20 #ifndef AI_COMPOSITE_ENGINE_DEFAULT_HPP_INCLUDED
21 #define AI_COMPOSITE_ENGINE_DEFAULT_HPP_INCLUDED
virtual void do_parse_candidate_action_from_config(rca_context &context, const config &cfg, std::back_insert_iterator< std::vector< candidate_action_ptr > > b)
void do_parse_aspect_from_config(const config &cfg, const std::string &id, std::back_insert_iterator< std::vector< aspect_ptr > > b)
AI Support engine - creating specific ai components from config.
GLdouble GLdouble GLdouble b
virtual void do_parse_stage_from_config(ai_context &context, const config &cfg, std::back_insert_iterator< std::vector< stage_ptr > > b)
A small explanation about what's going on here: Each action has access to two game_info objects First...
engine_cpp(readonly_context &context, const config &cfg)
virtual void do_parse_engine_from_config(const config &cfg, std::back_insert_iterator< std::vector< engine_ptr > > b)
virtual void do_parse_goal_from_config(const config &cfg, std::back_insert_iterator< std::vector< goal_ptr > > b)
A config object defines a single node in a WML file, with access to child nodes.
GLsizei const GLcharARB ** string