BWAPI
BWAPI::Game Member List
This is the complete list of members for BWAPI::Game, including all inherited members.
allies()=0BWAPI::Game [pure virtual]
canBuildHere(const Unit *builder, TilePosition position, UnitType type, bool checkExplored=false)=0BWAPI::Game [pure virtual]
canMake(const Unit *builder, UnitType type)=0BWAPI::Game [pure virtual]
canResearch(const Unit *unit, TechType type)=0BWAPI::Game [pure virtual]
canUpgrade(const Unit *unit, UpgradeType type)=0BWAPI::Game [pure virtual]
changeRace(Race race)=0BWAPI::Game [pure virtual]
countdownTimer() const =0BWAPI::Game [pure virtual]
drawBox(int ctype, int left, int top, int right, int bottom, Color color, bool isSolid=false)=0BWAPI::Game [pure virtual]
drawBoxMap(int left, int top, int right, int bottom, Color color, bool isSolid=false)=0BWAPI::Game [pure virtual]
drawBoxMouse(int left, int top, int right, int bottom, Color color, bool isSolid=false)=0BWAPI::Game [pure virtual]
drawBoxScreen(int left, int top, int right, int bottom, Color color, bool isSolid=false)=0BWAPI::Game [pure virtual]
drawCircle(int ctype, int x, int y, int radius, Color color, bool isSolid=false)=0BWAPI::Game [pure virtual]
drawCircleMap(int x, int y, int radius, Color color, bool isSolid=false)=0BWAPI::Game [pure virtual]
drawCircleMouse(int x, int y, int radius, Color color, bool isSolid=false)=0BWAPI::Game [pure virtual]
drawCircleScreen(int x, int y, int radius, Color color, bool isSolid=false)=0BWAPI::Game [pure virtual]
drawDot(int ctype, int x, int y, Color color)=0BWAPI::Game [pure virtual]
drawDotMap(int x, int y, Color color)=0BWAPI::Game [pure virtual]
drawDotMouse(int x, int y, Color color)=0BWAPI::Game [pure virtual]
drawDotScreen(int x, int y, Color color)=0BWAPI::Game [pure virtual]
drawEllipse(int ctype, int x, int y, int xrad, int yrad, Color color, bool isSolid=false)=0BWAPI::Game [pure virtual]
drawEllipseMap(int x, int y, int xrad, int yrad, Color color, bool isSolid=false)=0BWAPI::Game [pure virtual]
drawEllipseMouse(int x, int y, int xrad, int yrad, Color color, bool isSolid=false)=0BWAPI::Game [pure virtual]
drawEllipseScreen(int x, int y, int xrad, int yrad, Color color, bool isSolid=false)=0BWAPI::Game [pure virtual]
drawLine(int ctype, int x1, int y1, int x2, int y2, Color color)=0BWAPI::Game [pure virtual]
drawLineMap(int x1, int y1, int x2, int y2, Color color)=0BWAPI::Game [pure virtual]
drawLineMouse(int x1, int y1, int x2, int y2, Color color)=0BWAPI::Game [pure virtual]
drawLineScreen(int x1, int y1, int x2, int y2, Color color)=0BWAPI::Game [pure virtual]
drawText(int ctype, int x, int y, const char *format,...)=0BWAPI::Game [pure virtual]
drawTextMap(int x, int y, const char *format,...)=0BWAPI::Game [pure virtual]
drawTextMouse(int x, int y, const char *format,...)=0BWAPI::Game [pure virtual]
drawTextScreen(int x, int y, const char *format,...)=0BWAPI::Game [pure virtual]
drawTriangle(int ctype, int ax, int ay, int bx, int by, int cx, int cy, Color color, bool isSolid=false)=0BWAPI::Game [pure virtual]
drawTriangleMap(int ax, int ay, int bx, int by, int cx, int cy, Color color, bool isSolid=false)=0BWAPI::Game [pure virtual]
drawTriangleMouse(int ax, int ay, int bx, int by, int cx, int cy, Color color, bool isSolid=false)=0BWAPI::Game [pure virtual]
drawTriangleScreen(int ax, int ay, int bx, int by, int cx, int cy, Color color, bool isSolid=false)=0BWAPI::Game [pure virtual]
elapsedTime() const =0BWAPI::Game [pure virtual]
enableFlag(int flag)=0BWAPI::Game [pure virtual]
enemies()=0BWAPI::Game [pure virtual]
enemy()=0BWAPI::Game [pure virtual]
getAllRegions() const =0BWAPI::Game [pure virtual]
getAllUnits()=0BWAPI::Game [pure virtual]
getAPM(bool includeSelects=false)=0BWAPI::Game [pure virtual]
getAverageFPS()=0BWAPI::Game [pure virtual]
getBullets()=0BWAPI::Game [pure virtual]
getEvents()=0BWAPI::Game [pure virtual]
getForce(int forceID)=0BWAPI::Game [pure virtual]
getForces()=0BWAPI::Game [pure virtual]
getFPS()=0BWAPI::Game [pure virtual]
getFrameCount()=0BWAPI::Game [pure virtual]
getGameType()=0BWAPI::Game [pure virtual]
getGeysers()=0BWAPI::Game [pure virtual]
getGroundHeight(int tileX, int tileY)=0BWAPI::Game [pure virtual]
getGroundHeight(TilePosition position)=0BWAPI::Game [pure virtual]
getInstanceNumber()=0BWAPI::Game [pure virtual]
getKeyState(Key key)=0BWAPI::Game [pure virtual]
getKeyState(int key)=0BWAPI::Game [pure virtual]
getLastError() const =0BWAPI::Game [pure virtual]
getLastEventTime() const =0BWAPI::Game [pure virtual]
getLatency()=0BWAPI::Game [pure virtual]
getLatencyFrames()=0BWAPI::Game [pure virtual]
getLatencyTime()=0BWAPI::Game [pure virtual]
getMinerals()=0BWAPI::Game [pure virtual]
getMousePosition()=0BWAPI::Game [pure virtual]
getMouseState(MouseButton button)=0BWAPI::Game [pure virtual]
getMouseState(int button)=0BWAPI::Game [pure virtual]
getNeutralUnits()=0BWAPI::Game [pure virtual]
getNukeDots()=0BWAPI::Game [pure virtual]
getPlayer(int playerID)=0BWAPI::Game [pure virtual]
getPlayers()=0BWAPI::Game [pure virtual]
getRegion(int regionID)=0BWAPI::Game [pure virtual]
getRegionAt(int x, int y) const =0BWAPI::Game [pure virtual]
getRegionAt(BWAPI::Position position) const =0BWAPI::Game [pure virtual]
getRemainingLatencyFrames()=0BWAPI::Game [pure virtual]
getRemainingLatencyTime()=0BWAPI::Game [pure virtual]
getReplayFrameCount()=0BWAPI::Game [pure virtual]
getRevision()=0BWAPI::Game [pure virtual]
getScreenBuffer()=0BWAPI::Game [pure virtual]
getScreenPosition()=0BWAPI::Game [pure virtual]
getSelectedUnits()=0BWAPI::Game [pure virtual]
getStartLocations()=0BWAPI::Game [pure virtual]
getStaticGeysers()=0BWAPI::Game [pure virtual]
getStaticMinerals()=0BWAPI::Game [pure virtual]
getStaticNeutralUnits()=0BWAPI::Game [pure virtual]
getUnit(int unitID)=0BWAPI::Game [pure virtual]
getUnitsInRadius(BWAPI::Position center, int radius) const =0BWAPI::Game [pure virtual]
getUnitsInRectangle(int left, int top, int right, int bottom) const =0BWAPI::Game [pure virtual]
getUnitsInRectangle(BWAPI::Position topLeft, BWAPI::Position bottomRight) const =0BWAPI::Game [pure virtual]
getUnitsOnTile(int tileX, int tileY)=0BWAPI::Game [pure virtual]
hasCreep(int tileX, int tileY)=0BWAPI::Game [pure virtual]
hasCreep(TilePosition position)=0BWAPI::Game [pure virtual]
hasPath(Position source, Position destination) const =0BWAPI::Game [pure virtual]
hasPower(int tileX, int tileY, UnitType unitType=UnitTypes::None) const =0BWAPI::Game [pure virtual]
hasPower(TilePosition position, UnitType unitType=UnitTypes::None) const =0BWAPI::Game [pure virtual]
hasPower(int tileX, int tileY, int tileWidth, int tileHeight, UnitType unitType=UnitTypes::None) const =0BWAPI::Game [pure virtual]
hasPower(TilePosition position, int tileWidth, int tileHeight, UnitType unitType=UnitTypes::None) const =0BWAPI::Game [pure virtual]
hasPowerPrecise(int x, int y, UnitType unitType=UnitTypes::None) const =0BWAPI::Game [pure virtual]
hasPowerPrecise(Position position, UnitType unitType=UnitTypes::None) const =0BWAPI::Game [pure virtual]
indexToUnit(int unitIndex)=0BWAPI::Game [pure virtual]
isBattleNet()=0BWAPI::Game [pure virtual]
isBuildable(int tileX, int tileY, bool includeBuildings=false)=0BWAPI::Game [pure virtual]
isBuildable(TilePosition position, bool includeBuildings=false)=0BWAPI::Game [pure virtual]
isDebug()=0BWAPI::Game [pure virtual]
isExplored(int tileX, int tileY)=0BWAPI::Game [pure virtual]
isExplored(TilePosition position)=0BWAPI::Game [pure virtual]
isFlagEnabled(int flag)=0BWAPI::Game [pure virtual]
isInGame()=0BWAPI::Game [pure virtual]
isLatComEnabled()=0BWAPI::Game [pure virtual]
isMultiplayer()=0BWAPI::Game [pure virtual]
isPaused()=0BWAPI::Game [pure virtual]
isReplay()=0BWAPI::Game [pure virtual]
issueCommand(const std::set< BWAPI::Unit * > &units, UnitCommand command)=0BWAPI::Game [pure virtual]
isVisible(int tileX, int tileY)=0BWAPI::Game [pure virtual]
isVisible(TilePosition position)=0BWAPI::Game [pure virtual]
isWalkable(int walkX, int walkY)=0BWAPI::Game [pure virtual]
leaveGame()=0BWAPI::Game [pure virtual]
mapFileName()=0BWAPI::Game [pure virtual]
mapHash()=0BWAPI::Game [pure virtual]
mapHeight()=0BWAPI::Game [pure virtual]
mapName()=0BWAPI::Game [pure virtual]
mapPathName()=0BWAPI::Game [pure virtual]
mapWidth()=0BWAPI::Game [pure virtual]
neutral()=0BWAPI::Game [pure virtual]
observers()=0BWAPI::Game [pure virtual]
pauseGame()=0BWAPI::Game [pure virtual]
pingMinimap(int x, int y)=0BWAPI::Game [pure virtual]
pingMinimap(BWAPI::Position p)=0BWAPI::Game [pure virtual]
printf(const char *format,...)=0BWAPI::Game [pure virtual]
restartGame()=0BWAPI::Game [pure virtual]
resumeGame()=0BWAPI::Game [pure virtual]
self()=0BWAPI::Game [pure virtual]
sendText(const char *format,...)=0BWAPI::Game [pure virtual]
sendTextEx(bool toAllies, const char *format,...)=0BWAPI::Game [pure virtual]
setAlliance(BWAPI::Player *player, bool allied=true, bool alliedVictory=true)=0BWAPI::Game [pure virtual]
setCommandOptimizationLevel(int level=2)=0BWAPI::Game [pure virtual]
setFrameSkip(int frameSkip=1)=0BWAPI::Game [pure virtual]
setGUI(bool enabled=true)=0BWAPI::Game [pure virtual]
setLastError(BWAPI::Error e)=0BWAPI::Game [pure virtual]
setLatCom(bool isEnabled)=0BWAPI::Game [pure virtual]
setLocalSpeed(int speed=-1)=0BWAPI::Game [pure virtual]
setMap(const char *mapFileName)=0BWAPI::Game [pure virtual]
setReplayVision(BWAPI::Player *player, bool enabled=true)=0BWAPI::Game [pure virtual]
setRevealAll(bool reveal=true)=0BWAPI::Game [pure virtual]
setScreenPosition(int x, int y)=0BWAPI::Game [pure virtual]
setScreenPosition(BWAPI::Position p)=0BWAPI::Game [pure virtual]
setTextSize(int size=1)=0BWAPI::Game [pure virtual]
setVision(BWAPI::Player *player, bool enabled=true)=0BWAPI::Game [pure virtual]
startGame()=0BWAPI::Game [pure virtual]
~Game()BWAPI::Game [inline, protected, virtual]
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