42 #include <boost/shared_ptr.hpp>
52 static register_engine_factory<engine_cpp>
55 static register_engine_factory<engine_fai>
58 static register_engine_factory<engine_lua>
65 static register_stage_factory<ai_default_rca::candidate_action_evaluation_loop>
68 static register_stage_factory<idle_stage>
72 static register_stage_factory<ai_default_rca::candidate_action_evaluation_loop>
79 static register_candidate_action_factory<ai_default_rca::goto_phase>
82 static register_candidate_action_factory<ai_default_rca::combat_phase>
85 static register_candidate_action_factory<ai_default_rca::move_leader_to_goals_phase>
88 static register_candidate_action_factory<ai_default_rca::move_leader_to_keep_phase>
91 static register_candidate_action_factory<ai_default_rca::get_villages_phase>
94 static register_candidate_action_factory<ai_default_rca::get_healing_phase>
97 static register_candidate_action_factory<ai_default_rca::retreat_phase>
100 static register_candidate_action_factory<ai_default_rca::move_to_targets_phase>
103 static register_candidate_action_factory<ai_default_rca::leader_control_phase>
106 static register_candidate_action_factory<ai_default_rca::leader_shares_keep_phase>
110 static register_candidate_action_factory<ai_default_rca::leader_shares_keep_phase>
113 static register_candidate_action_factory<default_recruitment::recruitment>
117 static register_candidate_action_factory<ai_default_rca::goto_phase>
120 static register_candidate_action_factory<ai_default_rca::combat_phase>
123 static register_candidate_action_factory<ai_default_rca::move_leader_to_goals_phase>
126 static register_candidate_action_factory<ai_default_rca::move_leader_to_keep_phase>
129 static register_candidate_action_factory<ai_default_rca::get_villages_phase>
132 static register_candidate_action_factory<ai_default_rca::get_healing_phase>
135 static register_candidate_action_factory<ai_default_rca::retreat_phase>
138 static register_candidate_action_factory<ai_default_rca::move_to_targets_phase>
141 static register_candidate_action_factory<ai_default_rca::move_to_targets_phase>
144 static register_candidate_action_factory<ai_default_rca::leader_control_phase>
147 static register_candidate_action_factory<ai_default_rca::leader_shares_keep_phase>
154 static register_goal_factory<target_unit_goal>
158 static register_goal_factory<target_unit_goal>
162 static register_goal_factory<target_unit_goal>
166 static register_goal_factory<target_location_goal>
170 static register_goal_factory<protect_location_goal>
174 static register_goal_factory<protect_unit_goal>
177 static register_goal_factory<lua_goal>
187 static register_aspect_factory< composite_aspect< unit_advancements_aspect > >
190 static register_aspect_factory< composite_aspect<double> >
193 static register_aspect_factory< composite_aspect<int> >
196 static register_aspect_factory< composite_aspect< attacks_vector > >
199 static register_aspect_factory< composite_aspect< terrain_filter > >
202 static register_aspect_factory< composite_aspect<double> >
205 static register_aspect_factory< composite_aspect<std::string> >
208 static register_aspect_factory< composite_aspect<double> >
211 static register_aspect_factory< composite_aspect<config> >
214 static register_aspect_factory< composite_aspect<bool> >
217 static register_aspect_factory< composite_aspect<double> >
220 static register_aspect_factory< composite_aspect<bool> >
223 static register_aspect_factory< composite_aspect<bool> >
226 static register_aspect_factory< composite_aspect<double> >
229 static register_aspect_factory< composite_aspect<config> >
232 static register_aspect_factory< composite_aspect< std::vector<std::string> > >
235 static register_aspect_factory< composite_aspect< std::vector<std::string> > >
238 static register_aspect_factory< composite_aspect<int> >
241 static register_aspect_factory< composite_aspect<config> >
244 static register_aspect_factory< composite_aspect<double> >
247 static register_aspect_factory< composite_aspect<bool> >
250 static register_aspect_factory< composite_aspect<bool> >
253 static register_aspect_factory< composite_aspect<double> >
256 static register_aspect_factory< composite_aspect<int> >
261 static register_aspect_factory< standard_aspect< unit_advancements_aspect > >
264 static register_aspect_factory< standard_aspect<double> >
267 static register_aspect_factory< standard_aspect<int> >
270 static register_aspect_factory< ai_default_rca::aspect_attacks >
273 static register_aspect_factory< standard_aspect< terrain_filter > >
276 static register_aspect_factory< standard_aspect<double> >
279 static register_aspect_factory< standard_aspect<std::string> >
282 static register_aspect_factory< standard_aspect<double> >
285 static register_aspect_factory< standard_aspect<config> >
288 static register_aspect_factory< standard_aspect<bool> >
291 static register_aspect_factory< standard_aspect<double> >
294 static register_aspect_factory< standard_aspect<bool> >
297 static register_aspect_factory< standard_aspect<bool> >
300 static register_aspect_factory< standard_aspect<double> >
303 static register_aspect_factory< default_recruitment::recruitment_aspect >
306 static register_aspect_factory< standard_aspect< std::vector<std::string> > >
309 static register_aspect_factory< standard_aspect< std::vector<std::string> > >
312 static register_aspect_factory< standard_aspect<int> >
315 static register_aspect_factory< standard_aspect<config> >
318 static register_aspect_factory< standard_aspect<double> >
321 static register_aspect_factory< standard_aspect<bool> >
324 static register_aspect_factory< standard_aspect<bool> >
327 static register_aspect_factory< standard_aspect<double> >
330 static register_aspect_factory< standard_aspect<int> >
335 static register_aspect_factory< ai_default_rca::aspect_attacks >
339 static register_aspect_factory< standard_aspect< unit_advancements_aspect > >
342 static register_aspect_factory< standard_aspect<double> >
345 static register_aspect_factory< standard_aspect<int> >
348 static register_aspect_factory< ai_default_rca::aspect_attacks >
351 static register_aspect_factory< standard_aspect< terrain_filter > >
354 static register_aspect_factory< standard_aspect<double> >
357 static register_aspect_factory< standard_aspect<std::string> >
360 static register_aspect_factory< standard_aspect<double> >
363 static register_aspect_factory< standard_aspect<config> >
366 static register_aspect_factory< standard_aspect<bool> >
369 static register_aspect_factory< standard_aspect<double> >
372 static register_aspect_factory< standard_aspect<bool> >
375 static register_aspect_factory< standard_aspect<bool> >
378 static register_aspect_factory< standard_aspect<double> >
381 static register_aspect_factory< default_recruitment::recruitment_aspect >
384 static register_aspect_factory< standard_aspect< std::vector<std::string> > >
387 static register_aspect_factory< standard_aspect< std::vector<std::string> > >
390 static register_aspect_factory< standard_aspect<int> >
393 static register_aspect_factory< standard_aspect<config> >
396 static register_aspect_factory< standard_aspect<double> >
399 static register_aspect_factory< standard_aspect<bool> >
402 static register_aspect_factory< standard_aspect<bool> >
405 static register_aspect_factory< standard_aspect<double> >
408 static register_aspect_factory< standard_aspect<int> >
413 static register_lua_aspect_factory< lua_aspect< unit_advancements_aspect > >
416 static register_lua_aspect_factory< lua_aspect<double> >
419 static register_lua_aspect_factory< lua_aspect<int> >
422 static register_lua_aspect_factory< aspect_attacks_lua >
425 static register_lua_aspect_factory< lua_aspect<terrain_filter> >
428 static register_lua_aspect_factory< lua_aspect<double> >
431 static register_lua_aspect_factory< lua_aspect<std::string> >
434 static register_lua_aspect_factory< lua_aspect<double> >
437 static register_lua_aspect_factory< lua_aspect<config> >
440 static register_lua_aspect_factory< lua_aspect<bool> >
443 static register_lua_aspect_factory< lua_aspect<double> >
446 static register_lua_aspect_factory< lua_aspect<bool> >
449 static register_lua_aspect_factory< lua_aspect<bool> >
452 static register_lua_aspect_factory< lua_aspect<double> >
455 static register_lua_aspect_factory< lua_aspect<bool> >
458 static register_lua_aspect_factory< lua_aspect<bool> >
461 static register_lua_aspect_factory< lua_aspect<double> >
464 static register_lua_aspect_factory< lua_aspect<int> >
467 static register_lua_aspect_factory< lua_aspect< std::vector<std::string> > >
473 static register_aspect_factory< composite_aspect<config> >
476 static register_aspect_factory< default_recruitment::recruitment_aspect >
479 static register_aspect_factory< default_recruitment::recruitment_aspect >
static register_engine_factory< engine_cpp > composite_ai_factory_cpp("cpp")
static register_lua_aspect_factory< lua_aspect< std::vector< std::string > > > recruitment_pattern__lua_aspect_factory("recruitment_pattern*lua_aspect")
static register_aspect_factory< composite_aspect< bool > > leader_igores_keep__composite_aspect_factory("leader_ignores_keep*composite_aspect")
static register_candidate_action_factory< ai_default_rca::retreat_phase > old_retreat_phase_factory("testing_ai_default::retreat_phase")
static register_aspect_factory< standard_aspect< bool > > leader_ignores_keep__standard_aspect_factory2("leader_ignores_keep*")
static register_candidate_action_factory< ai_default_rca::move_to_targets_phase > old_default_move_to_targets_phase_factory("testing_ai_default::default_move_to_targets_phase")
static register_aspect_factory< composite_aspect< unit_advancements_aspect > > advancements__composite_aspect_factory("advancements*composite_aspect")
static register_aspect_factory< composite_aspect< double > > leader_aggression__composite_aspect_factory("leader_aggression*composite_aspect")
static register_candidate_action_factory< ai_default_rca::move_to_targets_phase > old_testing_move_to_targets_phase_factory("testing_ai_default::testing_move_to_targets_phase")
static register_candidate_action_factory< ai_default_rca::leader_control_phase > old_leader_control_phase_factory("testing_ai_default::leader_control_phase")
static register_candidate_action_factory< ai_default_rca::leader_shares_keep_phase > passive_leader_shares_keep_phase_factory("ai_default_rca::passive_leader_shares_keep_phase")
static register_aspect_factory< composite_aspect< double > > leader_value__composite_aspect_factory("leader_value*composite_aspect")
static register_aspect_factory< composite_aspect< int > > attack_depth__composite_aspect_factory("attack_depth*composite_aspect")
static register_aspect_factory< composite_aspect< bool > > passive_leader_shares_keep__composite_aspect_factory("passive_leader_shares_keep*composite_aspect")
static register_aspect_factory< standard_aspect< std::vector< std::string > > > recruitment_more__standard_aspect_factory("recruitment_more*standard_aspect")
static register_aspect_factory< standard_aspect< int > > attack_depth__standard_aspect_factory("attack_depth*standard_aspect")
static register_candidate_action_factory< ai_default_rca::leader_control_phase > leader_control_phase_factory("ai_default_rca::leader_control_phase")
static register_goal_factory< target_unit_goal > goal_factory_target_unit("target_unit")
static register_candidate_action_factory< ai_default_rca::move_leader_to_goals_phase > old_move_leader_to_goals_phase_factory("testing_ai_default::move_leader_to_goals_phase")
static register_lua_aspect_factory< lua_aspect< double > > caution__lua_aspect_factory("caution*lua_aspect")
FAI AI Support engine - creating specific ai components from config.
static register_aspect_factory< standard_aspect< std::string > > grouping__standard_aspect_factory("grouping*standard_aspect")
static register_aspect_factory< standard_aspect< terrain_filter > > avoid__standard_aspect_factory2("avoid*")
static register_lua_aspect_factory< lua_aspect< double > > village_value__lua_aspect_factory("village_value*lua_aspect")
CPP AI Support engine - creating specific ai components from config.
static register_aspect_factory< default_recruitment::recruitment_aspect > recruitment__standard_aspect_factory("recruitment*standard_aspect")
AI Support engine - creating specific ai components from config.
static register_aspect_factory< standard_aspect< config > > recruitment_save_gold__standard_aspect_factory("recruitment_save_gold*standard_aspect")
static register_aspect_factory< composite_aspect< bool > > simple_targeting__composite_aspect_factory("simple_targeting*composite_aspect")
static register_aspect_factory< standard_aspect< double > > scout_village_targeting__standard_aspect_factory("scout_village_targeting*standard_aspect")
static register_aspect_factory< composite_aspect< config > > leader_goal__composite_aspect_factory("leader_goal*composite_aspect")
static register_goal_factory< lua_goal > goal_factory_lua_goal("lua_goal")
static register_aspect_factory< composite_aspect< int > > recruitment_randomness__composite_aspect_factory("recruitment_randomness*composite_aspect")
static register_aspect_factory< default_recruitment::recruitment_aspect > recruitment_instructions__standard_aspect_factory2("recruitment_instructions*")
static register_aspect_factory< standard_aspect< double > > aggression__standard_aspect_factory2("aggression*")
static register_aspect_factory< ai_default_rca::aspect_attacks > old_attacks__testing_ai_default_aspect_attacks_factory("attacks*testing_ai_default::aspect_attacks")
Definitions for the interface to Wesnoth Markup Language (WML).
static register_aspect_factory< default_recruitment::recruitment_aspect > recruitment__standard_aspect_factory2("recruitment*")
static register_candidate_action_factory< ai_default_rca::move_leader_to_keep_phase > move_leader_to_keep_phase_factory("ai_default_rca::move_leader_to_keep_phase")
static register_aspect_factory< composite_aspect< double > > caution__composite_aspect_factory("caution*composite_aspect")
static register_lua_aspect_factory< lua_aspect< unit_advancements_aspect > > advancements__lua_aspect_factory("advancements*lua_aspect")
static register_goal_factory< protect_location_goal > goal_factory_protect_location("protect_location")
static register_candidate_action_factory< ai_default_rca::retreat_phase > retreat_phase_factory("ai_default_rca::retreat_phase")
static register_aspect_factory< composite_aspect< double > > recruitment_diversity__composite_aspect_factory("recruitment_diversity*composite_aspect")
A small explanation about what's going on here: Each action has access to two game_info objects First...
static register_candidate_action_factory< ai_default_rca::leader_shares_keep_phase > leader_shares_keep_phase_factory("ai_default_rca::leader_shares_keep_phase")
static register_candidate_action_factory< default_recruitment::recruitment > default_recruitment_factory("default_recruitment::recruitment")
static register_aspect_factory< composite_aspect< double > > village_value__composite_aspect_factory("village_value*composite_aspect")
static register_aspect_factory< standard_aspect< bool > > passive_leader__standard_aspect_factory2("passive_leader*")
static register_aspect_factory< standard_aspect< int > > recruitment_randomness__standard_aspect_factory("recruitment_randomness*standard_aspect")
static register_lua_aspect_factory< lua_aspect< bool > > leader_ignores_keep__lua_aspect_factory("leader_ignores_keep*lua_aspect")
static register_aspect_factory< composite_aspect< config > > recruitment_instructions__composite_aspect_factory("recruitment_instructions*composite_aspect")
static register_aspect_factory< standard_aspect< double > > caution__standard_aspect_factory("caution*standard_aspect")
static register_lua_aspect_factory< lua_aspect< config > > leader_goal__lua_aspect_factory("leader_goal*lua_aspect")
static register_aspect_factory< standard_aspect< int > > villages_per_scout__standard_aspect_factory("villages_per_scout*standard_aspect")
static register_goal_factory< target_unit_goal > goal_factory_target("target")
static register_lua_aspect_factory< lua_aspect< double > > scout_village_targeting__lua_aspect_factory("scout_village_targeting*lua_aspect")
Composite AI with turn sequence which is a vector of stages.
static register_aspect_factory< composite_aspect< std::vector< std::string > > > recruitment_more__composite_aspect_factory("recruitment_more*composite_aspect")
static register_aspect_factory< standard_aspect< config > > leader_goal__standard_aspect_factory("leader_goal*standard_aspect")
static register_aspect_factory< composite_aspect< terrain_filter > > avoid__composite_aspect_factory("avoid*composite_aspect")
static register_aspect_factory< standard_aspect< double > > leader_value__standard_aspect_factory("leader_value*standard_aspect")
static register_aspect_factory< standard_aspect< double > > village_value__standard_aspect_factory("village_value*standard_aspect")
Recruitment Engine by flix See http://wiki.wesnoth.org/AI_Recruitment.
static register_candidate_action_factory< ai_default_rca::move_leader_to_keep_phase > old_move_leader_to_keep_phase_factory("testing_ai_default::move_leader_to_keep_phase")
static register_lua_aspect_factory< aspect_attacks_lua > attacks__lua_aspect_factory("attacks*lua_aspect")
static register_aspect_factory< composite_aspect< double > > scout_village_targeting__composite_aspect_factory("scout_village_targeting*composite_aspect")
void init()
Initializes the gui subsystems.
static register_aspect_factory< standard_aspect< terrain_filter > > avoid__standard_aspect_factory("avoid*standard_aspect")
candidate action evaluator
static register_aspect_factory< standard_aspect< std::vector< std::string > > > recruitment_pattern__standard_aspect_factory2("recruitment_pattern*")
static register_aspect_factory< standard_aspect< bool > > passive_leader_shares_keep__standard_aspect_factory("passive_leader_shares_keep*standard_aspect")
static register_candidate_action_factory< ai_default_rca::goto_phase > old_goto_phase_factory("testing_ai_default::goto_phase")
static register_candidate_action_factory< ai_default_rca::move_to_targets_phase > default_move_to_targets_phase_factory("ai_default_rca::move_to_targets_phase")
static register_aspect_factory< standard_aspect< int > > villages_per_scout__standard_aspect_factory2("villages_per_scout*")
static register_aspect_factory< composite_aspect< int > > villages_per_scout__composite_aspect_factory("villages_per_scout*composite_aspect")
static register_candidate_action_factory< ai_default_rca::get_healing_phase > old_get_healing_phase_factory("testing_ai_default::get_healing_phase")
static register_aspect_factory< standard_aspect< std::vector< std::string > > > recruitment_pattern__standard_aspect_factory("recruitment_pattern*standard_aspect")
static register_candidate_action_factory< ai_default_rca::get_villages_phase > old_get_villages_phase_factory("testing_ai_default::get_villages_phase")
Game information for the AI.
static register_aspect_factory< standard_aspect< std::string > > grouping__standard_aspect_factory2("grouping*")
static register_aspect_factory< standard_aspect< double > > scout_village_targeting__standard_aspect_factory2("scout_village_targeting*")
static register_lua_aspect_factory< lua_aspect< double > > leader_aggression__lua_aspect_factory("leader_aggression*lua_aspect")
static register_stage_factory< ai_default_rca::candidate_action_evaluation_loop > candidate_action_evaluation_loop_factory("ai_default_rca::candidate_action_evaluation_loop")
static register_lua_aspect_factory< lua_aspect< bool > > passive_leader_shares_keep__lua_aspect_factory("passive_leader_shares_keep*lua_aspect")
static register_aspect_factory< standard_aspect< bool > > simple_targeting__standard_aspect_factory2("simple_targeting*")
static register_aspect_factory< standard_aspect< bool > > passive_leader_shares_keep__standard_aspect_factory2("passive_leader_shares_keep*")
static register_stage_factory< idle_stage > ai_idle_stage_factory("empty")
static register_lua_aspect_factory< lua_aspect< bool > > passive_leader__lua_aspect_factory("passive_leader*lua_aspect")
static register_lua_aspect_factory< lua_aspect< bool > > simple_targeting__lua_aspect_factory("simple_targeting*lua_aspect")
static register_aspect_factory< standard_aspect< bool > > support_villages__standard_aspect_factory2("support_villages*")
static register_aspect_factory< composite_aspect< bool > > support_villages__composite_aspect_factory("support_villages*composite_aspect")
static register_stage_factory< ai_default_rca::candidate_action_evaluation_loop > old_candidate_action_evaluation_loop_factory("testing_ai_default::candidate_action_evaluation_loop")
static register_aspect_factory< standard_aspect< bool > > passive_leader__standard_aspect_factory("passive_leader*standard_aspect")
static register_aspect_factory< standard_aspect< bool > > simple_targeting__standard_aspect_factory("simple_targeting*standard_aspect")
static register_aspect_factory< standard_aspect< unit_advancements_aspect > > advancements__standard_aspect_factory2("advancements*")
static register_aspect_factory< composite_aspect< attacks_vector > > attacks__composite_aspect_factory("attacks*composite_aspect")
static register_aspect_factory< composite_aspect< config > > recruitment_save_gold__composite_aspect_factory("recruitment_save_gold*composite_aspect")
static register_engine_factory< engine_lua > composite_ai_factory_lua("lua")
static register_aspect_factory< composite_aspect< std::vector< std::string > > > recruitment_pattern__composite_aspect_factory("recruitment_pattern*composite_aspect")
static register_lua_aspect_factory< lua_aspect< bool > > support_villages__lua_aspect_factory("support_villages*lua_aspect")
static register_aspect_factory< standard_aspect< double > > leader_value__standard_aspect_factory2("leader_value*")
static register_lua_aspect_factory< lua_aspect< double > > aggression__lua_aspect_factory("aggression*lua_aspect")
static register_candidate_action_factory< ai_default_rca::combat_phase > combat_phase_factory("ai_default_rca::combat_phase")
Strategic movement routine, for experimentation.
static register_aspect_factory< composite_aspect< double > > aggression__composite_aspect_factory("aggression*composite_aspect")
static register_aspect_factory< standard_aspect< int > > recruitment_randomness__standard_aspect_factory2("recruitment_randomness*")
static register_candidate_action_factory< ai_default_rca::move_leader_to_goals_phase > move_leader_to_goals_phase_factory("ai_default_rca::move_leader_to_goals_phase")
static register_aspect_factory< composite_aspect< bool > > passive_leader__composite_aspect_factory("passive_leader*composite_aspect")
static register_aspect_factory< standard_aspect< int > > attack_depth__standard_aspect_factory2("attack_depth*")
static register_aspect_factory< composite_aspect< std::string > > grouping__composite_aspect_factory("grouping*composite_aspect")
static register_aspect_factory< standard_aspect< std::vector< std::string > > > recruitment_more__standard_aspect_factory2("recruitment_more*")
static register_engine_factory< engine_fai > composite_ai_factory_fai("fai")
static register_lua_aspect_factory< lua_aspect< int > > villages_per_scout__lua_aspect_factory("villages_per_scout*lua_aspect")
static register_aspect_factory< standard_aspect< double > > leader_aggression__standard_aspect_factory2("leader_aggression*")
static register_aspect_factory< standard_aspect< double > > aggression__standard_aspect_factory("aggression*standard_aspect")
static register_candidate_action_factory< ai_default_rca::leader_shares_keep_phase > old_passive_leader_shares_keep_phase_factory("testing_ai_default::passive_leader_shares_keep_phase")
static register_candidate_action_factory< ai_default_rca::combat_phase > old_combat_phase_factory("testing_ai_default::combat_phase")
static register_goal_factory< target_unit_goal > goal_factory("")
static register_aspect_factory< standard_aspect< config > > recruitment_save_gold__standard_aspect_factory2("recruitment_save_gold*")
static register_lua_aspect_factory< lua_aspect< std::string > > grouping__lua_aspect_factory("grouping*lua_aspect")
static register_aspect_factory< standard_aspect< bool > > leader_ignores_keep__standard_aspect_factory("leader_ignores_keep*standard_aspect")
static register_lua_aspect_factory< lua_aspect< double > > leader_value__lua_aspect_factory("leader_value*lua_aspect")
static register_aspect_factory< default_recruitment::recruitment_aspect > recruitment_instructions__standard_aspect_factory("recruitment_instructions*standard_aspect")
static register_goal_factory< protect_unit_goal > goal_factory_protect_unit("protect_unit")
static register_candidate_action_factory< ai_default_rca::get_healing_phase > get_healing_phase_factory("ai_default_rca::get_healing_phase")
static register_lua_aspect_factory< lua_aspect< terrain_filter > > avoid__lua_aspect_factory("avoid*lua_aspect")
static register_lua_aspect_factory< lua_aspect< int > > attack_depth__lua_aspect_factory("attack_depth*lua_aspect")
static register_aspect_factory< standard_aspect< double > > leader_aggression__standard_aspect_factory("leader_aggression*standard_aspect")
static register_aspect_factory< ai_default_rca::aspect_attacks > attacks__testing_ai_default_aspect_attacks_factory("attacks*ai_default_rca::aspect_attacks")
static register_goal_factory< target_location_goal > goal_factory_target_location("target_location")
LUA AI Support engine - creating specific ai components from config.
static register_candidate_action_factory< ai_default_rca::get_villages_phase > get_villages_phase_factory("ai_default_rca::get_villages_phase")
static register_aspect_factory< standard_aspect< double > > recruitment_diversity__standard_aspect_factory("recruitment_diversity*standard_aspect")
static register_aspect_factory< standard_aspect< double > > caution__standard_aspect_factory2("caution*")
static register_aspect_factory< standard_aspect< double > > recruitment_diversity__standard_aspect_factory2("recruitment_diversity*")
static register_aspect_factory< standard_aspect< bool > > support_villages__standard_aspect_factory("support_villages*standard_aspect")
candidate action framework
static register_aspect_factory< composite_aspect< config > > recruitments__composite_aspect_factory("recruitment*composite_aspect")
static register_aspect_factory< ai_default_rca::aspect_attacks > attacks__testing_ai_default_aspect_attacks_factory2("attacks*")
static register_candidate_action_factory< ai_default_rca::goto_phase > goto_phase_factory("ai_default_rca::goto_phase")
static register_aspect_factory< standard_aspect< config > > leader_goal__standard_aspect_factory2("leader_goal*")
static register_aspect_factory< standard_aspect< unit_advancements_aspect > > advancements__standard_aspect_factory("advancements*standard_aspect")
static register_aspect_factory< standard_aspect< double > > village_value__standard_aspect_factory2("village_value*")