Expand description
Writer of the AI faction managers (CAI_INTERFACE_MANAGERS).
Each faction owning regions or mobiles, and the rebels, has a manager: a pool of desires (analysers and behaviour managers, of fixed types), two beliefs about the faction’s finances and strategic context, and intentions (one for the faction, one per character and one per mobile, to manage their skills). Every faction gets the AI level 7 manager (28 desires); the rebels get the level 2 one (the first 18 desires, nothing else).
Each object starts from the layout of its type, with its ids and references set. State the game computes on its first update is written as its constructors leave it: the finance manager, the stance manager’s empire data and the components’ update flags.
Structs§
- Manager
Inputs - What the managers are written from.
Enums§
- Manager
Kind - Kinds of AI faction managers, by the AI level the game gives them.
Constants§
- FACTION_
DESIRES - Type codes of a faction manager’s desires, in creation order.
- HUMAN_
DESIRES - Type codes of a human manager’s desires, in creation order: the rebels’ ones, then two more.
- REBEL_
DESIRES - Desires of the rebels’ manager: the first ones of
FACTION_DESIRES.
Functions§
- write_
managers - Writes the AI faction managers.