50 static register_engine_factory<engine_cpp>
Strategic movement routine, for experimentation.
Definitions for the interface to Wesnoth Markup Language (WML).
AI Support engine - creating specific ai components from config.
CPP AI Support engine - creating specific ai components from config.
FAI AI Support engine - creating specific ai components from config.
LUA AI Support engine - creating specific ai components from config.
Game information for the AI.
A small explanation about what's going on here: Each action has access to two game_info objects First...
static register_aspect_factory< standard_aspect< int > > villages_per_scout__standard_aspect_factory("villages_per_scout*standard_aspect")
static register_lua_aspect_factory< lua_aspect< double > > scout_village_targeting__lua_aspect_factory("scout_village_targeting*lua_aspect")
static register_lua_aspect_factory< lua_aspect< double > > retreat_factor__lua_aspect_factory("retreat_factor*lua_aspect")
static register_lua_aspect_factory< lua_aspect< int > > villages_per_scout__lua_aspect_factory("villages_per_scout*lua_aspect")
static register_candidate_action_factory< ai_default_rca::move_leader_to_goals_phase > move_leader_to_goals_phase_factory("ai_default_rca::move_leader_to_goals_phase")
static register_candidate_action_factory< ai_default_rca::leader_control_phase > leader_control_phase_factory("ai_default_rca::leader_control_phase")
static register_aspect_factory< standard_aspect< double > > retreat_factor__standard_aspect_factory2("retreat_factor*")
static register_lua_aspect_factory< lua_aspect< double > > aggression__lua_aspect_factory("aggression*lua_aspect")
static register_engine_factory< engine_fai > composite_ai_factory_fai("fai")
static register_aspect_factory< standard_aspect< double > > aggression__standard_aspect_factory2("aggression*")
static register_aspect_factory< standard_aspect< double > > caution__standard_aspect_factory("caution*standard_aspect")
static register_aspect_factory< standard_aspect< double > > village_value__standard_aspect_factory2("village_value*")
static register_lua_aspect_factory< lua_aspect< unit_advancements_aspect > > advancements__lua_aspect_factory("advancements*lua_aspect")
static register_aspect_factory< standard_aspect< double > > leader_aggression__standard_aspect_factory2("leader_aggression*")
static register_aspect_factory< composite_aspect< double > > caution__composite_aspect_factory("caution*composite_aspect")
static register_goal_factory< protect_location_goal > goal_factory_protect_location("protect_location")
static register_aspect_factory< standard_aspect< int > > recruitment_randomness__standard_aspect_factory("recruitment_randomness*standard_aspect")
static register_candidate_action_factory< ai_default_rca::leader_control_phase > old_leader_control_phase_factory("testing_ai_default::leader_control_phase")
static register_aspect_factory< standard_aspect< double > > leader_aggression__standard_aspect_factory("leader_aggression*standard_aspect")
static register_stage_factory< ai_default_rca::candidate_action_evaluation_loop > candidate_action_evaluation_loop_factory("ai_default_rca::candidate_action_evaluation_loop")
static register_aspect_factory< standard_aspect< config > > leader_goal__standard_aspect_factory("leader_goal*standard_aspect")
static register_aspect_factory< default_recruitment::recruitment_aspect > recruitment_instructions__standard_aspect_factory2("recruitment_instructions*")
static register_aspect_factory< composite_aspect< config > > leader_goal__composite_aspect_factory("leader_goal*composite_aspect")
static register_engine_factory< engine_lua > composite_ai_factory_lua("lua")
static register_aspect_factory< standard_aspect< double > > retreat_enemy_weight__standard_aspect_factory("retreat_enemy_weight*standard_aspect")
static register_lua_aspect_factory< lua_aspect< utils::variant< bool, std::vector< std::string > > > > leader_ignores_keep__lua_aspect_factory("leader_ignores_keep*lua_aspect")
static register_aspect_factory< composite_aspect< bool > > simple_targeting__composite_aspect_factory("simple_targeting*composite_aspect")
static register_candidate_action_factory< ai_default_rca::move_to_targets_phase > old_testing_move_to_targets_phase_factory("testing_ai_default::testing_move_to_targets_phase")
static register_lua_aspect_factory< lua_aspect< double > > leader_aggression__lua_aspect_factory("leader_aggression*lua_aspect")
static register_aspect_factory< composite_aspect< double > > leader_aggression__composite_aspect_factory("leader_aggression*composite_aspect")
static register_goal_factory< target_location_goal > goal_factory_target_location("target_location")
static register_aspect_factory< composite_aspect< std::vector< std::string > > > recruitment_more__composite_aspect_factory("recruitment_more*composite_aspect")
static register_candidate_action_factory< ai_default_rca::leader_shares_keep_phase > passive_leader_shares_keep_phase_factory("ai_default_rca::passive_leader_shares_keep_phase")
static register_aspect_factory< composite_aspect< utils::variant< bool, std::vector< std::string > > > > passive_leader__composite_aspect_factory("passive_leader*composite_aspect")
static register_candidate_action_factory< ai_default_rca::move_leader_to_goals_phase > old_move_leader_to_goals_phase_factory("testing_ai_default::move_leader_to_goals_phase")
static register_aspect_factory< composite_aspect< std::string > > grouping__composite_aspect_factory("grouping*composite_aspect")
static register_aspect_factory< composite_aspect< double > > aggression__composite_aspect_factory("aggression*composite_aspect")
static register_aspect_factory< standard_aspect< terrain_filter > > avoid__standard_aspect_factory("avoid*standard_aspect")
static register_aspect_factory< standard_aspect< double > > scout_village_targeting__standard_aspect_factory("scout_village_targeting*standard_aspect")
static register_aspect_factory< standard_aspect< std::vector< std::string > > > recruitment_more__standard_aspect_factory2("recruitment_more*")
static register_candidate_action_factory< ai_default_rca::leader_shares_keep_phase > old_passive_leader_shares_keep_phase_factory("testing_ai_default::passive_leader_shares_keep_phase")
static register_aspect_factory< standard_aspect< bool > > allow_ally_villages__standard_aspect_factory2("allow_ally_villages*")
static register_aspect_factory< standard_aspect< unit_advancements_aspect > > advancements__standard_aspect_factory2("advancements*")
static register_lua_aspect_factory< lua_aspect< config > > leader_goal__lua_aspect_factory("leader_goal*lua_aspect")
static register_candidate_action_factory< ai_default_rca::goto_phase > goto_phase_factory("ai_default_rca::goto_phase")
static register_aspect_factory< standard_aspect< std::string > > grouping__standard_aspect_factory("grouping*standard_aspect")
static register_aspect_factory< standard_aspect< utils::variant< bool, std::vector< std::string > > > > passive_leader_shares_keep__standard_aspect_factory("passive_leader_shares_keep*standard_aspect")
static register_aspect_factory< standard_aspect< utils::variant< bool, std::vector< std::string > > > > leader_ignores_keep__standard_aspect_factory2("leader_ignores_keep*")
static register_aspect_factory< ai_default_rca::aspect_attacks > attacks__testing_ai_default_aspect_attacks_factory("attacks*ai_default_rca::aspect_attacks")
static register_aspect_factory< standard_aspect< double > > retreat_enemy_weight__standard_aspect_factory2("retreat_enemy_weight*")
static register_aspect_factory< composite_aspect< terrain_filter > > avoid__composite_aspect_factory("avoid*composite_aspect")
static register_aspect_factory< ai_default_rca::aspect_attacks > attacks__testing_ai_default_aspect_attacks_factory2("attacks*")
static register_goal_factory< target_unit_goal > goal_factory_target("target")
static register_lua_aspect_factory< lua_aspect< double > > retreat_enemy_weight__lua_aspect_factory("retreat_enemy_weight*lua_aspect")
static register_candidate_action_factory< default_recruitment::recruitment > default_recruitment_factory("default_recruitment::recruitment")
static register_aspect_factory< composite_aspect< config > > recruitment_instructions__composite_aspect_factory("recruitment_instructions*composite_aspect")
static register_candidate_action_factory< ai_default_rca::goto_phase > old_goto_phase_factory("testing_ai_default::goto_phase")
static register_aspect_factory< standard_aspect< double > > aggression__standard_aspect_factory("aggression*standard_aspect")
static register_lua_aspect_factory< lua_aspect< utils::variant< bool, std::vector< std::string > > > > passive_leader_shares_keep__lua_aspect_factory("passive_leader_shares_keep*lua_aspect")
static register_aspect_factory< standard_aspect< int > > villages_per_scout__standard_aspect_factory2("villages_per_scout*")
static register_aspect_factory< standard_aspect< bool > > support_villages__standard_aspect_factory("support_villages*standard_aspect")
static register_aspect_factory< default_recruitment::recruitment_aspect > recruitment_instructions__standard_aspect_factory("recruitment_instructions*standard_aspect")
static register_aspect_factory< standard_aspect< std::string > > grouping__standard_aspect_factory2("grouping*")
static register_aspect_factory< standard_aspect< terrain_filter > > avoid__standard_aspect_factory2("avoid*")
static register_aspect_factory< standard_aspect< bool > > support_villages__standard_aspect_factory2("support_villages*")
static register_aspect_factory< standard_aspect< utils::variant< bool, std::vector< std::string > > > > passive_leader_shares_keep__standard_aspect_factory2("passive_leader_shares_keep*")
static register_aspect_factory< composite_aspect< bool > > support_villages__composite_aspect_factory("support_villages*composite_aspect")
static register_aspect_factory< composite_aspect< int > > villages_per_scout__composite_aspect_factory("villages_per_scout*composite_aspect")
static register_aspect_factory< composite_aspect< config > > recruitment_save_gold__composite_aspect_factory("recruitment_save_gold*composite_aspect")
static register_aspect_factory< composite_aspect< double > > scout_village_targeting__composite_aspect_factory("scout_village_targeting*composite_aspect")
static register_aspect_factory< ai_default_rca::aspect_attacks > old_attacks__testing_ai_default_aspect_attacks_factory("attacks*testing_ai_default::aspect_attacks")
static register_lua_aspect_factory< aspect_attacks_lua > attacks__lua_aspect_factory("attacks*lua_aspect")
static register_aspect_factory< composite_aspect< int > > recruitment_randomness__composite_aspect_factory("recruitment_randomness*composite_aspect")
static register_candidate_action_factory< ai_default_rca::retreat_phase > retreat_phase_factory("ai_default_rca::retreat_phase")
static register_candidate_action_factory< ai_default_rca::get_healing_phase > get_healing_phase_factory("ai_default_rca::get_healing_phase")
static register_aspect_factory< composite_aspect< bool > > allow_ally_villages__composite_aspect_factory("allow_ally_villages*composite_aspect")
static register_goal_factory< lua_goal > goal_factory_lua_goal("lua_goal")
static register_lua_aspect_factory< lua_aspect< std::string > > grouping__lua_aspect_factory("grouping*lua_aspect")
static register_candidate_action_factory< ai_default_rca::get_villages_phase > get_villages_phase_factory("ai_default_rca::get_villages_phase")
static register_aspect_factory< composite_aspect< config > > recruitments__composite_aspect_factory("recruitment*composite_aspect")
static register_candidate_action_factory< ai_default_rca::move_leader_to_keep_phase > move_leader_to_keep_phase_factory("ai_default_rca::move_leader_to_keep_phase")
static register_aspect_factory< composite_aspect< unit_advancements_aspect > > advancements__composite_aspect_factory("advancements*composite_aspect")
static register_aspect_factory< composite_aspect< double > > retreat_factor__composite_aspect_factory("retreat_factor*composite_aspect")
static register_goal_factory< target_unit_goal > goal_factory_target_unit("target_unit")
static register_candidate_action_factory< ai_default_rca::move_leader_to_keep_phase > old_move_leader_to_keep_phase_factory("testing_ai_default::move_leader_to_keep_phase")
static register_aspect_factory< default_recruitment::recruitment_aspect > recruitment__standard_aspect_factory("recruitment*standard_aspect")
static register_aspect_factory< standard_aspect< bool > > allow_ally_villages__standard_aspect_factory("allow_ally_villages*standard_aspect")
static register_aspect_factory< standard_aspect< double > > scout_village_targeting__standard_aspect_factory2("scout_village_targeting*")
static register_aspect_factory< standard_aspect< int > > recruitment_randomness__standard_aspect_factory2("recruitment_randomness*")
static register_aspect_factory< composite_aspect< attacks_vector > > attacks__composite_aspect_factory("attacks*composite_aspect")
static register_stage_factory< ai_default_rca::candidate_action_evaluation_loop > old_candidate_action_evaluation_loop_factory("testing_ai_default::candidate_action_evaluation_loop")
static register_goal_factory< target_unit_goal > goal_factory("")
static register_aspect_factory< standard_aspect< double > > caution__standard_aspect_factory2("caution*")
static register_lua_aspect_factory< lua_aspect< utils::variant< bool, std::vector< std::string > > > > passive_leader__lua_aspect_factory("passive_leader*lua_aspect")
static register_candidate_action_factory< ai_default_rca::leader_shares_keep_phase > leader_shares_keep_phase_factory("ai_default_rca::leader_shares_keep_phase")
static register_aspect_factory< composite_aspect< utils::variant< bool, std::vector< std::string > > > > passive_leader_shares_keep__composite_aspect_factory("passive_leader_shares_keep*composite_aspect")
static register_aspect_factory< standard_aspect< utils::variant< bool, std::vector< std::string > > > > passive_leader__standard_aspect_factory("passive_leader*standard_aspect")
static register_candidate_action_factory< ai_default_rca::get_healing_phase > old_get_healing_phase_factory("testing_ai_default::get_healing_phase")
static register_lua_aspect_factory< lua_aspect< bool > > simple_targeting__lua_aspect_factory("simple_targeting*lua_aspect")
static register_aspect_factory< standard_aspect< double > > retreat_factor__standard_aspect_factory("retreat_factor*standard_aspect")
static register_aspect_factory< composite_aspect< double > > retreat_enemy_weight__composite_aspect_factory("retreat_enemy_weight*composite_aspect")
static register_lua_aspect_factory< lua_aspect< bool > > support_villages__lua_aspect_factory("support_villages*lua_aspect")
static register_aspect_factory< standard_aspect< double > > leader_value__standard_aspect_factory2("leader_value*")
static register_aspect_factory< standard_aspect< bool > > simple_targeting__standard_aspect_factory("simple_targeting*standard_aspect")
static register_lua_aspect_factory< lua_aspect< double > > village_value__lua_aspect_factory("village_value*lua_aspect")
static register_lua_aspect_factory< lua_aspect< double > > leader_value__lua_aspect_factory("leader_value*lua_aspect")
static register_aspect_factory< standard_aspect< std::vector< std::string > > > recruitment_pattern__standard_aspect_factory2("recruitment_pattern*")
static register_candidate_action_factory< ai_default_rca::move_to_targets_phase > default_move_to_targets_phase_factory("ai_default_rca::move_to_targets_phase")
static register_aspect_factory< composite_aspect< double > > recruitment_diversity__composite_aspect_factory("recruitment_diversity*composite_aspect")
static register_aspect_factory< composite_aspect< double > > village_value__composite_aspect_factory("village_value*composite_aspect")
static register_aspect_factory< standard_aspect< double > > leader_value__standard_aspect_factory("leader_value*standard_aspect")
static register_aspect_factory< standard_aspect< std::vector< std::string > > > recruitment_pattern__standard_aspect_factory("recruitment_pattern*standard_aspect")
static register_aspect_factory< standard_aspect< double > > village_value__standard_aspect_factory("village_value*standard_aspect")
static register_candidate_action_factory< ai_default_rca::combat_phase > old_combat_phase_factory("testing_ai_default::combat_phase")
static register_lua_aspect_factory< lua_aspect< terrain_filter > > avoid__lua_aspect_factory("avoid*lua_aspect")
static register_aspect_factory< standard_aspect< config > > leader_goal__standard_aspect_factory2("leader_goal*")
static register_candidate_action_factory< ai_default_rca::combat_phase > combat_phase_factory("ai_default_rca::combat_phase")
static register_aspect_factory< standard_aspect< bool > > simple_targeting__standard_aspect_factory2("simple_targeting*")
static register_aspect_factory< standard_aspect< double > > recruitment_diversity__standard_aspect_factory2("recruitment_diversity*")
static register_aspect_factory< default_recruitment::recruitment_aspect > recruitment__standard_aspect_factory2("recruitment*")
static register_engine_factory< engine_cpp > composite_ai_factory_cpp("cpp")
static register_lua_aspect_factory< lua_aspect< bool > > allow_ally_villages__lua_aspect_factory("allow_ally_villages*lua_aspect")
static register_lua_aspect_factory< lua_aspect< double > > caution__lua_aspect_factory("caution*lua_aspect")
static register_aspect_factory< composite_aspect< double > > leader_value__composite_aspect_factory("leader_value*composite_aspect")
static register_aspect_factory< composite_aspect< std::vector< std::string > > > recruitment_pattern__composite_aspect_factory("recruitment_pattern*composite_aspect")
static register_lua_aspect_factory< lua_aspect< std::vector< std::string > > > recruitment_pattern__lua_aspect_factory("recruitment_pattern*lua_aspect")
static register_aspect_factory< standard_aspect< utils::variant< bool, std::vector< std::string > > > > passive_leader__standard_aspect_factory2("passive_leader*")
static register_candidate_action_factory< ai_default_rca::get_villages_phase > old_get_villages_phase_factory("testing_ai_default::get_villages_phase")
static register_aspect_factory< composite_aspect< utils::variant< bool, std::vector< std::string > > > > leader_igores_keep__composite_aspect_factory("leader_ignores_keep*composite_aspect")
static register_aspect_factory< standard_aspect< config > > recruitment_save_gold__standard_aspect_factory("recruitment_save_gold*standard_aspect")
static register_aspect_factory< standard_aspect< double > > recruitment_diversity__standard_aspect_factory("recruitment_diversity*standard_aspect")
static register_aspect_factory< standard_aspect< std::vector< std::string > > > recruitment_more__standard_aspect_factory("recruitment_more*standard_aspect")
static register_aspect_factory< standard_aspect< config > > recruitment_save_gold__standard_aspect_factory2("recruitment_save_gold*")
static register_candidate_action_factory< ai_default_rca::move_to_targets_phase > old_default_move_to_targets_phase_factory("testing_ai_default::default_move_to_targets_phase")
static register_aspect_factory< standard_aspect< unit_advancements_aspect > > advancements__standard_aspect_factory("advancements*standard_aspect")
static register_goal_factory< protect_unit_goal > goal_factory_protect_unit("protect_unit")
static register_aspect_factory< standard_aspect< utils::variant< bool, std::vector< std::string > > > > leader_ignores_keep__standard_aspect_factory("leader_ignores_keep*standard_aspect")
static register_candidate_action_factory< ai_default_rca::retreat_phase > old_retreat_phase_factory("testing_ai_default::retreat_phase")
static register_stage_factory< idle_stage > ai_idle_stage_factory("empty")
candidate action framework
Recruitment Engine by flix See https://wiki.wesnoth.org/AI_Recruitment.
candidate action evaluator