Composite AI component. More...
#include "ai/composite/component.hpp"
#include "ai/composite/property_handler.hpp"
#include "config.hpp"
#include "log.hpp"
#include <boost/regex.hpp>
Go to the source code of this file.
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. | |
Macros | |
#define | DBG_AI_COMPONENT LOG_STREAM(debug, log_ai_component) |
#define | LOG_AI_COMPONENT LOG_STREAM(info, log_ai_component) |
#define | ERR_AI_COMPONENT LOG_STREAM(err, log_ai_component) |
Functions | |
static component * | ai::find_component (component *root, const std::string &path, path_element &tail) |
static void | ai::print_component (component *root, const std::string &type, std::stringstream &s, int offset) |
std::ostream & | operator<< (std::ostream &o, const ai::path_element &e) |
Variables | |
static lg::log_domain | ai::log_ai_component ("ai/component") |
Composite AI component.
Definition in file component.cpp.
#define DBG_AI_COMPONENT LOG_STREAM(debug, log_ai_component) |
Definition at line 32 of file component.cpp.
#define ERR_AI_COMPONENT LOG_STREAM(err, log_ai_component) |
Definition at line 34 of file component.cpp.
#define LOG_AI_COMPONENT LOG_STREAM(info, log_ai_component) |
Definition at line 33 of file component.cpp.
std::ostream& operator<< | ( | std::ostream & | o, |
const ai::path_element & | e | ||
) |
Definition at line 260 of file component.cpp.
References e.