#include "ai/composite/property_handler.hpp"#include "ai/composite/value_translator.hpp"#include "ai/lua/lua_object.hpp"#include "ai/lua/core.hpp"#include "scripting/game_lua_kernel.hpp"#include "utils/ranges.hpp"#include "log.hpp"#include <functional>Go to the source code of this file.
Classes | |
| class | ai::aspect |
| class | ai::typesafe_aspect< T > |
| class | ai::known_aspect |
| class | ai::typesafe_known_aspect< T > |
| class | ai::composite_aspect< T > |
| class | ai::standard_aspect< T > |
| class | ai::lua_aspect_visitor |
| class | ai::lua_aspect< T > |
| class | ai::aspect_factory |
| class | ai::register_aspect_factory< ASPECT > |
| class | ai::lua_aspect_factory |
| class | ai::register_lua_aspect_factory< ASPECT > |
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. | |