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https://github.com/wesnoth/wesnoth
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Remove list of known aspects.
This is no longer needed, since the new generalized simplified aspects syntax assumes any unknown tag or key is intended to be an aspect.
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@ -39,56 +39,11 @@ static lg::log_domain log_ai_configuration("ai/config");
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#define WRN_AI_CONFIGURATION LOG_STREAM(warn, log_ai_configuration)
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#define ERR_AI_CONFIGURATION LOG_STREAM(err, log_ai_configuration)
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class well_known_aspect {
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public:
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well_known_aspect(const std::string &name, bool attr = true)
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: name_(name),was_an_attribute_(attr)
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{
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}
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virtual ~well_known_aspect() {}
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std::string name_;
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bool was_an_attribute_;
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};
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static std::vector<well_known_aspect> well_known_aspects;
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void configuration::init(const config &game_config)
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{
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ai_configurations_.clear();
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era_ai_configurations_.clear();
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mod_ai_configurations_.clear();
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well_known_aspects.clear();
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well_known_aspects.push_back(well_known_aspect("advancements"));
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well_known_aspects.push_back(well_known_aspect("aggression"));
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well_known_aspects.push_back(well_known_aspect("attack_depth"));
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well_known_aspects.push_back(well_known_aspect("attacks",false));
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well_known_aspects.push_back(well_known_aspect("avoid",false));
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well_known_aspects.push_back(well_known_aspect("caution"));
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well_known_aspects.push_back(well_known_aspect("grouping"));
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well_known_aspects.push_back(well_known_aspect("leader_aggression"));
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well_known_aspects.push_back(well_known_aspect("leader_goal",false));
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well_known_aspects.push_back(well_known_aspect("leader_ignores_keep"));
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well_known_aspects.push_back(well_known_aspect("leader_value"));
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well_known_aspects.push_back(well_known_aspect("number_of_possible_recruits_to_force_recruit"));
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well_known_aspects.push_back(well_known_aspect("passive_leader"));
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well_known_aspects.push_back(well_known_aspect("passive_leader_shares_keep"));
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well_known_aspects.push_back(well_known_aspect("recruitment"));
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well_known_aspects.push_back(well_known_aspect("recruitment_diversity"));
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well_known_aspects.push_back(well_known_aspect("recruitment_ignore_bad_combat"));
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well_known_aspects.push_back(well_known_aspect("recruitment_ignore_bad_movement"));
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well_known_aspects.push_back(well_known_aspect("recruitment_instructions"));
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well_known_aspects.push_back(well_known_aspect("recruitment_more"));
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well_known_aspects.push_back(well_known_aspect("recruitment_pattern"));
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well_known_aspects.push_back(well_known_aspect("recruitment_randomness"));
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well_known_aspects.push_back(well_known_aspect("recruitment_save_gold"));
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well_known_aspects.push_back(well_known_aspect("scout_village_targeting"));
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well_known_aspects.push_back(well_known_aspect("simple_targeting"));
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well_known_aspects.push_back(well_known_aspect("support_villages"));
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well_known_aspects.push_back(well_known_aspect("village_value"));
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well_known_aspects.push_back(well_known_aspect("villages_per_scout"));
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const config &ais = game_config.child("ais");
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default_config_ = ais.child("default_config");
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