Namespaces | Classes | Typedefs | Functions | Variables

ai Namespace Reference

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. More...

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_contextai_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< aspectaspect_ptr
typedef boost::shared_ptr< engineengine_ptr
typedef boost::shared_ptr< goalgoal_ptr
typedef boost::shared_ptr
< known_aspect
known_aspect_ptr
typedef boost::shared_ptr
< ministage
ministage_ptr
typedef boost::shared_ptr< stagestage_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 componentfind_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_luaget_engine (lua_State *L)
static ai::readonly_contextget_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_aspectwell_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")

Detailed Description

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.

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.


Typedef Documentation

typedef boost::shared_ptr<action_result> ai::action_result_ptr

Definition at line 98 of file game_info.hpp.

Definition at line 58 of file ai.cpp.

Definition at line 51 of file contexts.hpp.

typedef boost::shared_ptr< interface > ai::ai_ptr

Definition at line 54 of file game_info.hpp.

typedef std::map<std::string, aspect_ptr > ai::aspect_map

Definition at line 116 of file game_info.hpp.

typedef boost::shared_ptr< aspect > ai::aspect_ptr

Definition at line 108 of file game_info.hpp.

typedef boost::shared_ptr<attack_result> ai::attack_result_ptr

Definition at line 101 of file game_info.hpp.

typedef std::vector<attack_analysis> ai::attacks_vector

Definition at line 58 of file game_info.hpp.

typedef boost::shared_ptr< candidate_action > ai::candidate_action_ptr

Definition at line 155 of file rca.hpp.

typedef boost::shared_ptr<ai_composite> ai::composite_ai_ptr

Definition at line 45 of file manager.hpp.

typedef boost::shared_ptr< engine > ai::engine_ptr

Definition at line 110 of file game_info.hpp.

typedef boost::shared_ptr< goal > ai::goal_ptr

Definition at line 111 of file game_info.hpp.

typedef std::map<std::string, known_aspect_ptr > ai::known_aspect_map

Definition at line 117 of file game_info.hpp.

typedef boost::shared_ptr< known_aspect > ai::known_aspect_ptr

Definition at line 112 of file game_info.hpp.

typedef boost::shared_ptr< lua_object<int> > ai::lua_int_obj

Definition at line 43 of file engine_lua.cpp.

typedef boost::shared_ptr<lua_object_base> ai::lua_object_ptr

Definition at line 30 of file core.hpp.

typedef boost::shared_ptr< ministage > ai::ministage_ptr

Definition at line 113 of file game_info.hpp.

typedef boost::shared_ptr<move_and_attack_result> ai::move_and_attack_result_ptr

Definition at line 105 of file game_info.hpp.

typedef std::multimap<map_location,map_location> ai::move_map

The standard way in which a map of possible moves is recorded.

Definition at line 49 of file game_info.hpp.

typedef boost::shared_ptr<move_result> ai::move_result_ptr

Definition at line 104 of file game_info.hpp.

The standard way in which a map of possible movement routes to location is recorded.

Definition at line 52 of file game_info.hpp.

typedef std::map<std::string,property_handler_ptr> ai::property_handler_map

Definition at line 58 of file component.hpp.

typedef boost::shared_ptr< base_property_handler > ai::property_handler_ptr

Definition at line 56 of file component.hpp.

typedef boost::shared_ptr<recall_result> ai::recall_result_ptr

Definition at line 102 of file game_info.hpp.

typedef boost::shared_ptr<recruit_result> ai::recruit_result_ptr

Definition at line 103 of file game_info.hpp.

typedef int ai::side_number

Definition at line 46 of file game_info.hpp.

typedef boost::shared_ptr< stage > ai::stage_ptr

Definition at line 114 of file game_info.hpp.

typedef boost::shared_ptr<stopunit_result> ai::stopunit_result_ptr

Definition at line 106 of file game_info.hpp.


Function Documentation

static int ai::ai_attack ( lua_State L,
bool  exec 
) [static]
static int ai::ai_move ( lua_State L,
bool  exec,
bool  remove_movement 
) [static]

Definition at line 170 of file core.cpp.

References ai::actions::execute_move_action(), get_readonly_context(), ai::side_context::get_side(), lua_isboolean, lua_toboolean(), luaL_typerror(), to_map_location(), and transform_ai_action().

Referenced by cfun_ai_check_move(), cfun_ai_execute_move_full(), and cfun_ai_execute_move_partial().

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static int ai::ai_recall ( lua_State L,
bool  exec 
) [static]
static int ai::ai_recruit ( lua_State L,
bool  exec 
) [static]
static int ai::ai_stopunit_select ( lua_State L,
bool  exec,
bool  remove_movement,
bool  remove_attacks 
) [static]
static int ai::cfun_ai_check_attack ( lua_State L  )  [static]

Definition at line 244 of file core.cpp.

References ai_attack().

Referenced by ai::lua_ai_context::create().

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static int ai::cfun_ai_check_move ( lua_State L  )  [static]

Definition at line 200 of file core.cpp.

References ai_move().

Referenced by ai::lua_ai_context::create().

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static int ai::cfun_ai_check_recall ( lua_State L  )  [static]

Definition at line 330 of file core.cpp.

References ai_recall().

Referenced by ai::lua_ai_context::create().

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static int ai::cfun_ai_check_recruit ( lua_State L  )  [static]

Definition at line 305 of file core.cpp.

References ai_recruit().

Referenced by ai::lua_ai_context::create().

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static int ai::cfun_ai_check_stopunit ( lua_State L  )  [static]

Definition at line 280 of file core.cpp.

References ai_stopunit_select().

Referenced by ai::lua_ai_context::create().

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static int ai::cfun_ai_execute_attack ( lua_State L  )  [static]

Definition at line 239 of file core.cpp.

References ai_attack().

Referenced by ai::lua_ai_context::create().

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static int ai::cfun_ai_execute_move_full ( lua_State L  )  [static]

Definition at line 190 of file core.cpp.

References ai_move().

Referenced by ai::lua_ai_context::create().

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static int ai::cfun_ai_execute_move_partial ( lua_State L  )  [static]

Definition at line 195 of file core.cpp.

References ai_move().

Referenced by ai::lua_ai_context::create().

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static int ai::cfun_ai_execute_recall ( lua_State L  )  [static]

Definition at line 325 of file core.cpp.

References ai_recall().

Referenced by ai::lua_ai_context::create().

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static int ai::cfun_ai_execute_recruit ( lua_State L  )  [static]

Definition at line 300 of file core.cpp.

References ai_recruit().

Referenced by ai::lua_ai_context::create().

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static int ai::cfun_ai_execute_stopunit_all ( lua_State L  )  [static]

Definition at line 275 of file core.cpp.

References ai_stopunit_select().

Referenced by ai::lua_ai_context::create().

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static int ai::cfun_ai_execute_stopunit_attacks ( lua_State L  )  [static]

Definition at line 270 of file core.cpp.

References ai_stopunit_select().

Referenced by ai::lua_ai_context::create().

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static int ai::cfun_ai_execute_stopunit_moves ( lua_State L  )  [static]

Definition at line 265 of file core.cpp.

References ai_stopunit_select().

Referenced by ai::lua_ai_context::create().

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static int ai::cfun_ai_get_aggression ( lua_State L  )  [static]

Definition at line 372 of file core.cpp.

References ai::readonly_context::get_aggression(), get_readonly_context(), and lua_pushnumber().

Referenced by ai::lua_ai_context::create().

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static int ai::cfun_ai_get_attack_depth ( lua_State L  )  [static]

Definition at line 379 of file core.cpp.

References ai::readonly_context::get_attack_depth(), get_readonly_context(), and lua_pushnumber().

Referenced by ai::lua_ai_context::create().

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static int ai::cfun_ai_get_attacks ( lua_State L  )  [static]

Definition at line 386 of file core.cpp.

References ai::readonly_context::get_attacks(), get_readonly_context(), lua_createtable(), lua_gettop(), lua_rawseti(), and push_attack_analysis().

Referenced by ai::lua_ai_context::create().

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static int ai::cfun_ai_get_avoid ( lua_State L  )  [static]

Definition at line 402 of file core.cpp.

References ai::readonly_context::get_avoid(), terrain_filter::get_locations(), get_readonly_context(), lua_createtable(), lua_pushinteger(), lua_settable(), and push_map_location().

Referenced by ai::lua_ai_context::create().

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static int ai::cfun_ai_get_caution ( lua_State L  )  [static]

Definition at line 435 of file core.cpp.

References ai::readonly_context::get_caution(), get_readonly_context(), and lua_pushnumber().

Referenced by ai::lua_ai_context::create().

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static int ai::cfun_ai_get_dstsrc ( lua_State L  )  [static]

Definition at line 741 of file core.cpp.

References ai::readonly_context::get_dstsrc(), get_readonly_context(), push_move_map(), and ai::readonly_context::set_dst_src_valid_lua().

Referenced by ai::lua_ai_context::create().

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static int ai::cfun_ai_get_enemy_dstsrc ( lua_State L  )  [static]

Definition at line 757 of file core.cpp.

References ai::readonly_context::get_enemy_dstsrc(), get_readonly_context(), push_move_map(), and ai::readonly_context::set_dst_src_enemy_valid_lua().

Referenced by ai::lua_ai_context::create().

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static int ai::cfun_ai_get_enemy_srcdst ( lua_State L  )  [static]

Definition at line 765 of file core.cpp.

References ai::readonly_context::get_enemy_srcdst(), get_readonly_context(), push_move_map(), and ai::readonly_context::set_src_dst_enemy_valid_lua().

Referenced by ai::lua_ai_context::create().

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static int ai::cfun_ai_get_grouping ( lua_State L  )  [static]

Definition at line 442 of file core.cpp.

References ai::readonly_context::get_grouping(), get_readonly_context(), and lua_pushstring().

Referenced by ai::lua_ai_context::create().

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static int ai::cfun_ai_get_leader_aggression ( lua_State L  )  [static]

Definition at line 449 of file core.cpp.

References ai::readonly_context::get_leader_aggression(), get_readonly_context(), and lua_pushnumber().

Referenced by ai::lua_ai_context::create().

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static int ai::cfun_ai_get_leader_goal ( lua_State L  )  [static]

Definition at line 456 of file core.cpp.

References ai::readonly_context::get_leader_goal(), get_readonly_context(), and luaW_pushconfig().

Referenced by ai::lua_ai_context::create().

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static int ai::cfun_ai_get_leader_value ( lua_State L  )  [static]

Definition at line 463 of file core.cpp.

References ai::readonly_context::get_leader_value(), get_readonly_context(), and lua_pushnumber().

Referenced by ai::lua_ai_context::create().

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static int ai::cfun_ai_get_number_of_possible_recruits_to_force_recruit ( lua_State L  )  [static]

Definition at line 484 of file core.cpp.

References ai::readonly_context::get_number_of_possible_recruits_to_force_recruit(), get_readonly_context(), and lua_pushnumber().

Referenced by ai::lua_ai_context::create().

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static int ai::cfun_ai_get_passive_leader ( lua_State L  )  [static]

Definition at line 470 of file core.cpp.

References ai::readonly_context::get_passive_leader(), get_readonly_context(), and lua_pushboolean().

Referenced by ai::lua_ai_context::create().

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static int ai::cfun_ai_get_passive_leader_shares_keep ( lua_State L  )  [static]

Definition at line 477 of file core.cpp.

References ai::readonly_context::get_passive_leader_shares_keep(), get_readonly_context(), and lua_pushboolean().

Referenced by ai::lua_ai_context::create().

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static int ai::cfun_ai_get_recruitment_ignore_bad_combat ( lua_State L  )  [static]

Definition at line 491 of file core.cpp.

References get_readonly_context(), ai::readonly_context::get_recruitment_ignore_bad_combat(), and lua_pushboolean().

Referenced by ai::lua_ai_context::create().

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static int ai::cfun_ai_get_recruitment_ignore_bad_movement ( lua_State L  )  [static]

Definition at line 498 of file core.cpp.

References get_readonly_context(), ai::readonly_context::get_recruitment_ignore_bad_movement(), and lua_pushboolean().

Referenced by ai::lua_ai_context::create().

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static int ai::cfun_ai_get_recruitment_pattern ( lua_State L  )  [static]

Definition at line 505 of file core.cpp.

References get_readonly_context(), ai::readonly_context::get_recruitment_pattern(), lua_createtable(), lua_pushinteger(), lua_pushstring(), and lua_settable().

Referenced by ai::lua_ai_context::create().

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static int ai::cfun_ai_get_scout_village_targeting ( lua_State L  )  [static]

Definition at line 519 of file core.cpp.

References get_readonly_context(), ai::readonly_context::get_scout_village_targeting(), and lua_pushnumber().

Referenced by ai::lua_ai_context::create().

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static int ai::cfun_ai_get_simple_targeting ( lua_State L  )  [static]

Definition at line 526 of file core.cpp.

References get_readonly_context(), ai::readonly_context::get_simple_targeting(), and lua_pushboolean().

Referenced by ai::lua_ai_context::create().

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static int ai::cfun_ai_get_srcdst ( lua_State L  )  [static]

Definition at line 749 of file core.cpp.

References get_readonly_context(), ai::readonly_context::get_srcdst(), push_move_map(), and ai::readonly_context::set_src_dst_valid_lua().

Referenced by ai::lua_ai_context::create().

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static int ai::cfun_ai_get_suitable_keep ( lua_State L  )  [static]
static int ai::cfun_ai_get_support_villages ( lua_State L  )  [static]

Definition at line 533 of file core.cpp.

References get_readonly_context(), ai::readonly_context::get_support_villages(), and lua_pushboolean().

Referenced by ai::lua_ai_context::create().

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static int ai::cfun_ai_get_targets ( lua_State L  )  [static]
static int ai::cfun_ai_get_village_value ( lua_State L  )  [static]

Definition at line 540 of file core.cpp.

References get_readonly_context(), ai::readonly_context::get_village_value(), and lua_pushnumber().

Referenced by ai::lua_ai_context::create().

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static int ai::cfun_ai_get_villages_per_scout ( lua_State L  )  [static]

Definition at line 547 of file core.cpp.

References get_readonly_context(), ai::readonly_context::get_villages_per_scout(), and lua_pushnumber().

Referenced by ai::lua_ai_context::create().

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static int ai::cfun_ai_is_dst_src_enemy_valid ( lua_State L  )  [static]

Definition at line 780 of file core.cpp.

References get_readonly_context(), ai::readonly_context::is_dst_src_enemy_valid_lua(), lua_pushboolean(), and schema_validation::valid.

Referenced by ai::lua_ai_context::create().

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static int ai::cfun_ai_is_dst_src_valid ( lua_State L  )  [static]

Definition at line 773 of file core.cpp.

References get_readonly_context(), ai::readonly_context::is_dst_src_valid_lua(), lua_pushboolean(), and schema_validation::valid.

Referenced by ai::lua_ai_context::create().

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static int ai::cfun_ai_is_src_dst_enemy_valid ( lua_State L  )  [static]

Definition at line 794 of file core.cpp.

References get_readonly_context(), ai::readonly_context::is_src_dst_enemy_valid_lua(), lua_pushboolean(), and schema_validation::valid.

Referenced by ai::lua_ai_context::create().

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static int ai::cfun_ai_is_src_dst_valid ( lua_State L  )  [static]

Definition at line 787 of file core.cpp.

References get_readonly_context(), ai::readonly_context::is_src_dst_valid_lua(), lua_pushboolean(), and schema_validation::valid.

Referenced by ai::lua_ai_context::create().

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static int ai::cfun_ai_recalculate_move_maps ( lua_State L  )  [static]

Definition at line 801 of file core.cpp.

References get_readonly_context(), and ai::readonly_context::recalculate_move_maps().

Referenced by ai::lua_ai_context::create().

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static int ai::cfun_ai_recalculate_move_maps_enemy ( lua_State L  )  [static]

Definition at line 807 of file core.cpp.

References get_readonly_context(), and ai::readonly_context::recalculate_move_maps_enemy().

Referenced by ai::lua_ai_context::create().

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static int ai::cfun_attack_rating ( lua_State L  )  [static]

Definition at line 555 of file core.cpp.

References ai::readonly_context::get_aggression(), get_readonly_context(), lua_getfield(), lua_gettop(), lua_pushnumber(), lua_settop(), lua_touserdata(), and ai::attack_analysis::rating().

Referenced by push_attack_analysis().

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static void ai::debug_print_recall_list_scores ( const std::vector< std::pair< std::string, double > > &  recall_list_scores,
const char *  message 
) [static]

Definition at line 744 of file ai.cpp.

References DBG_AI, lg::debug, and log_ai.

Referenced by ai::ai_default_recruitment_stage::analyze_recall_list().

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static component* ai::find_component ( component *  root,
const std::string &  path,
path_element &  tail 
) [static]
static ai::engine_lua& ai::get_engine ( lua_State L  )  [static]

Definition at line 99 of file core.cpp.

References lua_touserdata(), and lua_upvalueindex.

Referenced by cfun_ai_get_targets(), get_readonly_context(), and push_attack_analysis().

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static ai::readonly_context& ai::get_readonly_context ( lua_State L  )  [static]
static void ai::print_component ( component *  root,
const std::string &  type,
std::stringstream &  s,
int  offset 
) [static]

Definition at line 231 of file component.cpp.

References ai::component::get_children(), ai::component::get_children_types(), ai::component::get_engine(), ai::component::get_id(), and ai::component::get_name().

Referenced by ai::component_manager::print_component_tree().

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static void ai::push_attack_analysis ( lua_State L,
attack_analysis &  aa 
) [static]
static void ai::push_map_location ( lua_State L,
const map_location ml 
) [static]

Definition at line 681 of file core.cpp.

References lua_createtable(), lua_pushinteger(), lua_pushstring(), lua_rawset(), map_location::x, and map_location::y.

Referenced by cfun_ai_get_avoid(), cfun_ai_get_targets(), push_attack_analysis(), push_move_map(), and push_movements().

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static void ai::push_move_map ( lua_State L,
const move_map &  m 
) [static]

Definition at line 694 of file core.cpp.

References lua_createtable(), lua_pushinteger(), lua_rawseti(), lua_settable(), push_map_location(), map_location::x, and map_location::y.

Referenced by cfun_ai_get_dstsrc(), cfun_ai_get_enemy_dstsrc(), cfun_ai_get_enemy_srcdst(), and cfun_ai_get_srcdst().

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static void ai::push_movements ( lua_State L,
const std::vector< std::pair< map_location, map_location > > &  moves 
) [static]

Definition at line 575 of file core.cpp.

References lua_createtable(), lua_gettop(), lua_pushstring(), lua_rawset(), lua_rawseti(), and push_map_location().

Referenced by push_attack_analysis().

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template<typename X >
static void ai::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]

Definition at line 238 of file property_handler.hpp.

template<typename X >
static void ai::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 
) [static]

Definition at line 231 of file property_handler.hpp.

Referenced by ai::composite_aspect< T >::composite_aspect(), and ai::testing_ai_default::candidate_action_evaluation_loop::on_create().

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template<class T , class V >
bool ai::smaller_mapped_value ( const std::pair< T, V > &  a,
const std::pair< T, V > &  b 
)

Definition at line 702 of file ai.cpp.

static bool ai::to_map_location ( lua_State L,
int &  index,
map_location res 
) [static]

Definition at line 122 of file core.cpp.

References unit::get_location(), lua_isnumber(), lua_isuserdata(), lua_tointeger, luaW_tounit(), map_location::x, and map_location::y.

Referenced by ai_attack(), ai_move(), and ai_stopunit_select().

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static void ai::transfer_turns_and_time_of_day_data ( const config src,
config dst 
) [static]

Definition at line 314 of file configuration.cpp.

static int ai::transform_ai_action ( lua_State L,
ai::action_result_ptr  action_result 
) [static]

Definition at line 110 of file core.cpp.

References lua_newtable, lua_pushboolean(), lua_pushinteger(), and lua_setfield().

Referenced by ai_attack(), ai_move(), ai_recall(), ai_recruit(), and ai_stopunit_select().

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Variable Documentation

Referenced by ai::aspect::log().

lg::log_domain ai::log_ai_composite("ai/composite") [static]
const int ai::max_positions = 10000
register_lua_aspect_factory< lua_aspect< std::vector<std::string> > > ai::recruitment_pattern__lua_aspect_factory("recruitment_pattern*lua_aspect") [static]
register_aspect_factory< standard_aspect< std::vector<std::string> > > ai::recruitment_pattern__standard_aspect_factory("recruitment_pattern*standard_aspect") [static]
register_aspect_factory< standard_aspect< std::vector<std::string> > > ai::recruitment_pattern__standard_aspect_factory2("recruitment_pattern*") [static]

Definition at line 45 of file configuration.cpp.

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