20 #ifndef AI_GAME_INFO_HPP_INCLUDED
21 #define AI_GAME_INFO_HPP_INCLUDED
23 #include <boost/shared_ptr.hpp>
47 typedef std::multimap<map_location,map_location>
move_map;
50 typedef std::map<map_location,pathfind::paths>
moves_map;
94 class move_and_attack_result;
boost::shared_ptr< recall_result > recall_result_ptr
boost::shared_ptr< engine > engine_ptr
boost::shared_ptr< stage > stage_ptr
std::vector< boost::shared_ptr< typesafe_known_aspect< T > > > typesafe_ptr_vector
boost::shared_ptr< aspect > aspect_ptr
boost::shared_ptr< ai_composite > ai_ptr
std::map< map_location, pathfind::paths > moves_map
The standard way in which a map of possible movement routes to location is recorded.
boost::shared_ptr< action_result > action_result_ptr
boost::shared_ptr< attack_result > attack_result_ptr
boost::shared_ptr< typesafe_aspect< T > > typesafe_ptr
std::vector< attack_analysis > attacks_vector
std::map< std::string, known_aspect_ptr > known_aspect_map
std::multimap< map_location, map_location > move_map
The standard way in which a map of possible moves is recorded.
This class stores all the data for a single 'side' (in game nomenclature).
A small explanation about what's going on here: Each action has access to two game_info objects First...
boost::shared_ptr< move_and_attack_result > move_and_attack_result_ptr
Encapsulates the map of the game.
boost::shared_ptr< goal > goal_ptr
boost::shared_ptr< synced_command_result > synced_command_result_ptr
boost::shared_ptr< recruit_result > recruit_result_ptr
std::vector< boost::shared_ptr< typesafe_aspect< T > > > typesafe_ptr_vector
std::map< std::string, aspect_ptr > aspect_map
std::set< map_location > recent_attacks
hack.
boost::shared_ptr< candidate_action > candidate_action_ptr
boost::shared_ptr< typesafe_known_aspect< T > > typesafe_ptr
boost::shared_ptr< stopunit_result > stopunit_result_ptr
Container associating units to locations.
boost::shared_ptr< move_result > move_result_ptr
boost::shared_ptr< known_aspect > known_aspect_ptr