BWAPI
Environment Member List
This is the complete list of members for Environment, including all inherited members.
addAgent(Unit *unit)Environment
addPlannedBuilding(BuildingSpaceInfo *pBuilding)Environment
addTask(Task *task)Environment
addTaskTarget(Unit *unit, TaskType type)Environment
addUnitMemory(Unit *unit)Environment
calculateNeededExtraWorkers()Environment
containsAgent(Unit *unit)Environment
decRequiredGas(int quantity)Environment
decRequiredGasWorkers(int count)Environment
decRequiredMinerals(int quantity)Environment
decRequiredMineralWorkers(int count)Environment
decRequiredSupply(int quantity)Environment
decRequiredWorkers(int count)Environment
Environment()Environment
generateValidPositions()Environment
getAgents()Environment
getAgentsInRadius(Position pos, int radius)Environment
getBestCommandPosition()Environment
getBestOpenSpace(Position idealPos)Environment
getBestPosition(UnitType type, Position idealPos)Environment
getBestPosition(TileBox box, Position idealPos, UnitType type=UnitTypes::None)Environment
getClosestAgent(AgentType type, Position pos)Environment
getClosestAgent(UnitType type, Position pos)Environment
getClosestAgent(TaskType type, Position pos)Environment
getCurrentGas()Environment
getCurrentMinerals()Environment
getCurrentSupply()Environment
getEnemyMemories()Environment
getFilteredAgents(AgentType type, bool finished=true)Environment
getFilteredAgents(UnitType type, bool finished=true)Environment
getFilteredAgents(TaskType type, bool finished=true)Environment
getFilteredTasks(TaskType type)Environment
getFilteredTasks(TaskType type, int maxCreationFrame)Environment
getFilteredTasksByPriority(TaskType type, double priority)Environment
getMapSectors()Environment
getMapSectorsInQuadrant(Quadrant *quadrant)Environment
getMemoriesInRadius(Position pos, int radius)Environment
getNextTaskId()Environment
getPlannedBuildings()Environment
getPlayer()Environment
getQuadrant(int i, int j)Environment
getQuadrant(TilePosition pos)Environment
getQuadrant(MapSector *sector)Environment
getQuadrants()Environment
getRequiredGas()Environment
getRequiredGasWorkers()Environment
getRequiredMinerals()Environment
getRequiredMineralWorkers()Environment
getRequiredSupply()Environment
getRequiredWorkers()Environment
getReservedGas()Environment
getReservedMinerals()Environment
getReservedSupply()Environment
getTasks()Environment
getThreatenedUnits(Unit *enemyUnit)Environment
getTotalDeaths()Environment
getTotalSupply()Environment
getUnitAirAttackValue(UnitType type)Environment [static]
getUnitCombatValue(Unit *unit)Environment [static]
getUnitGroundAttackValue(UnitType type)Environment [static]
getUnitHealthValue(Unit *unit)Environment [static]
getUnitHealthValue(UnitMemory *memory)Environment [static]
getUnitMemory(Unit *unit)Environment
getUnitTypeDeaths(UnitType type)Environment
getUnitTypeValue(UnitType type)Environment [static]
getValidPositions()Environment
hasAttackers()Environment
hasEconomy()Environment
incRequiredGas(int quantity)Environment
incRequiredGasWorkers(int count)Environment
incRequiredMinerals(int quantity)Environment
incRequiredMineralWorkers(int count)Environment
incRequiredSupply(int quantity)Environment
incRequiredWorkers(int count)Environment
incUnitTypeDeaths(UnitType type)Environment
initialize()Environment
isEnemyUnit(Unit *unit)Environment
isTaskTarget(Unit *unit, TaskType type)Environment
isUnitCombatValuable(Unit *unit)Environment [static]
purgeAgents()Environment
purgeMapSectors()Environment
purgeQuadrants()Environment
purgeTasks()Environment
purgeUnitMemories()Environment
refresh()Environment
refreshMemoryUnits()Environment
removeAgent(Unit *unit)Environment
removePlannedBuilding(BuildingSpaceInfo *pBuilding)Environment
removeTask(Task *task)Environment
removeTaskTarget(Unit *unit, TaskType type)Environment
removeTaskTargets(Unit *unit)Environment
removeUnitMemory(Unit *unit)Environment
reserveGas(int quantity)Environment
reserveMinerals(int quantity)Environment
reserveSupply(int quantity)Environment
resetQuadrants()Environment
resetReserves()Environment
~Environment(void)Environment [virtual]
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