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Copy file name to clipboardExpand all lines: src/main/java/bwapi/Bullet.java
+2-2Lines changed: 2 additions & 2 deletions
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@@ -55,7 +55,7 @@ public int getID() {
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* If {@link Flag#CompleteMapInformation} is enabled, then this function is accurate for all
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* {@link Bullet} information.
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*
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* @return true if the bullet exists or is visible. false if the bullet was destroyed or has gone out of scope.
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* @return true if the bullet exists or is visible, false if the bullet was destroyed or has gone out of scope.
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* @see {@link #isVisible}, {@link Unit#exists}
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*/
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publicbooleanexists() {
@@ -174,7 +174,7 @@ public boolean isVisible() {
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*
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* @param player If this parameter is specified, then the Bullet's visibility to the given player is checked. If this parameter is omitted, then a default value of null is used, which will check if the BWAPI player has vision of the {@link Bullet}.
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*
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* @return true if the {@link Bullet} is visible to the specified player. false if the {@link Bullet} is not visible to the specified player.
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* @return true if the {@link Bullet} is visible to the specified player, false if the {@link Bullet} is not visible to the specified player.
Copy file name to clipboardExpand all lines: src/main/java/bwapi/Game.java
+4-4Lines changed: 4 additions & 4 deletions
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@@ -997,7 +997,7 @@ public boolean isVisible(final TilePosition position) {
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* @param tileX The x tile coordinate to check.
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* @param tileY The y tile coordinate to check.
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*
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* @return true if the player has explored the given tile position (partially revealed fog). false if the tile position was never explored (completely black fog).
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* @return true if the player has explored the given tile position (partially revealed fog), false if the tile position was never explored (completely black fog).
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*
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* @see {@link #isVisible}
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*/
@@ -1018,7 +1018,7 @@ public boolean isExplored(final TilePosition position) {
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* @param tileX The x tile coordinate to check.
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* @param tileY The y tile coordinate to check.
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*
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* @return true if the given tile has creep on it. false if the given tile does not have creep, or if it is concealed by the fog of war.
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* @return true if the given tile has creep on it, false if the given tile does not have creep, or if it is concealed by the fog of war.
@@ -1043,7 +1043,7 @@ public boolean hasPowerPrecise(final int x, final int y) {
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* @param y The y pixel coordinate to check.
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* @param unitType Checks if the given {@link UnitType} requires power or not. If ommitted, then it will assume that the position requires power for any unit type.
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*
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* @return true if the type at the given position will have power. false if the type at the given position will be unpowered.
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* @return true if the type at the given position will have power, false if the type at the given position will be unpowered.
@@ -1091,7 +1091,7 @@ public boolean hasPower(final int tileX, final int tileY, final int tileWidth, f
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* @param tileY The y tile coordinate to check.
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* @param unitType Checks if the given UnitType will be powered if placed at the given tile position. If omitted, then only the immediate tile position is checked for power, and the function will assume that the location requires power for any unit type.
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*
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* @return true if the type at the given tile position will receive power. false if the type will be unpowered at the given tile position.
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* @return true if the type at the given tile position will receive power, false if the type will be unpowered at the given tile position.
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