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BWMirror-Generator/bwapi4-includes/BWAPI/Client/UnitData.h

112 lines
2.1 KiB
C++

#pragma once
namespace BWAPI
{
struct UnitData
{
int clearanceLevel;
int id;
int player;
int type;
int positionX;
int positionY;
double angle;
double velocityX;
double velocityY;
int hitPoints;
int lastHitPoints;
int shields;
int energy;
int resources;
int resourceGroup;
int killCount;
int acidSporeCount;
int scarabCount;
int spiderMineCount;
int groundWeaponCooldown;
int airWeaponCooldown;
int spellCooldown;
int defenseMatrixPoints;
int defenseMatrixTimer;
int ensnareTimer;
int irradiateTimer;
int lockdownTimer;
int maelstromTimer;
int orderTimer;
int plagueTimer;
int removeTimer;
int stasisTimer;
int stimTimer;
int buildType;
int trainingQueueCount;
int trainingQueue[5];
int tech;
int upgrade;
int remainingBuildTime;
int remainingTrainTime;
int remainingResearchTime;
int remainingUpgradeTime;
int buildUnit;
int target;
int targetPositionX;
int targetPositionY;
int order;
int orderTarget;
int orderTargetPositionX;
int orderTargetPositionY;
int secondaryOrder;
int rallyPositionX;
int rallyPositionY;
int rallyUnit;
int addon;
int nydusExit;
int powerUp;
int transport;
int carrier;
int hatchery;
bool exists;
bool hasNuke;
bool isAccelerating;
bool isAttacking;
bool isAttackFrame;
bool isBeingGathered;
bool isBlind;
bool isBraking;
bool isBurrowed;
int carryResourceType;
bool isCloaked;
bool isCompleted;
bool isConstructing;
bool isDetected;
bool isGathering;
bool isHallucination;
bool isIdle;
bool isInterruptible;
bool isInvincible;
bool isLifted;
bool isMorphing;
bool isMoving;
bool isParasited;
bool isSelected;
bool isStartingAttack;
bool isStuck;
bool isTraining;
bool isUnderStorm;
bool isUnderDarkSwarm;
bool isUnderDWeb;
bool isPowered;
bool isVisible[9];
int buttonset;
int lastAttackerPlayer;
bool recentlyAttacked;
int replayID;
};
}