Documentation
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Index ¶
- Variables
- func BansheeRetreat(u *scl.Unit) bool
- func BansheesAttack(u *scl.Unit) bool
- func BansheesLogic(us scl.Units)
- func BattlecruiserCast(u *scl.Unit, yamatoTargets map[api.UnitTag]int) bool
- func BattlecruiserRetreat(u *scl.Unit) bool
- func BattlecruisersAttack(u *scl.Unit) bool
- func BattlecruisersLogic(us scl.Units)
- func CalcDamageScore(target *scl.Unit, mul float64) float64
- func CycloneAttack(u *scl.Unit) bool
- func CycloneAttackFunc(u *scl.Unit, priority int, targets scl.Units) bool
- func CycloneManeuver(u *scl.Unit) bool
- func CyclonesLogic(us scl.Units)
- func DefaultAttack(u *scl.Unit) bool
- func DefaultExplore(u *scl.Unit) bool
- func DefaultManeuver(u *scl.Unit) bool
- func DefaultRetreat(u *scl.Unit) bool
- func FindBestTarget(u *scl.Unit, targets, friends scl.Units) *scl.Unit
- func FlyingBuildings()
- func GetDamageScore(target *scl.Unit, targets scl.Units) float64
- func GetDefensivePos(u *scl.Unit) point.Point
- func GetHealingPoints() point.Points
- func HellionAttack(u *scl.Unit) bool
- func HellionMorph(u *scl.Unit) bool
- func HellionsLogic(us scl.Units)
- func InitTargets()
- func LoadInBunker(u *scl.Unit) bool
- func MarauderAttack(u *scl.Unit) bool
- func MarauderStim(u *scl.Unit) bool
- func MaraudersLogic(us scl.Units)
- func MarineAttack(u *scl.Unit) bool
- func MarineStim(u *scl.Unit) bool
- func MarinesLogic(us scl.Units)
- func MechRetreat()
- func MedivacsLogic(us scl.Units)
- func Micro(b *bot.Bot)
- func RavensLogic(us scl.Units)
- func ReaperAttack(u *scl.Unit, mfsPos, basePos point.Point) bool
- func ReaperManeuver(u *scl.Unit) bool
- func ReaperRetreat(u *scl.Unit) bool
- func ReapersLogic(us scl.Units)
- func ReapersRetreatLogic(us scl.Units)
- func StaticDefense()
- func TankAttack(u *scl.Unit) bool
- func TankManeuver(u *scl.Unit) bool
- func TankMorph(u *scl.Unit) bool
- func TankRetreat(u *scl.Unit) bool
- func TanksLogic(us scl.Units)
- func ThorAttack(u *scl.Unit) bool
- func ThorEvacs()
- func ThorMorph(u *scl.Unit) bool
- func ThorRetreat(u *scl.Unit) bool
- func ThorsLogic(us scl.Units)
- func ThrowMine(u *scl.Unit, targets scl.Units) bool
- func VikingExplore(u *scl.Unit) bool
- func VikingsAttack(u *scl.Unit) bool
- func VikingsLogic(us scl.Units)
- func VikingsRetreat(u *scl.Unit) bool
- func WidowMineManeuver(u *scl.Unit) bool
- func WidowMinesLogic(us scl.Units)
- func WidowMinesRetreatLogic(us scl.Units)
- func WorkerMoveFunc(u *scl.Unit, target *scl.Unit)
- func WorkerRushDefence()
- type TargetsTypes
Constants ¶
This section is empty.
Variables ¶
View Source
var B *bot.Bot
Functions ¶
func BansheeRetreat ¶
func BansheesAttack ¶
func BansheesLogic ¶
func BattlecruiserCast ¶
func BattlecruiserRetreat ¶
func BattlecruisersAttack ¶
func BattlecruisersLogic ¶
func CycloneAttack ¶
func CycloneManeuver ¶
func CyclonesLogic ¶
func DefaultAttack ¶
func DefaultExplore ¶
func DefaultManeuver ¶
func DefaultRetreat ¶
func FlyingBuildings ¶
func FlyingBuildings()
func GetHealingPoints ¶
func HellionAttack ¶
func HellionMorph ¶
todo: take old Maneuver() from repo if standard method isn't cool
func HellionsLogic ¶
func InitTargets ¶
func InitTargets()
func LoadInBunker ¶
func MarauderAttack ¶
func MarauderStim ¶
func MaraudersLogic ¶
func MarineAttack ¶
func MarineStim ¶
func MarinesLogic ¶
func MechRetreat ¶
func MechRetreat()
func MedivacsLogic ¶
func RavensLogic ¶
func ReaperManeuver ¶
func ReaperRetreat ¶
func ReapersLogic ¶
func ReapersRetreatLogic ¶
func StaticDefense ¶
func StaticDefense()
func TankAttack ¶
func TankManeuver ¶
func TankRetreat ¶
func TanksLogic ¶
func ThorAttack ¶
func ThorRetreat ¶
func ThorsLogic ¶
func VikingExplore ¶
func VikingsAttack ¶
func VikingsLogic ¶
func VikingsRetreat ¶
func WidowMineManeuver ¶
func WidowMinesLogic ¶
func WidowMinesRetreatLogic ¶
func WorkerRushDefence ¶
func WorkerRushDefence()
Types ¶
type TargetsTypes ¶
type TargetsTypes struct {
All scl.Units
Flying scl.Units
Ground scl.Units
Armed scl.Units
ArmedArmored scl.Units
ArmedFlying scl.Units
ArmedFlyingArmored scl.Units
ArmedGround scl.Units
ArmedGroundArmored scl.Units
ArmedGroundLight scl.Units
ArmedGroundNotBuildings scl.Units
AntiAir scl.Units
ReaperOk scl.Units
ReaperGood scl.Units
ForMines scl.Units
ForYamato scl.Units
MyGround scl.Units // My units that can be damaged by my tanks with splash
}
var Targets TargetsTypes
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