Documentation ¶
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 ¶
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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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