Recruitment Engine by flix See http://wiki.wesnoth.org/AI_Recruitment. More...
#include "ai/composite/aspect.hpp"
#include "ai/composite/rca.hpp"
#include "units/unit.hpp"
#include "units/map.hpp"
#include <boost/optional.hpp>
#include <iomanip>
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. | |
ai::default_recruitment | |
Typedefs | |
typedef std::map< std::string, double > | ai::default_recruitment::score_map |
typedef std::map < t_translation::t_terrain, int > | ai::default_recruitment::terrain_count_map |
typedef std::map< std::string, int > | ai::default_recruitment::count_map |
typedef std::map< std::string, std::set< cached_combat_value > > | ai::default_recruitment::table_row |
typedef std::map< std::string, table_row > | ai::default_recruitment::cache_table |
Recruitment Engine by flix See http://wiki.wesnoth.org/AI_Recruitment.
Definition in file recruitment.hpp.