibility = true) const = 0; /// Cheap checks for whether the unit is able to execute a rightClick command to a unit. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::rightClick virtual bool canRightClickUnit(bool checkCommandibility = true) const = 0; /// Checks whether the unit is able to execute a rightClick command to a unit. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::rightClick virtual bool canRightClickUnit(Unit targetUnit, bool checkCanTargetUnit = true, bool checkCanIssueCommandType = true, bool checkCommandibility = true) const = 0; /// Cheap checks for whether the unit is able to execute a rightClick command to a unit, as /// part of a Unitset. /// /// @see Game::getLastError, UnitInterface::canIssueCommandGrouped, UnitInterface::canRightClickUnit virtual bool canRightClickUnitGrouped(bool checkCommandibilityGrouped = true, bool checkCommandibility = true) const = 0; /// Checks whether the unit is able to execute a rightClick command to a unit, as part of a /// Unitset. /// /// @see Game::getLastError, UnitInterface::canIssueCommandGrouped, UnitInterface::canRightClickUnit virtual bool canRightClickUnitGrouped(Unit targetUnit, bool checkCanTargetUnit = true, bool checkCanIssueCommandType = true, bool checkCommandibilityGrouped = true, bool checkCommandibility = true) const = 0; /// Checks whether the unit is able to execute a haltConstruction command. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::haltConstruction virtual bool canHaltConstruction(bool checkCommandibility = true) const = 0; /// Checks whether the unit is able to execute a cancelConstruction command. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::cancelConstruction virtual bool canCancelConstruction(bool checkCommandibility = true) const = 0; /// Checks whether the unit is able to execute a cancelAddon command. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::cancelAddon virtual bool canCancelAddon(bool checkCommandibility = true) const = 0; /// Checks whether the unit is able to execute a cancelTrain command for any slot. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::cancelTrain virtual bool canCancelTrain(bool checkCommandibility = true) const = 0; /// Cheap checks for whether the unit is able to execute a cancelTrain command for an /// unspecified slot. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::cancelTrain virtual bool canCancelTrainSlot(bool checkCommandibility = true) const = 0; /// Checks whether the unit is able to execute a cancelTrain command for a specified slot. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::cancelTrain virtual bool canCancelTrainSlot(int slot, bool checkCanIssueCommandType = true, bool checkCommandibility = true) const = 0; /// Checks whether the unit is able to execute a cancelMorph command. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::cancelMorph virtual bool canCancelMorph(bool checkCommandibility = true) const = 0; /// Checks whether the unit is able to execute a cancelResearch command. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::cancelResearch virtual bool canCancelResearch(bool checkCommandibility = true) const = 0; /// Checks whether the unit is able to execute a cancelUpgrade command. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::cancelUpgrade virtual bool canCancelUpgrade(bool checkCommandibility = true) const = 0; /// 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 Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::useTech virtual bool canUseTechWithOrWithoutTarget(bool checkCommandibility = true) const = 0; /// 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, for a /// given TechType. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::useTech virtual bool canUseTechWithOrWithoutTarget(BWAPI::TechType tech, bool checkCanIssueCommandType = true, bool checkCommandibility = true) const = 0; /// 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 Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::useTech, /// UnitInterface::canUseTechWithoutTarget, UnitInterface::canUseTechUnit, UnitInterface::canUseTechPosition virtual bool canUseTech(BWAPI::TechType tech, PositionOrUnit target = nullptr, bool checkCanTargetUnit = true, bool checkTargetsType = true, bool checkCanIssueCommandType = true, bool checkCommandibility = true) const = 0; /// Checks whether the unit is able to execute a useTech command without a target. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::useTech virtual bool canUseTechWithoutTarget(BWAPI::TechType tech, bool checkCanIssueCommandType = true, bool checkCommandibility = true) const = 0; /// Cheap checks for whether the unit is able to execute a useTech command with an unspecified /// target unit. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::useTech virtual bool canUseTechUnit(BWAPI::TechType tech, bool checkCanIssueCommandType = true, bool checkCommandibility = true) const = 0; /// Checks whether the unit is able to execute a useTech command with a target unit. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::useTech virtual bool canUseTechUnit(BWAPI::TechType tech, Unit targetUnit, bool checkCanTargetUnit = true, bool checkTargetsUnits = true, bool checkCanIssueCommandType = true, bool checkCommandibility = true) const = 0; /// Checks whether the unit is able to execute a useTech command with an unspecified target /// position. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::useTech virtual bool canUseTechPosition(BWAPI::TechType tech, bool checkCanIssueCommandType = true, bool checkCommandibility = true) const = 0; /// Checks whether the unit is able to execute a useTech command with a target position. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::useTech virtual bool canUseTechPosition(BWAPI::TechType tech, Position target, bool checkTargetsPositions = true, bool checkCanIssueCommandType = true, bool checkCommandibility = true) const = 0; /// Cheap checks for whether the unit is able to execute a placeCOP command. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::placeCOP virtual bool canPlaceCOP(bool checkCommandibility = true) const = 0; /// Checks whether the unit is able to execute a placeCOP command. /// /// @see Game::getLastError, UnitInterface::canIssueCommand, UnitInterface::placeCOP virtual bool canPlaceCOP(TilePosition target, bool checkCanIssueCommandType = true, bool checkCommandibility = true) const = 0; }; }