com.github.ocraft.s2client.bot.ClientEvents Maven / Gradle / Ivy
package com.github.ocraft.s2client.bot;
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* ocraft-s2client-bot
* %%
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import com.github.ocraft.s2client.bot.gateway.UnitInPool;
import com.github.ocraft.s2client.protocol.data.Upgrade;
import com.github.ocraft.s2client.protocol.observation.Alert;
import java.util.List;
public interface ClientEvents {
/**
* Called when a game is started after a load. Fast restarting will not call this.
*/
default void onGameFullStart() {
}
/**
* Called when a game is started or restarted.
*/
default void onGameStart() {
}
/**
* Called when a game has ended.
*/
default void onGameEnd() {
}
/**
* In non realtime games this function gets called after each step as indicated by step size.
* In realtime this function gets called as often as possible after request/responses are received from the game
* gathering observation state.
*/
default void onStep() {
}
/**
* Called whenever one of the player's units has been destroyed.
*
* @param unitInPool The destroyed unit.
*/
default void onUnitDestroyed(UnitInPool unitInPool) {
}
/**
* Called when a Unit has been created by the player.
*
* @param unitInPool The created unit.
*/
default void onUnitCreated(UnitInPool unitInPool) {
}
/**
* Called when a unit becomes idle, this will only occur as an event so will only be called when the unit becomes
* idle and not a second time. Being idle is defined by having orders in the previous step and not currently having
* orders or if it did not exist in the previous step and now does, a unit being created, for instance, will call
* both onUnitCreated and onUnitIdle if it does not have a rally set.
*
* @param unitInPool The idle unit.
*/
default void onUnitIdle(UnitInPool unitInPool) {
}
/**
* Called when an upgrade is finished, warp gate, ground weapons, baneling speed, etc.
*
* @param upgrade The completed upgrade.
*/
default void onUpgradeCompleted(Upgrade upgrade) {
}
/**
* Called when the unit in the previous step had a build progress less than 1.0 but is greater than or equal to
* 1.0 in the current step.
*
* @param unitInPool The constructed unit.
*/
default void onBuildingConstructionComplete(UnitInPool unitInPool) {
}
/**
* Called when a nydus is placed.
*/
default void onNydusDetected() {
}
/**
* Called when a nuclear launch is detected.
*/
default void onNuclearLaunchDetected() {
}
/**
* Called when an enemy unit enters vision from out of fog of war.
*
* @param unitInPool The unit entering vision.
*/
default void onUnitEnterVision(UnitInPool unitInPool) {
}
/**
* Called for various errors the library can encounter. See ClientError enum for possible errors.
*/
default void onError(List clientErrors, List protocolErrors) {
}
/**
* Called on alert.
* WARNING: for NYDUS_DETECTED and NUCLEAR_LAUNCH_DETECTED alert there are defined separate client events.
*
* @see #onNydusDetected()
* @see #onNuclearLaunchDetected()
*/
default void onAlert(Alert alert) {
}
}