diff --git a/src/ai/configuration.cpp b/src/ai/configuration.cpp index 53bf9f822a66..c4f00bbc7657 100644 --- a/src/ai/configuration.cpp +++ b/src/ai/configuration.cpp @@ -39,56 +39,11 @@ static lg::log_domain log_ai_configuration("ai/config"); #define WRN_AI_CONFIGURATION LOG_STREAM(warn, log_ai_configuration) #define ERR_AI_CONFIGURATION LOG_STREAM(err, log_ai_configuration) - -class well_known_aspect { -public: - well_known_aspect(const std::string &name, bool attr = true) - : name_(name),was_an_attribute_(attr) - { - } - - virtual ~well_known_aspect() {} - - std::string name_; - bool was_an_attribute_; -}; - -static std::vector well_known_aspects; - void configuration::init(const config &game_config) { ai_configurations_.clear(); era_ai_configurations_.clear(); mod_ai_configurations_.clear(); - well_known_aspects.clear(); - well_known_aspects.push_back(well_known_aspect("advancements")); - well_known_aspects.push_back(well_known_aspect("aggression")); - well_known_aspects.push_back(well_known_aspect("attack_depth")); - well_known_aspects.push_back(well_known_aspect("attacks",false)); - well_known_aspects.push_back(well_known_aspect("avoid",false)); - well_known_aspects.push_back(well_known_aspect("caution")); - well_known_aspects.push_back(well_known_aspect("grouping")); - well_known_aspects.push_back(well_known_aspect("leader_aggression")); - well_known_aspects.push_back(well_known_aspect("leader_goal",false)); - well_known_aspects.push_back(well_known_aspect("leader_ignores_keep")); - well_known_aspects.push_back(well_known_aspect("leader_value")); - well_known_aspects.push_back(well_known_aspect("number_of_possible_recruits_to_force_recruit")); - well_known_aspects.push_back(well_known_aspect("passive_leader")); - well_known_aspects.push_back(well_known_aspect("passive_leader_shares_keep")); - well_known_aspects.push_back(well_known_aspect("recruitment")); - well_known_aspects.push_back(well_known_aspect("recruitment_diversity")); - well_known_aspects.push_back(well_known_aspect("recruitment_ignore_bad_combat")); - well_known_aspects.push_back(well_known_aspect("recruitment_ignore_bad_movement")); - well_known_aspects.push_back(well_known_aspect("recruitment_instructions")); - well_known_aspects.push_back(well_known_aspect("recruitment_more")); - well_known_aspects.push_back(well_known_aspect("recruitment_pattern")); - well_known_aspects.push_back(well_known_aspect("recruitment_randomness")); - well_known_aspects.push_back(well_known_aspect("recruitment_save_gold")); - well_known_aspects.push_back(well_known_aspect("scout_village_targeting")); - well_known_aspects.push_back(well_known_aspect("simple_targeting")); - well_known_aspects.push_back(well_known_aspect("support_villages")); - well_known_aspects.push_back(well_known_aspect("village_value")); - well_known_aspects.push_back(well_known_aspect("villages_per_scout")); const config &ais = game_config.child("ais"); default_config_ = ais.child("default_config");