Defines formula ai candidate actions - headers. More...
#include "ai/formula/ai.hpp"
#include "ai/formula/callable_objects.hpp"
#include "chat_events.hpp"
#include "display_chat_manager.hpp"
#include "formula/function.hpp"
#include "game_board.hpp"
#include "game_display.hpp"
#include "log.hpp"
#include "map/map.hpp"
#include "pathfind/pathfind.hpp"
#include "pathfind/teleport.hpp"
#include "recall_list_manager.hpp"
#include "resources.hpp"
#include "serialization/string_utils.hpp"
#include "team.hpp"
#include "terrain/filter.hpp"
#include "time_of_day.hpp"
#include "tod_manager.hpp"
#include "tstring.hpp"
#include "units/unit.hpp"
#include "units/ptr.hpp"
#include "units/types.hpp"
#include "formula/formula.hpp"
#include "map/location.hpp"
#include "ai/formula/function_table.hpp"
#include "ai/game_info.hpp"
#include "ai/formula/candidates.hpp"
#include "utils/variant.hpp"
#include <ctime>
#include <vector>
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 LOG_STREAM(debug, log_formula_ai) |
#define | LOG_AI LOG_STREAM(info, log_formula_ai) |
#define | WRN_AI LOG_STREAM(warn, log_formula_ai) |
#define | ERR_AI LOG_STREAM(err, log_formula_ai) |
Typedefs | |
using | ai::ca_ptr = wfl::candidate_action_ptr |
Variables | |
static lg::log_domain | log_formula_ai ("ai/engine/fai") |
Defines formula ai candidate actions - headers.
Definition in file ai.cpp.
#define DBG_AI LOG_STREAM(debug, log_formula_ai) |
#define ERR_AI LOG_STREAM(err, log_formula_ai) |
#define LOG_AI LOG_STREAM(info, log_formula_ai) |
#define WRN_AI LOG_STREAM(warn, log_formula_ai) |
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