LUA AI Support engine - creating specific ai components from config. More...
#include "ai.hpp"#include "engine_lua.hpp"#include "goal.hpp"#include "rca.hpp"#include "stage.hpp"#include "aspect.hpp"#include "../gamestate_observer.hpp"#include "../../log.hpp"#include "../../resources.hpp"#include "../lua/core.hpp"#include "../lua/lua_object.hpp"#include "../../scripting/lua.hpp"#include "../../util.hpp"#include "../../unit.hpp"#include "../../unit_map.hpp"
Go to the source code of this file.
Classes | |
| class | ai::lua_candidate_action_wrapper |
| class | ai::lua_sticky_candidate_action_wrapper |
| class | ai::lua_stage_wrapper |
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_LUA LOG_STREAM(debug, log_ai_engine_lua) |
| #define | LOG_AI_LUA LOG_STREAM(info, log_ai_engine_lua) |
| #define | WRN_AI_LUA LOG_STREAM(warn, log_ai_engine_lua) |
| #define | ERR_AI_LUA LOG_STREAM(err, log_ai_engine_lua) |
Typedefs | |
| typedef boost::shared_ptr < lua_object< int > > | ai::lua_int_obj |
Variables | |
| static lg::log_domain | ai::log_ai_engine_lua ("ai/engine/lua") |
LUA AI Support engine - creating specific ai components from config.
Definition in file engine_lua.cpp.
| #define DBG_AI_LUA LOG_STREAM(debug, log_ai_engine_lua) |
Definition at line 32 of file engine_lua.cpp.
Referenced by ai::engine_lua::evaluate().
| #define ERR_AI_LUA LOG_STREAM(err, log_ai_engine_lua) |
Definition at line 35 of file engine_lua.cpp.
Referenced by ai::engine_lua::evaluate().
| #define LOG_AI_LUA LOG_STREAM(info, log_ai_engine_lua) |
Definition at line 33 of file engine_lua.cpp.
| #define WRN_AI_LUA LOG_STREAM(warn, log_ai_engine_lua) |
Definition at line 34 of file engine_lua.cpp.
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