BWAPI
BWAPI::Unit Member List
This is the complete list of members for BWAPI::Unit, including all inherited members.
attack(Position target, bool shiftQueueCommand=false)=0BWAPI::Unit [pure virtual]
attack(Unit *target, bool shiftQueueCommand=false)=0BWAPI::Unit [pure virtual]
build(TilePosition target, UnitType type)=0BWAPI::Unit [pure virtual]
buildAddon(UnitType type)=0BWAPI::Unit [pure virtual]
burrow()=0BWAPI::Unit [pure virtual]
cancelAddon()=0BWAPI::Unit [pure virtual]
cancelConstruction()=0BWAPI::Unit [pure virtual]
cancelMorph()=0BWAPI::Unit [pure virtual]
cancelResearch()=0BWAPI::Unit [pure virtual]
cancelTrain(int slot=-2)=0BWAPI::Unit [pure virtual]
cancelUpgrade()=0BWAPI::Unit [pure virtual]
canIssueCommand(UnitCommand command) const =0BWAPI::Unit [pure virtual]
cloak()=0BWAPI::Unit [pure virtual]
decloak()=0BWAPI::Unit [pure virtual]
exists() const =0BWAPI::Unit [pure virtual]
follow(Unit *target, bool shiftQueueCommand=false)=0BWAPI::Unit [pure virtual]
gather(Unit *target, bool shiftQueueCommand=false)=0BWAPI::Unit [pure virtual]
getAcidSporeCount() const =0BWAPI::Unit [pure virtual]
getAddon() const =0BWAPI::Unit [pure virtual]
getAirWeaponCooldown() const =0BWAPI::Unit [pure virtual]
getAngle() const =0BWAPI::Unit [pure virtual]
getBottom() const =0BWAPI::Unit [pure virtual]
getBuildType() const =0BWAPI::Unit [pure virtual]
getBuildUnit() const =0BWAPI::Unit [pure virtual]
getCarrier() const =0BWAPI::Unit [pure virtual]
getClientInfo() const =0BWAPI::Unit [pure virtual]
getDefenseMatrixPoints() const =0BWAPI::Unit [pure virtual]
getDefenseMatrixTimer() const =0BWAPI::Unit [pure virtual]
getDistance(Unit *target) const =0BWAPI::Unit [pure virtual]
getDistance(Position target) const =0BWAPI::Unit [pure virtual]
getEnergy() const =0BWAPI::Unit [pure virtual]
getEnsnareTimer() const =0BWAPI::Unit [pure virtual]
getGroundWeaponCooldown() const =0BWAPI::Unit [pure virtual]
getHatchery() const =0BWAPI::Unit [pure virtual]
getHitPoints() const =0BWAPI::Unit [pure virtual]
getID() const =0BWAPI::Unit [pure virtual]
getInitialHitPoints() const =0BWAPI::Unit [pure virtual]
getInitialPosition() const =0BWAPI::Unit [pure virtual]
getInitialResources() const =0BWAPI::Unit [pure virtual]
getInitialTilePosition() const =0BWAPI::Unit [pure virtual]
getInitialType() const =0BWAPI::Unit [pure virtual]
getInterceptorCount() const =0BWAPI::Unit [pure virtual]
getInterceptors() const =0BWAPI::Unit [pure virtual]
getIrradiateTimer() const =0BWAPI::Unit [pure virtual]
getKillCount() const =0BWAPI::Unit [pure virtual]
getLarva() const =0BWAPI::Unit [pure virtual]
getLastAttackingPlayer() const =0BWAPI::Unit [pure virtual]
getLastCommand() const =0BWAPI::Unit [pure virtual]
getLastCommandFrame() const =0BWAPI::Unit [pure virtual]
getLeft() const =0BWAPI::Unit [pure virtual]
getLoadedUnits() const =0BWAPI::Unit [pure virtual]
getLockdownTimer() const =0BWAPI::Unit [pure virtual]
getMaelstromTimer() const =0BWAPI::Unit [pure virtual]
getNydusExit() const =0BWAPI::Unit [pure virtual]
getOrder() const =0BWAPI::Unit [pure virtual]
getOrderTarget() const =0BWAPI::Unit [pure virtual]
getOrderTargetPosition() const =0BWAPI::Unit [pure virtual]
getOrderTimer() const =0BWAPI::Unit [pure virtual]
getPlagueTimer() const =0BWAPI::Unit [pure virtual]
getPlayer() const =0BWAPI::Unit [pure virtual]
getPosition() const =0BWAPI::Unit [pure virtual]
getPowerUp() const =0BWAPI::Unit [pure virtual]
getRallyPosition() const =0BWAPI::Unit [pure virtual]
getRallyUnit() const =0BWAPI::Unit [pure virtual]
getRegion() const =0BWAPI::Unit [pure virtual]
getRemainingBuildTime() const =0BWAPI::Unit [pure virtual]
getRemainingResearchTime() const =0BWAPI::Unit [pure virtual]
getRemainingTrainTime() const =0BWAPI::Unit [pure virtual]
getRemainingUpgradeTime() const =0BWAPI::Unit [pure virtual]
getRemoveTimer() const =0BWAPI::Unit [pure virtual]
getReplayID() const =0BWAPI::Unit [pure virtual]
getResourceGroup() const =0BWAPI::Unit [pure virtual]
getResources() const =0BWAPI::Unit [pure virtual]
getRight() const =0BWAPI::Unit [pure virtual]
getScarabCount() const =0BWAPI::Unit [pure virtual]
getSecondaryOrder() const =0BWAPI::Unit [pure virtual]
getShields() const =0BWAPI::Unit [pure virtual]
getSpellCooldown() const =0BWAPI::Unit [pure virtual]
getSpiderMineCount() const =0BWAPI::Unit [pure virtual]
getStasisTimer() const =0BWAPI::Unit [pure virtual]
getStimTimer() const =0BWAPI::Unit [pure virtual]
getTarget() const =0BWAPI::Unit [pure virtual]
getTargetPosition() const =0BWAPI::Unit [pure virtual]
getTech() const =0BWAPI::Unit [pure virtual]
getTilePosition() const =0BWAPI::Unit [pure virtual]
getTop() const =0BWAPI::Unit [pure virtual]
getTrainingQueue() const =0BWAPI::Unit [pure virtual]
getTransport() const =0BWAPI::Unit [pure virtual]
getType() const =0BWAPI::Unit [pure virtual]
getUnitsInRadius(int radius) const =0BWAPI::Unit [pure virtual]
getUnitsInWeaponRange(WeaponType weapon) const =0BWAPI::Unit [pure virtual]
getUpgrade() const =0BWAPI::Unit [pure virtual]
getUpgradeLevel(UpgradeType upgrade) const =0BWAPI::Unit [pure virtual]
getVelocityX() const =0BWAPI::Unit [pure virtual]
getVelocityY() const =0BWAPI::Unit [pure virtual]
haltConstruction()=0BWAPI::Unit [pure virtual]
hasNuke() const =0BWAPI::Unit [pure virtual]
hasPath(Unit *target) const =0BWAPI::Unit [pure virtual]
hasPath(Position target) const =0BWAPI::Unit [pure virtual]
holdPosition(bool shiftQueueCommand=false)=0BWAPI::Unit [pure virtual]
isAccelerating() const =0BWAPI::Unit [pure virtual]
isAttackFrame() const =0BWAPI::Unit [pure virtual]
isAttacking() const =0BWAPI::Unit [pure virtual]
isBeingConstructed() const =0BWAPI::Unit [pure virtual]
isBeingGathered() const =0BWAPI::Unit [pure virtual]
isBeingHealed() const =0BWAPI::Unit [pure virtual]
isBlind() const =0BWAPI::Unit [pure virtual]
isBraking() const =0BWAPI::Unit [pure virtual]
isBurrowed() const =0BWAPI::Unit [pure virtual]
isCarryingGas() const =0BWAPI::Unit [pure virtual]
isCarryingMinerals() const =0BWAPI::Unit [pure virtual]
isCloaked() const =0BWAPI::Unit [pure virtual]
isCompleted() const =0BWAPI::Unit [pure virtual]
isConstructing() const =0BWAPI::Unit [pure virtual]
isDefenseMatrixed() const =0BWAPI::Unit [pure virtual]
isDetected() const =0BWAPI::Unit [pure virtual]
isEnsnared() const =0BWAPI::Unit [pure virtual]
isFollowing() const =0BWAPI::Unit [pure virtual]
isGatheringGas() const =0BWAPI::Unit [pure virtual]
isGatheringMinerals() const =0BWAPI::Unit [pure virtual]
isHallucination() const =0BWAPI::Unit [pure virtual]
isHoldingPosition() const =0BWAPI::Unit [pure virtual]
isIdle() const =0BWAPI::Unit [pure virtual]
isInterruptible() const =0BWAPI::Unit [pure virtual]
isInvincible() const =0BWAPI::Unit [pure virtual]
isInWeaponRange(Unit *target) const =0BWAPI::Unit [pure virtual]
isIrradiated() const =0BWAPI::Unit [pure virtual]
isLifted() const =0BWAPI::Unit [pure virtual]
isLoaded() const =0BWAPI::Unit [pure virtual]
isLockedDown() const =0BWAPI::Unit [pure virtual]
isMaelstrommed() const =0BWAPI::Unit [pure virtual]
isMorphing() const =0BWAPI::Unit [pure virtual]
isMoving() const =0BWAPI::Unit [pure virtual]
isParasited() const =0BWAPI::Unit [pure virtual]
isPatrolling() const =0BWAPI::Unit [pure virtual]
isPlagued() const =0BWAPI::Unit [pure virtual]
isRepairing() const =0BWAPI::Unit [pure virtual]
isResearching() const =0BWAPI::Unit [pure virtual]
isSelected() const =0BWAPI::Unit [pure virtual]
isSieged() const =0BWAPI::Unit [pure virtual]
isStartingAttack() const =0BWAPI::Unit [pure virtual]
isStasised() const =0BWAPI::Unit [pure virtual]
isStimmed() const =0BWAPI::Unit [pure virtual]
isStuck() const =0BWAPI::Unit [pure virtual]
issueCommand(UnitCommand command)=0BWAPI::Unit [pure virtual]
isTraining() const =0BWAPI::Unit [pure virtual]
isUnderAttack() const =0BWAPI::Unit [pure virtual]
isUnderDarkSwarm() const =0BWAPI::Unit [pure virtual]
isUnderDisruptionWeb() const =0BWAPI::Unit [pure virtual]
isUnderStorm() const =0BWAPI::Unit [pure virtual]
isUnpowered() const =0BWAPI::Unit [pure virtual]
isUpgrading() const =0BWAPI::Unit [pure virtual]
isVisible() const =0BWAPI::Unit [pure virtual]
isVisible(Player *player) const =0BWAPI::Unit [pure virtual]
land(TilePosition target)=0BWAPI::Unit [pure virtual]
lift()=0BWAPI::Unit [pure virtual]
load(Unit *target, bool shiftQueueCommand=false)=0BWAPI::Unit [pure virtual]
morph(UnitType type)=0BWAPI::Unit [pure virtual]
move(Position target, bool shiftQueueCommand=false)=0BWAPI::Unit [pure virtual]
patrol(Position target, bool shiftQueueCommand=false)=0BWAPI::Unit [pure virtual]
placeCOP(TilePosition target)=0BWAPI::Unit [pure virtual]
repair(Unit *target, bool shiftQueueCommand=false)=0BWAPI::Unit [pure virtual]
research(TechType tech)=0BWAPI::Unit [pure virtual]
returnCargo(bool shiftQueueCommand=false)=0BWAPI::Unit [pure virtual]
rightClick(Position target, bool shiftQueueCommand=false)=0BWAPI::Unit [pure virtual]
rightClick(Unit *target, bool shiftQueueCommand=false)=0BWAPI::Unit [pure virtual]
setClientInfo(void *clientinfo)=0BWAPI::Unit [pure virtual]
setRallyPoint(Position target)=0BWAPI::Unit [pure virtual]
setRallyPoint(Unit *target)=0BWAPI::Unit [pure virtual]
siege()=0BWAPI::Unit [pure virtual]
stop(bool shiftQueueCommand=false)=0BWAPI::Unit [pure virtual]
train(UnitType type)=0BWAPI::Unit [pure virtual]
unburrow()=0BWAPI::Unit [pure virtual]
unload(Unit *target)=0BWAPI::Unit [pure virtual]
unloadAll(bool shiftQueueCommand=false)=0BWAPI::Unit [pure virtual]
unloadAll(Position target, bool shiftQueueCommand=false)=0BWAPI::Unit [pure virtual]
unsiege()=0BWAPI::Unit [pure virtual]
upgrade(UpgradeType upgrade)=0BWAPI::Unit [pure virtual]
useTech(TechType tech)=0BWAPI::Unit [pure virtual]
useTech(TechType tech, Position target)=0BWAPI::Unit [pure virtual]
useTech(TechType tech, Unit *target)=0BWAPI::Unit [pure virtual]
~Unit()BWAPI::Unit [inline, protected, virtual]
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