BWAPI
MapSector Member List
This is the complete list of members for MapSector, including all inherited members.
_agentsMapSector [protected]
_airValuePercentageMapSector [protected]
_assaultSectorTaskCountMapSector [protected]
_buildingCountMapSector [protected]
_centerPositionMapSector [protected]
_deathCountMapSector [protected]
_enemiesMapSector [protected]
_enemyValueMapSector [protected]
_envMapSector [protected]
_exploreSectorTaskMapSector [protected]
_geysersMapSector [protected]
_lastVisibleMapSector [protected]
_mineralsMapSector [protected]
_notVisibleWalkablePositionsMapSector [protected]
_positionMapSector [protected]
_positionsMapSector [protected]
_possibleEnemyValueMapSector [protected]
_posXMapSector [protected]
_posYMapSector [protected]
_resourceValueMapSector [protected]
_sectorHeightMapSector [protected]
_sectorWidthMapSector [protected]
_undetectedValuePercentageMapSector [protected]
_unitMemoriesMapSector [protected]
_visibilityPercentageMapSector [protected]
_walkablePercentageMapSector [protected]
_walkablePositionsMapSector [protected]
addAgent(Agent *agent)MapSector
addUnitMemory(UnitMemory *memory)MapSector
calculateEnemyValue()MapSector
calculateResourceValue()MapSector
decAssaultSectorTaskCount()MapSector
getAgents()MapSector
getAirValuePercentage()MapSector
getAssaultSectorTaskCount()MapSector
getBuildingCount()MapSector
getCenterPosition()MapSector
getCornerDistance()MapSector
getDeathCount()MapSector
getDistance(Position pos)MapSector
getDistance(TilePosition pos)MapSector
getDistanceFromStart()MapSector
getEnemies()MapSector
getEnemyValue()MapSector
getEnvironment()MapSector
getExploreSectorTask()MapSector
getLastVisible()MapSector
getMinerals()MapSector
getNotVisibleWalkablePositions()MapSector
getPosition()MapSector
getPositions()MapSector
getResourceValue()MapSector
getTimeNotVisible()MapSector
getUndetectedValuePercentage()MapSector
getVisibilityPercentage()MapSector
getWalkablePercentage()MapSector
getWalkablePositions()MapSector
hasUndetectedsMapSector [protected]
incAssaultSectorTaskCount()MapSector
incDeathCount()MapSector
incPossibleEnemyValue()MapSector
initialize()MapSector
isInSector(Unit *unit)MapSector
isInSector(Position pos)MapSector
isInSector(TilePosition pos)MapSector
isWalkableFromStart()MapSector
MapSector(TilePosition position, Environment *env)MapSector
MapSector(int x, int y, Environment *env)MapSector
markExplored()MapSector
refresh()MapSector
refreshBuildingCount()MapSector [protected]
refreshEnemies()MapSector [protected]
refreshResources()MapSector [protected]
removeAgent(Agent *agent)MapSector
removeUnitMemory(UnitMemory *memory)MapSector
resetPossibleEnemyValue()MapSector
setExploreSectorTask(ExploreSectorTask *task)MapSector
~MapSector()MapSector [virtual]
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