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Copy pathGameData.h
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82 lines (65 loc) · 1.63 KB
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#pragma once
#include <vector>
#include <string>
#include <BWAPI/IDs.h>
#include <BWAPI/Position.h>
namespace BWAPI
{
struct GameData {
int apiVersion;
std::string engine;
std::string engineVersion;
bool tournament;
int gameType;
int frameCount;
int latencyFrames;
int turnSize;
int gameSpeed;
int frameSkip;
int remainingLatencyFrames;
int lastEventTime;
std::vector<PlayerID> replayVisionPlayers;
int latencyTime;
int remainingLatencyTime;
int elapsedTime;
int millisecondsPerFrame;
float averageFPS;
int countdownTimer;
bool isPaused;
bool isInGame;
bool isMultiplayer;
bool isBattleNet;
bool isReplay;
bool clientUnitSelection;
bool hasGUI;
std::string mapPath;
std::string mapName;
std::string mapFileName;
std::string gameName;
std::string randomSeed;
TilePosition::list startPositions;
std::vector<RegionID> regions;
std::vector<Position> nukeDots;
PlayerID player = PlayerID::None;
Position screenSize;
Position screenPosition;
struct MapData
{
TilePosition size;
int tileset;
std::string mapHash;
int groundHeight[256][256];
bool isBuildable[256][256];
bool isVisible[256][256];
bool isExplored[256][256];
bool hasCreep[256][256];
bool isOccupied[256][256];
bool isWalkable[1024][1024];
unsigned short mapTileRegionId[256][256];
unsigned short mapSplitTilesMiniTileMask[5000];
unsigned short mapSplitTilesRegion1[5000];
unsigned short mapSplitTilesRegion2[5000];
};
MapData map;
};
}