Adam Heinermann
Adam Heinermann
Alternative proposal: ~~~cpp LeaderboardInfo getLeaderboard(); std::string getLeaderboardName(); std::map getLeaderboardValues(); struct LeaderboardInfo { LeaderboardInfo(LeaderboardType type, int subType, int quantity) : type(type), subType(subType), quantity(quantity) {} const LeaderboardType type; const int subType; const...
0x004BDB81 is a drawing function. Something borked in there, no idea what. Could it be another Chaoslauncher plugin? This issue is also quite old so nobody is going to remember...
This is quite old but the [develop branch](https://github.com/bwapi/bwapi/tree/develop) is now [cross-compilable](https://github.com/bwapi/bwapi/actions/runs/1017586828). There are some WIP instructions [here](https://github.com/bwapi/bwapi/blob/develop/CONTRIBUTING.md#developing-bwapi). Someone will have to look into mingw specifically...
Not sure what I would name them. For example: `DeterministicUnitset`, `DUnitset`, or most likely `Deterministic::Unitset`. In the last case, if your code already uses Unitset without the scoping (`BWAPI::`) then...
Deferring to later milestone, since I don't have enough time and want to get the currently planned releases out before I start work.
Everything is on hold right now. Making it deterministic adds complexity, changing find and insertion times from O(1) to O(lgN). But then the question is does it really matter if...
It seems I forgot to post it here, but I tried an experiment to replace the existing types with deterministic ones and it *failed spectacularly*. At that time I was...
It is. But for some reason if a custom hash is implemented (`[](BWAPI::Unit* unit) { return unit->getID(); }`) it will not work correctly internally. :/
That might have been what I used, since it expects a `std::hash`. :P
The algorithm would use whatever Starcraft uses. That is a A* pathing through the region data, and then some kind of pathing refinement.