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mirror of https://github.com/vcmi/vcmi.git synced 2025-01-12 02:28:11 +02:00

Uploaded Genius AI by Ambtrip.

This commit is contained in:
Michał W. Urbańczyk 2008-11-25 18:51:44 +00:00
parent 9cfa09c076
commit aeb1f6d012
4 changed files with 1059 additions and 0 deletions

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AI/GeniusAI/CGeniusAI.cpp Normal file
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#include "CGeniusAI.h"
#include <iostream>
#include <fstream>
#include <math.h>
#include <boost/lexical_cast.hpp>
#include <boost/lambda/lambda.hpp>
#include <boost/lambda/bind.hpp>
#include <boost/lambda/if.hpp>
#include <boost/algorithm/string/split.hpp>
#include <boost/algorithm/string/classification.hpp>
#include <boost/algorithm/string.hpp>
using namespace boost::lambda;
using namespace GeniusAI;
#if defined (_MSC_VER) && (_MSC_VER >= 1020)
#include <windows.h>
#endif
void MsgBox(const char *msg, bool messageBox = false)
{
#if defined _DEBUG
# if defined (_MSC_VER) && (_MSC_VER >= 1020)
if (messageBox)
{
MessageBoxA(NULL, msg, "Debug message", MB_OK | MB_ICONASTERISK);
}
# endif
std::cout << msg << std::endl;
#endif
}
void CGeniusAI::init(ICallback *CB)
{
m_cb = CB;
human = false;
playerID = m_cb->getMyColor();
serialID = m_cb->getMySerial();
std::string info = std::string("GeniusAI initialized for player ") + boost::lexical_cast<std::string>(playerID);
m_battleLogic = NULL;
MsgBox(info.c_str());
}
void CGeniusAI::yourTurn()
{
m_cb->endTurn();
}
void CGeniusAI::heroKilled(const CGHeroInstance *)
{
}
void CGeniusAI::heroCreated(const CGHeroInstance *)
{
}
void CGeniusAI::heroMoved(const HeroMoveDetails &)
{
}
void CGeniusAI::heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback)
{
callback(rand() % skills.size());
}
/**
* occurs AFTER every action taken by any stack or by the hero
*/
void CGeniusAI::actionFinished(const BattleAction *action)
{
std::string message("\t\tCGeniusAI::actionFinished - type(");
message += boost::lexical_cast<std::string>((unsigned)action->actionType);
message += "), side(";
message += boost::lexical_cast<std::string>((unsigned)action->side);
message += ")";
MsgBox(message.c_str());
}
/**
* occurs BEFORE every action taken by any stack or by the hero
*/
void CGeniusAI::actionStarted(const BattleAction *action)
{
std::string message("\t\tCGeniusAI::actionStarted - type(");
message += boost::lexical_cast<std::string>((unsigned)action->actionType);
message += "), side(";
message += boost::lexical_cast<std::string>((unsigned)action->side);
message += ")";
MsgBox(message.c_str());
}
/**
* called when stack is performing attack
*/
void CGeniusAI::battleAttack(BattleAttack *ba)
{
MsgBox("\t\t\tCGeniusAI::battleAttack");
}
/**
* called when stack receives damage (after battleAttack())
*/
void CGeniusAI::battleStackAttacked(BattleStackAttacked * bsa)
{
MsgBox("\t\t\tCGeniusAI::battleStackAttacked");
}
/**
* called by engine when battle starts; side=0 - left, side=1 - right
*/
void CGeniusAI::battleStart(CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side)
{
assert(!m_battleLogic);
m_battleLogic = new CBattleLogic(m_cb);
assert(m_battleLogic);
MsgBox("** CGeniusAI::battleStart **");
}
/**
*
*/
void CGeniusAI::battleEnd(BattleResult *br)
{
delete m_battleLogic;
m_battleLogic = NULL;
MsgBox("** CGeniusAI::battleEnd **");
}
/**
* called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
*/
void CGeniusAI::battleNewRound(int round)
{
std::string message("\tCGeniusAI::battleNewRound - ");
message += boost::lexical_cast<std::string>(round);
MsgBox(message.c_str());
m_battleLogic->SetCurrentTurn(round);
}
/**
*
*/
void CGeniusAI::battleStackMoved(int ID, int dest)
{
std::string message("\t\t\tCGeniusAI::battleStackMoved ID(");
message += boost::lexical_cast<std::string>(ID);
message += "), dest(";
message += boost::lexical_cast<std::string>(dest);
message += ")";
MsgBox(message.c_str());
}
/**
*
*/
void CGeniusAI::battleSpellCasted(SpellCasted *sc)
{
MsgBox("\t\t\tCGeniusAI::battleSpellCasted");
}
/**
* called when battlefield is prepared, prior the battle beginning
*/
void CGeniusAI::battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles)
{
MsgBox("CGeniusAI::battlefieldPrepared");
}
/**
*
*/
void CGeniusAI::battleStackMoved(int ID, int dest, bool startMoving, bool endMoving)
{
MsgBox("\t\t\tCGeniusAI::battleStackMoved");
}
/**
*
*/
void CGeniusAI::battleStackAttacking(int ID, int dest)
{
MsgBox("\t\t\tCGeniusAI::battleStackAttacking");
}
/**
*
*/
void CGeniusAI::battleStackIsAttacked(int ID, int dmg, int killed, int IDby, bool byShooting)
{
MsgBox("\t\t\tCGeniusAI::battleStackIsAttacked");
}
/**
* called when it's turn of that stack
*/
BattleAction CGeniusAI::activeStack(int stackID)
{
std::string message("\t\t\tCGeniusAI::activeStack stackID(");
message += boost::lexical_cast<std::string>(stackID);
message += ")";
MsgBox(message.c_str());
return m_battleLogic->MakeDecision(stackID);
};
/*
ui8 side; //who made this action: false - left, true - right player
ui32 stackNumber;//stack ID, -1 left hero, -2 right hero,
ui8 actionType; //
0 = Cancel BattleAction
1 = Hero cast a spell
2 = Walk
3 = Defend
4 = Retreat from the battle
5 = Surrender
6 = Walk and Attack
7 = Shoot
8 = Wait
9 = Catapult
10 = Monster casts a spell (i.e. Faerie Dragons)
ui16 destinationTile;
si32 additionalInfo; // e.g. spell number if type is 1 || 10; tile to attack if type is 6
*/
/**
* Implementation of CBattleHelper class.
*/
CBattleHelper::CBattleHelper():
InfiniteDistance(0xffff),
BattlefieldHeight(11),
BattlefieldWidth(15),
m_voteForDistance(10),
m_voteForDistanceFromShooters(20),
m_voteForHitPoints(10),
m_voteForMaxDamage(10),
m_voteForMaxSpeed(10),
m_voteForMinDamage(10)
{
// loads votes
std::fstream f;
f.open("AI\\CBattleHelper.txt", std::ios::in);
if (f)
{
char c_line[512];
std::string line;
while (std::getline(f, line, '\n'))
{
//f.getline(c_line, sizeof(c_line), '\n');
//std::string line(c_line);
//std::getline(f, line);
std::vector<std::string> parts;
boost::algorithm::split(parts, line, boost::algorithm::is_any_of("="));
if (parts.size() >= 2)
{
boost::algorithm::trim(parts[0]);
boost::algorithm::trim(parts[1]);
if (parts[0].compare("m_voteForDistance") == 0)
{
try
{
m_voteForDistance = boost::lexical_cast<int>(parts[1]);
}
catch (boost::bad_lexical_cast &)
{}
}
else if (parts[0].compare("m_voteForDistanceFromShooters") == 0)
{
try
{
m_voteForDistanceFromShooters = boost::lexical_cast<int>(parts[1]);
}
catch (boost::bad_lexical_cast &)
{}
}
else if (parts[0].compare("m_voteForHitPoints") == 0)
{
try
{
m_voteForHitPoints = boost::lexical_cast<int>(parts[1]);
}
catch (boost::bad_lexical_cast &)
{}
}
else if (parts[0].compare("m_voteForMaxDamage") == 0)
{
try
{
m_voteForMaxDamage = boost::lexical_cast<int>(parts[1]);
}
catch (boost::bad_lexical_cast &)
{}
}
else if (parts[0].compare("m_voteForMaxSpeed") == 0)
{
try
{
m_voteForMaxSpeed = boost::lexical_cast<int>(parts[1]);
}
catch (boost::bad_lexical_cast &)
{}
}
else if (parts[0].compare("m_voteForMinDamage") == 0)
{
try
{
m_voteForMinDamage = boost::lexical_cast<int>(parts[1]);
}
catch (boost::bad_lexical_cast &)
{}
}
}
}
f.close();
}
}
CBattleHelper::~CBattleHelper()
{}
int CBattleHelper::GetBattleFieldPosition(int x, int y)
{
return x + 17 * (y - 1);
}
int CBattleHelper::DecodeXPosition(int battleFieldPosition)
{
return battleFieldPosition - (DecodeYPosition(battleFieldPosition) - 1) * 17;
}
int CBattleHelper::DecodeYPosition(int battleFieldPosition)
{
double y = battleFieldPosition / 17;
if (y - (int)y > 0.0)
{
return (int)y + 1;
}
return (int)y;
}
int CBattleHelper::GetShortestDistance(int pointA, int pointB)
{
/**
* TODO: function hasn't been checked!
*/
int x1 = DecodeXPosition(pointA);
int y1 = DecodeYPosition(pointA);
//
int x2 = DecodeXPosition(pointB);
int y2 = DecodeYPosition(pointB);
//
double dx = x1 - x2;
double dy = y1 - y2;
return (int)sqrt(dx * dx + dy * dy);
}
int CBattleHelper::GetDistanceWithObstacles(int pointA, int pointB)
{
// TODO - implement this!
return GetShortestDistance(pointA, pointB);
}
/**
* Implementation of CBattleLogic class.
*/
CBattleLogic::CBattleLogic(ICallback *cb) :
m_cb(cb),
m_iCurrentTurn(-2),
m_bIsAttacker(false)
{
const int max_enemy_creatures = 12;
m_statMaxDamage.reserve(max_enemy_creatures);
m_statMinDamage.reserve(max_enemy_creatures);
m_statMaxSpeed.reserve(max_enemy_creatures);
m_statDistance.reserve(max_enemy_creatures);
m_statDistanceFromShooters.reserve(max_enemy_creatures);
m_statHitPoints.reserve(max_enemy_creatures);
}
CBattleLogic::~CBattleLogic()
{}
void CBattleLogic::SetCurrentTurn(int turn)
{
m_iCurrentTurn = turn;
}
void CBattleLogic::MakeStatistics(int currentCreatureId)
{
typedef std::map<int, CStack> map_stacks;
map_stacks allStacks = m_cb->battleGetStacks();
const CStack *currentStack = m_cb->battleGetStackByID(currentCreatureId);
/*
// find all creatures belong to the enemy
std::for_each(allStacks.begin(), allStacks.end(),
if_(bind<ui8>(&CStack::attackerOwned, bind<CStack>(&map_stacks::value_type::second, _1)) == m_bIsAttacker)
[
var(enemy)[ret<int>(bind<int>(&map_stacks::value_type::first, _1))] =
ret<CStack>(bind<CStack>(&map_stacks::value_type::second, _1))
]
);
// fill other containers
// max damage
std::for_each(enemy.begin(), enemy.end(),
var(m_statMaxDamage)[ret<int>(bind<int>(&map_stacks::value_type::first, _1))] =
ret<int>(bind<int>(&CCreature::damageMax, bind<CCreature*>(&CStack::creature,
bind<CStack>(&map_stacks::value_type::second, _1))))
);
// min damage
std::for_each(enemy.begin(), enemy.end(),
var(m_statMinDamage)[ret<int>(bind<int>(&map_stacks::value_type::first, _1))] =
ret<int>(bind<int>(&CCreature::damageMax, bind<CCreature*>(&CStack::creature,
bind<CStack>(&map_stacks::value_type::second, _1))))
);
*/
m_statMaxDamage.clear();
m_statMinDamage.clear();
m_statHitPoints.clear();
m_statMaxSpeed.clear();
m_statDistanceFromShooters.clear();
m_statDistance.clear();
m_statDistance.clear();
for (map_stacks::const_iterator it = allStacks.begin(); it != allStacks.end(); ++it)
{
if (it->second.attackerOwned != m_bIsAttacker)
{
int id = it->first;
const CStack *st = &it->second;
if (st->amount < 1)
{
continue;
}
// make stats
m_statMaxDamage.push_back(std::pair<int, int>(id, st->creature->damageMax * st->amount));
m_statMinDamage.push_back(std::pair<int, int>(id, st->creature->damageMin * st->amount));
m_statHitPoints.push_back(std::pair<int, int>(id, st->creature->hitPoints * st->amount));
m_statMaxSpeed.push_back(std::pair<int, int>(id, st->creature->speed));
if (st->creature->isShooting() && st->shots > 0)
{
m_statDistanceFromShooters.push_back(std::pair<int, int>(id, m_battleHelper.GetShortestDistance(currentStack->position, st->position)));
}
if (currentStack->creature->isFlying() || (currentStack->creature->isShooting() && currentStack->shots > 0))
{
m_statDistance.push_back(std::pair<int, int>(id, m_battleHelper.GetShortestDistance(currentStack->position, st->position)));
}
else
{
m_statDistance.push_back(std::pair<int, int>(id, m_battleHelper.GetDistanceWithObstacles(currentStack->position, st->position)));
}
}
}
// sort max damage
std::sort(m_statMaxDamage.begin(), m_statMaxDamage.end(),
bind(&creature_stat::value_type::second, _1) > bind(&creature_stat::value_type::second, _2));
// sort min damage
std::sort(m_statMinDamage.begin(), m_statMinDamage.end(),
bind(&creature_stat::value_type::second, _1) > bind(&creature_stat::value_type::second, _2));
// sort max speed
std::sort(m_statMaxSpeed.begin(), m_statMaxSpeed.end(),
bind(&creature_stat::value_type::second, _1) > bind(&creature_stat::value_type::second, _2));
// sort distance
std::sort(m_statDistance.begin(), m_statDistance.end(),
bind(&creature_stat::value_type::second, _1) < bind(&creature_stat::value_type::second, _2));
// sort distance from shooters
std::sort(m_statDistanceFromShooters.begin(), m_statDistanceFromShooters.end(),
bind(&creature_stat::value_type::second, _1) < bind(&creature_stat::value_type::second, _2));
// sort hit points
std::sort(m_statHitPoints.begin(), m_statHitPoints.end(),
bind(&creature_stat::value_type::second, _1) > bind(&creature_stat::value_type::second, _2));
}
BattleAction CBattleLogic::MakeDecision(int stackID)
{
MakeStatistics(stackID);
// first approach based on the statistics and weights
// if this solution was fine we would develop this idea
int creature_to_attack = -1;
//
std::map<int, int> votes;
for (creature_stat::iterator it = m_statMaxDamage.begin(); it != m_statMaxDamage.end(); ++it)
{
votes[it->first] = 0;
}
votes[m_statMaxDamage.begin()->first] += m_battleHelper.GetVoteForMaxDamage();
votes[m_statMinDamage.begin()->first] += m_battleHelper.GetVoteForMinDamage();
if (m_statDistanceFromShooters.size())
{
votes[m_statDistanceFromShooters.begin()->first] += m_battleHelper.GetVoteForDistanceFromShooters();
}
votes[m_statDistance.begin()->first] += m_battleHelper.GetVoteForDistance();
votes[m_statHitPoints.begin()->first] += m_battleHelper.GetVoteForHitPoints();
votes[m_statMaxSpeed.begin()->first] += m_battleHelper.GetVoteForMaxSpeed();
// get creature to attack
int max_vote = 0;
for (std::map<int, int>::iterator it = votes.begin(); it != votes.end(); ++it)
{
if (it->second > max_vote)
{
max_vote = it->second;
creature_to_attack = it->first;
}
}
if (creature_to_attack == -1)
{
// defend
return MakeDefend(stackID);
}
if (m_cb->battleCanShoot(stackID, m_cb->battleGetPos(creature_to_attack)))
{
// shoot
BattleAction ba;
ba.side = 1;
ba.actionType = action_shoot; // shoot
ba.stackNumber = stackID;
ba.destinationTile = m_cb->battleGetPos(creature_to_attack);
return ba;
}
else
{
// go or go&attack
int dest_tile = -1; //m_cb->battleGetPos(creature_to_attack) + 1;
std::vector<int> av_tiles = GetAvailableHexesForAttacker(m_cb->battleGetStackByID(creature_to_attack));
if (av_tiles.size() < 1)
{
// TODO: shouldn't be like that
return MakeDefend(stackID);
}
// get the best tile - now the nearest
int prev_distance = m_battleHelper.InfiniteDistance;
for (std::vector<int>::iterator it = av_tiles.begin(); it != av_tiles.end(); ++it)
{
int dist = m_battleHelper.GetDistanceWithObstacles(*it, m_cb->battleGetPos(stackID));
if (dist < prev_distance)
{
prev_distance = dist;
dest_tile = *it;
}
}
std::vector<int> fields = m_cb->battleGetAvailableHexes(stackID);
BattleAction ba;
ba.side = 1;
//ba.actionType = 6; // go and attack
ba.stackNumber = stackID;
ba.destinationTile = dest_tile;
ba.additionalInfo = m_cb->battleGetPos(creature_to_attack);
int nearest_dist = m_battleHelper.InfiniteDistance;
int nearest_pos = -1;
for (std::vector<int>::const_iterator it = fields.begin(); it != fields.end(); ++it)
{
if (*it == dest_tile)
{
// attack!
ba.actionType = action_walk_and_attack;
return ba;
}
int d = m_battleHelper.GetDistanceWithObstacles(dest_tile, *it);
if (d < nearest_dist)
{
nearest_dist = d;
nearest_pos = *it;
}
}
ba.actionType = action_walk;
ba.destinationTile = nearest_pos;
ba.additionalInfo = -1;
return ba;
}
}
std::vector<int> CBattleLogic::GetAvailableHexesForAttacker(CStack *defender)
{
int x = m_battleHelper.DecodeXPosition(defender->position);
int y = m_battleHelper.DecodeYPosition(defender->position);
// TOTO: should be std::vector<int> but for debug purpose std::pair is used
std::vector<std::pair<int, int> > candidates;
std::vector<int> fields;
// find neighbourhood
bool upLimit = false;
bool downLimit = false;
bool leftLimit = false;
bool rightLimit = false;
if (x == 1)
{
leftLimit = true;
}
else if (x == m_battleHelper.BattlefieldWidth) // x+ 1
{
rightLimit = true;
}
if (y == 1)
{
upLimit = true;
}
else if (y == m_battleHelper.BattlefieldHeight)
{
downLimit = true;
}
if (!downLimit)
{
candidates.push_back(std::pair<int, int>(x, y + 1));
}
if (!downLimit && !leftLimit)
{
candidates.push_back(std::pair<int, int>(x - 1, y + 1));
}
if (!downLimit && !rightLimit)
{
candidates.push_back(std::pair<int, int>(x + 1, y + 1));
}
if (!upLimit)
{
candidates.push_back(std::pair<int, int>(x, y - 1));
}
if (!upLimit && !leftLimit)
{
candidates.push_back(std::pair<int, int>(x - 1, y - 1));
}
if (!upLimit && !rightLimit)
{
candidates.push_back(std::pair<int, int>(x + 1, y - 1));
}
// check if these field are empty
for (std::vector<std::pair<int, int> >::iterator it = candidates.begin(); it != candidates.end(); ++it)
{
int new_pos = m_battleHelper.GetBattleFieldPosition(it->first, it->second);
CStack *st = m_cb->battleGetStackByPos(new_pos);
// int obstacle = m_cb->battleGetObstaclesAtTile(new_pos); // TODO: wait for battleGetObstaclesAtTile function
if (st == NULL || st->amount < 1)
{
fields.push_back(new_pos);
}
}
return fields;
}
BattleAction CBattleLogic::MakeDefend(int stackID)
{
BattleAction ba;
ba.side = 1;
ba.actionType = action_defend;
ba.stackNumber = stackID;
ba.additionalInfo = -1;
return ba;
}

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#ifndef __GENIUS_AI__
#define __GENIUS_AI__
#define VCMI_DLL
#pragma warning (disable: 4100 4251 4245 4018 4081)
#include "../../AI_Base.h"
#include "../../CCallback.h"
#include "../../hch/CCreatureHandler.h"
#pragma warning (default: 4100 4251 4245 4018 4081)
namespace GeniusAI {
class CBattleHelper
{
public:
CBattleHelper();
~CBattleHelper();
int GetBattleFieldPosition(int x, int y);
int DecodeXPosition(int battleFieldPosition);
int DecodeYPosition(int battleFieldPosition);
int GetShortestDistance(int pointA, int pointB);
int GetDistanceWithObstacles(int pointA, int pointB);
int GetVoteForMaxDamage() const { return m_voteForMaxDamage; }
int GetVoteForMinDamage() const { return m_voteForMinDamage; }
int GetVoteForMaxSpeed() const { return m_voteForMaxSpeed; }
int GetVoteForDistance() const { return m_voteForDistance; }
int GetVoteForDistanceFromShooters() const { return m_voteForDistanceFromShooters; }
int GetVoteForHitPoints() const { return m_voteForHitPoints; }
const int InfiniteDistance;
const int BattlefieldWidth;
const int BattlefieldHeight;
private:
int m_voteForMaxDamage;
int m_voteForMinDamage;
int m_voteForMaxSpeed;
int m_voteForDistance;
int m_voteForDistanceFromShooters;
int m_voteForHitPoints;
};
/**
* Maybe it is a additional proxy, but i've separated the game IA for transparent.
*/
class CBattleLogic
{
private:
enum EMainStrategyType
{
strategy_super_aggresive,
strategy_aggresive,
strategy_neutral,
strategy_defensive,
strategy_super_defensive,
strategy_stupid_attack /** only for debug and test purpose */
};
enum ECreatureRoleInBattle
{
creature_role_shooter,
creature_role_defenser,
creature_role_fast_attacker,
creature_role_attacker
};
enum EActionType
{
action_cancel = 0, // Cancel BattleAction
action_cast_spell = 1, // Hero cast a spell
action_walk = 2, // Walk
action_defend = 3, // Defend
action_retreat = 4, // Retreat from the battle
action_surrender = 5, // Surrender
action_walk_and_attack = 6, // Walk and Attack
action_shoot = 7, // Shoot
action_wait = 8, // Wait
action_catapult = 9, // Catapult
action_monster_casts_spell = 10 // Monster casts a spell (i.e. Faerie Dragons)
};
public:
CBattleLogic(ICallback *cb);
~CBattleLogic();
void SetCurrentTurn(int turn);
BattleAction MakeDecision(int stackID);
private:
CBattleHelper m_battleHelper;
int m_iCurrentTurn;
bool m_bIsAttacker;
ICallback *m_cb;
void MakeStatistics(int currentCreatureId); // before decision we have to make some calculation and simulation
// statistics
typedef std::vector<std::pair<int, int> > creature_stat; // first - creature id, second - value
creature_stat m_statMaxDamage;
creature_stat m_statMinDamage;
//
creature_stat m_statMaxSpeed;
creature_stat m_statDistance;
creature_stat m_statDistanceFromShooters;
creature_stat m_statHitPoints;
std::vector<int> GetAvailableHexesForAttacker(CStack *defender);
BattleAction MakeDefend(int stackID);
};
class CGeniusAI : public CGlobalAI
{
private:
ICallback *m_cb;
CBattleLogic *m_battleLogic;
public:
virtual void init(ICallback * CB);
virtual void yourTurn();
virtual void heroKilled(const CGHeroInstance *);
virtual void heroCreated(const CGHeroInstance *);
virtual void heroMoved(const HeroMoveDetails &);
virtual void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, int val) {};
virtual void showSelDialog(std::string text, std::vector<CSelectableComponent*> & components, int askID){};
virtual void tileRevealed(int3 pos){};
virtual void tileHidden(int3 pos){};
virtual void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback);
// battle
virtual void actionFinished(const BattleAction *action);//occurs AFTER every action taken by any stack or by the hero
virtual void actionStarted(const BattleAction *action);//occurs BEFORE every action taken by any stack or by the hero
virtual void battleAttack(BattleAttack *ba); //called when stack is performing attack
virtual void battleStackAttacked(BattleStackAttacked * bsa); //called when stack receives damage (after battleAttack())
virtual void battleEnd(BattleResult *br);
virtual void battleNewRound(int round); //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
virtual void battleStackMoved(int ID, int dest);
virtual void battleSpellCasted(SpellCasted *sc);
virtual void battleStart(CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side); //called by engine when battle starts; side=0 - left, side=1 - right
virtual void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles); //called when battlefield is prepared, prior the battle beginning
//
virtual void battleStackMoved(int ID, int dest, bool startMoving, bool endMoving);
virtual void battleStackAttacking(int ID, int dest);
virtual void battleStackIsAttacked(int ID, int dmg, int killed, int IDby, bool byShooting);
virtual BattleAction activeStack(int stackID);
};
}
#endif/*__GENIUS_AI__*/

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AI/GeniusAI/DLLMain.cpp Normal file
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#define VCMI_DLL
#pragma warning (disable: 4100 4251 4245 4018 4081)
#include "../../AI_Base.h"
#pragma warning (default: 4100 4251 4245 4018 4081)
#include "CGeniusAI.h"
#include <cstring>
#include <set>
using namespace GeniusAI;
const char *g_cszAiName = "Genius 1.0";
extern "C" DLL_EXPORT int GetGlobalAiVersion()
{
return AI_INTERFACE_VER;
}
extern "C" DLL_EXPORT void GetAiName(char* name)
{
strcpy_s(name, strlen(g_cszAiName) + 1, g_cszAiName);
}
extern "C" DLL_EXPORT char * GetAiNameS()
{
char *ret = new char[strlen(g_cszAiName) + 1];
strcpy_s(ret, strlen(g_cszAiName), g_cszAiName);
return ret;
}
extern "C" DLL_EXPORT CGlobalAI * GetNewAI()
{
return new CGeniusAI();
}
extern "C" DLL_EXPORT void ReleaseAI(CGlobalAI * i)
{
delete (CGeniusAI*)i;
}

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AI/GeniusAI/genius.vcproj Normal file
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<?xml version="1.0" encoding="windows-1250"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="9,00"
Name="genius"
ProjectGUID="{B6A14ED9-E7C1-411B-A596-2FE90B3145B4}"
RootNamespace="genius"
Keyword="Win32Proj"
TargetFrameworkVersion="196613"
>
<Platforms>
<Platform
Name="Win32"
/>
</Platforms>
<ToolFiles>
</ToolFiles>
<Configurations>
<Configuration
Name="Debug|Win32"
OutputDirectory="$(SolutionDir)\AI"
IntermediateDirectory="$(ConfigurationName)"
ConfigurationType="2"
CharacterSet="1"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories="G:\vcmt\repa\include"
PreprocessorDefinitions="WIN32;_DEBUG;_WINDOWS;_USRDLL;GENIUS_EXPORTS"
MinimalRebuild="true"
BasicRuntimeChecks="3"
RuntimeLibrary="3"
UsePrecompiledHeader="0"
WarningLevel="4"
DebugInformationFormat="4"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
AdditionalDependencies="VCMI_lib.lib"
OutputFile="../GeniusAI.dll"
LinkIncremental="2"
AdditionalLibraryDirectories="G:\vcmt\repa\libs"
GenerateDebugInformation="true"
SubSystem="2"
OptimizeReferences="0"
TargetMachine="1"
Profile="false"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="Release|Win32"
OutputDirectory="$(SolutionDir)$(ConfigurationName)"
IntermediateDirectory="$(ConfigurationName)"
ConfigurationType="2"
CharacterSet="1"
WholeProgramOptimization="1"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="2"
EnableIntrinsicFunctions="true"
AdditionalIncludeDirectories="&quot;D:\!GameDevelopment\VCMI\libs\include&quot;;G:\vcmt\repa\include"
PreprocessorDefinitions="WIN32;NDEBUG;_WINDOWS;_USRDLL;GENIUS_EXPORTS"
RuntimeLibrary="2"
EnableFunctionLevelLinking="true"
UsePrecompiledHeader="0"
WarningLevel="3"
DebugInformationFormat="3"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
AdditionalDependencies="VCMI_lib.lib"
OutputFile="D:\Gry\heroes3\AI\genius.dll"
LinkIncremental="1"
AdditionalLibraryDirectories="C:\boost\boost_1_36_0\lib;&quot;D:\!GameDevelopment\VCMI\svn\trunk&quot;;&quot;D:\!GameDevelopment\VCMI\libs\lib&quot;;G:\vcmt\repa\libs"
GenerateManifest="false"
GenerateDebugInformation="true"
SubSystem="2"
OptimizeReferences="2"
EnableCOMDATFolding="2"
TargetMachine="1"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<Filter
Name="Source Files"
Filter="cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx"
UniqueIdentifier="{4FC737F1-C7A5-4376-A066-2A32D752A2FF}"
>
<File
RelativePath=".\CGeniusAI.cpp"
>
</File>
<File
RelativePath=".\DLLMain.cpp"
>
</File>
</Filter>
<Filter
Name="Header Files"
Filter="h;hpp;hxx;hm;inl;inc;xsd"
UniqueIdentifier="{93995380-89BD-4b04-88EB-625FBE52EBFB}"
>
<File
RelativePath=".\CGeniusAI.h"
>
</File>
</Filter>
<Filter
Name="Resource Files"
Filter="rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav"
UniqueIdentifier="{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}"
>
</Filter>
</Files>
<Globals>
</Globals>
</VisualStudioProject>