Composite AI with turn sequence which is a vector of stages. More...
#include "ai.hpp"#include "aspect.hpp"#include "engine.hpp"#include "goal.hpp"#include "property_handler.hpp"#include "stage.hpp"#include "../manager.hpp"#include "../../actions.hpp"#include "../../foreach.hpp"#include "../../log.hpp"#include <boost/bind.hpp>#include <boost/function.hpp>
Go to the source code of this file.
Namespaces | |
| namespace | ai |
A small explanation about what's going on here: Each action has access to two game_info objects First is 'info' - real information Second is 'subjective info' - AIs perception of what's going on So, when we check_before action, we use 'subjective info' and don't touch real 'info' at all. | |
Defines | |
| #define | DBG_AI_COMPOSITE LOG_STREAM(debug, log_ai_composite) |
| #define | LOG_AI_COMPOSITE LOG_STREAM(info, log_ai_composite) |
| #define | ERR_AI_COMPOSITE LOG_STREAM(err, log_ai_composite) |
Variables | |
| static lg::log_domain | ai::log_ai_composite ("ai/composite") |
Composite AI with turn sequence which is a vector of stages.
Definition in file ai.cpp.
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