20 #ifndef AI_SIMULATED_ACTIONS_HPP_INCLUDED
21 #define AI_SIMULATED_ACTIONS_HPP_INCLUDED
bool simulated_synced_command()
bool simulated_attack(const map_location &attacker_loc, const map_location &defender_loc, double attacker_hp, double defender_hp)
A small explanation about what's going on here: Each action has access to two game_info objects First...
bool simulated_recall(int side, const std::string &unit_id, const map_location &recall_location)
Encapsulates the map of the game.
Game information for the AI.
bool simulated_stopunit(const map_location &unit_location, bool remove_movement, bool remove_attacks)
bool simulated_move(int side, const map_location &from, const map_location &to, int steps, map_location &unit_location)
bool simulated_recruit(int side, const unit_type *u, const map_location &recruit_location)
GLsizei const GLcharARB ** string