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.
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Defines |
| #define | LOG_LUA LOG_STREAM(info, log_ai_engine_lua) |
| #define | ERR_LUA LOG_STREAM(err, log_ai_engine_lua) |
Functions |
| static void | ai::push_map_location (lua_State *L, const map_location &ml) |
| static void | ai::push_attack_analysis (lua_State *L, attack_analysis &) |
| static ai::engine_lua & | ai::get_engine (lua_State *L) |
| static ai::readonly_context & | ai::get_readonly_context (lua_State *L) |
| static int | ai::transform_ai_action (lua_State *L, ai::action_result_ptr action_result) |
| static bool | ai::to_map_location (lua_State *L, int &index, map_location &res) |
| static int | ai::cfun_ai_get_suitable_keep (lua_State *L) |
| static int | ai::ai_move (lua_State *L, bool exec, bool remove_movement) |
| static int | ai::cfun_ai_execute_move_full (lua_State *L) |
| static int | ai::cfun_ai_execute_move_partial (lua_State *L) |
| static int | ai::cfun_ai_check_move (lua_State *L) |
| static int | ai::ai_attack (lua_State *L, bool exec) |
| static int | ai::cfun_ai_execute_attack (lua_State *L) |
| static int | ai::cfun_ai_check_attack (lua_State *L) |
| static int | ai::ai_stopunit_select (lua_State *L, bool exec, bool remove_movement, bool remove_attacks) |
| static int | ai::cfun_ai_execute_stopunit_moves (lua_State *L) |
| static int | ai::cfun_ai_execute_stopunit_attacks (lua_State *L) |
| static int | ai::cfun_ai_execute_stopunit_all (lua_State *L) |
| static int | ai::cfun_ai_check_stopunit (lua_State *L) |
| static int | ai::ai_recruit (lua_State *L, bool exec) |
| static int | ai::cfun_ai_execute_recruit (lua_State *L) |
| static int | ai::cfun_ai_check_recruit (lua_State *L) |
| static int | ai::ai_recall (lua_State *L, bool exec) |
| static int | ai::cfun_ai_execute_recall (lua_State *L) |
| static int | ai::cfun_ai_check_recall (lua_State *L) |
| static int | ai::cfun_ai_get_targets (lua_State *L) |
| static int | ai::cfun_ai_get_aggression (lua_State *L) |
| static int | ai::cfun_ai_get_attack_depth (lua_State *L) |
| static int | ai::cfun_ai_get_attacks (lua_State *L) |
| static int | ai::cfun_ai_get_avoid (lua_State *L) |
| static int | ai::cfun_ai_get_caution (lua_State *L) |
| static int | ai::cfun_ai_get_grouping (lua_State *L) |
| static int | ai::cfun_ai_get_leader_aggression (lua_State *L) |
| static int | ai::cfun_ai_get_leader_goal (lua_State *L) |
| static int | ai::cfun_ai_get_leader_value (lua_State *L) |
| static int | ai::cfun_ai_get_passive_leader (lua_State *L) |
| static int | ai::cfun_ai_get_passive_leader_shares_keep (lua_State *L) |
| static int | ai::cfun_ai_get_number_of_possible_recruits_to_force_recruit (lua_State *L) |
| static int | ai::cfun_ai_get_recruitment_ignore_bad_combat (lua_State *L) |
| static int | ai::cfun_ai_get_recruitment_ignore_bad_movement (lua_State *L) |
| static int | ai::cfun_ai_get_recruitment_pattern (lua_State *L) |
| static int | ai::cfun_ai_get_scout_village_targeting (lua_State *L) |
| static int | ai::cfun_ai_get_simple_targeting (lua_State *L) |
| static int | ai::cfun_ai_get_support_villages (lua_State *L) |
| static int | ai::cfun_ai_get_village_value (lua_State *L) |
| static int | ai::cfun_ai_get_villages_per_scout (lua_State *L) |
| static int | ai::cfun_attack_rating (lua_State *L) |
| static void | ai::push_movements (lua_State *L, const std::vector< std::pair< map_location, map_location > > &moves) |
| static void | ai::push_move_map (lua_State *L, const move_map &m) |
| static int | ai::cfun_ai_get_dstsrc (lua_State *L) |
| static int | ai::cfun_ai_get_srcdst (lua_State *L) |
| static int | ai::cfun_ai_get_enemy_dstsrc (lua_State *L) |
| static int | ai::cfun_ai_get_enemy_srcdst (lua_State *L) |
| static int | ai::cfun_ai_is_dst_src_valid (lua_State *L) |
| static int | ai::cfun_ai_is_dst_src_enemy_valid (lua_State *L) |
| static int | ai::cfun_ai_is_src_dst_valid (lua_State *L) |
| static int | ai::cfun_ai_is_src_dst_enemy_valid (lua_State *L) |
| static int | ai::cfun_ai_recalculate_move_maps (lua_State *L) |
| static int | ai::cfun_ai_recalculate_move_maps_enemy (lua_State *L) |
Variables |
| static lg::log_domain | log_ai_engine_lua ("ai/engine/lua") |
| static char const | aisKey = 0 |
Provides core classes for the Lua AI.