|
class | ABBO10HatchLing |
|
class | ABBO12HatchHydras |
|
class | ABBO12PoolMuta |
|
class | ABBO2BaseMutas |
|
class | ABBO2HatchMuta |
|
class | ABBO3BasePoolLings |
|
class | ABBO5Pool |
|
class | ABBO9PoolSpeedLingMuta |
|
class | ABBOBase |
|
class | ABBOdelayed4Pool |
| Dummy build for verifying that opponents are functioning correctly. More...
|
|
class | ABBOhydracheese |
|
class | ABBOhydras |
|
class | ABBOmidmassling |
|
class | ABBOpve2gate1012 |
|
class | ABBOpve4gate |
|
class | ABBOpvp2gatedt |
|
class | ABBOpvpgategateobs |
|
class | ABBOpvzffe5gategoon |
|
class | ABBOt5rax |
|
class | ABBOtvpjoyorush |
|
class | ABBOtvtz2portwraith |
|
class | ABBOultras |
|
class | ABBOzve9poolspeed |
|
class | ABBOzvp10hatch |
|
class | ABBOzvp3hatchhydra |
|
class | ABBOzvp6hatchhydra |
|
class | ABBOzvpmutas |
|
class | ABBOzvpohydras |
|
class | ABBOzvpomutas |
|
class | ABBOzvpoverpoolbase |
|
class | ABBOzvt2basedefiler |
|
class | ABBOzvt2baseguardian |
|
class | ABBOzvt2basehivebase |
|
class | ABBOzvt2baseultra |
|
class | ABBOzvt3hatchlurker |
|
class | ABBOzvtantimech |
|
class | ABBOzvtMacro |
|
class | ABBOzvtp1hatchlurker |
|
class | ABBOzvz12poolhydras |
|
class | ABBOzvz9gas10pool |
|
class | ABBOzvz9poolspeed |
|
class | ABBOzvzoverpool |
|
class | ABBOzvzoverpoolplus1 |
|
class | Agent |
| An Agent represents the micromanagement state of one of our units. More...
|
|
struct | Area |
| Represents an area on the map. More...
|
|
class | AreaInfo |
| Access point for area and base information. More...
|
|
class | AssignedUnitsFilter |
| Removes units from an UPC that are allocated to high-priority tasks. More...
|
|
class | AttackTracker |
| Tracks a set of units attacking enemy units. More...
|
|
class | AutoBuildModule |
|
class | AutoBuildTask |
| AutoBuildTasks are "build orders" in the colloquial sense. More...
|
|
class | BaseJitter |
|
class | BasePlayer |
| The main bot object. More...
|
|
class | Behavior |
| A Behavior is a self-contained situational micro rule. More...
|
|
class | BehaviorSeries |
|
class | Blackboard |
| An access-aware blackboard. More...
|
|
struct | BoardValueToString |
|
class | BuilderController |
| A unit production controller for all other units. More...
|
|
class | BuilderControllerBase |
| Base class for controllers used by BuilderModule. More...
|
|
struct | BuilderControllerData |
| Shared data among all builder controllers. More...
|
|
class | BuilderModule |
| A general-purpose unit production module. More...
|
|
class | BuildingHarassTask |
|
class | BuildingPlacerModule |
| Determines positions for buildings. More...
|
|
struct | BuildingPlacerSample |
| Describes a sample that can be used to learn the BuildingPlacerModel. More...
|
|
class | BuildTracker |
| Tracks construction of a building or training of a unit. More...
|
|
struct | BuildType |
| Represents and holds information about buildable types (units, upgrades, techs). More...
|
|
class | CherryVisDumperModule |
| Records bot internal state and dumps it to a file readable by CherryVis. More...
|
|
class | CherryVisLogSink |
|
class | CombatMicroModule |
| Unit micro-management for combats. More...
|
|
class | CombatModule |
| A combat module that controls squads of units. More...
|
|
class | CombatParameters |
|
class | CombatSim |
| Predicts the outcome of a hypothetical fight by simulating unit movements/attacks. More...
|
|
struct | CommandPost |
| Game command are posted with an associated UPC ID. More...
|
|
class | Controller |
| Base class for single-task controllers. More...
|
|
class | ControllerBase |
| Base class for controllers. More...
|
|
class | ControllerTask |
| Generic Task for Controller. More...
|
|
class | CreateGatherAttackModule |
| Generates separate, unspecific UPCTuples for Create, Gather and Delete/Move. More...
|
|
class | DefaultAutoBuildTask |
| A very simple build order which builds a fixed list of targets and then stops. More...
|
|
class | DefoggerFeaturizer |
| Copypasted from defoggerFeaturizer on the defogger branch. More...
|
|
class | DummyTacticsModule |
| A simple Tactics module that issues a globally-distributed Delete UPC. More...
|
|
struct | EnemyState |
|
class | EnvironmentBuilder |
|
struct | EnvVar |
|
struct | FeatureData |
| Represents a collection of spatial feature data. More...
|
|
struct | FeatureDescriptor |
| Decribes a specific feature within FeatureData. More...
|
|
struct | FeaturePositionMapper |
| Maps walktile positions to feature positions for a given bounding box. More...
|
|
class | FileDescriptor |
| File descriptors passed as arguments to ForkServer::fork must be wrapped in this class. More...
|
|
struct | FixedScenario |
|
struct | FixedScenarioGroup |
|
struct | FixedScenarioPlayer |
|
class | FogOfWar |
| Calculates which tiles should be revealed by a unit's vision. More...
|
|
class | FogParameters |
|
class | ForkServer |
| This class lets us fork when using MPI. More...
|
|
class | GameMultiPlayer |
|
struct | GameOptions |
|
struct | GamePlayerOptions |
|
class | GameSinglePlayer |
| A constructed gameplay scenario for training/testing purposes. More...
|
|
class | GameVsBotInOpenBW |
| Launches a game against a DLL bot using OpenBW. More...
|
|
class | GameVsBotInWine |
| Launches a game series against a bot using StarCraft: Brood War(TM) via Wine. More...
|
|
struct | GathererAssignments |
| Assigns workers to resources for optimal gathering. More...
|
|
class | GathererController |
| Controls gathering workers for GathererModule. More...
|
|
class | GathererModule |
| Manages worker units for resource gathering. More...
|
|
class | GenericAutoBuildModule |
| Loads and uses a build order from the blackboard. More...
|
|
class | HarassModule |
| Scouts the enemy's base with a worker. More...
|
|
class | HarassTask |
|
class | Jitter |
| When featurizing units, we represent each 2D cell as having one unit. More...
|
|
class | LambdaModule |
| Lets you construct a lightweight module by providing your own step() as an std::function. More...
|
|
class | LayeredJitter |
| This jitter class treats all units depending on their height: flying, on the ground or under ground (burrowed). More...
|
|
class | MacroParameters |
|
class | MasterHarassTask |
|
struct | MicroAction |
| Represents a decision of how to control a unit. More...
|
|
struct | MicroModel |
|
class | MicroPlayer |
| The main bot object for training scenarios. More...
|
|
class | MicroScenarioProvider |
|
class | MicroScenarioProviderFixed |
|
class | MicroScenarioProviderRandom |
| Generates Random armies. More...
|
|
class | MicroScenarioProviderSnapshot |
| Provides scenarios constructed from Snapshots of real games. More...
|
|
class | Module |
| Interface for bot modules. More...
|
|
class | MovementTracker |
| Tracks movement of a set of units to a target location. More...
|
|
class | MultiProxyTask |
| A task that tracks execution of multiple other tasks. More...
|
|
class | NoJitter |
|
class | OnceModule |
| A simple utility module that runs a user-supplied function once per game. More...
|
|
class | OpenBwProcess |
| Launches and manages an OpenBW process. More...
|
|
struct | overloaded |
|
class | Player |
| The main bot object for complete games of StarCraft. More...
|
|
class | PlayScript |
|
class | ProxyTask |
| A task that tracks execution of another task (for another UPCTuple). More...
|
|
class | Rect2T |
|
class | Replayer |
| Play back a Brood War replay using OpenBW. More...
|
|
struct | ReplayerConfiguration |
|
class | ResearchTracker |
| Tracks research progress. More...
|
|
struct | ResourceWorkers |
| Data structure for storing the state of our gathering assignments. More...
|
|
struct | Reward |
|
struct | RewardCombat |
|
struct | RewardDefilerProtectZerglings |
|
struct | RewardDefilerWinLoss |
|
struct | RewardKillSpeed |
|
struct | RewardProtectCivilians |
|
struct | RewardProximityTo |
|
struct | RewardProximityToEnemy |
|
class | SanityFilter |
| Try to fix the malformed UPCs. More...
|
|
class | ScenarioProvider |
| Base class for providing scenarios. More...
|
|
struct | ScenarioUpgradeLevel |
|
class | ScoutingModule |
|
class | SharedController |
| Base class for Controllers shared between multiple tasks. More...
|
|
class | SharedControllerTask |
| Generic Task for SharedController. More...
|
|
struct | Snapshot |
| A low-resolution snapshot of a game state, intended for producing micro training scenarios. More...
|
|
struct | SnapshotPlayer |
| A low-resolution snapshot of a player state, used as a component of Snapshots. More...
|
|
class | Snapshotter |
| Records "snapshots" – low-fidelity recordings of game state which can be loaded as micro scenarios. More...
|
|
struct | SnapshotUnit |
| A low-resolution snapshot of a unit state, used as a component of Snapshots. More...
|
|
struct | SpawnPosition |
|
class | SquadCombatModule |
| Module which controls ("micromanages") units into and out of combat. More...
|
|
class | SquadTask |
| SquadTask controls a "squad" of units (units which share the same Delete or Flee UPC) More...
|
|
class | State |
| Game state. More...
|
|
class | StaticDefenceFocusFireModule |
| This module issues direct attack commands to static defence (sunken colonies, spore colonies, cannons and turrets) in order to focus fire and kill targets more efficiently. More...
|
|
class | StrategyModule |
|
class | SubclassRegistry |
|
class | TacticsAlwaysFightModule |
|
struct | TacticsFightScores |
|
struct | TacticsGroup |
|
struct | TacticsMapNode |
|
class | TacticsModule |
| The Tactics module decides where on the map to allocate combat units. More...
|
|
struct | TacticsState |
|
class | TacticsTask |
|
class | Task |
| The primary way for modules to publish their activity. More...
|
|
struct | TaskData |
| Task and associated owner. More...
|
|
class | TCReplayer |
| Play back a Brood War replay using OpenBW. More...
|
|
struct | Tile |
| Represents a tile on the map. More...
|
|
class | TilesInfo |
| Manages and updates per-tile data. More...
|
|
class | TopModule |
| The first module run in each frame. More...
|
|
class | Tracker |
| Abstract base class for Trackers. More...
|
|
struct | Unit |
| Represents a unit in the game. More...
|
|
struct | UnitAttributeFeaturizer |
| Abstract base class for featurizing unit attributes in a sparse manner. More...
|
|
struct | UnitCount |
|
struct | UnitFlagsFeaturizer |
| Sparse featurizer for unit flags. More...
|
|
struct | UnitPresenceFeaturizer |
| Sparse featurizer for unit presence. More...
|
|
class | UnitsInfo |
| Updates and organizes information about all the units in the game. More...
|
|
struct | UnitStatFeaturizer |
|
struct | UnitTypeDefoggerFeaturizer |
| Sparse featurizer for unit types, defogger-style. More...
|
|
struct | UnitTypeFeaturizer |
| Sparse featurizer for numeric unit types. More...
|
|
struct | UnitTypeMDefoggerFeaturizer |
| A variant of UnitTypeDefoggerFeaturizer that stores the target type of morphing units. More...
|
|
struct | UPCData |
| UPCTuple and associated origin. More...
|
|
class | UPCFilter |
| Base class for UPC filters. More...
|
|
struct | UpcPost |
| Stores information about UPCs that have been posted to the board. More...
|
|
struct | UpcPostData |
| Base class for data attached to the posting of an UPC. More...
|
|
class | UpcStorage |
| Stores a graph of UPC communication, including any transactional data. More...
|
|
class | UPCToCommandModule |
| The last module run in each frame. More...
|
|
struct | UPCTuple |
| (Unit, Position, Command) tuple. More...
|
|
class | UpgradeTracker |
| Tracks upgrade development. More...
|
|
class | Vec2T |
|
class | WorkerBuilderController |
| A unit production controller for units that require a worker. More...
|
|
|
int constexpr | numUpcCommands () |
| Does not count the "None" command. More...
|
|
void | setupPlayerFromCli (Player *player) |
|
| REGISTER_SUBCLASS_3 (ABBOBase, ABBO10HatchLing, UpcId, State *, Module *) |
|
| REGISTER_SUBCLASS_3 (ABBOBase, ABBO12HatchHydras, UpcId, State *, Module *) |
|
| REGISTER_SUBCLASS_3 (ABBOBase, ABBO12PoolMuta, UpcId, State *, Module *) |
|
| REGISTER_SUBCLASS_3 (ABBOBase, ABBO2BaseMutas, UpcId, State *, Module *) |
|
| REGISTER_SUBCLASS_3 (ABBOBase, ABBO2HatchMuta, UpcId, State *, Module *) |
|
| REGISTER_SUBCLASS_3 (ABBOBase, ABBO3BasePoolLings, UpcId, State *, Module *) |
|
| REGISTER_SUBCLASS_3 (ABBOBase, ABBO5Pool, UpcId, State *, Module *) |
|
| REGISTER_SUBCLASS_3 (ABBOBase, ABBO9PoolSpeedLingMuta, UpcId, State *, Module *) |
|
| REGISTER_SUBCLASS_3 (ABBOBase, ABBOdelayed4Pool, UpcId, State *, Module *) |
|
| REGISTER_SUBCLASS_3 (ABBOBase, ABBOhydracheese, UpcId, State *, Module *) |
|
| REGISTER_SUBCLASS_3 (ABBOBase, ABBOhydras, UpcId, State *, Module *) |
|
| REGISTER_SUBCLASS_3 (ABBOBase, ABBOmidmassling, UpcId, State *, Module *) |
|
| REGISTER_SUBCLASS_3 (ABBOBase, ABBOpve2gate1012, UpcId, State *, Module *) |
|
| REGISTER_SUBCLASS_3 (ABBOBase, ABBOpve4gate, UpcId, State *, Module *) |
|
| REGISTER_SUBCLASS_3 (ABBOBase, ABBOpvp2gatedt, UpcId, State *, Module *) |
|
| REGISTER_SUBCLASS_3 (ABBOBase, ABBOpvpgategateobs, UpcId, State *, Module *) |
|
| REGISTER_SUBCLASS_3 (ABBOBase, ABBOpvzffe5gategoon, UpcId, State *, Module *) |
|
| REGISTER_SUBCLASS_3 (ABBOBase, ABBOt5rax, UpcId, State *, Module *) |
|
| REGISTER_SUBCLASS_3 (ABBOBase, ABBOtvpjoyorush, UpcId, State *, Module *) |
|
| REGISTER_SUBCLASS_3 (ABBOBase, ABBOtvtz2portwraith, UpcId, State *, Module *) |
|
| REGISTER_SUBCLASS_3 (ABBOBase, ABBOultras, UpcId, State *, Module *) |
|
| REGISTER_SUBCLASS_3 (ABBOBase, ABBOzve9poolspeed, UpcId, State *, Module *) |
|
| REGISTER_SUBCLASS_3 (ABBOBase, ABBOzvp10hatch, UpcId, State *, Module *) |
|
| REGISTER_SUBCLASS_3 (ABBOBase, ABBOzvp3hatchhydra, UpcId, State *, Module *) |
|
| REGISTER_SUBCLASS_3 (ABBOBase, ABBOzvp6hatchhydra, UpcId, State *, Module *) |
|
| REGISTER_SUBCLASS_3 (ABBOBase, ABBOzvpmutas, UpcId, State *, Module *) |
|
| DEFINE_double (zvpoverpool_distance_fear, 0.6,"How heavily to weigh enemy army units that are far from our base. ""Reasonably ranges on [0.0, 1.0]") |
|
| DEFINE_double (zvpoverpool_distance_fear_limit, 6.0,"Maximum amount by which to diminish enemy army size due to distance") |
|
| DEFINE_double (zvpoverpool_army_slope, 1.1,"How many times larger to make our army with respect to the enemy army's ""threat level.") |
|
| DEFINE_double (zvpoverpool_army_offset, 1.0,"How many zealots-worth larger to make our ground army with respect to the ""enemy army's threat level.") |
|
| DEFINE_double (zvpoverpool_hidden_threat_multiplier, 0.9,"Multiplier of hidden enemy army strength to consider.") |
|
| DEFINE_double (zvpoverpool_hidden_threat_cap, 20.0,"Maximum amount of hidden enemy army strength to infer.") |
|
| REGISTER_SUBCLASS_3 (ABBOBase, ABBOzvpohydras, UpcId, State *, Module *) |
|
| REGISTER_SUBCLASS_3 (ABBOBase, ABBOzvpomutas, UpcId, State *, Module *) |
|
| REGISTER_SUBCLASS_3 (ABBOBase, ABBOzvt2basedefiler, UpcId, State *, Module *) |
|
| REGISTER_SUBCLASS_3 (ABBOBase, ABBOzvt2baseultra, UpcId, State *, Module *) |
|
| REGISTER_SUBCLASS_3 (ABBOBase, ABBOzvt2baseguardian, UpcId, State *, Module *) |
|
| REGISTER_SUBCLASS_3 (ABBOBase, ABBOzvt3hatchlurker, UpcId, State *, Module *) |
|
| REGISTER_SUBCLASS_3 (ABBOBase, ABBOzvtantimech, UpcId, State *, Module *) |
|
| REGISTER_SUBCLASS_3 (ABBOBase, ABBOzvtMacro, UpcId, State *, Module *) |
|
| REGISTER_SUBCLASS_3 (ABBOBase, ABBOzvtp1hatchlurker, UpcId, State *, Module *) |
|
| REGISTER_SUBCLASS_3 (ABBOBase, ABBOzvz12poolhydras, UpcId, State *, Module *) |
|
| REGISTER_SUBCLASS_3 (ABBOBase, ABBOzvz9gas10pool, UpcId, State *, Module *) |
|
| REGISTER_SUBCLASS_3 (ABBOBase, ABBOzvz9poolspeed, UpcId, State *, Module *) |
|
| REGISTER_SUBCLASS_3 (ABBOBase, ABBOzvzoverpool, UpcId, State *, Module *) |
|
| REGISTER_SUBCLASS_3 (ABBOBase, ABBOzvzoverpoolplus1, UpcId, State *, Module *) |
|
const BuildType * | getBuildType (BWAPI::UnitType type) |
|
const BuildType * | getUnitBuildType (int unit) |
|
const BuildType * | getBuildType (BWAPI::TechType type) |
|
const BuildType * | getTechBuildType (int tech) |
|
const BuildType * | getBuildType (BWAPI::UpgradeType type, int level) |
|
const BuildType * | getUpgradeBuildType (int upgrade, int level) |
|
void | init (int64_t randomSeed) |
|
void | init () |
|
void | installSignalHandlers () |
|
void | initLogging (const char *execName, std::string logSinkDir, bool logSinkToStderr) |
|
void | shutdown (bool logSinkToStderr) |
|
void | setLoggingFrame (int frame) |
| Set a frame number to prefix log messages with. More...
|
|
void | unsetLoggingFrame () |
| Reset the frame number for log messages. More...
|
|
FeatureData | featurizePlain (State *state, std::vector< PlainFeatureType > types, Rect boundingBox=Rect()) |
| Extracts plain features from the current state. More...
|
|
FeatureData | combineFeatures (std::vector< FeatureData > const &feats) |
| Combines multiple features along channels. More...
|
|
FeatureData | selectFeatures (FeatureData const &feat, std::vector< AnyFeatureType > types) |
| Selects a subset of features. More...
|
|
FeatureData | subsampleFeature (FeatureData const &feat, SubsampleMethod method, int factor, int stride=-1) |
| Applies a spatial subsampling method to a feature. More...
|
|
| GEN_SPARSE_UNIT_ATTRIBUTE_FEATURIZER (HP, health) |
|
| GEN_SPARSE_UNIT_ATTRIBUTE_FEATURIZER (Shield, shield) |
|
| GEN_SPARSE_UNIT_ATTRIBUTE_FEATURIZER (GroundCD, groundCD) |
|
| GEN_SPARSE_UNIT_ATTRIBUTE_FEATURIZER (AirCD, airCD) |
|
void | incr (ssize_t) |
|
void | incr (ssize_t n, off_t &offset) |
|
template<class F , class... Offset> |
ssize_t | wrapFull (F f, int fd, void *buf, size_t count, Offset...offset) |
|
ssize_t | readFull (int fd, void *buf, size_t count) |
|
ssize_t | writeFull (int fd, const void *buf, size_t count) |
|
std::string | readData (int fd) |
|
void | sendData (int fd, std::string const &data) |
|
void | sendfd (int socket, int fd) |
|
int | recvfd (int socket) |
|
void | checkedPipe (int *p) |
|
int | popen2 (std::vector< std::string > const &command, std::vector< EnvVar > const &env, int *infp, int *outfp, int *outfpw) |
|
int | rangeOn (int minInclusive, int maxInclusive) |
|
FixedScenario & | asymmetric (FixedScenario &scenario, const std::vector< UnitCount > &unitsAlly, const std::vector< UnitCount > &unitsEnemy, float unitSpread=5, int teamSeparationFloor=40, int teamSeparationSpread=0, int centerSpread=0, bool teamRotate=false) |
|
FixedScenario & | symmetric (FixedScenario &scenario, const std::vector< UnitCount > &units) |
|
FixedScenarioGroup | baselineScenarios () |
| Scenarios that have been used in previous papers. More...
|
|
FixedScenarioGroup | simpleScenarios () |
| Some easier scenarios. More...
|
|
FixedScenarioGroup | symmetricSingleUnitScenarios () |
| Scenarios involving a symmetric fight between units of a single type. More...
|
|
FixedScenarioGroup | symmetricAirGroundScenarios () |
| Scenarios involving a symmetric fight between mixed air/ground units. More...
|
|
FixedScenarioGroup | symmetricBigScenarios () |
| Scenarios involving a symmetric fight between large numbers of units. More...
|
|
FixedScenarioGroup | regroupingScenarios () |
| Scenarios requiring regrouping before fighting. More...
|
|
FixedScenarioGroup | kitingScenarios () |
| Scenarios requiring alternating attack/move actions. More...
|
|
FixedScenarioGroup | miscellaneousScenarios () |
| All other scenarios. More...
|
|
FixedScenarioGroup | defilerScenarios () |
|
FixedScenarioGroup | defilerTankScenarios () |
|
std::vector< FixedScenarioGroup > | allScenarioGroups () |
|
std::vector< FixedScenario > | allScenarios () |
|
FixedScenario | getScenario (const std::string &scenarioName) |
|
GameSinglePlayer | GameSinglePlayerUMS (std::string const &map, std::string const &race, bool forceGui=false) |
|
GameSinglePlayer | GameSinglePlayerMelee (std::string map, std::string myRace, std::string enemyRace=std::string(), bool forceGui=false) |
|
char const * | gameTypeName (GameType type) |
|
std::tuple< float, float, float, float > | getUnitCountsHealth (State *state) |
|
std::unique_ptr< Reward > | combatReward () |
|
std::unique_ptr< Reward > | killSpeedReward () |
|
std::unique_ptr< Reward > | proximityToEnemyReward () |
|
std::unique_ptr< Reward > | proximityToReward (int y, int x) |
|
std::unique_ptr< Reward > | protectCiviliansReward () |
|
std::unique_ptr< Reward > | defilerProtectZerglingsReward () |
|
std::unique_ptr< Reward > | defilerWinLossReward () |
|
template<typename procT > |
std::shared_ptr< torchcraft::Client > | makeTorchCraftClient (procT &&proc, torchcraft::Client::Options opts, int timeout) |
|
| AUTOGRAD_CONTAINER_CLASS (BuildingPlacerModel) |
| A CNN model for determining building positions. More...
|
|
| REGISTER_SUBCLASS_0 (Module, AutoBuildModule) |
|
std::string | mineralsToString (State *state) |
|
std::string | gasToString (State *state) |
|
std::string | supplyToString (State *state) |
|
std::string | larvaToString (State *state) |
|
void | logColumns (const std::vector< std::string > &strings, int logLevel, int width) |
|
| REGISTER_SUBCLASS_0 (Module, BuilderModule) |
|
| REGISTER_SUBCLASS_0 (Module, BuildingPlacerModule) |
|
| REGISTER_SUBCLASS_0 (Module, CherryVisDumperModule) |
|
void | to_json (nlohmann::json &json, CherryVisDumperModule::Logger const &logger) |
|
template<class... Ts> |
| overloaded (Ts...) -> overloaded< Ts... > |
|
void | to_json (nlohmann::json &json, CherryVisDumperModule::Dumpable const &key) |
|
void | to_json (nlohmann::json &json, Unit const *unit) |
|
void | to_json (nlohmann::json &json, Position const &p) |
|
| REGISTER_SUBCLASS_0 (Module, CombatModule) |
|
| REGISTER_SUBCLASS_0 (Module, CombatMicroModule) |
|
double | EHPScoreHeuristic (Unit const *me, Unit const *o) |
|
double | HPScoreHeuristic (Unit const *me, Unit const *o) |
|
double | UnityScoreHeuristic (Unit const *me, Unit const *o) |
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| REGISTER_SUBCLASS_0 (Module, CreateGatherAttackModule) |
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bool | isValidResource (Unit *u) |
| Should we be allowed to gather from this resource? More...
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auto | order (Unit *worker) |
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void | vlog (int level, Unit *worker, Unit *resource, std::string &&logTemplate) |
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auto | comparableProxy (Unit *unit) |
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| REGISTER_SUBCLASS_0 (Module, GathererModule) |
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| REGISTER_SUBCLASS_0 (Module, GenericAutoBuildModule) |
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| REGISTER_SUBCLASS_0 (Module, HarassModule) |
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int | getSpawnCoordinate (State *state, int base, int max, float noiseMax) |
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| REGISTER_SUBCLASS_0 (Module, ScoutingModule) |
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| DEFINE_bool (behavior_chase, false,"Toggles chasing behaviors") |
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| DEFINE_bool (behavior_kite, false,"Toggles kiting behaviors") |
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| REGISTER_SUBCLASS_0 (Module, SquadCombatModule) |
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| REGISTER_SUBCLASS_0 (Module, StaticDefenceFocusFireModule) |
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| REGISTER_SUBCLASS_0 (Module, StrategyModule) |
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| DEFINE_FLAG_OPERATORS (StrategyModule::Duty) |
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| REGISTER_SUBCLASS_0 (Module, TacticsModule) |
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| REGISTER_SUBCLASS_0 (Module, TopModule) |
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| REGISTER_SUBCLASS_0 (Module, UPCToCommandModule) |
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FixedScenario | snapshotToScenario (const Snapshot &snapshot) |
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Snapshot | stateToSnapshot (torchcraft::State *state) |
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void | saveSnapshot (const Snapshot &snapshot, const std::string &path) |
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Snapshot | loadSnapshot (const std::string &path) |
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Main namespace for bot-related code.
Copyright (c) 2017-present, Facebook, Inc.
This source code is licensed under the MIT license found in the LICENSE file in the root directory of this source tree.