50 virtual std::string
evaluate(
const std::string& str);
78 void replace_aspect(std::map<std::string,aspect_ptr> &aspects,
const config &cfg,
const std::string&
id);
87 virtual std::string
get_id()
const;
88 virtual std::string
get_name()
const;
virtual void new_turn()
On new turn.
void replace_aspect(std::map< std::string, aspect_ptr > &aspects, const config &cfg, const std::string &id)
void create_goal(std::vector< goal_ptr > &goals, const config &cfg)
virtual bool add_goal(const config &cfg)
int get_recursion_count() const
Get the value of the recursion counter.
void create_stage(std::vector< stage_ptr > &stages, const config &cfg)
void switch_side(side_number side)
virtual std::string get_id() const
std::vector< stage_ptr > stages_
Stages of the composite AI.
static config preparse_cfg(ai_context &ctx, const config &cfg)
virtual std::string get_name() const
virtual ai_context & get_ai_context()
unwrap
recursion_counter recursion_counter_
Recursion counter.
virtual std::string evaluate(const std::string &str)
Evaluate command (using fai)
const config & cfg_
Config of the AI.
virtual ~ai_composite()
Destructor.
void create_engine(std::vector< engine_ptr > &engines, const config &cfg)
virtual bool add_stage(const config &cfg)
ai_composite(default_ai_context &context, const config &cfg)
Constructor.
virtual config to_config() const
serialize
void play_turn()
Play the turn.
std::string describe_self() const
virtual std::string get_engine() const
A config object defines a single node in a WML file, with access to child nodes.
A component of the AI framework.
A small explanation about what's going on here: Each action has access to two game_info objects First...