| 10 | namespace BWAPI |
| 11 | { |
| 12 | RegionImpl::RegionImpl(int id) |
| 13 | { |
| 14 | // Assuming this is called via GameInternals, so no checks are made |
| 15 | const BW::region * const r = &BW::BWDATA::SAIPathing->regions[id]; |
| 16 | |
| 17 | // Assign common region properties |
| 18 | self->islandID = r->groupIndex; |
| 19 | self->center_x = r->getCenter().x; |
| 20 | self->center_y = r->getCenter().y; |
| 21 | |
| 22 | self->isAccessible = r->accessabilityFlags != 0x1FFD; |
| 23 | self->isHigherGround = r->accessabilityFlags == 0x1FF9; |
| 24 | self->priority = r->defencePriority & 0x7F; |
| 25 | self->leftMost = r->rgnBox.left; |
| 26 | self->rightMost = r->rgnBox.right; |
| 27 | self->topMost = r->rgnBox.top; |
| 28 | self->bottomMost = r->rgnBox.bottom; |
| 29 | |
| 30 | // Connect the BWAPI Region and BW Region two ways |
| 31 | self->id = id; |
| 32 | |
| 33 | this->closestAccessibleRgn = nullptr; |
| 34 | this->closestInaccessibleRgn = nullptr; |
| 35 | } |
| 36 | void RegionImpl::UpdateRegionRelations() |
| 37 | { |
| 38 | // Assuming this is called via GameInternals, so no checks are made |