80 lines
2.3 KiB
C
80 lines
2.3 KiB
C
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#pragma once
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#include <BWAPI.h>
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#include "BWEM/src/bwem.h"
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#include "Analysis.h"
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#include "BuildingPlacement.h"
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#include "CBase.h"
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#include "CPlayer.h"
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#include "CUnit.h"
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#include "Location.h"
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#include "QueueEntry.h"
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#include "Squad.h"
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#include "Util.h"
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using namespace BWAPI;
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class CBase;
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class CPlayer;
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class CUnit;
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class QueueEntry;
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class Squad;
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class Macro
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{
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// all functions and variables are sorted by category here but are alphabetical in the macro.cpp file
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public:
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static std::vector<CBase> bases;
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static std::vector<CPlayer> players;
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static std::vector<QueueEntry> queue; // a function will then pick from the queue what's most important right now
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static std::vector<CUnit> scouts;
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static std::vector<Squad> squads;
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static int selfID;
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static void setSelfID(int);
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static std::vector<int> enemyIDs;
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static void setEnemyID(int id);
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// macro functions
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static void analyzeQueue();
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static void freeUnit(int index);
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static CUnit getTrainingBase();
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static TilePosition lastBuildLocation;
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static void setLastBuildLocation(TilePosition tp);
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static bool macroHatch;
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static void morphCreepColonies();
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static bool newBase;
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static void setMacroHatch(bool);
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static void setNewBase(bool);
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static bool stopProduction;
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static void setStopProduction(bool status);
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static int lastAttack;
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static void setLastAttack(int frame);
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static TilePosition lastAttackLocation;
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// map functions
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static void addBase(TilePosition tp);
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static void addLocation(TilePosition tp, bool startLocation);
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static void assignBase(int playerID, CBase base);
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static std::vector<Location> locations;
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// utility / event functions
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static void addPlayer(BWAPI::Player player);
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static void addSquad();
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static int findMiningBase(BWAPI::Unit unit, std::string type);
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static void onUnitComplete(Unit unit);
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static void onUnitCreate(Unit unit);
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static void onUnitDestroy(Unit unit);
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static void onUnitDiscover(Unit unit);
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static void onUnitMorph(Unit unit);
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static void onUnitShow(Unit unit);
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static int queueCount(BWAPI::UnitType unit);
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static bool queueHas(BWAPI::TechType tech);
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static bool queueHas(BWAPI::UnitType unit);
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static bool queueHas(BWAPI::UpgradeType upgrade);
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// scouting
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static bool workerScout;
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};
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