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unit_control.go
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unit_control.go
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package m
// Stop all actions including shooting
func UnitStop() {
}
// Move to the provided absolute position on the map
func UnitMove[A float, B float](x A, y B) {
}
// Approach a circular radius around the provided point
//
// Will stop moving once it is the provided radius away from the point
func UnitApproach[A float, B float, C float](x A, y B, radius C) {
}
// Enable/Disable boosting for mechs
func UnitBoost(enable bool) {
}
// Make the unit follow standard AI
//
// Find enemy cores, guard spawns, obey command centers
func UnitPathfind() {
}
// Like ControlShoot but for units
//
// Shoot with the cached unit at the target absolute position
//
// If shoot parameter is false, it will cease firing
//
// Will not shoot outside of the units range!
func UnitTarget[A float, B float](x A, y B, shoot bool) {
}
// Like ControlShootP but for units
//
// Shoot with the cached unit at the predicted position of target unit
//
// If shoot parameter is false, it will cease firing
func UnitTargetP(target HealthC, shoot bool) {
}
// Drops items into the provided building
//
// Will not drop more than provided amount
func UnitItemDrop[A integer](to Building, amount A) {
}
// Takes the provided item type from the provided building
//
// Will not take more than provided amount
func UnitItemTake[A integer](from Building, item string, amount A) {
}
// Drops the current payload
//
// Will only drop blocks if there is an empty space
func UnitPayloadDrop() {
}
// Pick up payload from underneath the unit
//
// If takeUnits is true, will also pick up units
func UnitPayloadTake(takeUnits bool) {
}
// Mine the ore at the specified absolute position
//
// Will not do anything if there is no minable ore or it is already being mined
func UnitMine[A float, B float](x A, y B) {
}
// Set the units flag
//
// Shown as a number when hovering over a unit
func UnitFlag[A float](flag A) {
}
// Build a block at the specified absolute position
func UnitBuild[A float, B float, C integer, D integer](x A, y B, block string, rotation C, config D) {
}
// Retrieve the building and its type at the specified absolute position
func UnitGetBlock[A float, B float](x A, y B) (blockType string, building Building) {
return "", nil
}
// Checks whether there is a unit within the specified radius around the provided absolute position
func UnitWithin[A float, B float, C float](x A, y B, radius C) bool {
return false
}