public class Unit
extends Object
Modifier and Type | Field and Description |
---|---|
int |
cUnitFunctionBuilder |
int |
cUnitFunctionEmpower |
int |
cUnitFunctionFish |
int |
cUnitFunctionGatherer |
int |
cUnitFunctionTrade |
int |
cUnitFunctionUnknown |
int |
cUnitFunctionWaterTransport |
int |
cUnitStateAlive |
int |
cUnitStateAliveOrBuilding |
int |
cUnitStateAny |
int |
cUnitStateBuilding |
int |
cUnitStateDead |
int |
cUnitStateNone |
Modifier and Type | Method and Description |
---|---|
bool |
kbCanAffordUnit(int protoUnitTypeID,
int escrowID)
Returns true if the player can afford the proto unit.
|
void |
kbDump(int player1,
int player2)
KB dump for player2's units from player1's perspective.
|
void |
kbDumpType(int player1,
int player2,
string typeName)
KB dump for player2's units of the given type from player1's perspective.
|
int |
kbFindBestBuildingToRepair(vector position,
float distance,
float healthRatio,
int repairUnderAttackUnitTypeID)
Returns the id of the best building to repair.
|
int |
kbGetBlockID(string unitName)
Returns the UnitID of the given unit.
|
vector |
kbGetBlockPosition(string blockName)
Returns the position of the given unit.
|
int |
kbGetBuildLimit(int player,
int baseUnitTypeID)
Returns the number of the unit type you are allowed to have.
|
float |
kbGetCombatEfficiency(int playerID1,
int unitTypeID1,
int playerID2,
int unitTypeID2)
Returns the combat efficiency of the comparison (in terms of playerID1's units).
|
int |
kbGetPopCapAddition(int player,
int baseUnitTypeID)
Returns amount of pop cap addition provided by the given unit type.
|
int |
kbGetPopSlots(int player,
int baseUnitTypeID)
Returns the number of pop slots this unit takes.
|
int |
kbGetPopulationSlotsByUnitTypeID(int playerID,
int unitTypeID)
Returns the number of pop slots currently occupied by this unit type.
|
float |
kbGetProtoUnitAICost(int protoUnitTypeID)
Returns the AI cost for the given protoUnit type ID.
|
int |
kbGetProtoUnitID(string name)
Returns the ID of the protounit.
|
string |
kbGetProtoUnitName(int protoUnitTypeID)
Returns the name of the protounit ID.
|
int |
kbGetRandomEnabledPUID(int unitTypeID,
int escrowID)
Returns a random, valid protounit ID that's of the given type.
|
int |
kbGetUnitBaseTypeID(int unitID)
Returns the base type ID of the unit.
|
string |
kbGetUnitTypeName(int unitTypeID)
Returns the name of the unit type.
|
void |
kbLookAtAllUnitsOnMap()
Updates the knowledge base for all players with the latest info.
|
bool |
kbProtoUnitAvailable(int protoUnitID)
Returns true if the protoUnit is currently available.
|
float |
kbUnitCostPerResource(int protoUnitID,
int resourceID)
Returns the cost of the protounit for the given resource.
|
int |
kbUnitCount(int player,
int unitTypeID,
int stateID)
Returns a quick unit count of units for a player.
|
void |
kbUnitCountConsole(int playerID1,
int playerID2,
string unitType,
string state)
Returns a quick unit count of player2's units from player1's perspective.
|
int |
kbUnitGetActionType(int unitID)
Returns the actionTypeID of the unit.
|
int |
kbUnitGetAreaID(int unitID)
Returns the area ID for this unit ID.
|
int |
kbUnitGetArmyID(int unitID)
Returns the army ID for this unit ID.
|
int |
kbUnitGetBaseID(int unitID)
Returns the base ID for this unit ID.
|
float |
kbUnitGetCurrentAICost(int unitID)
Returns the current AI cost (worth) for this unit ID.
|
float |
kbUnitGetCurrentHitpoints(int unitID)
Returns the current hitpoints for this unit ID.
|
float |
kbUnitGetHealth(int unitID)
Returns the health for this unit ID.
|
float |
kbUnitGetMaximumAICost(int unitID)
Returns the maximum AI cost (worth) for this unit ID.
|
float |
kbUnitGetMaximumHitpoints(int unitID)
Returns the maximum hitpoints for this unit ID.
|
int |
kbUnitGetMovementType(int unitTypeID)
Returns the movementType for this unitTypeID.
|
int |
kbUnitGetNumberWorkers(int unitID)
Returns the number of units currently working on the given unit.
|
int |
kbUnitGetPlanID(int unitID)
Returns the plan ID for this unit ID.
|
vector |
kbUnitGetPosition(int unitID)
Returns the position for this unit ID.
|
int |
kbUnitGetTargetUnitID(int unitID)
Returns the target unit ID of the given unit.
|
int |
kbUnitGetWorkerID(int unitID,
int index)
Returns the index'th worker unit ID.
|
bool |
kbUnitIsType(int unitID,
long unitTypeID)
Returns true if the unit is of the unitTypeID.
|
bool |
kbUnitVisible(int unitID)
Returns true if the unit is currently visible to the player.
|
public final int cUnitStateNone
public final int cUnitStateBuilding
public final int cUnitStateAlive
public final int cUnitStateDead
public final int cUnitStateAny
public final int cUnitStateAliveOrBuilding
public final int cUnitFunctionBuilder
public final int cUnitFunctionGatherer
public final int cUnitFunctionEmpower
public final int cUnitFunctionFish
public final int cUnitFunctionWaterTransport
public final int cUnitFunctionTrade
public final int cUnitFunctionUnknown
public int kbGetPopCapAddition(int player, int baseUnitTypeID)
public int kbGetPopSlots(int player, int baseUnitTypeID)
public int kbGetPopulationSlotsByUnitTypeID(int playerID, int unitTypeID)
public int kbFindBestBuildingToRepair(vector position, float distance, float healthRatio, int repairUnderAttackUnitTypeID)
public float kbGetCombatEfficiency(int playerID1, int unitTypeID1, int playerID2, int unitTypeID2)
public void kbLookAtAllUnitsOnMap()
xsSetContextPlayer(int player)
public void kbDump(int player1, int player2)
public void kbDumpType(int player1, int player2, string typeName)
public float kbGetProtoUnitAICost(int protoUnitTypeID)
public int kbGetBuildLimit(int player, int baseUnitTypeID)
public int kbGetRandomEnabledPUID(int unitTypeID, int escrowID)
public float kbUnitCostPerResource(int protoUnitID, int resourceID)
public string kbGetProtoUnitName(int protoUnitTypeID)
public int kbGetUnitBaseTypeID(int unitID)
public string kbGetUnitTypeName(int unitTypeID)
public vector kbGetBlockPosition(string blockName)
public int kbGetBlockID(string unitName)
public bool kbProtoUnitAvailable(int protoUnitID)
public int kbGetProtoUnitID(string name)
public bool kbCanAffordUnit(int protoUnitTypeID, int escrowID)
public int kbUnitCount(int player, int unitTypeID, int stateID)
public void kbUnitCountConsole(int playerID1, int playerID2, string unitType, string state)
public int kbUnitGetPlanID(int unitID)
public int kbUnitGetBaseID(int unitID)
public int kbUnitGetAreaID(int unitID)
public int kbUnitGetArmyID(int unitID)
public int kbUnitGetMovementType(int unitTypeID)
public float kbUnitGetCurrentHitpoints(int unitID)
public float kbUnitGetMaximumHitpoints(int unitID)
public float kbUnitGetHealth(int unitID)
public float kbUnitGetCurrentAICost(int unitID)
public float kbUnitGetMaximumAICost(int unitID)
public vector kbUnitGetPosition(int unitID)
public bool kbUnitIsType(int unitID, long unitTypeID)
public int kbUnitGetActionType(int unitID)
public int kbUnitGetTargetUnitID(int unitID)
public int kbUnitGetNumberWorkers(int unitID)
public int kbUnitGetWorkerID(int unitID, int index)
public bool kbUnitVisible(int unitID)