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goal.cpp File Reference
#include "ai/composite/goal.hpp"
#include "global.hpp"
#include "ai/default/contexts.hpp"
#include "ai/lua/core.hpp"
#include "ai/lua/lua_object.hpp"
#include "ai/manager.hpp"
#include "filter_context.hpp"
#include "game_board.hpp"
#include "log.hpp"
#include "map/location.hpp"
#include "resources.hpp"
#include "scripting/game_lua_kernel.hpp"
#include "terrain/filter.hpp"
#include "units/unit.hpp"
#include "units/map.hpp"
#include "units/filter.hpp"
#include "wml_exception.hpp"
#include <boost/lexical_cast.hpp>
#include <set>
#include <sstream>
Include dependency graph for goal.cpp:

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_GOAL   LOG_STREAM(debug, log_ai_goal)
 
#define LOG_AI_GOAL   LOG_STREAM(info, log_ai_goal)
 
#define ERR_AI_GOAL   LOG_STREAM(err, log_ai_goal)
 

Variables

static lg::log_domain ai::log_ai_goal ("ai/goal")
 

Macro Definition Documentation

#define DBG_AI_GOAL   LOG_STREAM(debug, log_ai_goal)

Definition at line 46 of file goal.cpp.

Referenced by ai::protect_goal::add_targets().

#define ERR_AI_GOAL   LOG_STREAM(err, log_ai_goal)
#define LOG_AI_GOAL   LOG_STREAM(info, log_ai_goal)