BWAPI
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#include <ClientModule.h>
Public Member Functions | |
ClientModule () | |
virtual void | onStart () |
virtual void | onFrame () |
virtual void | onEnd (bool isWinner) |
virtual void | onUnitCreate (BWAPI::Unit *unit) |
virtual void | onUnitDestroy (BWAPI::Unit *unit) |
virtual void | onSendText (std::string text) |
virtual void | onReceiveText (BWAPI::Player *player, std::string text) |
virtual void | onPlayerLeft (BWAPI::Player *player) |
virtual void | onNukeDetect (BWAPI::Position target) |
virtual void | onUnitMorph (BWAPI::Unit *unit) |
virtual void | onUnitShow (BWAPI::Unit *unit) |
virtual void | onUnitHide (BWAPI::Unit *unit) |
virtual void | onUnitRenegade (BWAPI::Unit *unit) |
virtual void | onSaveGame (std::string gameName) |
void ClientModule::onEnd | ( | bool | isWinner | ) | [virtual] |
Called at the end of a game. This is where we shut down sockets and clean up any data structures we have created.
Reimplemented from BWAPI::AIModule.
void ClientModule::onFrame | ( | ) | [virtual] |
Runs every frame
Sends the unit status to the ProxyBot, then waits for a list of command messages.
Reimplemented from BWAPI::AIModule.
void ClientModule::onNukeDetect | ( | BWAPI::Position | target | ) | [virtual] |
BWAPI calls this when a nuclear launch has been detected. If the target position is visible, or if Complete Map Information is enabled, the target position will also be provided. If Complete Map Information is disabled and the target position is not visible, target will be set to Positions::Unknown.
Reimplemented from BWAPI::AIModule.
void ClientModule::onPlayerLeft | ( | BWAPI::Player * | player | ) | [virtual] |
BWAPI calls this when a player leaves the game.
Reimplemented from BWAPI::AIModule.
void ClientModule::onReceiveText | ( | BWAPI::Player * | player, |
std::string | text | ||
) | [virtual] |
BWAPI calls this when another player sends a message.
Reimplemented from BWAPI::AIModule.
void ClientModule::onSaveGame | ( | std::string | gameName | ) | [virtual] |
Reimplemented from BWAPI::AIModule.
void ClientModule::onSendText | ( | std::string | text | ) | [virtual] |
If Flag::UserInput is enabled, BWAPI will call this each time a user enters a message into the chat.
Reimplemented from BWAPI::AIModule.
void ClientModule::onStart | ( | ) | [virtual] |
Called at the start of a match.
Reimplemented from BWAPI::AIModule.
void ClientModule::onUnitCreate | ( | BWAPI::Unit * | unit | ) | [virtual] |
BWAPI calls this when a unit is created. Note that this is NOT called when a unit changes type (such as larva into egg or egg into drone). Building a refinery/assimilator/extractor will not produce an onUnitCreate call since the vespene geyser changes to the unit type of the refinery/assimilator/extractor. If Complete Map Information is enabled, this will also be called for new units that are hidden by the fog of war. If the unit is visible upon creation, onUnitShow will be called shortly after onUnitCreate is called.
Reimplemented from BWAPI::AIModule.
void ClientModule::onUnitDestroy | ( | BWAPI::Unit * | unit | ) | [virtual] |
Removes the unit from the ID->unit mapping
Reimplemented from BWAPI::AIModule.
void ClientModule::onUnitHide | ( | BWAPI::Unit * | unit | ) | [virtual] |
BWAPI calls this right before a unit becomes invisible, so if you want your non-cheating AI to remember where it last saw a unit, this callback would be a good place to implement it. The complete map information flag has no effect on this callback.
Reimplemented from BWAPI::AIModule.
void ClientModule::onUnitMorph | ( | BWAPI::Unit * | unit | ) | [virtual] |
BWAPI calls this when a unit changes type, such as from a Zerg Drone to a Zerg Hatchery, or from a Terran Siege Tank Tank Mode to Terran Siege Tank Siege Mode. This is not called when the type changes to or from UnitTypes::Unknown (which happens when a unit becomes visible or invisible).
Reimplemented from BWAPI::AIModule.
void ClientModule::onUnitRenegade | ( | BWAPI::Unit * | unit | ) | [virtual] |
BWAPI calls this when an accessible unit changes ownership.
Reimplemented from BWAPI::AIModule.
void ClientModule::onUnitShow | ( | BWAPI::Unit * | unit | ) | [virtual] |
BWAPI calls this the instant a previously invisible unit becomes visible. The complete map information flag has no effect on this callback.
Reimplemented from BWAPI::AIModule.