Composite AI with turn sequence which is a vector of stages. More...
#include "ai/composite/ai.hpp"
#include "ai/composite/aspect.hpp"
#include "ai/composite/engine.hpp"
#include "ai/composite/goal.hpp"
#include "ai/composite/property_handler.hpp"
#include "ai/composite/stage.hpp"
#include "ai/configuration.hpp"
#include "actions/attack.hpp"
#include "log.hpp"
#include <functional>
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_COMPOSITE LOG_STREAM(debug, log_ai_composite) |
#define | LOG_AI_COMPOSITE LOG_STREAM(info, log_ai_composite) |
#define | ERR_AI_COMPOSITE LOG_STREAM(err, log_ai_composite) |
Variables | |
static lg::log_domain | ai::log_ai_composite ("ai/composite") |
Composite AI with turn sequence which is a vector of stages.
Definition in file ai.cpp.
#define DBG_AI_COMPOSITE LOG_STREAM(debug, log_ai_composite) |
#define ERR_AI_COMPOSITE LOG_STREAM(err, log_ai_composite) |
#define LOG_AI_COMPOSITE LOG_STREAM(info, log_ai_composite) |