LUA AI Support engine - creating specific ai components from config. More...
#include "ai/lua/engine_lua.hpp"#include "ai/composite/ai.hpp"#include "ai/composite/goal.hpp"#include "ai/composite/rca.hpp"#include "ai/composite/stage.hpp"#include "ai/composite/aspect.hpp"#include "ai/gamestate_observer.hpp"#include "log.hpp"#include "resources.hpp"#include "ai/lua/core.hpp"#include "ai/lua/lua_object.hpp"#include "scripting/game_lua_kernel.hpp"#include "util.hpp"#include "units/unit.hpp"#include "units/map.hpp"
Go to the source code of this file.
Namespaces | |
| 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_LUA LOG_STREAM(debug, log_ai_engine_lua) |
| #define | LOG_AI_LUA LOG_STREAM(info, log_ai_engine_lua) |
| #define | WRN_AI_LUA LOG_STREAM(warn, log_ai_engine_lua) |
| #define | ERR_AI_LUA LOG_STREAM(err, log_ai_engine_lua) |
Typedefs | |
| typedef boost::shared_ptr < lua_object< int > > | ai::lua_int_obj |
Variables | |
| static lg::log_domain | ai::log_ai_engine_lua ("ai/engine/lua") |
LUA AI Support engine - creating specific ai components from config.
Definition in file engine_lua.cpp.
| #define DBG_AI_LUA LOG_STREAM(debug, log_ai_engine_lua) |
Definition at line 42 of file engine_lua.cpp.
Referenced by ai::engine_lua::do_parse_aspect_from_config(), and ai::engine_lua::do_parse_goal_from_config().
| #define ERR_AI_LUA LOG_STREAM(err, log_ai_engine_lua) |
Definition at line 45 of file engine_lua.cpp.
Referenced by ai::engine_lua::do_parse_aspect_from_config(), and ai::engine_lua::do_parse_goal_from_config().
| #define LOG_AI_LUA LOG_STREAM(info, log_ai_engine_lua) |
Definition at line 43 of file engine_lua.cpp.
| #define WRN_AI_LUA LOG_STREAM(warn, log_ai_engine_lua) |
Definition at line 44 of file engine_lua.cpp.
1.8.8