ai2 Member List

This is the complete list of members for ai2, including all inherited members.

add_ref() const reference_counted_object [inline]
ai2(ai_interface::info &info)ai2 [inline]
ai_interface(info &arg)ai_interface [inline]
attack_enemy(const location u, const location target, int att_weapon, int def_weapon)ai_interface [protected]
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]
current_team()ai_interface [inline]
current_team() const ai_interface [inline]
dec_ref() const reference_counted_object [inline]
diagnostic(const std::string &msg)ai_interface
do_compare(const formula_callable *callable) const game_logic::formula_callable [inline, protected, virtual]
enemy_attacked()ai_interface [inline]
equals(const formula_callable *other) const game_logic::formula_callable [inline]
formula_callable(bool has_self=true)game_logic::formula_callable [inline, explicit]
get_info()ai_interface [inline, protected]
get_info() const ai_interface [inline, protected]
get_inputs(std::vector< game_logic::formula_input > *inputs) const ai_interface [protected, virtual]
get_value(const std::string &key) const ai_interface [protected, virtual]
has_key(const std::string &key) const game_logic::formula_callable [inline]
inputs() const game_logic::formula_callable [inline]
less(const formula_callable *other) const game_logic::formula_callable [inline]
location typedefai_interface
log_message(const std::string &msg)ai_interface
move_map typedefai_interface
move_unit(location from, location to, std::map< location, paths > &possible_moves)ai_interface [protected]
move_unit_partial(location from, location t, std::map< location, paths > &possible_moves)ai_interface [protected]
mutate_value(const std::string &key, const variant &value)game_logic::formula_callable [inline]
operator=(const reference_counted_object &)reference_counted_object [inline]
play_turn()ai2 [inline, virtual]
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]
recruit(const std::string &unit_name, location loc=location())ai_interface [protected]
refcount() const reference_counted_object [inline]
reference_counted_object()reference_counted_object [inline]
reference_counted_object(const reference_counted_object &)reference_counted_object [inline]
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]
turn_reference_counting_off()reference_counted_object [inline, protected]
unit_moved()ai_interface [inline]
unit_recruited()ai_interface [inline]
user_interact()ai_interface [inline]
~ai2()ai2 [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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