50 static register_engine_factory<engine_cpp>
53 static register_engine_factory<engine_fai>
56 static register_engine_factory<engine_lua>
63 static register_stage_factory<ai_default_rca::candidate_action_evaluation_loop>
66 static register_stage_factory<idle_stage>
70 static register_stage_factory<ai_default_rca::candidate_action_evaluation_loop>
77 static register_candidate_action_factory<ai_default_rca::goto_phase>
80 static register_candidate_action_factory<ai_default_rca::combat_phase>
83 static register_candidate_action_factory<ai_default_rca::move_leader_to_goals_phase>
86 static register_candidate_action_factory<ai_default_rca::move_leader_to_keep_phase>
89 static register_candidate_action_factory<ai_default_rca::get_villages_phase>
92 static register_candidate_action_factory<ai_default_rca::get_healing_phase>
95 static register_candidate_action_factory<ai_default_rca::retreat_phase>
98 static register_candidate_action_factory<ai_default_rca::move_to_targets_phase>
101 static register_candidate_action_factory<ai_default_rca::leader_control_phase>
104 static register_candidate_action_factory<ai_default_rca::leader_shares_keep_phase>
108 static register_candidate_action_factory<ai_default_rca::leader_shares_keep_phase>
111 static register_candidate_action_factory<default_recruitment::recruitment>
115 static register_candidate_action_factory<ai_default_rca::goto_phase>
118 static register_candidate_action_factory<ai_default_rca::combat_phase>
121 static register_candidate_action_factory<ai_default_rca::move_leader_to_goals_phase>
124 static register_candidate_action_factory<ai_default_rca::move_leader_to_keep_phase>
127 static register_candidate_action_factory<ai_default_rca::get_villages_phase>
130 static register_candidate_action_factory<ai_default_rca::get_healing_phase>
133 static register_candidate_action_factory<ai_default_rca::retreat_phase>
136 static register_candidate_action_factory<ai_default_rca::move_to_targets_phase>
139 static register_candidate_action_factory<ai_default_rca::move_to_targets_phase>
142 static register_candidate_action_factory<ai_default_rca::leader_control_phase>
145 static register_candidate_action_factory<ai_default_rca::leader_shares_keep_phase>
152 static register_goal_factory<target_unit_goal>
156 static register_goal_factory<target_unit_goal>
160 static register_goal_factory<target_unit_goal>
164 static register_goal_factory<target_location_goal>
168 static register_goal_factory<protect_location_goal>
172 static register_goal_factory<protect_unit_goal>
175 static register_goal_factory<lua_goal>
185 static register_aspect_factory< composite_aspect< unit_advancements_aspect >>
188 static register_aspect_factory< composite_aspect<double>>
191 static register_aspect_factory< composite_aspect< attacks_vector >>
194 static register_aspect_factory< composite_aspect< terrain_filter >>
197 static register_aspect_factory< composite_aspect<double>>
200 static register_aspect_factory< composite_aspect<std::string>>
203 static register_aspect_factory< composite_aspect<double>>
206 static register_aspect_factory< composite_aspect<config>>
209 static register_aspect_factory< composite_aspect<utils::variant<bool, std::vector<std::string>>>>
212 static register_aspect_factory< composite_aspect<double>>
215 static register_aspect_factory< composite_aspect<utils::variant<bool, std::vector<std::string>>>>
218 static register_aspect_factory< composite_aspect<utils::variant<bool, std::vector<std::string>>>>
221 static register_aspect_factory< composite_aspect<double>>
224 static register_aspect_factory< composite_aspect<config>>
227 static register_aspect_factory< composite_aspect< std::vector<std::string>>>
230 static register_aspect_factory< composite_aspect< std::vector<std::string>>>
233 static register_aspect_factory< composite_aspect<int>>
236 static register_aspect_factory< composite_aspect<config>>
239 static register_aspect_factory< composite_aspect<double>>
242 static register_aspect_factory< composite_aspect<bool>>
245 static register_aspect_factory< composite_aspect<bool>>
248 static register_aspect_factory< composite_aspect<double>>
251 static register_aspect_factory< composite_aspect<int>>
256 static register_aspect_factory< standard_aspect< unit_advancements_aspect >>
259 static register_aspect_factory< standard_aspect<double>>
262 static register_aspect_factory< ai_default_rca::aspect_attacks >
265 static register_aspect_factory< standard_aspect< terrain_filter >>
268 static register_aspect_factory< standard_aspect<double>>
271 static register_aspect_factory< standard_aspect<std::string>>
274 static register_aspect_factory< standard_aspect<double>>
277 static register_aspect_factory< standard_aspect<config>>
280 static register_aspect_factory< standard_aspect<utils::variant<bool, std::vector<std::string>>>>
283 static register_aspect_factory< standard_aspect<double>>
286 static register_aspect_factory< standard_aspect<utils::variant<bool, std::vector<std::string>>>>
289 static register_aspect_factory< standard_aspect<utils::variant<bool, std::vector<std::string>>>>
292 static register_aspect_factory< standard_aspect<double>>
295 static register_aspect_factory< default_recruitment::recruitment_aspect >
298 static register_aspect_factory< standard_aspect< std::vector<std::string>>>
301 static register_aspect_factory< standard_aspect< std::vector<std::string>>>
304 static register_aspect_factory< standard_aspect<int>>
307 static register_aspect_factory< standard_aspect<config>>
310 static register_aspect_factory< standard_aspect<double>>
313 static register_aspect_factory< standard_aspect<bool>>
316 static register_aspect_factory< standard_aspect<bool>>
319 static register_aspect_factory< standard_aspect<double>>
322 static register_aspect_factory< standard_aspect<int>>
327 static register_aspect_factory< ai_default_rca::aspect_attacks >
331 static register_aspect_factory< standard_aspect< unit_advancements_aspect >>
334 static register_aspect_factory< standard_aspect<double>>
337 static register_aspect_factory< ai_default_rca::aspect_attacks >
340 static register_aspect_factory< standard_aspect< terrain_filter >>
343 static register_aspect_factory< standard_aspect<double>>
346 static register_aspect_factory< standard_aspect<std::string>>
349 static register_aspect_factory< standard_aspect<double>>
352 static register_aspect_factory< standard_aspect<config>>
355 static register_aspect_factory< standard_aspect<utils::variant<bool, std::vector<std::string>>>>
358 static register_aspect_factory< standard_aspect<double>>
361 static register_aspect_factory< standard_aspect<utils::variant<bool, std::vector<std::string>>>>
364 static register_aspect_factory< standard_aspect<utils::variant<bool, std::vector<std::string>>>>
367 static register_aspect_factory< standard_aspect<double>>
370 static register_aspect_factory< default_recruitment::recruitment_aspect >
373 static register_aspect_factory< standard_aspect< std::vector<std::string>>>
376 static register_aspect_factory< standard_aspect< std::vector<std::string>>>
379 static register_aspect_factory< standard_aspect<int>>
382 static register_aspect_factory< standard_aspect<config>>
385 static register_aspect_factory< standard_aspect<double>>
388 static register_aspect_factory< standard_aspect<bool>>
391 static register_aspect_factory< standard_aspect<bool>>
394 static register_aspect_factory< standard_aspect<double>>
397 static register_aspect_factory< standard_aspect<int>>
402 static register_lua_aspect_factory< lua_aspect< unit_advancements_aspect >>
405 static register_lua_aspect_factory< lua_aspect<double>>
408 static register_lua_aspect_factory< aspect_attacks_lua >
411 static register_lua_aspect_factory< lua_aspect<terrain_filter>>
414 static register_lua_aspect_factory< lua_aspect<double>>
417 static register_lua_aspect_factory< lua_aspect<std::string>>
420 static register_lua_aspect_factory< lua_aspect<double>>
423 static register_lua_aspect_factory< lua_aspect<config>>
426 static register_lua_aspect_factory< lua_aspect<utils::variant<bool, std::vector<std::string>>>>
429 static register_lua_aspect_factory< lua_aspect<double>>
432 static register_lua_aspect_factory< lua_aspect<utils::variant<bool, std::vector<std::string>>>>
435 static register_lua_aspect_factory< lua_aspect<utils::variant<bool, std::vector<std::string>>>>
438 static register_lua_aspect_factory< lua_aspect<double>>
441 static register_lua_aspect_factory< lua_aspect<bool>>
444 static register_lua_aspect_factory< lua_aspect<bool>>
447 static register_lua_aspect_factory< lua_aspect<double>>
450 static register_lua_aspect_factory< lua_aspect<int>>
453 static register_lua_aspect_factory< lua_aspect< std::vector<std::string>>>
459 static register_aspect_factory< composite_aspect<config>>
462 static register_aspect_factory< default_recruitment::recruitment_aspect >
465 static register_aspect_factory< default_recruitment::recruitment_aspect >
static register_engine_factory< engine_cpp > composite_ai_factory_cpp("cpp")
static register_lua_aspect_factory< lua_aspect< std::vector< std::string > > > recruitment_pattern__lua_aspect_factory("recruitment_pattern*lua_aspect")
static register_candidate_action_factory< ai_default_rca::retreat_phase > old_retreat_phase_factory("testing_ai_default::retreat_phase")
static register_aspect_factory< standard_aspect< utils::variant< bool, std::vector< std::string > > > > passive_leader__standard_aspect_factory("passive_leader*standard_aspect")
static register_candidate_action_factory< ai_default_rca::move_to_targets_phase > old_default_move_to_targets_phase_factory("testing_ai_default::default_move_to_targets_phase")
static register_aspect_factory< composite_aspect< unit_advancements_aspect > > advancements__composite_aspect_factory("advancements*composite_aspect")
static register_aspect_factory< composite_aspect< double > > leader_aggression__composite_aspect_factory("leader_aggression*composite_aspect")
static register_candidate_action_factory< ai_default_rca::move_to_targets_phase > old_testing_move_to_targets_phase_factory("testing_ai_default::testing_move_to_targets_phase")
static register_candidate_action_factory< ai_default_rca::leader_control_phase > old_leader_control_phase_factory("testing_ai_default::leader_control_phase")
static register_candidate_action_factory< ai_default_rca::leader_shares_keep_phase > passive_leader_shares_keep_phase_factory("ai_default_rca::passive_leader_shares_keep_phase")
static register_aspect_factory< composite_aspect< double > > leader_value__composite_aspect_factory("leader_value*composite_aspect")
static register_aspect_factory< standard_aspect< std::vector< std::string > > > recruitment_more__standard_aspect_factory("recruitment_more*standard_aspect")
static register_candidate_action_factory< ai_default_rca::leader_control_phase > leader_control_phase_factory("ai_default_rca::leader_control_phase")
static register_goal_factory< target_unit_goal > goal_factory_target_unit("target_unit")
static register_candidate_action_factory< ai_default_rca::move_leader_to_goals_phase > old_move_leader_to_goals_phase_factory("testing_ai_default::move_leader_to_goals_phase")
static register_lua_aspect_factory< lua_aspect< double > > caution__lua_aspect_factory("caution*lua_aspect")
FAI AI Support engine - creating specific ai components from config.
static register_aspect_factory< composite_aspect< utils::variant< bool, std::vector< std::string > > > > passive_leader_shares_keep__composite_aspect_factory("passive_leader_shares_keep*composite_aspect")
static register_aspect_factory< standard_aspect< std::string > > grouping__standard_aspect_factory("grouping*standard_aspect")
static register_aspect_factory< standard_aspect< terrain_filter > > avoid__standard_aspect_factory2("avoid*")
static register_lua_aspect_factory< lua_aspect< double > > village_value__lua_aspect_factory("village_value*lua_aspect")
CPP AI Support engine - creating specific ai components from config.
static register_aspect_factory< default_recruitment::recruitment_aspect > recruitment__standard_aspect_factory("recruitment*standard_aspect")
AI Support engine - creating specific ai components from config.
static register_aspect_factory< standard_aspect< config > > recruitment_save_gold__standard_aspect_factory("recruitment_save_gold*standard_aspect")
static register_aspect_factory< composite_aspect< bool > > simple_targeting__composite_aspect_factory("simple_targeting*composite_aspect")
static register_aspect_factory< standard_aspect< double > > scout_village_targeting__standard_aspect_factory("scout_village_targeting*standard_aspect")
static register_aspect_factory< composite_aspect< config > > leader_goal__composite_aspect_factory("leader_goal*composite_aspect")
static register_goal_factory< lua_goal > goal_factory_lua_goal("lua_goal")
static register_aspect_factory< composite_aspect< int > > recruitment_randomness__composite_aspect_factory("recruitment_randomness*composite_aspect")
static register_aspect_factory< default_recruitment::recruitment_aspect > recruitment_instructions__standard_aspect_factory2("recruitment_instructions*")
static register_aspect_factory< standard_aspect< double > > aggression__standard_aspect_factory2("aggression*")
static register_aspect_factory< composite_aspect< utils::variant< bool, std::vector< std::string > > > > leader_igores_keep__composite_aspect_factory("leader_ignores_keep*composite_aspect")
static register_aspect_factory< ai_default_rca::aspect_attacks > old_attacks__testing_ai_default_aspect_attacks_factory("attacks*testing_ai_default::aspect_attacks")
Definitions for the interface to Wesnoth Markup Language (WML).
static register_aspect_factory< default_recruitment::recruitment_aspect > recruitment__standard_aspect_factory2("recruitment*")
static register_aspect_factory< standard_aspect< utils::variant< bool, std::vector< std::string > > > > leader_ignores_keep__standard_aspect_factory2("leader_ignores_keep*")
static register_candidate_action_factory< ai_default_rca::move_leader_to_keep_phase > move_leader_to_keep_phase_factory("ai_default_rca::move_leader_to_keep_phase")
static register_aspect_factory< composite_aspect< double > > caution__composite_aspect_factory("caution*composite_aspect")
static register_lua_aspect_factory< lua_aspect< unit_advancements_aspect > > advancements__lua_aspect_factory("advancements*lua_aspect")
static register_goal_factory< protect_location_goal > goal_factory_protect_location("protect_location")
static register_candidate_action_factory< ai_default_rca::retreat_phase > retreat_phase_factory("ai_default_rca::retreat_phase")
static register_aspect_factory< composite_aspect< double > > recruitment_diversity__composite_aspect_factory("recruitment_diversity*composite_aspect")
A small explanation about what's going on here: Each action has access to two game_info objects First...
static register_candidate_action_factory< ai_default_rca::leader_shares_keep_phase > leader_shares_keep_phase_factory("ai_default_rca::leader_shares_keep_phase")
static register_candidate_action_factory< default_recruitment::recruitment > default_recruitment_factory("default_recruitment::recruitment")
static register_aspect_factory< composite_aspect< double > > village_value__composite_aspect_factory("village_value*composite_aspect")
static register_aspect_factory< standard_aspect< int > > recruitment_randomness__standard_aspect_factory("recruitment_randomness*standard_aspect")
static register_aspect_factory< composite_aspect< config > > recruitment_instructions__composite_aspect_factory("recruitment_instructions*composite_aspect")
static register_aspect_factory< standard_aspect< double > > caution__standard_aspect_factory("caution*standard_aspect")
static register_lua_aspect_factory< lua_aspect< config > > leader_goal__lua_aspect_factory("leader_goal*lua_aspect")
static register_aspect_factory< standard_aspect< int > > villages_per_scout__standard_aspect_factory("villages_per_scout*standard_aspect")
static register_goal_factory< target_unit_goal > goal_factory_target("target")
static register_lua_aspect_factory< lua_aspect< double > > scout_village_targeting__lua_aspect_factory("scout_village_targeting*lua_aspect")
Composite AI with turn sequence which is a vector of stages.
static register_aspect_factory< composite_aspect< std::vector< std::string > > > recruitment_more__composite_aspect_factory("recruitment_more*composite_aspect")
static register_aspect_factory< standard_aspect< config > > leader_goal__standard_aspect_factory("leader_goal*standard_aspect")
static register_aspect_factory< composite_aspect< terrain_filter > > avoid__composite_aspect_factory("avoid*composite_aspect")
static register_aspect_factory< standard_aspect< double > > leader_value__standard_aspect_factory("leader_value*standard_aspect")
static register_aspect_factory< standard_aspect< double > > village_value__standard_aspect_factory("village_value*standard_aspect")
static register_aspect_factory< standard_aspect< utils::variant< bool, std::vector< std::string > > > > leader_ignores_keep__standard_aspect_factory("leader_ignores_keep*standard_aspect")
Recruitment Engine by flix See https://wiki.wesnoth.org/AI_Recruitment.
static register_candidate_action_factory< ai_default_rca::move_leader_to_keep_phase > old_move_leader_to_keep_phase_factory("testing_ai_default::move_leader_to_keep_phase")
static register_lua_aspect_factory< aspect_attacks_lua > attacks__lua_aspect_factory("attacks*lua_aspect")
static register_aspect_factory< composite_aspect< double > > scout_village_targeting__composite_aspect_factory("scout_village_targeting*composite_aspect")
void init()
Initializes the GUI subsystems.
static register_aspect_factory< standard_aspect< terrain_filter > > avoid__standard_aspect_factory("avoid*standard_aspect")
candidate action evaluator
static register_aspect_factory< standard_aspect< std::vector< std::string > > > recruitment_pattern__standard_aspect_factory2("recruitment_pattern*")
static register_candidate_action_factory< ai_default_rca::goto_phase > old_goto_phase_factory("testing_ai_default::goto_phase")
static register_candidate_action_factory< ai_default_rca::move_to_targets_phase > default_move_to_targets_phase_factory("ai_default_rca::move_to_targets_phase")
static register_aspect_factory< standard_aspect< int > > villages_per_scout__standard_aspect_factory2("villages_per_scout*")
static register_aspect_factory< composite_aspect< int > > villages_per_scout__composite_aspect_factory("villages_per_scout*composite_aspect")
static register_candidate_action_factory< ai_default_rca::get_healing_phase > old_get_healing_phase_factory("testing_ai_default::get_healing_phase")
static register_aspect_factory< standard_aspect< std::vector< std::string > > > recruitment_pattern__standard_aspect_factory("recruitment_pattern*standard_aspect")
static register_candidate_action_factory< ai_default_rca::get_villages_phase > old_get_villages_phase_factory("testing_ai_default::get_villages_phase")
Game information for the AI.
static register_aspect_factory< standard_aspect< std::string > > grouping__standard_aspect_factory2("grouping*")
static register_aspect_factory< standard_aspect< double > > scout_village_targeting__standard_aspect_factory2("scout_village_targeting*")
static register_lua_aspect_factory< lua_aspect< double > > leader_aggression__lua_aspect_factory("leader_aggression*lua_aspect")
static register_stage_factory< ai_default_rca::candidate_action_evaluation_loop > candidate_action_evaluation_loop_factory("ai_default_rca::candidate_action_evaluation_loop")
static register_aspect_factory< standard_aspect< bool > > simple_targeting__standard_aspect_factory2("simple_targeting*")
static register_stage_factory< idle_stage > ai_idle_stage_factory("empty")
static register_lua_aspect_factory< lua_aspect< bool > > simple_targeting__lua_aspect_factory("simple_targeting*lua_aspect")
static register_aspect_factory< standard_aspect< bool > > support_villages__standard_aspect_factory2("support_villages*")
static register_lua_aspect_factory< lua_aspect< utils::variant< bool, std::vector< std::string > > > > leader_ignores_keep__lua_aspect_factory("leader_ignores_keep*lua_aspect")
static register_aspect_factory< composite_aspect< bool > > support_villages__composite_aspect_factory("support_villages*composite_aspect")
static register_stage_factory< ai_default_rca::candidate_action_evaluation_loop > old_candidate_action_evaluation_loop_factory("testing_ai_default::candidate_action_evaluation_loop")
static register_aspect_factory< standard_aspect< bool > > simple_targeting__standard_aspect_factory("simple_targeting*standard_aspect")
static register_aspect_factory< standard_aspect< unit_advancements_aspect > > advancements__standard_aspect_factory2("advancements*")
static register_aspect_factory< composite_aspect< attacks_vector > > attacks__composite_aspect_factory("attacks*composite_aspect")
static register_aspect_factory< composite_aspect< config > > recruitment_save_gold__composite_aspect_factory("recruitment_save_gold*composite_aspect")
static register_engine_factory< engine_lua > composite_ai_factory_lua("lua")
static register_aspect_factory< composite_aspect< std::vector< std::string > > > recruitment_pattern__composite_aspect_factory("recruitment_pattern*composite_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< utils::variant< bool, std::vector< std::string > > > > passive_leader_shares_keep__lua_aspect_factory("passive_leader_shares_keep*lua_aspect")
static register_aspect_factory< standard_aspect< double > > leader_value__standard_aspect_factory2("leader_value*")
static register_aspect_factory< standard_aspect< utils::variant< bool, std::vector< std::string > > > > passive_leader__standard_aspect_factory2("passive_leader*")
static register_lua_aspect_factory< lua_aspect< double > > aggression__lua_aspect_factory("aggression*lua_aspect")
static register_candidate_action_factory< ai_default_rca::combat_phase > combat_phase_factory("ai_default_rca::combat_phase")
Strategic movement routine, for experimentation.
static register_aspect_factory< composite_aspect< double > > aggression__composite_aspect_factory("aggression*composite_aspect")
static register_aspect_factory< standard_aspect< int > > recruitment_randomness__standard_aspect_factory2("recruitment_randomness*")
static register_candidate_action_factory< ai_default_rca::move_leader_to_goals_phase > move_leader_to_goals_phase_factory("ai_default_rca::move_leader_to_goals_phase")
static register_aspect_factory< composite_aspect< std::string > > grouping__composite_aspect_factory("grouping*composite_aspect")
static register_aspect_factory< standard_aspect< std::vector< std::string > > > recruitment_more__standard_aspect_factory2("recruitment_more*")
static register_engine_factory< engine_fai > composite_ai_factory_fai("fai")
static register_lua_aspect_factory< lua_aspect< int > > villages_per_scout__lua_aspect_factory("villages_per_scout*lua_aspect")
static register_aspect_factory< standard_aspect< double > > leader_aggression__standard_aspect_factory2("leader_aggression*")
static register_aspect_factory< standard_aspect< double > > aggression__standard_aspect_factory("aggression*standard_aspect")
static register_candidate_action_factory< ai_default_rca::leader_shares_keep_phase > old_passive_leader_shares_keep_phase_factory("testing_ai_default::passive_leader_shares_keep_phase")
static register_candidate_action_factory< ai_default_rca::combat_phase > old_combat_phase_factory("testing_ai_default::combat_phase")
static register_goal_factory< target_unit_goal > goal_factory("")
static register_aspect_factory< standard_aspect< config > > recruitment_save_gold__standard_aspect_factory2("recruitment_save_gold*")
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_value__lua_aspect_factory("leader_value*lua_aspect")
static register_aspect_factory< default_recruitment::recruitment_aspect > recruitment_instructions__standard_aspect_factory("recruitment_instructions*standard_aspect")
static register_goal_factory< protect_unit_goal > goal_factory_protect_unit("protect_unit")
static register_candidate_action_factory< ai_default_rca::get_healing_phase > get_healing_phase_factory("ai_default_rca::get_healing_phase")
static register_lua_aspect_factory< lua_aspect< terrain_filter > > avoid__lua_aspect_factory("avoid*lua_aspect")
static register_aspect_factory< standard_aspect< double > > leader_aggression__standard_aspect_factory("leader_aggression*standard_aspect")
static register_aspect_factory< ai_default_rca::aspect_attacks > attacks__testing_ai_default_aspect_attacks_factory("attacks*ai_default_rca::aspect_attacks")
static register_goal_factory< target_location_goal > goal_factory_target_location("target_location")
LUA AI Support engine - creating specific ai components from config.
static register_aspect_factory< composite_aspect< utils::variant< bool, std::vector< std::string > > > > passive_leader__composite_aspect_factory("passive_leader*composite_aspect")
static register_candidate_action_factory< ai_default_rca::get_villages_phase > get_villages_phase_factory("ai_default_rca::get_villages_phase")
static register_aspect_factory< standard_aspect< utils::variant< bool, std::vector< std::string > > > > passive_leader_shares_keep__standard_aspect_factory("passive_leader_shares_keep*standard_aspect")
static register_lua_aspect_factory< lua_aspect< utils::variant< bool, std::vector< std::string > > > > passive_leader__lua_aspect_factory("passive_leader*lua_aspect")
static register_aspect_factory< standard_aspect< utils::variant< bool, std::vector< std::string > > > > passive_leader_shares_keep__standard_aspect_factory2("passive_leader_shares_keep*")
static register_aspect_factory< standard_aspect< double > > recruitment_diversity__standard_aspect_factory("recruitment_diversity*standard_aspect")
static register_aspect_factory< standard_aspect< double > > caution__standard_aspect_factory2("caution*")
static register_aspect_factory< standard_aspect< double > > recruitment_diversity__standard_aspect_factory2("recruitment_diversity*")
static register_aspect_factory< standard_aspect< bool > > support_villages__standard_aspect_factory("support_villages*standard_aspect")
candidate action framework
static register_aspect_factory< composite_aspect< config > > recruitments__composite_aspect_factory("recruitment*composite_aspect")
static register_aspect_factory< ai_default_rca::aspect_attacks > attacks__testing_ai_default_aspect_attacks_factory2("attacks*")
static register_candidate_action_factory< ai_default_rca::goto_phase > goto_phase_factory("ai_default_rca::goto_phase")
static register_aspect_factory< standard_aspect< config > > leader_goal__standard_aspect_factory2("leader_goal*")
static register_aspect_factory< standard_aspect< unit_advancements_aspect > > advancements__standard_aspect_factory("advancements*standard_aspect")
static register_aspect_factory< standard_aspect< double > > village_value__standard_aspect_factory2("village_value*")