Composite AI component. More...
#include <functional>#include "config.hpp"#include "ai/composite/component.hpp"#include <algorithm>Go to the source code of this file.
Classes | |
| class | ai::path_element_matches< T > |
| class | ai::base_property_handler |
| class | ai::vector_property_handler< T > |
| class | ai::facets_property_handler< T > |
| class | ai::aspect_property_handler< T > |
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. | |
Functions | |
| template<typename X , typename Factory > | |
| static void | ai::register_vector_property (property_handler_map &property_handlers, const std::string &property, std::vector< std::shared_ptr< X >> &values, Factory &&construction_factory) |
| template<typename X , typename Factory > | |
| static void | ai::register_facets_property (property_handler_map &property_handlers, const std::string &property, std::vector< std::shared_ptr< X >> &values, std::shared_ptr< X > &def, Factory &&construction_factory) |
| template<typename X , typename Factory > | |
| static void | ai::register_aspect_property (property_handler_map &property_handlers, const std::string &property, std::map< std::string, std::shared_ptr< X >> &aspects, Factory &&construction_factory) |
Composite AI component.
Definition in file property_handler.hpp.