#pragma once #include #include #include #include #include #include #include #include #include #include namespace BWAPI { class Unit; class Force; /** Each player in a match will have his or her own player instance. There is also a neutral player which * owns all the neutral units. */ class Player { protected: virtual ~Player() {}; public : /** Returns a unique ID for the player. */ virtual int getID() const = 0; /** Returns the name of the player. */ virtual std::string getName() const = 0; /** Returns the set of units the player own. Note that units loaded into Terran dropships, Terran * bunkers, Terran refineries, Protoss assimilators, and Zerg extractors are not yet included in the * set. */ virtual const std::set& getUnits() const = 0; /** Returns the race of the player. */ virtual Race getRace() const = 0; /** Returns the type of the player. */ virtual PlayerType getType() const = 0; /** Returns the force the player is on. */ virtual Force* getForce() const = 0; /** Returns true if other player is an ally of this player. */ virtual bool isAlly(Player* player) const = 0; /** Returns true if other player is an enemy of this player. */ virtual bool isEnemy(Player* player) const = 0; /** Returns true if the player is the neutral player. */ virtual bool isNeutral() const = 0; /** Returns the starting location of the player. If complete map information is disabled, this function * will return TilePositions::Unknown for enemy players. For the complete set of starting locations for * the current map, see Game::getStartLocations. */ virtual TilePosition getStartLocation() const = 0; /** Returns true if the player has achieved victory. */ virtual bool isVictorious() const = 0; /** Returns true if the player has been defeated. */ virtual bool isDefeated() const = 0; /** Returns true if the player left the game. */ virtual bool leftGame() const = 0; /** Returns the amount of minerals the player has. */ virtual int minerals() const = 0; /** Returns the amount of vespene gas the player has. */ virtual int gas() const = 0; /** Returns the cumulative amount of minerals the player has mined up to this point (including the 50 * minerals at the start of the game). */ virtual int gatheredMinerals() const = 0; /** Returns the cumulative amount of gas the player has harvested up to this point. */ virtual int gatheredGas() const = 0; /** Returns the cumulative amount of minerals the player has spent on repairs up to this point. */ virtual int repairedMinerals() const = 0; /** Returns the cumulative amount of gas the player has spent on repairs up to this point. */ virtual int repairedGas() const = 0; /** Returns the cumulative amount of minerals the player has gained from refunded units up to this point. */ virtual int refundedMinerals() const = 0; /** Returns the cumulative amount of gas the player has gained from refunded units up to this point. */ virtual int refundedGas() const = 0; /** Returns the cumulative amount of minerals the player has spent up to this point (not including repairs). */ virtual int spentMinerals() const = 0; /** Returns the cumulative amount of gas the player has spent up to this point (not including repairs). */ virtual int spentGas() const = 0; // TODO: ground methods /** Returns the total amount of supply the player has. If a race is provided, the total supply for the * given race will be returned, otherwise the player's initial race will be used. Supply counts returned * by BWAPI are double what you would expect to see from playing the game. This is because zerglings * take up 0.5 in-game supply. */ virtual int supplyTotal() const = 0; virtual int supplyTotal(Race race) const = 0; /** Returns how much of the supply is actually being used by units. If a race is provided, the used * supply for the given race will be returned, otherwise the player's initial race will be used. Supply * counts returned by BWAPI are double what you would expect to see from playing the game. This is * because zerglings take up 0.5 in-game supply. */ virtual int supplyUsed() const = 0; virtual int supplyUsed(Race race) const = 0; /** Returns the number of all accessible units of the given type. */ virtual int allUnitCount(UnitType unit) const = 0; /** Returns the number of visible units of the given type. */ virtual int visibleUnitCount(UnitType unit) const = 0; /** Returns the number of completed units of the given type. */ virtual int completedUnitCount(UnitType unit) const = 0; /** Returns the number of incomplete units of the given type. */ virtual int incompleteUnitCount(UnitType unit) const = 0; /** Returns the number of dead units of the given type. */ virtual int deadUnitCount(UnitType unit) const = 0; /** Returns the number of killed units of the given type. */ virtual int killedUnitCount(UnitType unit) const = 0; /** Returns the player's current upgrade level of the given upgrade. To order a unit to upgrade a given * upgrade type, see Unit::upgrade. */ virtual int getUpgradeLevel(UpgradeType upgrade) const = 0; /** Returns true if the player has finished researching the given tech. To order a unit to research a * given tech type, see Unit::research. */ virtual bool hasResearched(TechType tech) const = 0; /** Returns true if the player is researching the given tech. To order a unit to research a given tech * type, see Unit::reseach. */ virtual bool isResearching(TechType tech) const = 0; /** Returns true if the player is upgrading the given upgrade. To order a unit to upgrade a given * upgrade type, see Unit::upgrade. */ virtual bool isUpgrading(UpgradeType upgrade) const = 0; /** Returns the color of the player for drawing */ virtual BWAPI::Color getColor() const = 0; /** Returns the color of the player for text messages */ virtual int getTextColor() const = 0; /** Returns the max energy of the given unit type, taking into account upgrades */ virtual int maxEnergy(UnitType unit) const = 0; /** Returns the top speed of the given unit type, includes upgrades */ virtual double topSpeed(UnitType unit) const = 0; /** Returns the max ground weapon range of the given unit type, includes upgrades */ virtual int groundWeaponMaxRange(UnitType unit) const = 0; /** Returns the max air weapon range of the given unit type, includes upgrades */ virtual int airWeaponMaxRange(UnitType unit) const = 0; /** Returns the max range of the given weapon with upgrades */ virtual int weaponMaxRange(WeaponType weapon) const = 0; /** Returns the sight range of the given unit type, includes upgrades */ virtual int sightRange(UnitType unit) const = 0 ; /** Returns the ground weapon cooldown of the given unit type, includes upgrades */ virtual int groundWeaponDamageCooldown(UnitType unit) const = 0; /** Returns the armor of the given unit type, includes upgrades */ virtual int armor(UnitType unit) const = 0; /** Returns the Player's Total Unit Score */ virtual int getUnitScore() const = 0; /** Returns the Player's Total Kill Score */ virtual int getKillScore() const = 0; /** Returns the Player's Total Buildings Score */ virtual int getBuildingScore() const = 0; /** Returns the Player's Total Razings Score */ virtual int getRazingScore() const = 0; /** Returns the Player's Custom Score */ virtual int getCustomScore() const = 0; /** Returns true if the Player is only observing the game, and not participating */ virtual bool isObserver() const = 0; /** Returns the maximum upgrades available specific to the player (Use Map Settings). */ virtual int getMaxUpgradeLevel(UpgradeType upgrade) const = 0; /** Returns true if the research is available for the player to research (Use Map Settings). */ virtual bool isResearchAvailable(TechType tech) const = 0; /** Returns true if the unit is available for the player to build (Use Map Settings). */ virtual bool isUnitAvailable(UnitType unit) const = 0; }; };