|
BWAPI
|
#include <Intelligence.h>


Public Member Functions | |
| void | update () |
| void | onUnitCreate (BWAPI::Unit *u) |
| void | onUnitDestroy (BWAPI::Unit *u) |
| void | onUnitShow (BWAPI::Unit *u) |
| void | onUnitHide (BWAPI::Unit *u) |
| void | onUnitMorph (BWAPI::Unit *u) |
| void | onUnitRenegade (BWAPI::Unit *u) |
Public Attributes | |
| std::set< BWTA::Region * > | currentlyExploring |
| EUnitsFilter * | eUnitsFilter |
| int | closestOnPath |
| MapManager * | mapManager |
| bool | enemyRush |
| BWAPI::Race | enemyRace |
| BWTA::BaseLocation * | enemyHome |
| std::map< double, BWTA::BaseLocation * > | enemyBasesOrder |
Friends | |
| class | CSingleton< Intelligence > |
| void Intelligence::onUnitCreate | ( | BWAPI::Unit * | u | ) |

| void Intelligence::onUnitDestroy | ( | BWAPI::Unit * | u | ) |

| void Intelligence::onUnitHide | ( | BWAPI::Unit * | u | ) |

| void Intelligence::onUnitMorph | ( | BWAPI::Unit * | u | ) |

| void Intelligence::onUnitRenegade | ( | BWAPI::Unit * | u | ) |

| void Intelligence::onUnitShow | ( | BWAPI::Unit * | u | ) |

| void Intelligence::update | ( | ) |
Initialize the enemy's bases order if we know where he is (_enemyBasesOrder should never be empty again, or else there is something really wrong)
Scout bases if we think they have a hidden one

friend class CSingleton< Intelligence > [friend] |
| std::set<BWTA::Region*> Intelligence::currentlyExploring |
| std::map<double, BWTA::BaseLocation*> Intelligence::enemyBasesOrder |
| BWTA::BaseLocation* Intelligence::enemyHome |
| BWAPI::Race Intelligence::enemyRace |
1.7.6.1