#include "ai/composite/property_handler.hpp"
#include "ai/composite/value_translator.hpp"
#include "ai/lua/lua_object.hpp"
#include "ai/lua/core.hpp"
#include "scripting/game_lua_kernel.hpp"
#include "log.hpp"
#include "util.hpp"
#include "utils/functional.hpp"
#include <boost/pointer_cast.hpp>
Go to the source code of this file.
Classes | |
class | ai::aspect |
singleton | ai::typesafe_aspect< T > |
class | ai::known_aspect |
class | ai::composite_aspect< T > |
singleton | ai::typesafe_known_aspect< T > |
class | ai::composite_aspect< T > |
class | ai::standard_aspect< T > |
class | ai::lua_aspect_visitor |
class | ai::lua_aspect< T > |
class | ai::aspect_factory |
class | ai::register_aspect_factory< ASPECT > |
class | ai::lua_aspect_factory |
class | ai::register_lua_aspect_factory< ASPECT > |
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. | |