20 #ifndef AI_FORMULA_CANDIDATES_HPP_INCLUDED
21 #define AI_FORMULA_CANDIDATES_HPP_INCLUDED
const std::string & get_type() const
virtual ~base_candidate_action()
GLuint GLuint GLsizei GLenum type
GLenum GLenum GLenum input
boost::shared_ptr< game_logic::base_candidate_action > candidate_action_ptr
variant do_filtering(ai::formula_ai *ai, variant &input, game_logic::const_formula_ptr formula)
move_candidate_action(const std::string &name, const std::string &type, const config &cfg, function_symbol_table *function_table)
virtual void update_callable_map(game_logic::map_formula_callable &callable)
game_logic::candidate_action_filters filter_map_
A small explanation about what's going on here: Each action has access to two game_info objects First...
const_formula_ptr action_
int execute_formula(const const_formula_ptr &formula, const game_logic::formula_callable &callable, const ai::formula_ai *ai)
base_candidate_action(const std::string &name, const std::string &type, const config &cfg, function_symbol_table *function_table)
std::map< std::string, game_logic::const_formula_ptr > candidate_action_filters
virtual void evaluate(ai::formula_ai *ai, unit_map &units)
candidate_action_with_filters(const std::string &name, const std::string &type, const config &cfg, function_symbol_table *function_table)
const_formula_ptr & get_action()
virtual void evaluate(ai::formula_ai *, unit_map &)
const std::string & get_name() const
GLuint const GLchar * name
virtual void update_callable_map(game_logic::map_formula_callable &)
Container associating units to locations.
attack_candidate_action(const std::string &name, const std::string &type, const config &cfg, function_symbol_table *function_table)
virtual void evaluate(ai::formula_ai *ai, unit_map &units)
A config object defines a single node in a WML file, with access to child nodes.
virtual void update_callable_map(game_logic::map_formula_callable &callable)
GLsizei const GLcharARB ** string