Namespaces |
| namespace | registry |
| namespace | testing_ai_default |
Classes |
| class | action_result |
| class | attack_result |
| class | move_result |
| class | recall_result |
| class | recruit_result |
| class | stopunit_result |
| class | actions |
| class | ai_composite |
| class | aspect |
| class | typesafe_aspect |
| class | known_aspect |
| class | typesafe_known_aspect |
| class | composite_aspect |
| class | standard_aspect |
| class | lua_aspect |
| class | aspect_factory |
| class | register_aspect_factory |
| class | lua_aspect_factory |
| class | register_lua_aspect_factory |
| struct | path_element |
| class | component |
| class | component_manager |
| class | ai_context |
| class | rca_context |
| class | candidate_action_context |
| class | ai_context_proxy |
| class | rca_context_proxy |
| class | engine |
| class | engine_factory |
| class | register_engine_factory |
| class | engine_cpp |
| class | fai_candidate_action_wrapper |
| class | engine_fai |
| class | lua_candidate_action_wrapper |
| class | lua_sticky_candidate_action_wrapper |
| class | lua_stage_wrapper |
| class | engine_lua |
| class | goal |
| class | target_unit_goal |
| class | target_location_goal |
| class | protect_goal |
| class | protect_location_goal |
| class | protect_unit_goal |
| class | protect_my_unit_goal |
| class | lua_goal |
| class | goal_factory |
| class | register_goal_factory |
| class | path_element_matches |
| class | base_property_handler |
| class | vector_property_handler |
| class | aspect_property_handler |
| class | candidate_action |
| class | candidate_action_factory |
| class | register_candidate_action_factory |
| class | stage |
| class | idle_stage |
| class | stage_factory |
| class | register_stage_factory |
| class | ministage |
| | this class is a lazily-initializing proxy for a stage More...
|
| class | config_value_translator |
| class | config_value_translator< bool > |
| class | config_value_translator< std::vector< std::string > > |
| class | config_value_translator< config > |
| class | config_value_translator< ministage > |
| class | config_value_translator< terrain_filter > |
| class | variant_value_translator |
| class | variant_value_translator< ministage > |
| class | variant_value_translator< int > |
| class | variant_value_translator< bool > |
| class | variant_value_translator< std::string > |
| class | variant_value_translator< attacks_vector > |
| class | variant_value_translator< terrain_filter > |
| class | well_known_aspect |
| struct | description |
| | AI parameters. More...
|
| class | configuration |
| class | recursion_counter |
| struct | defensive_position |
| class | keeps_cache |
| class | side_context |
| class | readonly_context |
| class | readwrite_context |
| class | side_context_proxy |
| class | readonly_context_proxy |
| class | readwrite_context_proxy |
| class | side_context_impl |
| class | readonly_context_impl |
| class | readwrite_context_impl |
| class | remove_wrong_targets |
| class | unit_combat_score_getter |
| class | bad_recalls_remover |
| class | combat_score_less |
| class | idle_ai |
| | A trivial ai that sits around doing absolutely nothing. More...
|
| class | ai_default_recruitment_stage |
| struct | target |
| class | attack_analysis |
| class | default_ai_context |
| class | default_ai_context_proxy |
| class | default_ai_context_impl |
| class | formula_ai |
| class | stage_side_formulas |
| class | stage_unit_formulas |
| struct | aspect_type |
| struct | known_aspect_type |
| class | game_info |
| class | gamestate_observer |
| class | interface |
| class | ai_factory |
| class | register_ai_factory |
| class | lua_ai_context |
| | Proxy table for the AI context. More...
|
| class | lua_ai_action_handler |
| | Proxy class for calling AI action handlers defined in Lua. More...
|
| class | lua_object_base |
| class | lua_object |
| class | holder |
| | Base class that holds the AI and current AI parameters. More...
|
| class | command_history_item |
| | AI Command History Item. More...
|
| class | manager |
| | Class that manages AIs for all sides and manages AI redeployment. More...
|
Typedefs |
typedef boost::shared_ptr
< base_property_handler > | property_handler_ptr |
typedef std::map< std::string,
property_handler_ptr > | property_handler_map |
typedef boost::shared_ptr
< lua_object< int > > | lua_int_obj |
typedef boost::shared_ptr
< candidate_action > | candidate_action_ptr |
| typedef ai_context * | ai_context_ptr |
typedef util::array
< map_location, 6 > | adjacent_tiles_array |
| typedef int | side_number |
typedef std::multimap
< map_location, map_location > | move_map |
| | The standard way in which a map of possible moves is recorded.
|
typedef std::map< map_location,
pathfind::paths > | moves_map |
| | The standard way in which a map of possible movement routes to location is recorded.
|
typedef boost::shared_ptr
< interface > | ai_ptr |
typedef std::vector
< attack_analysis > | attacks_vector |
typedef boost::shared_ptr
< action_result > | action_result_ptr |
typedef boost::shared_ptr
< attack_result > | attack_result_ptr |
typedef boost::shared_ptr
< recall_result > | recall_result_ptr |
typedef boost::shared_ptr
< recruit_result > | recruit_result_ptr |
typedef boost::shared_ptr
< move_result > | move_result_ptr |
typedef boost::shared_ptr
< move_and_attack_result > | move_and_attack_result_ptr |
typedef boost::shared_ptr
< stopunit_result > | stopunit_result_ptr |
| typedef boost::shared_ptr< aspect > | aspect_ptr |
| typedef boost::shared_ptr< engine > | engine_ptr |
| typedef boost::shared_ptr< goal > | goal_ptr |
typedef boost::shared_ptr
< known_aspect > | known_aspect_ptr |
typedef boost::shared_ptr
< ministage > | ministage_ptr |
| typedef boost::shared_ptr< stage > | stage_ptr |
typedef std::map< std::string,
aspect_ptr > | aspect_map |
typedef std::map< std::string,
known_aspect_ptr > | known_aspect_map |
typedef boost::shared_ptr
< lua_object_base > | lua_object_ptr |
typedef boost::shared_ptr
< ai_composite > | composite_ai_ptr |
Functions |
| static component * | find_component (component *root, const std::string &path, path_element &tail) |
| static void | print_component (component *root, const std::string &type, std::stringstream &s, int offset) |
| template<typename X > |
| static void | register_vector_property (std::map< std::string, property_handler_ptr > &property_handlers, const std::string &property, std::vector< boost::shared_ptr< X > > &values, boost::function2< void, std::vector< boost::shared_ptr< X > > &, const config & > construction_factory) |
| template<typename X > |
| static void | register_aspect_property (std::map< std::string, property_handler_ptr > &property_handlers, const std::string &property, std::map< std::string, boost::shared_ptr< X > > &aspects) |
| static void | transfer_turns_and_time_of_day_data (const config &src, config &dst) |
| template<class T , class V > |
| bool | smaller_mapped_value (const std::pair< T, V > &a, const std::pair< T, V > &b) |
| static void | debug_print_recall_list_scores (const std::vector< std::pair< std::string, double > > &recall_list_scores, const char *message) |
| static void | push_map_location (lua_State *L, const map_location &ml) |
| static void | push_attack_analysis (lua_State *L, attack_analysis &) |
| static ai::engine_lua & | get_engine (lua_State *L) |
| static ai::readonly_context & | get_readonly_context (lua_State *L) |
| static int | transform_ai_action (lua_State *L, ai::action_result_ptr action_result) |
| static bool | to_map_location (lua_State *L, int &index, map_location &res) |
| static int | cfun_ai_get_suitable_keep (lua_State *L) |
| static int | ai_move (lua_State *L, bool exec, bool remove_movement) |
| static int | cfun_ai_execute_move_full (lua_State *L) |
| static int | cfun_ai_execute_move_partial (lua_State *L) |
| static int | cfun_ai_check_move (lua_State *L) |
| static int | ai_attack (lua_State *L, bool exec) |
| static int | cfun_ai_execute_attack (lua_State *L) |
| static int | cfun_ai_check_attack (lua_State *L) |
| static int | ai_stopunit_select (lua_State *L, bool exec, bool remove_movement, bool remove_attacks) |
| static int | cfun_ai_execute_stopunit_moves (lua_State *L) |
| static int | cfun_ai_execute_stopunit_attacks (lua_State *L) |
| static int | cfun_ai_execute_stopunit_all (lua_State *L) |
| static int | cfun_ai_check_stopunit (lua_State *L) |
| static int | ai_recruit (lua_State *L, bool exec) |
| static int | cfun_ai_execute_recruit (lua_State *L) |
| static int | cfun_ai_check_recruit (lua_State *L) |
| static int | ai_recall (lua_State *L, bool exec) |
| static int | cfun_ai_execute_recall (lua_State *L) |
| static int | cfun_ai_check_recall (lua_State *L) |
| static int | cfun_ai_get_targets (lua_State *L) |
| static int | cfun_ai_get_aggression (lua_State *L) |
| static int | cfun_ai_get_attack_depth (lua_State *L) |
| static int | cfun_ai_get_attacks (lua_State *L) |
| static int | cfun_ai_get_avoid (lua_State *L) |
| static int | cfun_ai_get_caution (lua_State *L) |
| static int | cfun_ai_get_grouping (lua_State *L) |
| static int | cfun_ai_get_leader_aggression (lua_State *L) |
| static int | cfun_ai_get_leader_goal (lua_State *L) |
| static int | cfun_ai_get_leader_value (lua_State *L) |
| static int | cfun_ai_get_passive_leader (lua_State *L) |
| static int | cfun_ai_get_passive_leader_shares_keep (lua_State *L) |
| static int | cfun_ai_get_number_of_possible_recruits_to_force_recruit (lua_State *L) |
| static int | cfun_ai_get_recruitment_ignore_bad_combat (lua_State *L) |
| static int | cfun_ai_get_recruitment_ignore_bad_movement (lua_State *L) |
| static int | cfun_ai_get_recruitment_pattern (lua_State *L) |
| static int | cfun_ai_get_scout_village_targeting (lua_State *L) |
| static int | cfun_ai_get_simple_targeting (lua_State *L) |
| static int | cfun_ai_get_support_villages (lua_State *L) |
| static int | cfun_ai_get_village_value (lua_State *L) |
| static int | cfun_ai_get_villages_per_scout (lua_State *L) |
| static int | cfun_attack_rating (lua_State *L) |
| static void | push_movements (lua_State *L, const std::vector< std::pair< map_location, map_location > > &moves) |
| static void | push_move_map (lua_State *L, const move_map &m) |
| static int | cfun_ai_get_dstsrc (lua_State *L) |
| static int | cfun_ai_get_srcdst (lua_State *L) |
| static int | cfun_ai_get_enemy_dstsrc (lua_State *L) |
| static int | cfun_ai_get_enemy_srcdst (lua_State *L) |
| static int | cfun_ai_is_dst_src_valid (lua_State *L) |
| static int | cfun_ai_is_dst_src_enemy_valid (lua_State *L) |
| static int | cfun_ai_is_src_dst_valid (lua_State *L) |
| static int | cfun_ai_is_src_dst_enemy_valid (lua_State *L) |
| static int | cfun_ai_recalculate_move_maps (lua_State *L) |
| static int | cfun_ai_recalculate_move_maps_enemy (lua_State *L) |
Variables |
| static lg::log_domain | log_ai_actions ("ai/actions") |
| static lg::log_domain | log_ai_composite ("ai/composite") |
| static lg::log_domain | log_ai_aspect ("ai/aspect") |
| static lg::log_domain | log_ai_component ("ai/component") |
| static lg::log_domain | log_ai_engine ("ai/engine") |
| static lg::log_domain | log_ai_engine_cpp ("ai/engine/cpp") |
| static lg::log_domain | log_ai_engine_fai ("ai/engine/fai") |
| static lg::log_domain | log_ai_engine_lua ("ai/engine/lua") |
| static lg::log_domain | log_ai_goal ("ai/goal") |
| static lg::log_domain | log_ai_stage_rca ("ai/stage/rca") |
| static lg::log_domain | log_ai_stage ("ai/stage") |
| static lg::log_domain | log_ai_configuration ("ai/config") |
| std::vector< well_known_aspect > | well_known_aspects |
| const int | max_positions = 10000 |
static register_ai_factory
< ai_composite > | ai_factory_default ("") |
static register_ai_factory
< ai_composite > | ai_default_ai_factory ("default_ai") |
static register_ai_factory
< idle_ai > | ai_idle_ai_factory ("idle_ai") |
static register_ai_factory
< ai_composite > | ai_composite_ai_factory ("composite_ai") |
static register_engine_factory
< engine_cpp > | composite_ai_factory_cpp ("cpp") |
static register_engine_factory
< engine_fai > | composite_ai_factory_fai ("fai") |
static register_engine_factory
< engine_lua > | composite_ai_factory_lua ("lua") |
static register_stage_factory
< testing_ai_default::candidate_action_evaluation_loop > | candidate_action_evaluation_loop_factory ("testing_ai_default::candidate_action_evaluation_loop") |
static register_stage_factory
< testing_ai_default::fallback_to_other_ai > | fallback_to_other_ai_factory ("testing_ai_default::fallback") |
static register_stage_factory
< ai_default_recruitment_stage > | ai_default_recruitment_stage_factory ("ai_default::recruitment") |
static register_stage_factory
< idle_stage > | ai_idle_stage_factory ("empty") |
static
register_candidate_action_factory
< testing_ai_default::goto_phase > | goto_phase_factory ("testing_ai_default::goto_phase") |
static
register_candidate_action_factory
< testing_ai_default::aspect_recruitment_phase > | aspect_recruitment_phase_factory ("testing_ai_default::aspect_recruitment_phase") |
static
register_candidate_action_factory
< testing_ai_default::recruitment_phase > | recruitment_phase_factory ("testing_ai_default::recruitment_phase") |
static
register_candidate_action_factory
< testing_ai_default::combat_phase > | combat_phase_factory ("testing_ai_default::combat_phase") |
static
register_candidate_action_factory
< testing_ai_default::move_leader_to_goals_phase > | move_leader_to_goals_phase_factory ("testing_ai_default::move_leader_to_goals_phase") |
static
register_candidate_action_factory
< testing_ai_default::move_leader_to_keep_phase > | move_leader_to_keep_phase_factory ("testing_ai_default::move_leader_to_keep_phase") |
static
register_candidate_action_factory
< testing_ai_default::get_villages_phase > | get_villages_phase_factory ("testing_ai_default::get_villages_phase") |
static
register_candidate_action_factory
< testing_ai_default::get_healing_phase > | get_healing_phase_factory ("testing_ai_default::get_healing_phase") |
static
register_candidate_action_factory
< testing_ai_default::retreat_phase > | retreat_phase_factory ("testing_ai_default::retreat_phase") |
static
register_candidate_action_factory
< testing_ai_default::simple_move_and_targeting_phase > | simple_move_and_targeting_phase_factory ("testing_ai_default::simple_move_and_targeting_phase") |
static
register_candidate_action_factory
< testing_ai_default::testing_move_to_targets_phase > | default_move_to_targets_phase_factory ("testing_ai_default::default_move_to_targets_phase") |
static
register_candidate_action_factory
< testing_ai_default::testing_move_to_targets_phase > | testing_move_to_targets_phase_factory ("testing_ai_default::testing_move_to_targets_phase") |
static
register_candidate_action_factory
< testing_ai_default::leader_control_phase > | leader_control_phase_factory ("testing_ai_default::leader_control_phase") |
static
register_candidate_action_factory
< testing_ai_default::testing_recruitment_phase > | testing_recruitment_phase_factory ("testing_ai_default::testing_recruitment_phase") |
static
register_candidate_action_factory
< testing_ai_default::passive_leader_shares_keep_phase > | passive_leader_shares_keep_phase_factory ("testing_ai_default::passive_leader_shares_keep_phase") |
static
register_candidate_action_factory
< testing_ai_default::global_fallback_phase > | global_fallback_phase_factory ("testing_ai_default::global_fallback_phase") |
static register_goal_factory
< target_unit_goal > | goal_factory ("") |
static register_goal_factory
< target_unit_goal > | goal_factory_target ("target") |
static register_goal_factory
< target_location_goal > | goal_factory_target_location ("target_location") |
static register_goal_factory
< protect_location_goal > | goal_factory_protect ("protect") |
static register_goal_factory
< protect_location_goal > | goal_factory_protect_location ("protect_location") |
static register_goal_factory
< protect_my_unit_goal > | goal_factory_protect_my_unit ("protect_my_unit") |
static register_goal_factory
< protect_unit_goal > | goal_factory_protect_unit ("protect_unit") |
static register_goal_factory
< lua_goal > | goal_factory_lua_goal ("lua_goal") |
static register_aspect_factory
< composite_aspect< double > > | aggression__composite_aspect_factory ("aggression*composite_aspect") |
static register_aspect_factory
< composite_aspect< int > > | attack_depth__composite_aspect_factory ("attack_depth*composite_aspect") |
static register_aspect_factory
< composite_aspect
< attacks_vector > > | attacks__composite_aspect_factory ("attacks*composite_aspect") |
static register_aspect_factory
< composite_aspect
< terrain_filter > > | avoid__composite_aspect_factory ("avoid*composite_aspect") |
static register_aspect_factory
< composite_aspect< double > > | caution__composite_aspect_factory ("caution*composite_aspect") |
static register_aspect_factory
< composite_aspect
< std::string > > | grouping__composite_aspect_factory ("grouping*composite_aspect") |
static register_aspect_factory
< composite_aspect< double > > | leader_aggression__composite_aspect_factory ("leader_aggression*composite_aspect") |
static register_aspect_factory
< composite_aspect< config > > | leader_goal__composite_aspect_factory ("leader_goal*composite_aspect") |
static register_aspect_factory
< composite_aspect< double > > | leader_value__composite_aspect_factory ("leader_value*composite_aspect") |
static register_aspect_factory
< composite_aspect< double > > | number_of_possible_recruits_to_force_recruit__composite_aspect_factory ("number_of_possible_recruits_to_force_recruit*composite_aspect") |
static register_aspect_factory
< composite_aspect< bool > > | passive_leader__composite_aspect_factory ("passive_leader*composite_aspect") |
static register_aspect_factory
< composite_aspect< bool > > | passive_leader_shares_keep__composite_aspect_factory ("passive_leader_shares_keep*composite_aspect") |
static register_aspect_factory
< composite_aspect< ministage > > | recruitment__composite_aspect_factory ("recruitment*composite_aspect") |
static register_aspect_factory
< composite_aspect< bool > > | recruitment_ignore_bad_combat__composite_aspect_factory ("recruitment_ignore_bad_combat*composite_aspect") |
static register_aspect_factory
< composite_aspect< bool > > | recruitment_ignore_bad_movement__composite_aspect_factory ("recruitment_ignore_bad_movement*composite_aspect") |
static register_aspect_factory
< composite_aspect
< std::vector< std::string > > > | recruitment_pattern__composite_aspect_factory ("recruitment_pattern*composite_aspect") |
static register_aspect_factory
< composite_aspect< double > > | scout_village_targeting__composite_aspect_factory ("scout_village_targeting*composite_aspect") |
static register_aspect_factory
< composite_aspect< bool > > | simple_targeting__composite_aspect_factory ("simple_targeting*composite_aspect") |
static register_aspect_factory
< composite_aspect< bool > > | support_villages__composite_aspect_factory ("support_villages*composite_aspect") |
static register_aspect_factory
< composite_aspect< double > > | village_value__composite_aspect_factory ("village_value*composite_aspect") |
static register_aspect_factory
< composite_aspect< int > > | villages_per_scout__composite_aspect_factory ("villages_per_scout*composite_aspect") |
static register_aspect_factory
< standard_aspect< double > > | aggression__standard_aspect_factory ("aggression*standard_aspect") |
static register_aspect_factory
< standard_aspect< int > > | attack_depth__standard_aspect_factory ("attack_depth*standard_aspect") |
static register_aspect_factory
< testing_ai_default::aspect_attacks > | attacks__testing_ai_default_aspect_attacks_factory ("attacks*testing_ai_default::aspect_attacks") |
static register_aspect_factory
< standard_aspect
< terrain_filter > > | avoid__standard_aspect_factory ("avoid*standard_aspect") |
static register_aspect_factory
< standard_aspect< double > > | caution__standard_aspect_factory ("caution*standard_aspect") |
static register_aspect_factory
< standard_aspect< std::string > > | grouping__standard_aspect_factory ("grouping*standard_aspect") |
static register_aspect_factory
< standard_aspect< double > > | leader_aggression__standard_aspect_factory ("leader_aggression*standard_aspect") |
static register_aspect_factory
< standard_aspect< config > > | leader_goal__standard_aspect_factory ("leader_goal*standard_aspect") |
static register_aspect_factory
< standard_aspect< double > > | leader_value__standard_aspect_factory ("leader_value*standard_aspect") |
static register_aspect_factory
< standard_aspect< double > > | number_of_possible_recruits_to_force_recruit__standard_aspect_factory ("number_of_possible_recruits_to_force_recruit*standard_aspect") |
static register_aspect_factory
< standard_aspect< bool > > | passive_leader__standard_aspect_factory ("passive_leader*standard_aspect") |
static register_aspect_factory
< standard_aspect< bool > > | passive_leader_shares_keep__standard_aspect_factory ("passive_leader_shares_keep*standard_aspect") |
static register_aspect_factory
< standard_aspect< ministage > > | recruitment__standard_aspect_factory ("recruitment*standard_aspect") |
static register_aspect_factory
< standard_aspect< bool > > | recruitment_ignore_bad_combat__standard_aspect_factory ("recruitment_ignore_bad_combat*standard_aspect") |
static register_aspect_factory
< standard_aspect< bool > > | recruitment_ignore_bad_movement__standard_aspect_factory ("recruitment_ignore_bad_movement*standard_aspect") |
static register_aspect_factory
< standard_aspect< std::vector
< std::string > > > | recruitment_pattern__standard_aspect_factory ("recruitment_pattern*standard_aspect") |
static register_aspect_factory
< standard_aspect< double > > | scout_village_targeting__standard_aspect_factory ("scout_village_targeting*standard_aspect") |
static register_aspect_factory
< standard_aspect< bool > > | simple_targeting__standard_aspect_factory ("simple_targeting*standard_aspect") |
static register_aspect_factory
< standard_aspect< bool > > | support_villages__standard_aspect_factory ("support_villages*standard_aspect") |
static register_aspect_factory
< standard_aspect< double > > | village_value__standard_aspect_factory ("village_value*standard_aspect") |
static register_aspect_factory
< standard_aspect< int > > | villages_per_scout__standard_aspect_factory ("villages_per_scout*standard_aspect") |
static register_aspect_factory
< standard_aspect< double > > | aggression__standard_aspect_factory2 ("aggression*") |
static register_aspect_factory
< standard_aspect< int > > | attack_depth__standard_aspect_factory2 ("attack_depth*") |
static register_aspect_factory
< testing_ai_default::aspect_attacks > | attacks__testing_ai_default_aspect_attacks_factory2 ("attacks*") |
static register_aspect_factory
< standard_aspect
< terrain_filter > > | avoid__standard_aspect_factory2 ("avoid*") |
static register_aspect_factory
< standard_aspect< double > > | caution__standard_aspect_factory2 ("caution*") |
static register_aspect_factory
< standard_aspect< std::string > > | grouping__standard_aspect_factory2 ("grouping*") |
static register_aspect_factory
< standard_aspect< double > > | leader_aggression__standard_aspect_factory2 ("leader_aggression*") |
static register_aspect_factory
< standard_aspect< config > > | leader_goal__standard_aspect_factory2 ("leader_goal*") |
static register_aspect_factory
< standard_aspect< double > > | leader_value__standard_aspect_factory2 ("leader_value*") |
static register_aspect_factory
< standard_aspect< double > > | number_of_possible_recruits_to_force_recruit__standard_aspect_factory2 ("number_of_possible_recruits_to_force_recruit*") |
static register_aspect_factory
< standard_aspect< bool > > | passive_leader__standard_aspect_factory2 ("passive_leader*") |
static register_aspect_factory
< standard_aspect< bool > > | passive_leader_shares_keep__standard_aspect_factory2 ("passive_leader_shares_keep*") |
static register_aspect_factory
< standard_aspect< ministage > > | recruitment__standard_aspect_factory2 ("recruitment*") |
static register_aspect_factory
< standard_aspect< bool > > | recruitment_ignore_bad_combat__standard_aspect_factory2 ("recruitment_ignore_bad_combat*") |
static register_aspect_factory
< standard_aspect< bool > > | recruitment_ignore_bad_movement__standard_aspect_factory2 ("recruitment_ignore_bad_movement*") |
static register_aspect_factory
< standard_aspect< std::vector
< std::string > > > | recruitment_pattern__standard_aspect_factory2 ("recruitment_pattern*") |
static register_aspect_factory
< standard_aspect< double > > | scout_village_targeting__standard_aspect_factory2 ("scout_village_targeting*") |
static register_aspect_factory
< standard_aspect< bool > > | simple_targeting__standard_aspect_factory2 ("simple_targeting*") |
static register_aspect_factory
< standard_aspect< bool > > | support_villages__standard_aspect_factory2 ("support_villages*") |
static register_aspect_factory
< standard_aspect< double > > | village_value__standard_aspect_factory2 ("village_value*") |
static register_aspect_factory
< standard_aspect< int > > | villages_per_scout__standard_aspect_factory2 ("villages_per_scout*") |
static
register_lua_aspect_factory
< lua_aspect< double > > | aggression__lua_aspect_factory ("aggression*lua_aspect") |
static
register_lua_aspect_factory
< lua_aspect< int > > | attack_depth__lua_aspect_factory ("attack_depth*lua_aspect") |
static
register_lua_aspect_factory
< lua_aspect< terrain_filter > > | avoid__lua_aspect_factory ("avoid*lua_aspect") |
static
register_lua_aspect_factory
< lua_aspect< double > > | caution__lua_aspect_factory ("caution*lua_aspect") |
static
register_lua_aspect_factory
< lua_aspect< std::string > > | grouping__lua_aspect_factory ("grouping*lua_aspect") |
static
register_lua_aspect_factory
< lua_aspect< double > > | leader_aggression__lua_aspect_factory ("leader_aggression*lua_aspect") |
static
register_lua_aspect_factory
< lua_aspect< config > > | leader_goal__lua_aspect_factory ("leader_goal*lua_aspect") |
static
register_lua_aspect_factory
< lua_aspect< double > > | leader_value__lua_aspect_factory ("leader_value*lua_aspect") |
static
register_lua_aspect_factory
< lua_aspect< double > > | number_of_possible_recruits_to_force_recruit__lua_aspect_factory ("number_of_possible_recruits_to_force_recruit*lua_aspect") |
static
register_lua_aspect_factory
< lua_aspect< bool > > | passive_leader__lua_aspect_factory ("passive_leader*lua_aspect") |
static
register_lua_aspect_factory
< lua_aspect< bool > > | passive_leader_shares_keep__lua_aspect_factory ("passive_leader_shares_keep*lua_aspect") |
static
register_lua_aspect_factory
< lua_aspect< bool > > | recruitment_ignore_bad_combat__lua_aspect_factory ("recruitment_ignore_bad_combat*lua_aspect") |
static
register_lua_aspect_factory
< lua_aspect< bool > > | recruitment_ignore_bad_movement__lua_aspect_factory ("recruitment_ignore_bad_movement*lua_aspect") |
static
register_lua_aspect_factory
< lua_aspect< double > > | scout_village_targeting__lua_aspect_factory ("scout_village_targeting*lua_aspect") |
static
register_lua_aspect_factory
< lua_aspect< bool > > | simple_targeting__lua_aspect_factory ("simple_targeting*lua_aspect") |
static
register_lua_aspect_factory
< lua_aspect< bool > > | support_villages__lua_aspect_factory ("support_villages*lua_aspect") |
static
register_lua_aspect_factory
< lua_aspect< double > > | village_value__lua_aspect_factory ("village_value*lua_aspect") |
static
register_lua_aspect_factory
< lua_aspect< int > > | villages_per_scout__lua_aspect_factory ("villages_per_scout*lua_aspect") |
static
register_lua_aspect_factory
< lua_aspect< std::vector
< std::string > > > | recruitment_pattern__lua_aspect_factory ("recruitment_pattern*lua_aspect") |
info is structure which holds references to all the important objects that an AI might need access to, in order to make and implement its decisions.
But when we actually want to execute an action, we firstly check 'subjective info' and then (if subjective check is ok) do the same check on real 'info'. There's a caveat: if we fail an action based on real 'info', then we NEED to update AIs knowledge to avoid the ai doing the same thing again. So far the use of 'subjective info' is stubbed out.