#include "ai/game_info.hpp"
#include "actions/attack.hpp"
#include "formula/callable_objects.hpp"
#include "formula/callable.hpp"
Go to the source code of this file.
Classes | |
class | wfl::attack_map_callable |
class | wfl::attack_callable |
class | wfl::move_callable |
class | wfl::move_partial_callable |
class | wfl::recall_callable |
class | wfl::recruit_callable |
class | wfl::set_unit_var_callable |
class | wfl::fallback_callable |
class | wfl::move_map_callable |
class | wfl::position_callable |
struct | wfl::position_callable::move_map_backup |
class | wfl::outcome_callable |
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. | |
wfl | |