LUA AI Support engine - creating specific ai components from config. More...
#include "ai/lua/engine_lua.hpp"
#include "ai/composite/goal.hpp"
#include "ai/composite/rca.hpp"
#include "ai/composite/stage.hpp"
#include "ai/composite/aspect.hpp"
#include "ai/gamestate_observer.hpp"
#include "log.hpp"
#include "resources.hpp"
#include "ai/lua/core.hpp"
#include "ai/lua/lua_object.hpp"
#include "game_board.hpp"
#include "scripting/game_lua_kernel.hpp"
#include "units/unit.hpp"
#include "units/map.hpp"
#include "deprecation.hpp"
#include "game_version.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_LUA LOG_STREAM(debug, log_ai_engine_lua) |
#define | LOG_AI_LUA LOG_STREAM(info, log_ai_engine_lua) |
#define | WRN_AI_LUA LOG_STREAM(warn, log_ai_engine_lua) |
#define | ERR_AI_LUA LOG_STREAM(err, log_ai_engine_lua) |
Variables | |
static lg::log_domain | ai::log_ai_engine_lua ("ai/engine/lua") |
LUA AI Support engine - creating specific ai components from config.
Definition in file engine_lua.cpp.
#define DBG_AI_LUA LOG_STREAM(debug, log_ai_engine_lua) |
Definition at line 43 of file engine_lua.cpp.
#define ERR_AI_LUA LOG_STREAM(err, log_ai_engine_lua) |
Definition at line 46 of file engine_lua.cpp.
#define LOG_AI_LUA LOG_STREAM(info, log_ai_engine_lua) |
Definition at line 44 of file engine_lua.cpp.
#define WRN_AI_LUA LOG_STREAM(warn, log_ai_engine_lua) |
Definition at line 45 of file engine_lua.cpp.