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virtual void | preBuild2 (autobuild::BuildState &bst) override |
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virtual void | buildStep2 (autobuild::BuildState &bst) override |
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| ABBOBase (UpcId upcId, State *state, Module *module) |
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void | findNaturalDefencePos (State *) |
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Position | getStaticDefencePos (State *, const BuildType *type) |
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void | buildSunkens (autobuild::BuildState &st, int n, Position={}, bool morphFirst=false) |
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void | buildSpores (autobuild::BuildState &st, int n, Position={}, bool morphFirst=false) |
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void | morphSunkens (autobuild::BuildState &, int n=1000) |
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void | morphSpores (autobuild::BuildState &, int n=1000) |
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void | takeNBases (autobuild::BuildState &, int n) |
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void | expand (autobuild::BuildState &st) |
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void | calculateArmySupply (const autobuild::BuildState &st) |
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Position | findHatcheryPosNear (Position seedPos) |
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Position | findSunkenPosNear (const BuildType *type, Position seedPos, bool coverMineralsOnly=false) |
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Position | findSunkenPos (const BuildType *type, bool mainBaseOnly=false, bool coverMineralsOnly=false) |
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virtual void | preBuild (autobuild::BuildState &st) overridefinal |
| One of the three steps of processing a build order. More...
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virtual void | postBuild2 (autobuild::BuildState &st) |
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virtual void | postBuild (autobuild::BuildState &st) overridefinal |
| The final step of processing a build order. More...
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virtual void | buildStep (autobuild::BuildState &) overridefinal |
| The meat of a build order lives in buildStep(). More...
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void | postBlackboardKey (std::string const &key, Blackboard::Data const &data) |
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bool | cancelGas () |
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| AutoBuildTask (int upcId, State *state, Module *module) |
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virtual | ~AutoBuildTask () override |
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virtual void | update (State *state) override |
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void | evaluate (State *state, Module *module) |
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void | simEvaluateFor (autobuild::BuildState &st, FrameNum frames) |
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void | build (const BuildType *type, Position pos, std::function< void()> builtCallback) |
| Builds a building at a specific position. More...
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void | build (const BuildType *type, std::function< void()> builtCallback) |
| Builds a unit/building, upgrade, or technology. More...
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void | build (const BuildType *type, Position pos) |
| Builds a building at a specific position. More...
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void | build (const BuildType *type) |
| Builds a unit/building, upgrade, or technology. More...
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bool | buildN (const BuildType *type, int n) |
| Builds up to N of a unit/building. More...
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bool | buildN (const BuildType *type, int n, int simultaneous) |
| Builds up to N of a unit/building, with an optional limit on how many to build consecutively. More...
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bool | buildN (const BuildType *type, int n, Position positionIfWeBuildMore) |
| Builds up to N of a building, specifying a position for the next new building. More...
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bool | upgrade (const BuildType *type) |
| Researches an Upgrade or Tech Enqueues any required but missing prerequisites (like adding a Lair if you request Lurker Aspect). More...
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autobuild::BuildState & | lastEvaluateCurrentState () |
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autobuild::BuildState & | lastEvaluateTargetState () |
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| MultiProxyTask (std::vector< UpcId > targetUpcIds, UpcId upcId) |
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virtual | ~MultiProxyTask ()=default |
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void | setPolicyForStatus (TaskStatus status, ProxyPolicy policy) |
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virtual void | cancel (State *state) override |
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virtual std::unordered_set< Unit * > const & | proxiedUnits () const override |
| A set of units occupied performing this task. More...
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std::vector< std::shared_ptr< Task > > | targets () const |
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| Task (UpcId upcId, std::unordered_set< Unit * > units={}) |
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virtual | ~Task () |
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TaskStatus | status () const |
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void | setStatus (TaskStatus status) |
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bool | finished () const |
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UpcId | upcId () const |
| UPC id in Blackboard that caused this Task to be spawned. More...
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std::unordered_set< Unit * > const & | units () const |
| A set of units occupied performing this task. More...
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void | removeUnit (Unit *unit) |
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virtual const char * | getName () const |
| A name for this task, for debugging purposes. More...
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