BWAPI
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#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 |