, including all inherited members.
access_points(const move_map &srcdst, const location &u, const location &dst, std::vector< location > &out) | ai | [protected] |
add_ref() const | reference_counted_object | [inline] |
add_target(const target &tgt) | ai | [inline, protected] |
additional_targets_ | ai | [protected] |
ai(ai_interface::info &info) | ai | |
ai_interface(info &arg) | ai_interface | [inline] |
analyze_potential_recruit_combat() | ai | [protected, virtual] |
analyze_potential_recruit_movements() | ai | [protected, virtual] |
analyze_targets(const move_map &srcdst, const move_map &dstsrc, const move_map &enemy_srcdst, const move_map &enemy_dstsrc) | ai | [protected, virtual] |
attack_analysis | ai | [friend] |
attack_close(const location &loc) const | ai | |
attack_depth() | ai | [protected] |
attack_depth_ | ai | [protected] |
attack_enemy(const location &attacking_unit, const location &target, int att_weapon, int def_weapon) | ai | [protected] |
ai_interface::attack_enemy(const location u, const location target, int att_weapon, int def_weapon) | ai_interface | [protected] |
attacks_ | ai | [protected] |
attacks_cache_ | formula_ai | [mutable, private] |
average_resistance_against(const unit_type &a, const unit_type &b) const | ai | [protected, virtual] |
avoid_ | ai | [protected] |
avoided_locations() | ai | [protected] |
best_defensive_position(const location &unit, const move_map &dstsrc, const move_map &srcdst, const move_map &enemy_dstsrc) | ai | |
calculate_moves(const unit_map &units, std::map< location, paths > &possible_moves, move_map &srcdst, move_map &dstsrc, bool enemy, bool assume_full_movement=false, const std::set< location > *remove_destinations=NULL, bool see_all=false) const | ai_interface | [protected] |
calculate_possible_moves(std::map< location, paths > &possible_moves, move_map &srcdst, move_map &dstsrc, bool enemy, bool assume_full_movement=false, const std::set< location > *remove_destinations=NULL) const | ai_interface | [protected] |
choose_move(std::vector< target > &targets, const move_map &srcdst, const move_map &dstsrc, const move_map &enemy_dstsrc) | ai | [protected, virtual] |
compare_groups(const std::set< location > &our_group, const std::set< location > &enemy_groups, const std::vector< location > &battlefield) const | ai | [protected, virtual] |
compare_unit_types(const unit_type &a, const unit_type &b) const | ai | [protected, virtual] |
consider_combat_ | ai | [protected] |
current_team() | ai_interface | [inline] |
current_team() const | ai_interface | [inline] |
dec_ref() const | reference_counted_object | [inline] |
defensive_position_cache_ | ai | [protected] |
desperate_attack(const gamemap::location &loc) | ai | [protected, virtual] |
diagnostic(const std::string &msg) | ai_interface | |
disp_ | ai | [protected] |
do_attack_analysis(const location &loc, const move_map &srcdst, const move_map &dstsrc, const move_map &fullmove_srcdst, const move_map &fullmove_dstsrc, const move_map &enemy_srcdst, const move_map &enemy_dstsrc, const location *tiles, bool *used_locations, std::vector< location > &units, std::vector< attack_analysis > &result, attack_analysis &cur_analysis) | ai | [protected, virtual] |
do_combat(std::map< gamemap::location, paths > &possible_moves, const move_map &srcdst, const move_map &dstsrc, const move_map &enemy_srcdst, const move_map &enemy_dstsrc) | ai | [protected, virtual] |
do_compare(const formula_callable *callable) const | game_logic::formula_callable | [inline, protected, virtual] |
do_move() | ai | [protected, virtual] |
do_recruitment() | formula_ai | [private, virtual] |
dstsrc_ | formula_ai | [mutable, private] |
enemies_along_path(const std::vector< location > &route, const move_map &dstsrc, std::set< location > &units) | ai | [protected, virtual] |
enemy_attacked() | ai_interface | [inline] |
enemy_dstsrc_ | formula_ai | [mutable, private] |
enemy_srcdst_ | formula_ai | [mutable, private] |
equals(const formula_callable *other) const | game_logic::formula_callable | [inline] |
evaluate(const std::string &formula_str) | formula_ai | |
execute_variant(const variant &var, bool commandline=false) | formula_ai | [private] |
find_targets(unit_map::const_iterator leader, const move_map &enemy_dstsrc) | ai | [protected, virtual] |
find_threats() | ai | [protected] |
form_group(const std::vector< location > &route, const move_map &dstsrc, std::set< location > &units) | ai | [protected, virtual] |
formula_ai(info &i) | formula_ai | [explicit] |
formula_callable(bool has_self=true) | game_logic::formula_callable | [inline, explicit] |
full_dstsrc_ | formula_ai | [mutable, private] |
full_srcdst_ | formula_ai | [mutable, private] |
get_healing(std::map< gamemap::location, paths > &possible_moves, const move_map &srcdst, const move_map &enemy_dstsrc) | ai | [protected, virtual] |
get_info() | ai_interface | [inline, protected] |
get_info() const | ai_interface | [inline, protected] |
get_inputs(std::vector< game_logic::formula_input > *inputs) const | formula_ai | [private, virtual] |
get_keeps() const | formula_ai | |
get_keeps_cache() const | formula_ai | [inline] |
get_value(const std::string &key) const | formula_ai | [private, virtual] |
get_villages(std::map< gamemap::location, paths > &possible_moves, const move_map &dstsrc, const move_map &enemy_dstsrc, unit_map::iterator &leader) | ai | [protected, virtual] |
has_key(const std::string &key) const | game_logic::formula_callable | [inline] |
inputs() const | game_logic::formula_callable | [inline] |
invalidate_defensive_position_cache() | ai | [inline] |
is_accessible(const location &loc, const move_map &dstsrc) const | ai | [protected] |
keeps() | ai | [protected] |
keeps_ | ai | [protected] |
keeps_cache_ | formula_ai | [mutable, private] |
leader_can_reach_keep() | ai | |
less(const formula_callable *other) const | game_logic::formula_callable | [inline] |
location typedef | ai_interface | |
log_message(const std::string &msg) | ai_interface | |
make_move(game_logic::const_formula_ptr formula_, const game_logic::formula_callable &variables) | formula_ai | [private] |
map_ | ai | [protected] |
move_formula_ | formula_ai | [private] |
move_group(const location &dst, const std::vector< location > &route, const std::set< location > &units) | ai | [protected, virtual] |
move_leader_after_recruit(const move_map &srcdst, const move_map &dstsrc, const move_map &enemy_dstsrc) | ai | [protected, virtual] |
move_leader_to_goals(const move_map &enemy_dstsrc) | ai | [protected, virtual] |
move_leader_to_keep(const move_map &enemy_dstsrc) | ai | [protected, virtual] |
move_map typedef | ai_interface | |
move_maps_valid_ | formula_ai | [mutable, private] |
move_to_targets(std::map< gamemap::location, paths > &possible_moves, move_map &srcdst, move_map &dstsrc, const move_map &enemy_dstsrc, unit_map::const_iterator leader) | ai | [protected, virtual] |
move_unit(location from, location to, std::map< location, paths > &possible_moves) | ai | [protected] |
move_unit_partial(location from, location t, std::map< location, paths > &possible_moves) | ai_interface | [protected] |
multistep_move_possible(const location &from, const location &to, const location &via, const std::map< location, paths > &possible_moves) const | ai | [protected] |
mutate_value(const std::string &key, const variant &value) | game_logic::formula_callable | [inline] |
nearest_keep(const location &loc) | ai | [protected] |
not_recommended_units_ | ai | [protected] |
operator=(const reference_counted_object &) | reference_counted_object | [inline] |
play_turn() | formula_ai | [virtual] |
possible_moves_ | formula_ai | [mutable, private] |
power_projection(const gamemap::location &loc, const move_map &dstsrc, bool use_terrain=true) const | ai | [protected, virtual] |
prepare_move() const | formula_ai | [private] |
query_value(const std::string &key) const | game_logic::formula_callable | [inline] |
raise_enemy_attacked() | ai_interface | [inline, protected] |
raise_unit_moved() | ai_interface | [inline, protected] |
raise_unit_recruited() | ai_interface | [inline, protected] |
raise_user_interact() | ai_interface | [protected] |
rate_group(const std::set< location > &group, const std::vector< location > &battlefield) const | ai | [protected, virtual] |
rate_terrain(const unit &u, const location &loc) | ai | [protected, virtual] |
recruit(const std::string &unit_name, location loc=location()) | ai_interface | [protected] |
recruit_formula_ | formula_ai | [private] |
recruit_usage(const std::string &usage) | ai | [protected, virtual] |
refcount() const | reference_counted_object | [inline] |
reference_counted_object() | reference_counted_object | [inline] |
reference_counted_object(const reference_counted_object &) | reference_counted_object | [inline] |
remove_unit_from_moves(const gamemap::location &u, move_map &srcdst, move_map &dstsrc) | ai | [protected] |
retreat_units(std::map< gamemap::location, paths > &possible_moves, const move_map &srcdst, const move_map &dstsrc, const move_map &enemy_dstsrc, unit_map::const_iterator leader) | ai | [protected, virtual] |
serialize(std::string &str) const | game_logic::formula_callable | [inline] |
serialize_to_string(std::string &) const | game_logic::formula_callable | [inline, protected, virtual] |
set_value(const std::string &key, const variant &value) | game_logic::formula_callable | [protected, virtual] |
should_retreat(const gamemap::location &loc, const unit_map::const_iterator un, const move_map &srcdst, const move_map &dstsrc, const move_map &enemy_dstsrc, double caution) | ai | [protected, virtual] |
srcdst() const | formula_ai | [inline] |
srcdst_ | formula_ai | [mutable, private] |
state_ | ai | [protected] |
swap_move_map(move_map_backup &backup) | formula_ai | |
team_num_ | ai | [protected] |
teams_ | ai | [protected] |
threats_found_ | ai | [protected] |
turn_reference_counting_off() | reference_counted_object | [inline, protected] |
unit_combat_scores_ | ai | [protected] |
unit_moved() | ai_interface | [inline] |
unit_movement_scores_ | ai | [protected] |
unit_recruited() | ai_interface | [inline] |
unit_stats_cache_ | ai | [protected] |
units_ | ai | [protected] |
user_interact() | ai_interface | [inline] |
vars_ | formula_ai | [private] |
~ai() | ai | [inline, virtual] |
~ai_interface() | ai_interface | [inline, virtual] |
~formula_callable() | game_logic::formula_callable | [inline, protected, virtual] |
~reference_counted_object() | reference_counted_object | [inline, virtual] |