formula_ai Member List

This is the complete list of members for formula_ai, 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_analysisai [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 typedefai_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 typedefai_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]


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