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"
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") |
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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