20 #ifndef AI_TESTING_ASPECT_ATTACKS_HPP_INCLUDED
21 #define AI_TESTING_ASPECT_ATTACKS_HPP_INCLUDED
29 #pragma warning(disable:4250)
35 namespace ai_default_rca {
60 std::vector<map_location>&
units,
61 std::vector<attack_analysis>&
result,
boost::shared_ptr< unit_filter > filter_own_
virtual ~aspect_attacks()
boost::shared_ptr< attacks_vector > analyze_targets() const
aspect_attacks_lua(readonly_context &context, const config &cfg, const std::string &id, boost::shared_ptr< lua_ai_context > &l_ctx)
boost::shared_ptr< lua_object< aspect_attacks_lua_filter > > obj_
boost::shared_ptr< lua_ai_action_handler > handler_
aspect_attacks_base(readonly_context &context, const config &cfg, const std::string &id)
virtual config to_config() const
boost::shared_ptr< unit_filter > filter_enemy_
virtual config to_config() const
std::multimap< map_location, map_location > move_map
The standard way in which a map of possible moves is recorded.
This class stores all the data for a single 'side' (in game nomenclature).
A small explanation about what's going on here: Each action has access to two game_info objects First...
boost::shared_ptr< unit_filter > filter_own_
virtual ~aspect_attacks_lua()
void do_attack_analysis(const map_location &loc, const move_map &srcdst, const move_map &dstsrc, const move_map &fullmove_srcdst, const move_map &fullmove_dstsrc, const move_map &enemy_srcdst, const move_map &enemy_dstsrc, const map_location *tiles, bool *used_locations, std::vector< map_location > &units, std::vector< attack_analysis > &result, attack_analysis &cur_analysis, const team ¤t_team) const
virtual bool is_allowed_enemy(const unit &u) const
boost::shared_ptr< unit_filter > filter_enemy_
aspect_attacks(readonly_context &context, const config &cfg, const std::string &id)
virtual void recalculate() const
Encapsulates the map of the game.
virtual bool is_allowed_attacker(const unit &u) const =0
virtual bool is_allowed_attacker(const unit &u) const
virtual const team & current_team() const
virtual bool is_allowed_enemy(const unit &u) const =0
virtual ~aspect_attacks_base()
virtual bool is_allowed_attacker(const unit &u) const
virtual void recalculate() const
A config object defines a single node in a WML file, with access to child nodes.
virtual bool is_allowed_enemy(const unit &u) const
static int rate_terrain(const unit &u, const map_location &loc)
GLsizei const GLcharARB ** string