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ai/registry.cpp File Reference

All known c++ AI parts. More...

#include "composite/ai.hpp"
#include "composite/aspect.hpp"
#include "composite/engine_default.hpp"
#include "composite/engine_fai.hpp"
#include "composite/engine_lua.hpp"
#include "composite/goal.hpp"
#include "default/ai.hpp"
#include "formula/ai.hpp"
#include "registry.hpp"
#include "testing/aspect_attacks.hpp"
#include "testing/ca.hpp"
#include "testing/ca_testing_move_to_targets.hpp"
#include "testing/ca_testing_recruitment.hpp"
#include "testing/ca_global_fallback.hpp"
#include "testing/stage_rca.hpp"
#include "testing/stage_fallback.hpp"
Include dependency graph for registry.cpp:

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.


Variables

static register_ai_factory
< ai_composite > 
ai::ai_factory_default ("")
static register_ai_factory
< ai_composite > 
ai::ai_default_ai_factory ("default_ai")
static register_ai_factory
< idle_ai > 
ai::ai_idle_ai_factory ("idle_ai")
static register_ai_factory
< ai_composite > 
ai::ai_composite_ai_factory ("composite_ai")
static register_engine_factory
< engine_cpp > 
ai::composite_ai_factory_cpp ("cpp")
static register_engine_factory
< engine_fai > 
ai::composite_ai_factory_fai ("fai")
static register_engine_factory
< engine_lua > 
ai::composite_ai_factory_lua ("lua")
static register_stage_factory
< testing_ai_default::candidate_action_evaluation_loop > 
ai::candidate_action_evaluation_loop_factory ("testing_ai_default::candidate_action_evaluation_loop")
static register_stage_factory
< testing_ai_default::fallback_to_other_ai > 
ai::fallback_to_other_ai_factory ("testing_ai_default::fallback")
static register_stage_factory
< ai_default_recruitment_stage > 
ai::ai_default_recruitment_stage_factory ("ai_default::recruitment")
static register_stage_factory
< idle_stage > 
ai::ai_idle_stage_factory ("empty")
static
register_candidate_action_factory
< testing_ai_default::goto_phase > 
ai::goto_phase_factory ("testing_ai_default::goto_phase")
static
register_candidate_action_factory
< testing_ai_default::aspect_recruitment_phase > 
ai::aspect_recruitment_phase_factory ("testing_ai_default::aspect_recruitment_phase")
static
register_candidate_action_factory
< testing_ai_default::recruitment_phase > 
ai::recruitment_phase_factory ("testing_ai_default::recruitment_phase")
static
register_candidate_action_factory
< testing_ai_default::combat_phase > 
ai::combat_phase_factory ("testing_ai_default::combat_phase")
static
register_candidate_action_factory
< testing_ai_default::move_leader_to_goals_phase > 
ai::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 > 
ai::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 > 
ai::get_villages_phase_factory ("testing_ai_default::get_villages_phase")
static
register_candidate_action_factory
< testing_ai_default::get_healing_phase > 
ai::get_healing_phase_factory ("testing_ai_default::get_healing_phase")
static
register_candidate_action_factory
< testing_ai_default::retreat_phase > 
ai::retreat_phase_factory ("testing_ai_default::retreat_phase")
static
register_candidate_action_factory
< testing_ai_default::simple_move_and_targeting_phase > 
ai::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 > 
ai::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 > 
ai::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 > 
ai::leader_control_phase_factory ("testing_ai_default::leader_control_phase")
static
register_candidate_action_factory
< testing_ai_default::testing_recruitment_phase > 
ai::testing_recruitment_phase_factory ("testing_ai_default::testing_recruitment_phase")
static
register_candidate_action_factory
< testing_ai_default::passive_leader_shares_keep_phase > 
ai::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 > 
ai::global_fallback_phase_factory ("testing_ai_default::global_fallback_phase")
static register_goal_factory
< target_unit_goal > 
ai::goal_factory ("")
static register_goal_factory
< target_unit_goal > 
ai::goal_factory_target ("target")
static register_goal_factory
< target_location_goal > 
ai::goal_factory_target_location ("target_location")
static register_goal_factory
< protect_location_goal > 
ai::goal_factory_protect ("protect")
static register_goal_factory
< protect_location_goal > 
ai::goal_factory_protect_location ("protect_location")
static register_goal_factory
< protect_my_unit_goal > 
ai::goal_factory_protect_my_unit ("protect_my_unit")
static register_goal_factory
< protect_unit_goal > 
ai::goal_factory_protect_unit ("protect_unit")
static register_goal_factory
< lua_goal > 
ai::goal_factory_lua_goal ("lua_goal")
static register_aspect_factory
< composite_aspect< double > > 
ai::aggression__composite_aspect_factory ("aggression*composite_aspect")
static register_aspect_factory
< composite_aspect< int > > 
ai::attack_depth__composite_aspect_factory ("attack_depth*composite_aspect")
static register_aspect_factory
< composite_aspect
< attacks_vector > > 
ai::attacks__composite_aspect_factory ("attacks*composite_aspect")
static register_aspect_factory
< composite_aspect
< terrain_filter > > 
ai::avoid__composite_aspect_factory ("avoid*composite_aspect")
static register_aspect_factory
< composite_aspect< double > > 
ai::caution__composite_aspect_factory ("caution*composite_aspect")
static register_aspect_factory
< composite_aspect
< std::string > > 
ai::grouping__composite_aspect_factory ("grouping*composite_aspect")
static register_aspect_factory
< composite_aspect< double > > 
ai::leader_aggression__composite_aspect_factory ("leader_aggression*composite_aspect")
static register_aspect_factory
< composite_aspect< config > > 
ai::leader_goal__composite_aspect_factory ("leader_goal*composite_aspect")
static register_aspect_factory
< composite_aspect< double > > 
ai::leader_value__composite_aspect_factory ("leader_value*composite_aspect")
static register_aspect_factory
< composite_aspect< double > > 
ai::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 > > 
ai::passive_leader__composite_aspect_factory ("passive_leader*composite_aspect")
static register_aspect_factory
< composite_aspect< bool > > 
ai::passive_leader_shares_keep__composite_aspect_factory ("passive_leader_shares_keep*composite_aspect")
static register_aspect_factory
< composite_aspect< ministage > > 
ai::recruitment__composite_aspect_factory ("recruitment*composite_aspect")
static register_aspect_factory
< composite_aspect< bool > > 
ai::recruitment_ignore_bad_combat__composite_aspect_factory ("recruitment_ignore_bad_combat*composite_aspect")
static register_aspect_factory
< composite_aspect< bool > > 
ai::recruitment_ignore_bad_movement__composite_aspect_factory ("recruitment_ignore_bad_movement*composite_aspect")
static register_aspect_factory
< composite_aspect
< std::vector< std::string > > > 
ai::recruitment_pattern__composite_aspect_factory ("recruitment_pattern*composite_aspect")
static register_aspect_factory
< composite_aspect< double > > 
ai::scout_village_targeting__composite_aspect_factory ("scout_village_targeting*composite_aspect")
static register_aspect_factory
< composite_aspect< bool > > 
ai::simple_targeting__composite_aspect_factory ("simple_targeting*composite_aspect")
static register_aspect_factory
< composite_aspect< bool > > 
ai::support_villages__composite_aspect_factory ("support_villages*composite_aspect")
static register_aspect_factory
< composite_aspect< double > > 
ai::village_value__composite_aspect_factory ("village_value*composite_aspect")
static register_aspect_factory
< composite_aspect< int > > 
ai::villages_per_scout__composite_aspect_factory ("villages_per_scout*composite_aspect")
static register_aspect_factory
< standard_aspect< double > > 
ai::aggression__standard_aspect_factory ("aggression*standard_aspect")
static register_aspect_factory
< standard_aspect< int > > 
ai::attack_depth__standard_aspect_factory ("attack_depth*standard_aspect")
static register_aspect_factory
< testing_ai_default::aspect_attacks > 
ai::attacks__testing_ai_default_aspect_attacks_factory ("attacks*testing_ai_default::aspect_attacks")
static register_aspect_factory
< standard_aspect
< terrain_filter > > 
ai::avoid__standard_aspect_factory ("avoid*standard_aspect")
static register_aspect_factory
< standard_aspect< double > > 
ai::caution__standard_aspect_factory ("caution*standard_aspect")
static register_aspect_factory
< standard_aspect< std::string > > 
ai::grouping__standard_aspect_factory ("grouping*standard_aspect")
static register_aspect_factory
< standard_aspect< double > > 
ai::leader_aggression__standard_aspect_factory ("leader_aggression*standard_aspect")
static register_aspect_factory
< standard_aspect< config > > 
ai::leader_goal__standard_aspect_factory ("leader_goal*standard_aspect")
static register_aspect_factory
< standard_aspect< double > > 
ai::leader_value__standard_aspect_factory ("leader_value*standard_aspect")
static register_aspect_factory
< standard_aspect< double > > 
ai::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 > > 
ai::passive_leader__standard_aspect_factory ("passive_leader*standard_aspect")
static register_aspect_factory
< standard_aspect< bool > > 
ai::passive_leader_shares_keep__standard_aspect_factory ("passive_leader_shares_keep*standard_aspect")
static register_aspect_factory
< standard_aspect< ministage > > 
ai::recruitment__standard_aspect_factory ("recruitment*standard_aspect")
static register_aspect_factory
< standard_aspect< bool > > 
ai::recruitment_ignore_bad_combat__standard_aspect_factory ("recruitment_ignore_bad_combat*standard_aspect")
static register_aspect_factory
< standard_aspect< bool > > 
ai::recruitment_ignore_bad_movement__standard_aspect_factory ("recruitment_ignore_bad_movement*standard_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< double > > 
ai::scout_village_targeting__standard_aspect_factory ("scout_village_targeting*standard_aspect")
static register_aspect_factory
< standard_aspect< bool > > 
ai::simple_targeting__standard_aspect_factory ("simple_targeting*standard_aspect")
static register_aspect_factory
< standard_aspect< bool > > 
ai::support_villages__standard_aspect_factory ("support_villages*standard_aspect")
static register_aspect_factory
< standard_aspect< double > > 
ai::village_value__standard_aspect_factory ("village_value*standard_aspect")
static register_aspect_factory
< standard_aspect< int > > 
ai::villages_per_scout__standard_aspect_factory ("villages_per_scout*standard_aspect")
static register_aspect_factory
< standard_aspect< double > > 
ai::aggression__standard_aspect_factory2 ("aggression*")
static register_aspect_factory
< standard_aspect< int > > 
ai::attack_depth__standard_aspect_factory2 ("attack_depth*")
static register_aspect_factory
< testing_ai_default::aspect_attacks > 
ai::attacks__testing_ai_default_aspect_attacks_factory2 ("attacks*")
static register_aspect_factory
< standard_aspect
< terrain_filter > > 
ai::avoid__standard_aspect_factory2 ("avoid*")
static register_aspect_factory
< standard_aspect< double > > 
ai::caution__standard_aspect_factory2 ("caution*")
static register_aspect_factory
< standard_aspect< std::string > > 
ai::grouping__standard_aspect_factory2 ("grouping*")
static register_aspect_factory
< standard_aspect< double > > 
ai::leader_aggression__standard_aspect_factory2 ("leader_aggression*")
static register_aspect_factory
< standard_aspect< config > > 
ai::leader_goal__standard_aspect_factory2 ("leader_goal*")
static register_aspect_factory
< standard_aspect< double > > 
ai::leader_value__standard_aspect_factory2 ("leader_value*")
static register_aspect_factory
< standard_aspect< double > > 
ai::number_of_possible_recruits_to_force_recruit__standard_aspect_factory2 ("number_of_possible_recruits_to_force_recruit*")
static register_aspect_factory
< standard_aspect< bool > > 
ai::passive_leader__standard_aspect_factory2 ("passive_leader*")
static register_aspect_factory
< standard_aspect< bool > > 
ai::passive_leader_shares_keep__standard_aspect_factory2 ("passive_leader_shares_keep*")
static register_aspect_factory
< standard_aspect< ministage > > 
ai::recruitment__standard_aspect_factory2 ("recruitment*")
static register_aspect_factory
< standard_aspect< bool > > 
ai::recruitment_ignore_bad_combat__standard_aspect_factory2 ("recruitment_ignore_bad_combat*")
static register_aspect_factory
< standard_aspect< bool > > 
ai::recruitment_ignore_bad_movement__standard_aspect_factory2 ("recruitment_ignore_bad_movement*")
static register_aspect_factory
< standard_aspect< std::vector
< std::string > > > 
ai::recruitment_pattern__standard_aspect_factory2 ("recruitment_pattern*")
static register_aspect_factory
< standard_aspect< double > > 
ai::scout_village_targeting__standard_aspect_factory2 ("scout_village_targeting*")
static register_aspect_factory
< standard_aspect< bool > > 
ai::simple_targeting__standard_aspect_factory2 ("simple_targeting*")
static register_aspect_factory
< standard_aspect< bool > > 
ai::support_villages__standard_aspect_factory2 ("support_villages*")
static register_aspect_factory
< standard_aspect< double > > 
ai::village_value__standard_aspect_factory2 ("village_value*")
static register_aspect_factory
< standard_aspect< int > > 
ai::villages_per_scout__standard_aspect_factory2 ("villages_per_scout*")
static
register_lua_aspect_factory
< lua_aspect< double > > 
ai::aggression__lua_aspect_factory ("aggression*lua_aspect")
static
register_lua_aspect_factory
< lua_aspect< int > > 
ai::attack_depth__lua_aspect_factory ("attack_depth*lua_aspect")
static
register_lua_aspect_factory
< lua_aspect< terrain_filter > > 
ai::avoid__lua_aspect_factory ("avoid*lua_aspect")
static
register_lua_aspect_factory
< lua_aspect< double > > 
ai::caution__lua_aspect_factory ("caution*lua_aspect")
static
register_lua_aspect_factory
< lua_aspect< std::string > > 
ai::grouping__lua_aspect_factory ("grouping*lua_aspect")
static
register_lua_aspect_factory
< lua_aspect< double > > 
ai::leader_aggression__lua_aspect_factory ("leader_aggression*lua_aspect")
static
register_lua_aspect_factory
< lua_aspect< config > > 
ai::leader_goal__lua_aspect_factory ("leader_goal*lua_aspect")
static
register_lua_aspect_factory
< lua_aspect< double > > 
ai::leader_value__lua_aspect_factory ("leader_value*lua_aspect")
static
register_lua_aspect_factory
< lua_aspect< double > > 
ai::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 > > 
ai::passive_leader__lua_aspect_factory ("passive_leader*lua_aspect")
static
register_lua_aspect_factory
< lua_aspect< bool > > 
ai::passive_leader_shares_keep__lua_aspect_factory ("passive_leader_shares_keep*lua_aspect")
static
register_lua_aspect_factory
< lua_aspect< bool > > 
ai::recruitment_ignore_bad_combat__lua_aspect_factory ("recruitment_ignore_bad_combat*lua_aspect")
static
register_lua_aspect_factory
< lua_aspect< bool > > 
ai::recruitment_ignore_bad_movement__lua_aspect_factory ("recruitment_ignore_bad_movement*lua_aspect")
static
register_lua_aspect_factory
< lua_aspect< double > > 
ai::scout_village_targeting__lua_aspect_factory ("scout_village_targeting*lua_aspect")
static
register_lua_aspect_factory
< lua_aspect< bool > > 
ai::simple_targeting__lua_aspect_factory ("simple_targeting*lua_aspect")
static
register_lua_aspect_factory
< lua_aspect< bool > > 
ai::support_villages__lua_aspect_factory ("support_villages*lua_aspect")
static
register_lua_aspect_factory
< lua_aspect< double > > 
ai::village_value__lua_aspect_factory ("village_value*lua_aspect")
static
register_lua_aspect_factory
< lua_aspect< int > > 
ai::villages_per_scout__lua_aspect_factory ("villages_per_scout*lua_aspect")
static
register_lua_aspect_factory
< lua_aspect< std::vector
< std::string > > > 
ai::recruitment_pattern__lua_aspect_factory ("recruitment_pattern*lua_aspect")

Detailed Description

All known c++ AI parts.

Workaround to a linker feature of not including all symbols from files, and including only actually referenced stuff. this is not good for 'static registry' pattern. (other workarounds such as --whole-archive for ld are possible, but require messing with all buildsystems)

Definition in file registry.cpp.

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