Expand description
Handling of state of SC2 Replay as it steps through game loops
Events are ordered by their “priority”, this is a guessed priority for now. For example, if a TrackerEvent and a GameEvent, happen at the same game loop, the tracker events take priority (See the const below). This may not be true but seems to work so far. In this version, the game_loop will be multiplied by 10 and added the priority. This means 10 max events types are supported.
Re-exports§
pub use unit_cmd::*;pub use unit_props::*;
Modules§
- unit_
cmd - The unit may have a command triggered. This can be pointing to a target, casting an ability, etc.
- unit_
props
Structs§
- SC2Event
Iterator - The iterator that returns the events as they happen.
- SC2Event
Iterator Item - SC2Replay
State - The state of the replay as it’s being processed, units are added to owners, control groups are updated, unit position recorded, etc.
- SC2Unit
- Unit Attributes, this changes through time as the state machine overwrites the values.
- SC2User
State - The user state as it’s collected through time.
Enums§
- SC2Event
Type - Supported event types.
- Unit
Change Hint - When a unit changes in the state, certain information is provided back. For example, if the unit dies, it is deleted from the state, but all its information is returned back for reporting purposes.
Constants§
- ACTIVE_
UNITS_ GROUP_ IDX - The currently selected units is stored as a group outside of the boundaries of the usable groups.
- GAME_
PRIORITY - TRACKER_
PRIORITY - TRACKER_
SPEED_ RATIO - The game event loops and tracker event loops differ in their units. The true ratio should be identified somehow. There seems to be a ratio and the ratio based on initial calculations seems to be: