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UnitCommand  
Updated Apr 14, 2011 by AHein...@gmail.com

Class header file: BWAPI/UnitCommand.h

UnitCommand objects are currently used only as arguments to one function - Unit::issueCommand. While units can be issued commands the normal way via the Unit methods (i.e. Unit::attack), in some cases you may want to have a function that can process any unit command, such as when you're writing a proxy for BWAPI.

Named Constructors

  • attack(Unit* unit, Position target, bool shiftQueueCommand = false);
  • attack(Unit* unit, Unit* target, bool shiftQueueCommand = false);
  • build(Unit* unit, TilePosition target, UnitType type);
  • buildAddon(Unit* unit, UnitType type);
  • train(Unit* unit, UnitType type);
  • morph(Unit* unit, UnitType type);
  • research(Unit* unit, TechType tech);
  • upgrade(Unit* unit, UpgradeType upgrade);
  • setRallyPointPosition(Unit* unit, Position target);
  • setRallyPoint(Unit* unit, Unit* target);
  • move(Unit* unit, Position target, bool shiftQueueCommand = false);
  • patrol(Unit* unit, Position target, bool shiftQueueCommand = false);
  • holdPosition(Unit* unit, bool shiftQueueCommand = false);
  • stop(Unit* unit, bool shiftQueueCommand = false);
  • follow(Unit* unit, Unit* target, bool shiftQueueCommand = false);
  • gather(Unit* unit, Unit* target, bool shiftQueueCommand = false);
  • returnCargo(Unit* unit, bool shiftQueueCommand = false);
  • repair(Unit* unit, Unit* target, bool shiftQueueCommand = false);
  • burrow(Unit* unit);
  • unburrow(Unit* unit);
  • cloak(Unit* unit);
  • decloak(Unit* unit);
  • siege(Unit* unit);
  • unsiege(Unit* unit);
  • lift(Unit* unit);
  • land(Unit* unit, TilePosition target);
  • load(Unit* unit, Unit* target, bool shiftQueueCommand = false);
  • unload(Unit* unit, Unit* target);
  • unloadAll(Unit* unit, bool shiftQueueCommand = false);
  • unloadAll(Unit* unit, Position target, bool shiftQueueCommand = false);
  • rightClick(Unit* unit, Position target, bool shiftQueueCommand = false);
  • rightClick(Unit* unit, Unit* target, bool shiftQueueCommand = false);
  • haltConstruction(Unit* unit);
  • cancelConstruction(Unit* unit);
  • cancelAddon(Unit* unit);
  • cancelTrain(Unit* unit, int slot = -2);
  • cancelMorph(Unit* unit);
  • cancelResearch(Unit* unit);
  • cancelUpgrade(Unit* unit);
  • useTech(Unit* unit,TechType tech);
  • useTech(Unit* unit,TechType tech, Position target);
  • useTech(Unit* unit,TechType tech, Unit* target);
  • placeCOP(Unit* unit, TilePosition target);

Methods

getType

UnitCommandType getType() const;

Returns the type of the command

getUnit

Unit* getUnit() const;

Returns the unit to which the command has been issued.

getTarget

Unit* getTarget() const;

Returns the target unit of the command, or null if there is no target unit.

getTargetPosition

Position getTargetPosition() const;

Returns the target position of the command, or Positions::None if there is no target position.

getTargetTilePosition

TilePosition getTargetTilePosition() const;

Returns the target tile position of the command, or Positions::None if there is no target tile position.

getUnitType

UnitType getUnitType() const;

Returns the unit type of the command, or UnitTypes::None if the command is not of type Build, Build_Addon?, Train, or Morph.

getTechType

TechType getTechType() const;

Returns the tech type of the command, or TechTypes::None if the command is not of type Research, Use_Tech, Use_Tech_Position, or Use_Tech_Unit.

getUpgradeType

UpgradeType getUpgradeType() const;

Returns the upgrade type of the command, or UpgradeTypes::None if the command is not of type Upgrade.

getSlot

int getSlot() const;

Returns the slot of the command, or -1 if the command is not of type Cancel_Train_Slot.

isQueued

bool isQueued() const;

Returns true if the command is a queued command.


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