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component.cpp File Reference

Composite AI component. More...

#include "ai/composite/component.hpp"
#include "ai/composite/engine.hpp"
#include "ai/composite/property_handler.hpp"
#include "config.hpp"
#include "log.hpp"
#include "units/unit.hpp"
#include "ai/formula/ai.hpp"
#include <boost/lexical_cast.hpp>
#include <boost/regex.hpp>
Include dependency graph for component.cpp:

Go to the source code of this file.

Namespaces

 pathfind
 
 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.
 

Macros

#define DBG_AI_COMPONENT   LOG_STREAM(debug, log_ai_component)
 
#define LOG_AI_COMPONENT   LOG_STREAM(info, log_ai_component)
 
#define ERR_AI_COMPONENT   LOG_STREAM(err, log_ai_component)
 

Functions

static component * ai::find_component (component *root, const std::string &path, path_element &tail)
 
static void ai::print_component (component *root, const std::string &type, std::stringstream &s, int offset)
 
std::ostream & operator<< (std::ostream &o, const ai::path_element &e)
 

Variables

static lg::log_domain ai::log_ai_component ("ai/component")
 

Detailed Description

Composite AI component.

Definition in file component.cpp.

Macro Definition Documentation

#define DBG_AI_COMPONENT   LOG_STREAM(debug, log_ai_component)

Definition at line 41 of file component.cpp.

#define ERR_AI_COMPONENT   LOG_STREAM(err, log_ai_component)

Definition at line 43 of file component.cpp.

Referenced by ai::component_manager::print_component_tree().

#define LOG_AI_COMPONENT   LOG_STREAM(info, log_ai_component)

Definition at line 42 of file component.cpp.

Function Documentation

std::ostream& operator<< ( std::ostream &  o,
const ai::path_element e 
)