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Java API for Starcraft: Broodwar AIs
The newest version!
package bwapi;
import bwapi.*;
import java.util.Map;
import java.util.HashMap;
import java.util.Collection;
import java.util.List;
public class Player {
public int getID() {
return getID_native(pointer);
}
public String getName() {
return getName_native(pointer);
}
public List getUnits() {
return getUnits_native(pointer);
}
public Race getRace() {
return getRace_native(pointer);
}
public PlayerType getType() {
return getType_native(pointer);
}
public Force getForce() {
return getForce_native(pointer);
}
public boolean isAlly(Player player) {
return isAlly_native(pointer, player);
}
public boolean isEnemy(Player player) {
return isEnemy_native(pointer, player);
}
public boolean isNeutral() {
return isNeutral_native(pointer);
}
public TilePosition getStartLocation() {
return getStartLocation_native(pointer);
}
public boolean isVictorious() {
return isVictorious_native(pointer);
}
public boolean isDefeated() {
return isDefeated_native(pointer);
}
public boolean leftGame() {
return leftGame_native(pointer);
}
public int minerals() {
return minerals_native(pointer);
}
public int gas() {
return gas_native(pointer);
}
public int gatheredMinerals() {
return gatheredMinerals_native(pointer);
}
public int gatheredGas() {
return gatheredGas_native(pointer);
}
public int repairedMinerals() {
return repairedMinerals_native(pointer);
}
public int repairedGas() {
return repairedGas_native(pointer);
}
public int refundedMinerals() {
return refundedMinerals_native(pointer);
}
public int refundedGas() {
return refundedGas_native(pointer);
}
public int spentMinerals() {
return spentMinerals_native(pointer);
}
public int spentGas() {
return spentGas_native(pointer);
}
public int supplyTotal() {
return supplyTotal_native(pointer);
}
public int supplyTotal(Race race) {
return supplyTotal_native(pointer, race);
}
public int supplyUsed() {
return supplyUsed_native(pointer);
}
public int supplyUsed(Race race) {
return supplyUsed_native(pointer, race);
}
public int allUnitCount() {
return allUnitCount_native(pointer);
}
public int allUnitCount(UnitType unit) {
return allUnitCount_native(pointer, unit);
}
public int visibleUnitCount() {
return visibleUnitCount_native(pointer);
}
public int visibleUnitCount(UnitType unit) {
return visibleUnitCount_native(pointer, unit);
}
public int completedUnitCount() {
return completedUnitCount_native(pointer);
}
public int completedUnitCount(UnitType unit) {
return completedUnitCount_native(pointer, unit);
}
public int incompleteUnitCount() {
return incompleteUnitCount_native(pointer);
}
public int incompleteUnitCount(UnitType unit) {
return incompleteUnitCount_native(pointer, unit);
}
public int deadUnitCount() {
return deadUnitCount_native(pointer);
}
public int deadUnitCount(UnitType unit) {
return deadUnitCount_native(pointer, unit);
}
public int killedUnitCount() {
return killedUnitCount_native(pointer);
}
public int killedUnitCount(UnitType unit) {
return killedUnitCount_native(pointer, unit);
}
public int getUpgradeLevel(UpgradeType upgrade) {
return getUpgradeLevel_native(pointer, upgrade);
}
public boolean hasResearched(TechType tech) {
return hasResearched_native(pointer, tech);
}
public boolean isResearching(TechType tech) {
return isResearching_native(pointer, tech);
}
public boolean isUpgrading(UpgradeType upgrade) {
return isUpgrading_native(pointer, upgrade);
}
public Color getColor() {
return getColor_native(pointer);
}
public char getTextColor() {
return getTextColor_native(pointer);
}
public int maxEnergy(UnitType unit) {
return maxEnergy_native(pointer, unit);
}
public double topSpeed(UnitType unit) {
return topSpeed_native(pointer, unit);
}
public int weaponMaxRange(WeaponType weapon) {
return weaponMaxRange_native(pointer, weapon);
}
public int sightRange(UnitType unit) {
return sightRange_native(pointer, unit);
}
public int weaponDamageCooldown(UnitType unit) {
return weaponDamageCooldown_native(pointer, unit);
}
public int armor(UnitType unit) {
return armor_native(pointer, unit);
}
public int damage(WeaponType wpn) {
return damage_native(pointer, wpn);
}
public int getUnitScore() {
return getUnitScore_native(pointer);
}
public int getKillScore() {
return getKillScore_native(pointer);
}
public int getBuildingScore() {
return getBuildingScore_native(pointer);
}
public int getRazingScore() {
return getRazingScore_native(pointer);
}
public int getCustomScore() {
return getCustomScore_native(pointer);
}
public boolean isObserver() {
return isObserver_native(pointer);
}
public int getMaxUpgradeLevel(UpgradeType upgrade) {
return getMaxUpgradeLevel_native(pointer, upgrade);
}
public boolean isResearchAvailable(TechType tech) {
return isResearchAvailable_native(pointer, tech);
}
public boolean isUnitAvailable(UnitType unit) {
return isUnitAvailable_native(pointer, unit);
}
public boolean hasUnitTypeRequirement(UnitType unit) {
return hasUnitTypeRequirement_native(pointer, unit);
}
public boolean hasUnitTypeRequirement(UnitType unit, int amount) {
return hasUnitTypeRequirement_native(pointer, unit, amount);
}
@Override
public boolean equals(Object o) {
if (this == o) return true;
if (o == null || getClass() != o.getClass()) return false;
Player other = (Player)o;
if (getID() != other.getID()) return false;
return true;
}
@Override
public int hashCode() {
int result;
result = getID();
return result;
}
private static Map instances = new HashMap();
private Player(long pointer) {
this.pointer = pointer;
}
private static Player get(long pointer) {
if (pointer == 0 ) {
return null;
}
Player instance = instances.get(pointer);
if (instance == null ) {
instance = new Player(pointer);
instances.put(pointer, instance);
}
return instance;
}
private long pointer;
private native int getID_native(long pointer);
private native String getName_native(long pointer);
private native List getUnits_native(long pointer);
private native Race getRace_native(long pointer);
private native PlayerType getType_native(long pointer);
private native Force getForce_native(long pointer);
private native boolean isAlly_native(long pointer, Player player);
private native boolean isEnemy_native(long pointer, Player player);
private native boolean isNeutral_native(long pointer);
private native TilePosition getStartLocation_native(long pointer);
private native boolean isVictorious_native(long pointer);
private native boolean isDefeated_native(long pointer);
private native boolean leftGame_native(long pointer);
private native int minerals_native(long pointer);
private native int gas_native(long pointer);
private native int gatheredMinerals_native(long pointer);
private native int gatheredGas_native(long pointer);
private native int repairedMinerals_native(long pointer);
private native int repairedGas_native(long pointer);
private native int refundedMinerals_native(long pointer);
private native int refundedGas_native(long pointer);
private native int spentMinerals_native(long pointer);
private native int spentGas_native(long pointer);
private native int supplyTotal_native(long pointer);
private native int supplyTotal_native(long pointer, Race race);
private native int supplyUsed_native(long pointer);
private native int supplyUsed_native(long pointer, Race race);
private native int allUnitCount_native(long pointer);
private native int allUnitCount_native(long pointer, UnitType unit);
private native int visibleUnitCount_native(long pointer);
private native int visibleUnitCount_native(long pointer, UnitType unit);
private native int completedUnitCount_native(long pointer);
private native int completedUnitCount_native(long pointer, UnitType unit);
private native int incompleteUnitCount_native(long pointer);
private native int incompleteUnitCount_native(long pointer, UnitType unit);
private native int deadUnitCount_native(long pointer);
private native int deadUnitCount_native(long pointer, UnitType unit);
private native int killedUnitCount_native(long pointer);
private native int killedUnitCount_native(long pointer, UnitType unit);
private native int getUpgradeLevel_native(long pointer, UpgradeType upgrade);
private native boolean hasResearched_native(long pointer, TechType tech);
private native boolean isResearching_native(long pointer, TechType tech);
private native boolean isUpgrading_native(long pointer, UpgradeType upgrade);
private native Color getColor_native(long pointer);
private native char getTextColor_native(long pointer);
private native int maxEnergy_native(long pointer, UnitType unit);
private native double topSpeed_native(long pointer, UnitType unit);
private native int weaponMaxRange_native(long pointer, WeaponType weapon);
private native int sightRange_native(long pointer, UnitType unit);
private native int weaponDamageCooldown_native(long pointer, UnitType unit);
private native int armor_native(long pointer, UnitType unit);
private native int damage_native(long pointer, WeaponType wpn);
private native int getUnitScore_native(long pointer);
private native int getKillScore_native(long pointer);
private native int getBuildingScore_native(long pointer);
private native int getRazingScore_native(long pointer);
private native int getCustomScore_native(long pointer);
private native boolean isObserver_native(long pointer);
private native int getMaxUpgradeLevel_native(long pointer, UpgradeType upgrade);
private native boolean isResearchAvailable_native(long pointer, TechType tech);
private native boolean isUnitAvailable_native(long pointer, UnitType unit);
private native boolean hasUnitTypeRequirement_native(long pointer, UnitType unit);
private native boolean hasUnitTypeRequirement_native(long pointer, UnitType unit, int amount);
}