Implement simulated actions. More...
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. | |
Functions | |
bool | ai::simulated_attack (const map_location &attacker_loc, const map_location &defender_loc, double attacker_hp, double defender_hp) |
bool | ai::simulated_move (int side, const map_location &from, const map_location &to, int steps, map_location &unit_location) |
bool | ai::simulated_recall (int side, const std::string &unit_id, const map_location &recall_location) |
bool | ai::simulated_recruit (int side, const unit_type *u, const map_location &recruit_location) |
bool | ai::simulated_stopunit (const map_location &unit_location, bool remove_movement, bool remove_attacks) |
bool | ai::simulated_synced_command () |
Implement simulated actions.
Definition in file simulated_actions.hpp.