#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) |