32 namespace game_events {
class manager;
class wmi_manager; }
35 namespace pathfind {
class manager; }
37 namespace wb {
class manager; }
39 namespace actions {
class undo_list; }
84 void place_sides_in_preferred_locations(
const config& level);
113 return lua_kernel_.get();
117 bool can_recruit_from(
const map_location& leader_loc,
int side)
const;
120 bool can_recruit_from(
const unit& leader)
const;
129 bool can_recruit_on(
const unit& leader,
const map_location& recruit_loc)
const;
132 bool side_can_recruit_on(
int side,
map_location loc)
const;
135 void add_side_wml(
config cfg);
const std::unique_ptr< reports > reports_
const std::unique_ptr< actions::undo_list > undo_stack_
undo_stack_ is never nullptr.
std::unique_ptr< game_lua_kernel > lua_kernel_
std::optional< end_level_data > end_level_data_
This class represents a single unit of a specific type.
virtual const display_context & get_disp_context() const override
Inherited from filter_context.
int server_request_number_
bool do_healing_
True if healing should be done at the beginning of the next side turn.
Class that manages AIs for all sides and manages AI redeployment.
virtual game_lua_kernel * get_lua_kernel() const override
Inherited from filter_context.
const std::unique_ptr< game_events::manager > events_manager_
Unit and team statistics.
virtual const tod_manager & get_tod_man() const override
Inherited from filter_context.
void write(std::ostream &out, const configr_of &cfg, unsigned int level)
struct utils::detail::formula_initer init
static events::event_context * event_context
bool has_human_sides() const
std::unique_ptr< pathfind::manager > pathfind_manager_
Managing the AIs lifecycle - headers TODO: Refactor history handling and internal commands...
Encapsulates the map of the game.
virtual const game_data * get_game_data() const override
Inherited from filter_context.
A config object defines a single node in a WML file, with access to child nodes.