#include "ai/composite/goal.hpp"
#include "ai/default/contexts.hpp"
#include "ai/lua/core.hpp"
#include "ai/lua/lua_object.hpp"
#include "game_board.hpp"
#include "log.hpp"
#include "map/location.hpp"
#include "resources.hpp"
#include "scripting/game_lua_kernel.hpp"
#include "terrain/filter.hpp"
#include "units/unit.hpp"
#include "units/map.hpp"
#include "units/filter.hpp"
#include <set>
#include <sstream>
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_GOAL LOG_STREAM(debug, log_ai_goal) |
#define | LOG_AI_GOAL LOG_STREAM(info, log_ai_goal) |
#define | ERR_AI_GOAL LOG_STREAM(err, log_ai_goal) |
Variables | |
static lg::log_domain | ai::log_ai_goal ("ai/goal") |
#define DBG_AI_GOAL LOG_STREAM(debug, log_ai_goal) |
#define ERR_AI_GOAL LOG_STREAM(err, log_ai_goal) |
#define LOG_AI_GOAL LOG_STREAM(info, log_ai_goal) |