135 lines
5.7 KiB
C++
135 lines
5.7 KiB
C++
#pragma once
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#include <BWAPI/Position.h>
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#include <BWAPI/Filters.h>
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#include <BWAPI/UnaryFilter.h>
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#include <BWAPI/Interface.h>
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namespace BWAPI
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{
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class Regionset;
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class Unitset;
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class RegionInterface;
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typedef RegionInterface *Region;
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/// <summary>Region objects are created by Starcraft: Broodwar to contain several tiles with the same
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/// properties, and create a node in pathfinding and other algorithms.</summary> Regions may not contain
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/// detailed information, but have a sufficient amount of data to identify general chokepoints,
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/// accessibility to neighboring terrain, be used in general pathing algorithms, and used as
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/// nodes to rally units to.
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///
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/// Most parameters that are available are explicitly assigned by Broodwar itself.
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///
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/// @see Game::getAllRegions, Game::getRegionAt, UnitInterface::getRegion
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/// @ingroup Interface
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class RegionInterface : public Interface<RegionInterface>
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{
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protected:
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virtual ~RegionInterface() {};
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public:
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/// <summary>Retrieves a unique identifier for this region.</summary>
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///
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/// @note This identifier is explicitly assigned by Broodwar.
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///
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/// @returns An integer that represents this region.
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/// @see Game::getRegion
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virtual int getID() const = 0;
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/// <summary>Retrieves a unique identifier for a group of regions that are all connected and
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/// accessible by each other.</summary> That is, all accessible regions will have the same
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/// group ID. This function is generally used to check if a path is available between two
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/// points in constant time.
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///
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/// @note This identifier is explicitly assigned by Broodwar.
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///
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/// @returns An integer that represents the group of regions that this one is attached to.
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virtual int getRegionGroupID() const = 0;
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/// <summary>Retrieves the center of the region.</summary> This position is used as the node
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/// of the region.
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///
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/// @returns A Position indicating the center location of the Region, in pixels.
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virtual BWAPI::Position getCenter() const = 0;
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/// <summary>Checks if this region is part of higher ground.</summary> Higher ground may be
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/// used in strategic placement of units and structures.
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///
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/// @returns true if this region is part of strategic higher ground, and false otherwise.
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virtual bool isHigherGround() const = 0;
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/// <summary>Retrieves a value that represents the strategic advantage of this region relative
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/// to other regions.</summary> A value of 2 may indicate a possible choke point, and a value
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/// of 3 indicates a signficant strategic position.
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///
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/// @note This value is explicitly assigned by Broodwar.
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///
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/// @returns An integer indicating this region's strategic potential.
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virtual int getDefensePriority() const = 0;
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/// <summary>Retrieves the state of accessibility of the region.</summary> The region is
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/// considered accessible if it can be accessed by ground units.
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///
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/// @returns true if ground units can traverse this region, and false if the tiles in this
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/// region are inaccessible or unwalkable.
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virtual bool isAccessible() const = 0;
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/// <summary>Retrieves the set of neighbor Regions that this one is connected to.</summary>
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///
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/// @returns A reference to a Regionset containing the neighboring Regions.
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virtual const Regionset &getNeighbors() const = 0;
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/// <summary>Retrieves the approximate left boundary of the region.</summary>
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///
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/// @returns The x coordinate, in pixels, of the approximate left boundary of the region.
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virtual int getBoundsLeft() const = 0;
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/// <summary>Retrieves the approximate top boundary of the region.</summary>
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///
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/// @returns The y coordinate, in pixels, of the approximate top boundary of the region.
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virtual int getBoundsTop() const = 0;
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/// <summary>Retrieves the approximate right boundary of the region.</summary>
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///
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/// @returns The x coordinate, in pixels, of the approximate right boundary of the region.
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virtual int getBoundsRight() const = 0;
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/// <summary>Retrieves the approximate bottom boundary of the region.</summary>
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///
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/// @returns The y coordinate, in pixels, of the approximate bottom boundary of the region.
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virtual int getBoundsBottom() const = 0;
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/// <summary>Retrieves the closest accessible neighbor region.</summary>
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///
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/// @returns The closest Region that is accessible.
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virtual BWAPI::Region getClosestAccessibleRegion() const = 0;
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/// <summary>Retrieves the closest inaccessible neighbor region.</summary>
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///
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/// @returns The closest Region that is inaccessible.
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virtual BWAPI::Region getClosestInaccessibleRegion() const = 0;
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/// <summary>Retrieves the center-to-center distance between two regions.</summary>
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///
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/// <param name="other">
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/// The target Region to calculate distance to.
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/// </param>
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/// @returns The integer distance from this Region to \p other.
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int getDistance(BWAPI::Region other) const;
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/// <summary>Retrieves a Unitset containing all the units that are in this region.</summary>
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/// Also has the ability to filter the units before the creation of the Unitset.
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///
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/// <param name="pred"> (optional)
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/// If this parameter is used, it is a UnitFilter or function predicate that will retrieve
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/// only the units whose attributes match the given criteria. If omitted, then a default
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/// value of nullptr is used, in which case there is no filter.
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/// </param>
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///
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/// @returns A Unitset containing all units in this region that have met the requirements
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/// of \p pred.
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///
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/// @see UnitFilter
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Unitset getUnits(const UnitFilter &pred = nullptr) const;
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};
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};
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