The Battle for Wesnoth  1.13.4+dev
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aspect.hpp File Reference
#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>
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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.