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value_translator.hpp File Reference
#include "ai/composite/engine.hpp"
#include "ai/composite/stage.hpp"
#include "ai/manager.hpp"
#include "terrain/filter.hpp"
#include "lexical_cast.hpp"
#include "serialization/string_utils.hpp"
#include "resources.hpp"
#include "ai/lua/aspect_advancements.hpp"
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Classes

class  ai::config_value_translator< T >
 
class  ai::config_value_translator< bool >
 
class  ai::config_value_translator< std::vector< std::string > >
 
class  ai::config_value_translator< config >
 
class  ai::config_value_translator< terrain_filter >
 
class  ai::config_value_translator< unit_advancements_aspect >
 
class  ai::variant_value_translator< T >
 
class  ai::variant_value_translator< int >
 
class  ai::variant_value_translator< bool >
 
class  ai::variant_value_translator< std::string >
 
class  ai::variant_value_translator< attacks_vector >
 
class  ai::variant_value_translator< terrain_filter >
 

Namespaces

 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.