BWAPI
BWAPI::GameImpl Member List
This is the complete list of members for BWAPI::GameImpl, including all inherited members.
addUnitCommand(BWAPIC::UnitCommand &c)BWAPI::GameImpl
allies()BWAPI::GameImpl [virtual]
canBuildHere(const Unit *builder, TilePosition position, UnitType type, bool checkExplored=false)BWAPI::GameImpl [virtual]
canMake(const Unit *builder, UnitType type)BWAPI::GameImpl [virtual]
canResearch(const Unit *unit, TechType type)BWAPI::GameImpl [virtual]
canUpgrade(const Unit *unit, UpgradeType type)BWAPI::GameImpl [virtual]
changeRace(BWAPI::Race race)BWAPI::GameImpl [virtual]
drawBox(int ctype, int left, int top, int right, int bottom, Color color, bool isSolid=false)BWAPI::GameImpl [virtual]
drawBoxMap(int left, int top, int right, int bottom, Color color, bool isSolid=false)BWAPI::GameImpl [virtual]
drawBoxMouse(int left, int top, int right, int bottom, Color color, bool isSolid=false)BWAPI::GameImpl [virtual]
drawBoxScreen(int left, int top, int right, int bottom, Color color, bool isSolid=false)BWAPI::GameImpl [virtual]
drawCircle(int ctype, int x, int y, int radius, Color color, bool isSolid=false)BWAPI::GameImpl [virtual]
drawCircleMap(int x, int y, int radius, Color color, bool isSolid=false)BWAPI::GameImpl [virtual]
drawCircleMouse(int x, int y, int radius, Color color, bool isSolid=false)BWAPI::GameImpl [virtual]
drawCircleScreen(int x, int y, int radius, Color color, bool isSolid=false)BWAPI::GameImpl [virtual]
drawDot(int ctype, int x, int y, Color color)BWAPI::GameImpl [virtual]
drawDotMap(int x, int y, Color color)BWAPI::GameImpl [virtual]
drawDotMouse(int x, int y, Color color)BWAPI::GameImpl [virtual]
drawDotScreen(int x, int y, Color color)BWAPI::GameImpl [virtual]
drawEllipse(int ctype, int x, int y, int xrad, int yrad, Color color, bool isSolid=false)BWAPI::GameImpl [virtual]
drawEllipseMap(int x, int y, int xrad, int yrad, Color color, bool isSolid=false)BWAPI::GameImpl [virtual]
drawEllipseMouse(int x, int y, int xrad, int yrad, Color color, bool isSolid=false)BWAPI::GameImpl [virtual]
drawEllipseScreen(int x, int y, int xrad, int yrad, Color color, bool isSolid=false)BWAPI::GameImpl [virtual]
drawLine(int ctype, int x1, int y1, int x2, int y2, Color color)BWAPI::GameImpl [virtual]
drawLineMap(int x1, int y1, int x2, int y2, Color color)BWAPI::GameImpl [virtual]
drawLineMouse(int x1, int y1, int x2, int y2, Color color)BWAPI::GameImpl [virtual]
drawLineScreen(int x1, int y1, int x2, int y2, Color color)BWAPI::GameImpl [virtual]
drawText(int ctype, int x, int y, const char *format,...)BWAPI::GameImpl [virtual]
drawTextMap(int x, int y, const char *format,...)BWAPI::GameImpl [virtual]
drawTextMouse(int x, int y, const char *format,...)BWAPI::GameImpl [virtual]
drawTextScreen(int x, int y, const char *format,...)BWAPI::GameImpl [virtual]
drawTriangle(int ctype, int ax, int ay, int bx, int by, int cx, int cy, Color color, bool isSolid=false)BWAPI::GameImpl [virtual]
drawTriangleMap(int ax, int ay, int bx, int by, int cx, int cy, Color color, bool isSolid=false)BWAPI::GameImpl [virtual]
drawTriangleMouse(int ax, int ay, int bx, int by, int cx, int cy, Color color, bool isSolid=false)BWAPI::GameImpl [virtual]
drawTriangleScreen(int ax, int ay, int bx, int by, int cx, int cy, Color color, bool isSolid=false)BWAPI::GameImpl [virtual]
elapsedTime() const BWAPI::GameImpl [virtual]
enableFlag(int flag)BWAPI::GameImpl [virtual]
enemies()BWAPI::GameImpl [virtual]
enemy()BWAPI::GameImpl [virtual]
GameImpl(GameData *data)BWAPI::GameImpl
getAllUnits()BWAPI::GameImpl [virtual]
getAPM(bool includeSelects=false)BWAPI::GameImpl [virtual]
getAverageFPS()BWAPI::GameImpl [virtual]
getBullets()BWAPI::GameImpl [virtual]
getEvents()BWAPI::GameImpl [virtual]
getForce(int forceID)BWAPI::GameImpl [virtual]
getForces()BWAPI::GameImpl [virtual]
getFPS()BWAPI::GameImpl [virtual]
getFrameCount()BWAPI::GameImpl [virtual]
getGameData() const BWAPI::GameImpl
getGameType()BWAPI::GameImpl [virtual]
getGeysers()BWAPI::GameImpl [virtual]
getGroundHeight(int x, int y)BWAPI::GameImpl [virtual]
getGroundHeight(TilePosition position)BWAPI::GameImpl [virtual]
getInstanceNumber()BWAPI::GameImpl [virtual]
getKeyState(Key key)BWAPI::GameImpl [virtual]
getKeyState(int key)BWAPI::GameImpl [virtual]
getLastError() const BWAPI::GameImpl [virtual]
getLatency()BWAPI::GameImpl [virtual]
getLatencyFrames()BWAPI::GameImpl [virtual]
getLatencyTime()BWAPI::GameImpl [virtual]
getMinerals()BWAPI::GameImpl [virtual]
getMousePosition()BWAPI::GameImpl [virtual]
getMouseState(MouseButton button)BWAPI::GameImpl [virtual]
getMouseState(int button)BWAPI::GameImpl [virtual]
getNeutralUnits()BWAPI::GameImpl [virtual]
getNukeDots()BWAPI::GameImpl [virtual]
getPlayer(int playerID)BWAPI::GameImpl [virtual]
getPlayers()BWAPI::GameImpl [virtual]
getRemainingLatencyFrames()BWAPI::GameImpl [virtual]
getRemainingLatencyTime()BWAPI::GameImpl [virtual]
getReplayFrameCount()BWAPI::GameImpl [virtual]
getRevision()BWAPI::GameImpl [virtual]
getScreenBuffer()BWAPI::GameImpl [virtual]
getScreenPosition()BWAPI::GameImpl [virtual]
getSelectedUnits()BWAPI::GameImpl [virtual]
getStartLocations()BWAPI::GameImpl [virtual]
getStaticGeysers()BWAPI::GameImpl [virtual]
getStaticMinerals()BWAPI::GameImpl [virtual]
getStaticNeutralUnits()BWAPI::GameImpl [virtual]
getUnit(int unitID)BWAPI::GameImpl [virtual]
getUnitsInRadius(BWAPI::Position center, int radius) const BWAPI::GameImpl [virtual]
getUnitsInRectangle(int left, int top, int right, int bottom) const BWAPI::GameImpl [virtual]
getUnitsInRectangle(BWAPI::Position topLeft, BWAPI::Position bottomRight) const BWAPI::GameImpl [virtual]
getUnitsOnTile(int x, int y)BWAPI::GameImpl [virtual]
hasCreep(int x, int y)BWAPI::GameImpl [virtual]
hasCreep(TilePosition position)BWAPI::GameImpl [virtual]
hasPath(Position source, Position destination) const BWAPI::GameImpl [virtual]
hasPower(int tileX, int tileY, UnitType unitType=UnitTypes::None) const BWAPI::GameImpl [virtual]
hasPower(TilePosition position, UnitType unitType=UnitTypes::None) const BWAPI::GameImpl [virtual]
hasPower(int tileX, int tileY, int tileWidth, int tileHeight, UnitType unitType=UnitTypes::None) const BWAPI::GameImpl [virtual]
hasPower(TilePosition position, int tileWidth, int tileHeight, UnitType unitType=UnitTypes::None) const BWAPI::GameImpl [virtual]
hasPowerPrecise(int x, int y, UnitType unitType=UnitTypes::None) const BWAPI::GameImpl [virtual]
hasPowerPrecise(Position position, UnitType unitType=UnitTypes::None) const BWAPI::GameImpl [virtual]
indexToUnit(int unitIndex)BWAPI::GameImpl [virtual]
inGameBWAPI::GameImpl
isBattleNet()BWAPI::GameImpl [virtual]
isBuildable(int x, int y, bool includeBuildings=false)BWAPI::GameImpl [virtual]
isBuildable(TilePosition position, bool includeBuildings=false)BWAPI::GameImpl [virtual]
isDebug()BWAPI::GameImpl [virtual]
isExplored(int x, int y)BWAPI::GameImpl [virtual]
isExplored(TilePosition position)BWAPI::GameImpl [virtual]
isFlagEnabled(int flag)BWAPI::GameImpl [virtual]
isInGame()BWAPI::GameImpl [virtual]
isLatComEnabled()BWAPI::GameImpl [virtual]
isMultiplayer()BWAPI::GameImpl [virtual]
isPaused()BWAPI::GameImpl [virtual]
isReplay()BWAPI::GameImpl [virtual]
issueCommand(const std::set< BWAPI::Unit * > &units, UnitCommand command)BWAPI::GameImpl [virtual]
isVisible(int x, int y)BWAPI::GameImpl [virtual]
isVisible(TilePosition position)BWAPI::GameImpl [virtual]
isWalkable(int x, int y)BWAPI::GameImpl [virtual]
leaveGame()BWAPI::GameImpl [virtual]
makeEvent(BWAPIC::Event e)BWAPI::GameImpl
mapFileName()BWAPI::GameImpl [virtual]
mapHash()BWAPI::GameImpl [virtual]
mapHeight()BWAPI::GameImpl [virtual]
mapName()BWAPI::GameImpl [virtual]
mapPathName()BWAPI::GameImpl [virtual]
mapWidth()BWAPI::GameImpl [virtual]
neutral()BWAPI::GameImpl [virtual]
observers()BWAPI::GameImpl [virtual]
onMatchEnd()BWAPI::GameImpl
onMatchFrame()BWAPI::GameImpl
onMatchStart()BWAPI::GameImpl
pauseGame()BWAPI::GameImpl [virtual]
pingMinimap(int x, int y)BWAPI::GameImpl [virtual]
pingMinimap(BWAPI::Position p)BWAPI::GameImpl [virtual]
printf(const char *format,...)BWAPI::GameImpl [virtual]
restartGame()BWAPI::GameImpl [virtual]
resumeGame()BWAPI::GameImpl [virtual]
self()BWAPI::GameImpl [virtual]
sendText(const char *format,...)BWAPI::GameImpl [virtual]
sendTextEx(bool toAllies, const char *format,...)BWAPI::GameImpl [virtual]
setAlliance(BWAPI::Player *player, bool allied=true, bool alliedVictory=true)BWAPI::GameImpl [virtual]
setCommandOptimizationLevel(int level=2)BWAPI::GameImpl [virtual]
setFrameSkip(int frameSkip=1)BWAPI::GameImpl [virtual]
setGUI(bool enabled=true)BWAPI::GameImpl [virtual]
setLastError(BWAPI::Error e)BWAPI::GameImpl [virtual]
setLatCom(bool isEnabled)BWAPI::GameImpl [virtual]
setLocalSpeed(int speed=-1)BWAPI::GameImpl [virtual]
setMap(const char *mapFileName)BWAPI::GameImpl [virtual]
setScreenPosition(int x, int y)BWAPI::GameImpl [virtual]
setScreenPosition(BWAPI::Position p)BWAPI::GameImpl [virtual]
setTextSize(int size=1)BWAPI::GameImpl [virtual]
setVision(BWAPI::Player *player, bool enabled=true)BWAPI::GameImpl [virtual]
startGame()BWAPI::GameImpl [virtual]
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