#pragma once #include #ifdef __cplusplus extern "C" { #endif int Player_getID(Player* self); BwString* Player_getName(Player* self); UnitIterator* Player_getUnits(Player* self); Race Player_getRace(Player* self); PlayerType Player_getType(Player* self); Force* Player_getForce(Player* self); bool Player_isAlly(Player* self, Player* player); bool Player_isEnemy(Player* self, Player* player); bool Player_isNeutral(Player* self); TilePosition Player_getStartLocation(Player* self); bool Player_isVictorious(Player* self); bool Player_isDefeated(Player* self); bool Player_leftGame(Player* self); int Player_minerals(Player* self); int Player_gas(Player* self); int Player_gatheredMinerals(Player* self); int Player_gatheredGas(Player* self); int Player_repairedMinerals(Player* self); int Player_repairedGas(Player* self); int Player_refundedMinerals(Player* self); int Player_refundedGas(Player* self); int Player_spentMinerals(Player* self); int Player_spentGas(Player* self); int Player_supplyTotal(Player* self, Race race); int Player_supplyUsed(Player* self, Race race); int Player_allUnitCount(Player* self, UnitType unit); int Player_visibleUnitCount(Player* self, UnitType unit); int Player_completedUnitCount(Player* self, UnitType unit); int Player_incompleteUnitCount(Player* self, UnitType unit); int Player_deadUnitCount(Player* self, UnitType unit); int Player_killedUnitCount(Player* self, UnitType unit); int Player_getUpgradeLevel(Player* self, UpgradeType upgrade); bool Player_hasResearched(Player* self, TechType tech); bool Player_isResearching(Player* self, TechType tech); bool Player_isUpgrading(Player* self, UpgradeType upgrade); Color Player_getColor(Player* self); char Player_getTextColor(Player* self); int Player_maxEnergy(Player* self, UnitType unit); double Player_topSpeed(Player* self, UnitType unit); int Player_weaponMaxRange(Player* self, WeaponType weapon); int Player_sightRange(Player* self, UnitType unit); int Player_weaponDamageCooldown(Player* self, UnitType unit); int Player_armor(Player* self, UnitType unit); int Player_damage(Player* self, WeaponType wpn); int Player_getUnitScore(Player* self); int Player_getKillScore(Player* self); int Player_getBuildingScore(Player* self); int Player_getRazingScore(Player* self); int Player_getCustomScore(Player* self); bool Player_isObserver(Player* self); int Player_getMaxUpgradeLevel(Player* self, UpgradeType upgrade); bool Player_isResearchAvailable(Player* self, TechType tech); bool Player_isUnitAvailable(Player* self, UnitType unit); bool Player_hasUnitTypeRequirement(Player* self, UnitType unit, int amount); void Player_registerEvent(Player* self, void (*const action)(Player*), bool (*const condition)(Player*), int timesToRun, int framesToCheck); #ifdef __cplusplus } // extern "C" #endif