The Battle for Wesnoth  1.13.4+dev
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ai::formula_ai Member List

This is the complete list of members for ai::formula_ai, including all inherited members.

add_aspects(std::vector< aspect_ptr > &aspects)ai::readonly_context_proxyinlinevirtual
add_facet(const std::string &id, const config &cfg) const ai::readonly_context_proxyinlinevirtual
add_formula_function(const std::string &name, game_logic::const_formula_ptr formula, game_logic::const_formula_ptr precondition, const std::vector< std::string > &args)ai::formula_aivirtual
add_ref() const reference_counted_objectinline
ai_default classai::formula_aifriend
ai_ptr_ai::formula_aiprivate
ATTACK_C enum valuegame_logic::formula_callableprotected
ATTACK_TYPE_C enum valuegame_logic::formula_callableprotected
best_defensive_position(const map_location &unit, const move_map &dstsrc, const move_map &srcdst, const move_map &enemy_dstsrc) const ai::readonly_context_proxyinlinevirtual
calculate_moves(const unit_map &units, std::map< map_location, pathfind::paths > &possible_moves, move_map &srcdst, move_map &dstsrc, bool enemy, bool assume_full_movement=false, const terrain_filter *remove_destinations=nullptr, bool see_all=false) const ai::readonly_context_proxyinlinevirtual
calculate_possible_moves(std::map< map_location, pathfind::paths > &possible_moves, move_map &srcdst, move_map &dstsrc, bool enemy, bool assume_full_movement=false, const terrain_filter *remove_destinations=nullptr) const ai::readonly_context_proxyinlinevirtual
can_reach_unit(map_location unit_A, map_location unit_B) const ai::formula_ai
cfg_ai::formula_aiprivate
check_attack_action(const map_location &attacker_loc, const map_location &defender_loc, int attacker_weapon)ai::readonly_context_proxyinlinevirtual
check_move_action(const map_location &from, const map_location &to, bool remove_movement=true, bool unreach_is_ok=false)ai::readonly_context_proxyinlinevirtual
check_recall_action(const std::string &id, const map_location &where=map_location::null_location(), const map_location &from=map_location::null_location())ai::readonly_context_proxyinlinevirtual
check_recruit_action(const std::string &unit_name, const map_location &where=map_location::null_location(), const map_location &from=map_location::null_location())ai::readonly_context_proxyinlinevirtual
check_stopunit_action(const map_location &unit_location, bool remove_movement=true, bool remove_attacks=false)ai::readonly_context_proxyinlinevirtual
check_synced_command_action(const std::string &lua_code, const map_location &location=map_location::null_location())ai::readonly_context_proxyinlinevirtual
create_optional_formula(const std::string &formula_string)ai::formula_ai
current_team() const ai::readonly_context_proxyinlinevirtual
dec_ref() const reference_counted_objectinline
defensive_position_cache() const ai::readonly_context_proxyinlinevirtual
diagnostic(const std::string &msg)ai::readonly_context_proxyinlinevirtual
display_message(const std::string &msg) const ai::formula_aiprivate
do_compare(const formula_callable *callable) const game_logic::formula_callableinlineprotectedvirtual
equals(const formula_callable *other) const game_logic::formula_callableinline
evaluate(const std::string &formula_str)ai::formula_ai
evaluate_candidate_action(game_logic::candidate_action_ptr fai_ca)ai::formula_ai
execute_candidate_action(game_logic::candidate_action_ptr fai_ca)ai::formula_ai
execute_variant(const variant &var, ai_context &ai_, bool commandline=false)ai::formula_aiprivate
formula_ai(readonly_context &context, const config &cfg)ai::formula_aiexplicit
FORMULA_C enum valuegame_logic::formula_callableprotected
formula_callable(bool has_self=true)game_logic::formula_callableinlineexplicit
function_table_ai::formula_aiprivate
get_advancements() const ai::readonly_context_proxyinlinevirtual
get_aggression() const ai::readonly_context_proxyinlinevirtual
get_allowed_teleports(unit_map::iterator &unit_it) const ai::formula_ai
get_aspects() const ai::readonly_context_proxyinlinevirtual
get_aspects()ai::readonly_context_proxyinlinevirtual
get_attack_depth() const ai::readonly_context_proxyinlinevirtual
get_attacks() const ai::readonly_context_proxyinlinevirtual
get_attacks_as_variant() const ai::readonly_context_proxyinlinevirtual
get_avoid() const ai::readonly_context_proxyinlinevirtual
get_caution() const ai::readonly_context_proxyinlinevirtual
get_dstsrc() const ai::readonly_context_proxyinlinevirtual
get_enemy_dstsrc() const ai::readonly_context_proxyinlinevirtual
get_enemy_possible_moves() const ai::readonly_context_proxyinlinevirtual
get_enemy_srcdst() const ai::readonly_context_proxyinlinevirtual
get_engine_by_cfg(const config &cfg)ai::readonly_context_proxyinlinevirtual
get_engines() const ai::readonly_context_proxyinlinevirtual
get_engines()ai::readonly_context_proxyinlinevirtual
get_goals() const ai::readonly_context_proxyinlinevirtual
get_goals()ai::readonly_context_proxyinlinevirtual
get_grouping() const ai::readonly_context_proxyinlinevirtual
get_info() const ai::readonly_context_proxyinlinevirtual
get_inputs(std::vector< game_logic::formula_input > *inputs) const ai::formula_aiprivatevirtual
get_keeps() const ai::formula_ai
get_keeps_cache() const ai::formula_aiinline
get_leader_aggression() const ai::readonly_context_proxyinlinevirtual
get_leader_goal() const ai::readonly_context_proxyinlinevirtual
get_leader_ignores_keep() const ai::readonly_context_proxyinlinevirtual
get_leader_value() const ai::readonly_context_proxyinlinevirtual
get_passive_leader() const ai::readonly_context_proxyinlinevirtual
get_passive_leader_shares_keep() const ai::readonly_context_proxyinlinevirtual
get_possible_moves() const ai::readonly_context_proxyinlinevirtual
get_readonly_context()ai::readonly_context_proxyinlinevirtual
get_recall_list() const ai::readonly_context_proxyinlinevirtual
get_recruitment_diversity() const ai::readonly_context_proxyinlinevirtual
get_recruitment_instructions() const ai::readonly_context_proxyinlinevirtual
get_recruitment_more() const ai::readonly_context_proxyinlinevirtual
get_recruitment_pattern() const ai::readonly_context_proxyinlinevirtual
get_recruitment_randomness() const ai::readonly_context_proxyinlinevirtual
get_recruitment_save_gold() const ai::readonly_context_proxyinlinevirtual
get_recursion_count() const ai::formula_aivirtual
get_scout_village_targeting() const ai::readonly_context_proxyinlinevirtual
ai::get_side() const =0ai::side_contextpure virtual
ai::side_context_proxy::get_side() const ai::side_context_proxyinlinevirtual
ai::get_side_context()=0ai::side_contextpure virtual
ai::side_context_proxy::get_side_context()ai::side_context_proxyinlinevirtual
get_simple_targeting() const ai::readonly_context_proxyinlinevirtual
get_srcdst() const ai::readonly_context_proxyinlinevirtual
get_support_villages() const ai::readonly_context_proxyinlinevirtual
get_value(const std::string &key) const ai::formula_aiprivatevirtual
get_village_value() const ai::readonly_context_proxyinlinevirtual
get_villages_per_scout() const ai::readonly_context_proxyinlinevirtual
handle_exception(game_logic::formula_error &e) const ai::formula_ai
handle_exception(game_logic::formula_error &e, const std::string &failed_operation) const ai::formula_ai
has_key(const std::string &key) const game_logic::formula_callableinline
infinite_loop_guardian_ai::formula_aiprivate
init_readonly_context_proxy(readonly_context &target)ai::readonly_context_proxyinline
init_side_context_proxy(side_context &target)ai::side_context_proxyinline
inputs() const game_logic::formula_callableinline
invalidate_defensive_position_cache() const ai::readonly_context_proxyinlinevirtual
invalidate_keeps_cache() const ai::readonly_context_proxyinlinevirtual
invalidate_move_maps() const ai::readonly_context_proxyinlinevirtual
is_active(const std::string &time_of_day, const std::string &turns) const ai::readonly_context_proxyinlinevirtual
is_dst_src_enemy_valid_lua() const ai::readonly_context_proxyinlinevirtual
is_dst_src_valid_lua() const ai::readonly_context_proxyinlinevirtual
is_src_dst_enemy_valid_lua() const ai::readonly_context_proxyinlinevirtual
is_src_dst_valid_lua() const ai::readonly_context_proxyinlinevirtual
keeps() const ai::readonly_context_proxyinlinevirtual
keeps_cache_ai::formula_aimutableprivate
leader_can_reach_keep() const ai::readonly_context_proxyinlinevirtual
less(const formula_callable *other) const game_logic::formula_callableinline
load_candidate_action_from_config(const config &cfg)ai::formula_ai
LOCATION_C enum valuegame_logic::formula_callableprotected
log_message(const std::string &msg)ai::readonly_context_proxyinlinevirtual
make_action(game_logic::const_formula_ptr formula_, const game_logic::formula_callable &variables)ai::formula_ai
MOVE_C enum valuegame_logic::formula_callableprotected
move_map_backup typedefai::formula_ai
MOVE_MAP_C enum valuegame_logic::formula_callableprotected
MOVE_PARTIAL_C enum valuegame_logic::formula_callableprotected
mutate_value(const std::string &key, const variant &value)game_logic::formula_callableinline
nearest_keep(const map_location &loc) const ai::readonly_context_proxyinlinevirtual
on_create()ai::formula_ai
on_readonly_context_create()ai::readonly_context_proxyinlinevirtual
operator=(const reference_counted_object &)reference_counted_objectinline
power_projection(const map_location &loc, const move_map &dstsrc) const ai::readonly_context_proxyinlinevirtual
query_value(const std::string &key) const game_logic::formula_callableinline
raise_user_interact() const ai::readonly_context_proxyinlinevirtual
readonly_context()ai::readonly_contextinline
readonly_context_proxy()ai::readonly_context_proxyinline
recalculate_move_maps() const ai::readonly_context_proxyinlinevirtual
recalculate_move_maps_enemy() const ai::readonly_context_proxyinlinevirtual
recursion_counter_ai::formula_aiprivate
refcount() const reference_counted_objectinline
reference_counted_object()reference_counted_objectinline
reference_counted_object(const reference_counted_object &)reference_counted_objectinline
serialize(std::string &str) const game_logic::formula_callableinline
serialize_to_string(std::string &) const game_logic::formula_callableinlineprotectedvirtual
set_ai_context(ai_context *context)ai::formula_ai
set_dst_src_enemy_valid_lua()ai::readonly_context_proxyinlinevirtual
set_dst_src_valid_lua()ai::readonly_context_proxyinlinevirtual
ai::set_side(side_number side)=0ai::side_contextpure virtual
ai::side_context_proxy::set_side(side_number side)ai::side_context_proxyinlinevirtual
set_src_dst_enemy_valid_lua()ai::readonly_context_proxyinlinevirtual
set_src_dst_valid_lua()ai::readonly_context_proxyinlinevirtual
set_value(const std::string &key, const variant &value)game_logic::formula_callableprotectedvirtual
shortest_path_calculator(const map_location &src, const map_location &dst, unit_map::iterator &unit_it, pathfind::teleport_map &allowed_teleports) const ai::formula_ai
side_context()ai::side_contextinline
side_context_proxy()ai::side_context_proxyinline
suitable_keep(const map_location &leader_location, const pathfind::paths &leader_paths)ai::readonly_context_proxyinlinevirtual
swap_move_map(move_map_backup &backup)ai::formula_ai
TERRAIN_C enum valuegame_logic::formula_callableprotected
to_config() const ai::formula_aivirtual
to_readonly_context_config() const ai::readonly_context_proxyinlinevirtual
ai::to_side_context_config() const =0ai::side_contextpure virtual
ai::side_context_proxy::to_side_context_config() const ai::side_context_proxyinlinevirtual
turn_reference_counting_off() const reference_counted_objectinlineprotected
TYPE enum namegame_logic::formula_callableprotected
type_game_logic::formula_callableprotected
UNIT_C enum valuegame_logic::formula_callableprotected
unit_stats_cache() const ai::readonly_context_proxyinlinevirtual
unit_stats_cache_t typedefai::readonly_context
UNIT_TYPE_C enum valuegame_logic::formula_callableprotected
vars_ai::formula_aiprivate
~formula_ai()ai::formula_aiinlinevirtual
~formula_callable()game_logic::formula_callableinlineprotectedvirtual
~readonly_context()ai::readonly_contextinlinevirtual
~readonly_context_proxy()ai::readonly_context_proxyinlinevirtual
~reference_counted_object()reference_counted_objectinlinevirtual
~side_context()ai::side_contextinlinevirtual
~side_context_proxy()ai::side_context_proxyinlinevirtual