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BWMirror-Generator/bwapi4-includes/BWAPI/Region.h
2016-02-28 14:49:15 +01:00

135 lines
5.7 KiB
C++

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