BWAPI  4.2.0
An API for interacting with Starcraft: Broodwar (1.16.1)
BWAPI::Game Member List

This is the complete list of members for BWAPI::Game, including all inherited members.

allies()=0BWAPI::Gamepure virtual
canBuildHere(TilePosition position, UnitType type, Unit builder=nullptr, bool checkExplored=false)=0BWAPI::Gamepure virtual
canMake(UnitType type, Unit builder=nullptr) const =0BWAPI::Gamepure virtual
canResearch(TechType type, Unit unit=nullptr, bool checkCanIssueCommandType=true)=0BWAPI::Gamepure virtual
canUpgrade(UpgradeType type, Unit unit=nullptr, bool checkCanIssueCommandType=true)=0BWAPI::Gamepure virtual
countdownTimer() const =0BWAPI::Gamepure virtual
drawBox(CoordinateType::Enum ctype, int left, int top, int right, int bottom, Color color, bool isSolid=false)=0BWAPI::Gamepure virtual
drawBoxMap(int left, int top, int right, int bottom, Color color, bool isSolid=false)BWAPI::Game
drawBoxMap(Position leftTop, Position rightBottom, Color color, bool isSolid=false)BWAPI::Game
drawBoxMouse(int left, int top, int right, int bottom, Color color, bool isSolid=false)BWAPI::Game
drawBoxMouse(Position leftTop, Position rightBottom, Color color, bool isSolid=false)BWAPI::Game
drawBoxScreen(int left, int top, int right, int bottom, Color color, bool isSolid=false)BWAPI::Game
drawBoxScreen(Position leftTop, Position rightBottom, Color color, bool isSolid=false)BWAPI::Game
drawCircle(CoordinateType::Enum ctype, int x, int y, int radius, Color color, bool isSolid=false)=0BWAPI::Gamepure virtual
drawCircleMap(int x, int y, int radius, Color color, bool isSolid=false)BWAPI::Game
drawCircleMap(Position p, int radius, Color color, bool isSolid=false)BWAPI::Game
drawCircleMouse(int x, int y, int radius, Color color, bool isSolid=false)BWAPI::Game
drawCircleMouse(Position p, int radius, Color color, bool isSolid=false)BWAPI::Game
drawCircleScreen(int x, int y, int radius, Color color, bool isSolid=false)BWAPI::Game
drawCircleScreen(Position p, int radius, Color color, bool isSolid=false)BWAPI::Game
drawDot(CoordinateType::Enum ctype, int x, int y, Color color)=0BWAPI::Gamepure virtual
drawDotMap(int x, int y, Color color)BWAPI::Game
drawDotMap(Position p, Color color)BWAPI::Game
drawDotMouse(int x, int y, Color color)BWAPI::Game
drawDotMouse(Position p, Color color)BWAPI::Game
drawDotScreen(int x, int y, Color color)BWAPI::Game
drawDotScreen(Position p, Color color)BWAPI::Game
drawEllipse(CoordinateType::Enum ctype, int x, int y, int xrad, int yrad, Color color, bool isSolid=false)=0BWAPI::Gamepure virtual
drawEllipseMap(int x, int y, int xrad, int yrad, Color color, bool isSolid=false)BWAPI::Game
drawEllipseMap(Position p, int xrad, int yrad, Color color, bool isSolid=false)BWAPI::Game
drawEllipseMouse(int x, int y, int xrad, int yrad, Color color, bool isSolid=false)BWAPI::Game
drawEllipseMouse(Position p, int xrad, int yrad, Color color, bool isSolid=false)BWAPI::Game
drawEllipseScreen(int x, int y, int xrad, int yrad, Color color, bool isSolid=false)BWAPI::Game
drawEllipseScreen(Position p, int xrad, int yrad, Color color, bool isSolid=false)BWAPI::Game
drawLine(CoordinateType::Enum ctype, int x1, int y1, int x2, int y2, Color color)=0BWAPI::Gamepure virtual
drawLineMap(int x1, int y1, int x2, int y2, Color color)BWAPI::Game
drawLineMap(Position a, Position b, Color color)BWAPI::Game
drawLineMouse(int x1, int y1, int x2, int y2, Color color)BWAPI::Game
drawLineMouse(Position a, Position b, Color color)BWAPI::Game
drawLineScreen(int x1, int y1, int x2, int y2, Color color)BWAPI::Game
drawLineScreen(Position a, Position b, Color color)BWAPI::Game
drawText(CoordinateType::Enum ctype, int x, int y, const char *format,...)BWAPI::Game
drawTextMap(int x, int y, const char *format,...)BWAPI::Game
drawTextMap(Position p, const char *format,...)BWAPI::Game
drawTextMouse(int x, int y, const char *format,...)BWAPI::Game
drawTextMouse(Position p, const char *format,...)BWAPI::Game
drawTextScreen(int x, int y, const char *format,...)BWAPI::Game
drawTextScreen(Position p, const char *format,...)BWAPI::Game
drawTriangle(CoordinateType::Enum ctype, int ax, int ay, int bx, int by, int cx, int cy, Color color, bool isSolid=false)=0BWAPI::Gamepure virtual
drawTriangleMap(int ax, int ay, int bx, int by, int cx, int cy, Color color, bool isSolid=false)BWAPI::Game
drawTriangleMap(Position a, Position b, Position c, Color color, bool isSolid=false)BWAPI::Game
drawTriangleMouse(int ax, int ay, int bx, int by, int cx, int cy, Color color, bool isSolid=false)BWAPI::Game
drawTriangleMouse(Position a, Position b, Position c, Color color, bool isSolid=false)BWAPI::Game
drawTriangleScreen(int ax, int ay, int bx, int by, int cx, int cy, Color color, bool isSolid=false)BWAPI::Game
drawTriangleScreen(Position a, Position b, Position c, Color color, bool isSolid=false)BWAPI::Game
elapsedTime() const =0BWAPI::Gamepure virtual
enableFlag(int flag)=0BWAPI::Gamepure virtual
enemies()=0BWAPI::Gamepure virtual
enemy() const =0BWAPI::Gamepure virtual
getAllRegions() const =0BWAPI::Gamepure virtual
getAllUnits() const =0BWAPI::Gamepure virtual
getAPM(bool includeSelects=false) const =0BWAPI::Gamepure virtual
getAverageFPS() const =0BWAPI::Gamepure virtual
getBestUnit(const BestUnitFilter &best, const UnitFilter &pred, Position center=Positions::Origin, int radius=999999) const =0BWAPI::Gamepure virtual
getBuildLocation(UnitType type, TilePosition desiredPosition, int maxRange=64, bool creep=false) const BWAPI::Game
getBullets() const =0BWAPI::Gamepure virtual
getClientVersion() const =0BWAPI::Gamepure virtual
getClosestUnit(Position center, const UnitFilter &pred=nullptr, int radius=999999) const BWAPI::Game
getClosestUnitInRectangle(Position center, const UnitFilter &pred=nullptr, int left=0, int top=0, int right=999999, int bottom=999999) const =0BWAPI::Gamepure virtual
getDamageFrom(UnitType fromType, UnitType toType, Player fromPlayer=nullptr, Player toPlayer=nullptr) const BWAPI::Game
getDamageTo(UnitType toType, UnitType fromType, Player toPlayer=nullptr, Player fromPlayer=nullptr) const BWAPI::Game
getEvents() const =0BWAPI::Gamepure virtual
getForce(int forceID) const =0BWAPI::Gamepure virtual
getForces() const =0BWAPI::Gamepure virtual
getFPS() const =0BWAPI::Gamepure virtual
getFrameCount() const =0BWAPI::Gamepure virtual
getGameType() const =0BWAPI::Gamepure virtual
getGeysers() const =0BWAPI::Gamepure virtual
getGroundHeight(int tileX, int tileY) const =0BWAPI::Gamepure virtual
getGroundHeight(TilePosition position) const BWAPI::Game
getInstanceNumber() const =0BWAPI::Gamepure virtual
getKeyState(Key key) const =0BWAPI::Gamepure virtual
getLastError() const =0BWAPI::Gamepure virtual
getLastEventTime() const =0BWAPI::Gamepure virtual
getLatency() const =0BWAPI::Gamepure virtual
getLatencyFrames() const =0BWAPI::Gamepure virtual
getLatencyTime() const =0BWAPI::Gamepure virtual
getMinerals() const =0BWAPI::Gamepure virtual
getMousePosition() const =0BWAPI::Gamepure virtual
getMouseState(MouseButton button) const =0BWAPI::Gamepure virtual
getNeutralUnits() const =0BWAPI::Gamepure virtual
getNukeDots() const =0BWAPI::Gamepure virtual
getPlayer(int playerID) const =0BWAPI::Gamepure virtual
getPlayers() const =0BWAPI::Gamepure virtual
getRandomSeed() const =0BWAPI::Gamepure virtual
getRegion(int regionID) const =0BWAPI::Gamepure virtual
getRegionAt(int x, int y) const =0BWAPI::Gamepure virtual
getRegionAt(BWAPI::Position position) const BWAPI::Game
getRemainingLatencyFrames() const =0BWAPI::Gamepure virtual
getRemainingLatencyTime() const =0BWAPI::Gamepure virtual
getReplayFrameCount() const =0BWAPI::Gamepure virtual
getRevision() const =0BWAPI::Gamepure virtual
getScreenPosition() const =0BWAPI::Gamepure virtual
getSelectedUnits() const =0BWAPI::Gamepure virtual
getStartLocations() const =0BWAPI::Gamepure virtual
getStaticGeysers() const =0BWAPI::Gamepure virtual
getStaticMinerals() const =0BWAPI::Gamepure virtual
getStaticNeutralUnits() const =0BWAPI::Gamepure virtual
getUnit(int unitID) const =0BWAPI::Gamepure virtual
getUnitsInRadius(int x, int y, int radius, const UnitFilter &pred=nullptr) const BWAPI::Game
getUnitsInRadius(BWAPI::Position center, int radius, const UnitFilter &pred=nullptr) const BWAPI::Game
getUnitsInRectangle(int left, int top, int right, int bottom, const UnitFilter &pred=nullptr) const =0BWAPI::Gamepure virtual
getUnitsInRectangle(BWAPI::Position topLeft, BWAPI::Position bottomRight, const UnitFilter &pred=nullptr) const BWAPI::Game
getUnitsOnTile(int tileX, int tileY, const UnitFilter &pred=nullptr) const BWAPI::Game
getUnitsOnTile(BWAPI::TilePosition tile, const UnitFilter &pred=nullptr) const BWAPI::Game
hasCreep(int tileX, int tileY) const =0BWAPI::Gamepure virtual
hasCreep(TilePosition position) const BWAPI::Game
hasPath(Position source, Position destination) const BWAPI::Game
hasPower(int tileX, int tileY, UnitType unitType=UnitTypes::None) const BWAPI::Game
hasPower(TilePosition position, UnitType unitType=UnitTypes::None) const BWAPI::Game
hasPower(int tileX, int tileY, int tileWidth, int tileHeight, UnitType unitType=UnitTypes::None) const BWAPI::Game
hasPower(TilePosition position, int tileWidth, int tileHeight, UnitType unitType=UnitTypes::None) const BWAPI::Game
hasPowerPrecise(int x, int y, UnitType unitType=UnitTypes::None) const =0BWAPI::Gamepure virtual
hasPowerPrecise(Position position, UnitType unitType=UnitTypes::None) const BWAPI::Game
indexToUnit(int unitIndex) const =0BWAPI::Gamepure virtual
isBattleNet() const =0BWAPI::Gamepure virtual
isBuildable(int tileX, int tileY, bool includeBuildings=false) const =0BWAPI::Gamepure virtual
isBuildable(TilePosition position, bool includeBuildings=false) const BWAPI::Game
isDebug() const =0BWAPI::Gamepure virtual
isExplored(int tileX, int tileY) const =0BWAPI::Gamepure virtual
isExplored(TilePosition position) const BWAPI::Game
isFlagEnabled(int flag) const =0BWAPI::Gamepure virtual
isGUIEnabled() const =0BWAPI::Gamepure virtual
isInGame() const =0BWAPI::Gamepure virtual
isLatComEnabled() const =0BWAPI::Gamepure virtual
isMultiplayer() const =0BWAPI::Gamepure virtual
isPaused() const =0BWAPI::Gamepure virtual
isReplay() const =0BWAPI::Gamepure virtual
issueCommand(const Unitset &units, UnitCommand command)=0BWAPI::Gamepure virtual
isVisible(int tileX, int tileY) const =0BWAPI::Gamepure virtual
isVisible(TilePosition position) const BWAPI::Game
isWalkable(int walkX, int walkY) const =0BWAPI::Gamepure virtual
isWalkable(BWAPI::WalkPosition position) const BWAPI::Game
leaveGame()=0BWAPI::Gamepure virtual
mapFileName() const =0BWAPI::Gamepure virtual
mapHash() const =0BWAPI::Gamepure virtual
mapHeight() const =0BWAPI::Gamepure virtual
mapName() const =0BWAPI::Gamepure virtual
mapPathName() const =0BWAPI::Gamepure virtual
mapWidth() const =0BWAPI::Gamepure virtual
neutral() const =0BWAPI::Gamepure virtual
observers()=0BWAPI::Gamepure virtual
operator=(const Game &other)=deleteBWAPI::Gameprotected
operator=(Game &&other)=deleteBWAPI::Gameprotected
pauseGame()=0BWAPI::Gamepure virtual
pingMinimap(int x, int y)=0BWAPI::Gamepure virtual
pingMinimap(BWAPI::Position p)BWAPI::Game
printf(const char *format,...)BWAPI::Game
restartGame()=0BWAPI::Gamepure virtual
resumeGame()=0BWAPI::Gamepure virtual
self() const =0BWAPI::Gamepure virtual
sendText(const char *format,...)BWAPI::Game
sendTextEx(bool toAllies, const char *format,...)BWAPI::Game
setAlliance(BWAPI::Player player, bool allied=true, bool alliedVictory=true)=0BWAPI::Gamepure virtual
setCommandOptimizationLevel(int level)=0BWAPI::Gamepure virtual
setFrameSkip(int frameSkip)=0BWAPI::Gamepure virtual
setGUI(bool enabled)=0BWAPI::Gamepure virtual
setLastError(BWAPI::Error e=Errors::None) const =0BWAPI::Gamepure virtual
setLatCom(bool isEnabled)=0BWAPI::Gamepure virtual
setLocalSpeed(int speed)=0BWAPI::Gamepure virtual
setMap(const char *mapFileName)=0BWAPI::Gamepure virtual
setMap(const std::string &mapFileName)BWAPI::Game
setRevealAll(bool reveal=true)=0BWAPI::Gamepure virtual
setScreenPosition(int x, int y)=0BWAPI::Gamepure virtual
setScreenPosition(BWAPI::Position p)BWAPI::Game
setTextSize(Text::Size::Enum size=Text::Size::Default)=0BWAPI::Gamepure virtual
setVision(BWAPI::Player player, bool enabled=true)=0BWAPI::Gamepure virtual
vDrawText(CoordinateType::Enum ctype, int x, int y, const char *format, va_list arg)=0BWAPI::Gamepure virtual
vPrintf(const char *format, va_list args)=0BWAPI::Gamepure virtual
vSendText(const char *format, va_list args)BWAPI::Game
vSendTextEx(bool toAllies, const char *format, va_list args)=0BWAPI::Gamepure virtual