2#include "dcon_generated.hpp"
59 dcon::nation_id n, dcon::nation_id from,
60 dcon::nation_id prime_attacker, dcon::nation_id prime_defender,
61 float primary_warscore,
float scoreagainst_me,
62 bool offer_from_attacker,
bool concession,
63 int32_t overall_po_value, int32_t my_po_target,
64 int32_t target_personal_po_value, int32_t potential_peace_score_against,
65 int32_t my_side_against_target, int32_t my_side_peace_cost,
66 int32_t war_duration,
bool contains_sq);
void update_crisis_leaders(sys::state &state)
void initialize_ai_tech_weights(sys::state &state)
void daily_cleanup(sys::state &state)
void take_reforms(sys::state &state)
void form_alliances(sys::state &state)
void update_ai_ruling_party(sys::state &state)
void make_war_decs(sys::state &state)
void upgrade_colonies(sys::state &state)
void add_free_ai_cbs_to_war(sys::state &state, dcon::nation_id n, dcon::war_id w)
void update_cb_fabrication(sys::state &state)
bool ai_will_accept_alliance(sys::state &state, dcon::nation_id target, dcon::nation_id from)
bool will_accept_peace_offer(sys::state &state, dcon::nation_id n, dcon::nation_id from, dcon::peace_offer_id p)
void make_defense(sys::state &state)
float estimate_army_offensive_strength(sys::state &state, dcon::army_id a)
bool ai_will_grant_access(sys::state &state, dcon::nation_id target, dcon::nation_id from)
float estimate_army_defensive_strength(sys::state &state, dcon::army_id a)
void refresh_home_ports(sys::state &state)
void remove_ai_data(sys::state &state, dcon::nation_id n)
bool will_be_crisis_primary_attacker(sys::state &state, dcon::nation_id n)
void update_ai_colony_starting(sys::state &state)
void gather_to_battle(sys::state &state, dcon::nation_id n, dcon::province_id p)
void update_naval_transport(sys::state &state)
void update_focuses(sys::state &state)
void update_budget(sys::state &state)
void move_gathered_attackers(sys::state &state)
float estimate_rebel_strength(sys::state &state, dcon::province_id p)
void update_ai_colonial_investment(sys::state &state)
void perform_influence_actions(sys::state &state)
void make_attacks(sys::state &state)
void update_ships(sys::state &state)
void update_ai_econ_construction(sys::state &state)
bool will_join_war(sys::state &state, dcon::nation_id n, dcon::war_id w, bool as_attacker)
void build_ships(sys::state &state)
void prune_alliances(sys::state &state)
void update_war_intervention(sys::state &state)
void explain_ai_access_reasons(sys::state &state, dcon::nation_id target, text::layout_base &contents, int32_t indent)
void explain_ai_alliance_reasons(sys::state &state, dcon::nation_id target, text::layout_base &contents, int32_t indent)
void update_influence_priorities(sys::state &state)
bool will_join_crisis_with_offer(sys::state &state, dcon::nation_id n, sys::crisis_join_offer const &offer)
void update_ai_research(sys::state &state)
void update_ai_general_status(sys::state &state)
void update_land_constructions(sys::state &state)
bool will_be_crisis_primary_defender(sys::state &state, dcon::nation_id n)
void identify_focuses(sys::state &state)
void civilize(sys::state &state)
void make_peace_offers(sys::state &state)
bool will_accept_crisis_peace_offer(sys::state &state, dcon::nation_id to, bool is_concession, bool missing_wg)
void take_ai_decisions(sys::state &state)
void general_ai_unit_tick(sys::state &state)
void get_desired_factory_types(sys::state &state, dcon::nation_id nid, std::vector< dcon::factory_type_id > &desired_types)
bool will_accept_peace_offer_value(sys::state &state, dcon::nation_id n, dcon::nation_id from, dcon::nation_id prime_attacker, dcon::nation_id prime_defender, float primary_warscore, float scoreagainst_me, bool offer_from_attacker, bool concession, int32_t overall_po_value, int32_t my_po_target, int32_t target_personal_po_value, int32_t potential_peace_score_against, int32_t my_side_against_target, int32_t my_side_peace_cost, int32_t war_duration, bool contains_sq)
void move_idle_guards(sys::state &state)
void add_gw_goals(sys::state &state)