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GeniusAI:
* project was reorganized - now there is possibility to work simultaneously on battle AI and general AI

ambtrip 16 éve
szülő
commit
1906060bc6

+ 151 - 0
AI/GeniusAI/BattleHelper.cpp

@@ -0,0 +1,151 @@
+#include "BattleHelper.h"
+#include <vector>
+#include <string>
+#include <fstream>
+#include <boost/algorithm/string/split.hpp>
+#include <boost/algorithm/string/classification.hpp>
+#include <boost/algorithm/string.hpp>
+
+using namespace GeniusAI::BattleAI;
+using namespace std;
+
+
+CBattleHelper::CBattleHelper():
+	InfiniteDistance(0xffff),
+	BattlefieldWidth(15),
+	BattlefieldHeight(11),
+	m_voteForMaxDamage(10),
+	m_voteForMinDamage(10),
+	m_voteForMaxSpeed(10),
+	m_voteForDistance(10),
+	m_voteForDistanceFromShooters(20),
+	m_voteForHitPoints(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)
+{
+	int pos = battleFieldPosition - (DecodeYPosition(battleFieldPosition) - 1) * 17;
+	assert(pos > 0 && pos < 16);
+	return pos;
+}
+
+int CBattleHelper::DecodeYPosition(int battleFieldPosition)
+{
+	double y = (double)battleFieldPosition / 17.0;
+	if (y - (int)y > 0.0)
+	{
+		return (int)y + 1;
+	}
+	assert((int)y > 0 && (int)y <= 11);
+	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);
+	//x2 += (x2 % 2)? 0 : 1;
+	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);
+}

+ 45 - 0
AI/GeniusAI/BattleHelper.h

@@ -0,0 +1,45 @@
+#ifndef __BATTLE_HELPER__
+#define __BATTLE_HELPER__
+
+#include "Common.h"
+
+namespace GeniusAI { namespace BattleAI {
+
+	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;
+
+	CBattleHelper(const CBattleHelper &);
+	CBattleHelper &operator=(const CBattleHelper &);
+};
+
+}}
+
+#endif/*__BATTLE_HELPER__*/

+ 761 - 0
AI/GeniusAI/BattleLogic.cpp

@@ -0,0 +1,761 @@
+#include "BattleLogic.h"
+#include <math.h>
+#include <boost/lexical_cast.hpp>
+#include <boost/lambda/lambda.hpp>
+#include <boost/lambda/bind.hpp>
+#include <boost/lambda/if.hpp>
+
+using namespace GeniusAI::BattleAI;
+using namespace boost::lambda;
+using namespace std;
+
+/*
+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 CBattleLogic class.
+ */
+CBattleLogic::CBattleLogic(ICallback *cb,  CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side) :
+	m_iCurrentTurn(-2),
+	m_bIsAttacker(false),
+	m_cb(cb),
+	m_army1(army1),
+	m_army2(army2),
+	m_tile(tile),
+	m_hero1(hero1),
+	m_hero2(hero2),
+	m_side(side)
+{
+	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();
+
+	m_statCasualties.clear();
+
+	int totalEnemyDamage = 0;
+	int totalEnemyHitPoints = 0;
+
+	int totalDamage = 0;
+	int totalHitPoints = 0;
+
+	for (map_stacks::const_iterator it = allStacks.begin(); it != allStacks.end(); ++it)
+	{
+		const CStack *st = &it->second;
+
+		if ((it->second.attackerOwned != 0) != m_bIsAttacker)
+		{
+			int id = it->first;
+			if (st->amount < 1)
+			{
+				continue;
+			}
+			// make stats
+			int hitPoints = st->amount * st->creature->hitPoints - (st->creature->hitPoints - st->firstHPleft);
+
+			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, hitPoints));
+			m_statMaxSpeed.push_back(std::pair<int, int>(id, st->creature->speed));
+
+			totalEnemyDamage += (st->creature->damageMax + st->creature->damageMin) * st->amount / 2;
+			totalEnemyHitPoints += hitPoints;
+
+			// calculate casualties
+			SCreatureCasualties cs;
+			// hp * amount - damage * ( (att - def)>=0 )
+			// hit poionts
+			assert(hitPoints >= 0 && "CGeniusAI - creature cannot have hit points less than zero");
+
+			//CGHeroInstance *attackerHero = (m_side)? m_hero1 : m_hero2;
+			//CGHeroInstance *defendingHero = (m_side)? m_hero2 : m_hero1;
+
+			int attackDefenseBonus = currentStack->Attack() - st->Defense();
+			float damageFactor = 1.0f;
+			if(attackDefenseBonus < 0) //decreasing dmg
+			{
+				if(0.02f * (-attackDefenseBonus) > 0.3f)
+				{
+					damageFactor += -0.3f;
+				}
+				else
+				{
+					damageFactor += 0.02f * attackDefenseBonus;
+				}
+			}
+			else //increasing dmg
+			{
+				if(0.05f * attackDefenseBonus > 4.0f)
+				{
+					damageFactor += 4.0f;
+				}
+				else
+				{
+					damageFactor += 0.05f * attackDefenseBonus;
+				}
+			}
+
+			cs.damage_max = (int)(currentStack->creature->damageMax * currentStack->amount * damageFactor);
+			if (cs.damage_max > hitPoints)
+			{
+				cs.damage_max = hitPoints;
+			}
+
+			cs.damage_min = (int)(currentStack->creature->damageMin * currentStack->amount * damageFactor);
+			if (cs.damage_min > hitPoints)
+			{
+				cs.damage_min = hitPoints;
+			}
+
+			cs.amount_max = cs.damage_max / st->creature->hitPoints;
+			cs.amount_min = cs.damage_min / st->creature->hitPoints;
+
+			cs.leftHitPoints_for_max = (hitPoints - cs.damage_max) % st->creature->hitPoints;
+			cs.leftHitPoint_for_min = (hitPoints - cs.damage_min) % st->creature->hitPoints;
+
+			m_statCasualties.push_back(std::pair<int, SCreatureCasualties>(id, cs));
+
+			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)));
+			}
+		}
+		else
+		{
+			if (st->amount < 1)
+			{
+				continue;
+			}
+			int hitPoints = st->amount * st->creature->hitPoints - (st->creature->hitPoints - st->firstHPleft);
+
+			totalDamage += (st->creature->damageMax + st->creature->damageMin) * st->amount / 2;
+			totalHitPoints += hitPoints;
+		}
+	}
+	if ((float)totalDamage / (float)totalEnemyDamage < 0.5f &&
+		(float)totalHitPoints / (float)totalEnemyHitPoints < 0.5f)
+	{
+		m_bEnemyDominates = true;
+		MsgBox("** EnemyDominates!");
+	}
+	else
+	{
+		m_bEnemyDominates = false;
+	}
+	// 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));
+	// sort casualties
+	std::sort(m_statCasualties.begin(), m_statCasualties.end(),
+		bind(&creature_stat_casualties::value_type::second_type::damage_max, bind(&creature_stat_casualties::value_type::second, _1))
+		>
+		bind(&creature_stat_casualties::value_type::second_type::damage_max, bind(&creature_stat_casualties::value_type::second, _2)));
+}
+
+BattleAction CBattleLogic::MakeDecision(int stackID)
+{
+	MakeStatistics(stackID);
+
+	list<int> creatures;
+	int additionalInfo;
+
+	if (m_bEnemyDominates)
+	{
+		creatures = PerformBerserkAttack(stackID, additionalInfo);
+	}
+	else
+	{
+		creatures = PerformDefaultAction(stackID, additionalInfo);
+	}
+	/*
+	std::string message("Creature will be attacked - ");
+	message += boost::lexical_cast<std::string>(creature_to_attack);
+	MsgBox(message.c_str());
+	*/
+
+	if (additionalInfo == -1 || creatures.empty())
+	{
+		// defend
+		return MakeDefend(stackID);
+	}
+	else if (additionalInfo == -2)
+	{
+		return MakeWait(stackID);
+	}
+
+	list<int>::iterator it, eit;
+	eit = creatures.end();
+	for (it = creatures.begin(); it != eit; ++it)
+	{
+		BattleAction ba = MakeAttack(stackID, *it);
+		if (ba.actionType != action_walk_and_attack)
+		{
+			continue;
+		}
+		else
+		{
+			PrintBattleAction(ba);
+			return ba;
+		}
+	}
+	BattleAction ba = MakeAttack(stackID, *creatures.begin());
+	return ba;
+}
+
+
+
+std::vector<int> CBattleLogic::GetAvailableHexesForAttacker(CStack *defender, CStack *attacker)
+{
+	int x = m_battleHelper.DecodeXPosition(defender->position);
+	int y = m_battleHelper.DecodeYPosition(defender->position);
+	bool defenderIsDW = defender->creature->isDoubleWide();
+	bool attackerIsDW = attacker->creature->isDoubleWide();
+	// TOTO: should be std::vector<int> but for debug purpose std::pair is used
+	typedef std::pair<int, int> hexPoint;
+	std::list<hexPoint> candidates;
+	std::vector<int> fields;
+	if (defenderIsDW)
+	{
+		if (defender->attackerOwned)
+		{
+			// from left side
+			if (!(y % 2))
+			{
+				// up
+				candidates.push_back(hexPoint(x - 2, y - 1));
+				candidates.push_back(hexPoint(x - 1, y - 1));
+				candidates.push_back(hexPoint(x, y - 1));
+				// down
+				candidates.push_back(hexPoint(x - 2, y + 1));
+				candidates.push_back(hexPoint(x - 1, y + 1));
+				candidates.push_back(hexPoint(x, y + 1));
+			}
+			else
+			{
+				// up
+				candidates.push_back(hexPoint(x - 1, y - 1));
+				candidates.push_back(hexPoint(x, y - 1));
+				candidates.push_back(hexPoint(x + 1, y - 1));
+				// down
+				candidates.push_back(hexPoint(x - 1, y + 1));
+				candidates.push_back(hexPoint(x, y + 1));
+				candidates.push_back(hexPoint(x + 1, y + 1));
+
+			}
+			candidates.push_back(hexPoint(x - 2, y));
+			candidates.push_back(hexPoint(x + 1, y));
+
+		}
+		else
+		{
+			// from right
+			if (!(y % 2))
+			{
+				// up
+				candidates.push_back(hexPoint(x - 1, y - 1));
+				candidates.push_back(hexPoint(x, y - 1));
+				candidates.push_back(hexPoint(x + 1, y - 1));
+				// down
+				candidates.push_back(hexPoint(x - 1, y + 1));
+				candidates.push_back(hexPoint(x, y + 1));
+				candidates.push_back(hexPoint(x + 1, y + 1));
+			}
+			else
+			{
+				// up
+				candidates.push_back(hexPoint(x, y - 1));
+				candidates.push_back(hexPoint(x + 1, y - 1));
+				candidates.push_back(hexPoint(x + 2, y - 1));
+				// down
+				candidates.push_back(hexPoint(x, y + 1));
+				candidates.push_back(hexPoint(x + 1, y + 1));
+				candidates.push_back(hexPoint(x + 2, y + 1));
+			}
+			candidates.push_back(hexPoint(x - 1, y));
+			candidates.push_back(hexPoint(x + 2, y));
+		}
+	}
+	else
+	{
+		if (!(y % 2)) // even line
+		{
+			// up
+			candidates.push_back(hexPoint(x - 1, y - 1));
+			candidates.push_back(hexPoint(x, y - 1));
+			// down
+			candidates.push_back(hexPoint(x - 1, y + 1));
+			candidates.push_back(hexPoint(x, y + 1));
+		}
+		else // odd line
+		{
+			// up
+			candidates.push_back(hexPoint(x, y - 1));
+			candidates.push_back(hexPoint(x + 1, y - 1));
+			// down
+			candidates.push_back(hexPoint(x, y + 1));
+			candidates.push_back(hexPoint(x + 1, y + 1));
+		}
+
+		candidates.push_back(hexPoint(x + 1, y));
+		candidates.push_back(hexPoint(x - 1, y));
+	}
+
+	// remove fields which are out of bounds or obstacles
+	for (std::list<hexPoint>::iterator it = candidates.begin(); it != candidates.end(); ++it)
+	{
+		if (it->first < 1 || it->first > m_battleHelper.BattlefieldWidth ||
+			it->second < 1 || it->second > m_battleHelper.BattlefieldHeight)
+		{
+			// field is out of bounds
+			//it = candidates.erase(it);
+			continue;
+		}
+
+		int new_pos = m_battleHelper.GetBattleFieldPosition(it->first, it->second);
+		CStack *st = m_cb->battleGetStackByPos(new_pos);
+
+		if (st == NULL || st->amount < 1)
+		{
+			if (attackerIsDW)
+			{
+				int tail_pos = -1;
+				if (attacker->attackerOwned) // left side
+				{
+					int tail_pos_x = it->first - 1;
+					if (tail_pos_x < 1)
+					{
+						continue;
+					}
+					tail_pos = m_battleHelper.GetBattleFieldPosition(it->first, it->second);
+				}
+				else // right side
+				{
+					int tail_pos_x = it->first + 1;
+					if (tail_pos_x > m_battleHelper.BattlefieldWidth)
+					{
+						continue;
+					}
+					tail_pos = m_battleHelper.GetBattleFieldPosition(it->first, it->second);
+				}
+				assert(tail_pos >= 0 && "Error during calculation position of double wide creature");
+				//CStack *tailStack = m_cb->battleGetStackByPos(tail_pos);
+				if (st != NULL && st->amount >= 1)
+				{
+					continue;
+				}
+			}
+
+			fields.push_back(new_pos);
+
+		}
+		else if (attacker)
+		{
+			if (attacker->ID == st->ID)
+			{
+				fields.push_back(new_pos);
+			}
+		}
+		//
+		//++it;
+	}
+	return fields;
+}
+
+BattleAction CBattleLogic::MakeDefend(int stackID)
+{
+	BattleAction ba;
+	ba.side = 1;
+	ba.actionType = action_defend;
+	ba.stackNumber = stackID;
+	ba.additionalInfo = -1;
+	return ba;
+}
+
+BattleAction CBattleLogic::MakeWait(int stackID)
+{
+	BattleAction ba;
+	ba.side = 1;
+	ba.actionType = action_wait;
+	ba.stackNumber = stackID;
+	ba.additionalInfo = -1;
+	return ba;
+}
+
+BattleAction CBattleLogic::MakeAttack(int attackerID, int destinationID)
+{
+	if (m_cb->battleCanShoot(attackerID, m_cb->battleGetPos(destinationID)))
+	{
+		// shoot
+		BattleAction ba;
+		ba.side = 1;
+		ba.additionalInfo = -1;
+		ba.actionType = action_shoot; // shoot
+		ba.stackNumber = attackerID;
+		ba.destinationTile = (ui16)m_cb->battleGetPos(destinationID);
+		return ba;
+	}
+	else
+	{
+		// go or go&attack
+		int dest_tile = -1;
+		std::vector<int> av_tiles = GetAvailableHexesForAttacker(m_cb->battleGetStackByID(destinationID), m_cb->battleGetStackByID(attackerID));
+		if (av_tiles.size() < 1)
+		{
+			return MakeDefend(attackerID);
+		}
+
+		// get the best tile - now the nearest
+
+		int prev_distance = m_battleHelper.InfiniteDistance;
+		int currentPos = m_cb->battleGetPos(attackerID);
+
+		for (std::vector<int>::iterator it = av_tiles.begin(); it != av_tiles.end(); ++it)
+		{
+			int dist = m_battleHelper.GetDistanceWithObstacles(*it, m_cb->battleGetPos(attackerID));
+			if (dist < prev_distance)
+			{
+				prev_distance = dist;
+				dest_tile = *it;
+			}
+			if (*it == currentPos)
+			{
+				dest_tile = currentPos;
+				break;
+			}
+		}
+
+		std::vector<int> fields = m_cb->battleGetAvailableHexes(attackerID, false);
+
+		if(fields.size() == 0)
+		{
+			return MakeDefend(attackerID);
+		}
+
+		BattleAction ba;
+		ba.side = 1;
+		//ba.actionType = 6; // go and attack
+		ba.stackNumber = attackerID;
+		ba.destinationTile = (ui16)dest_tile;
+		//simplified checking for possibility of attack (previous was too simplified)
+		int destStackPos = m_cb->battleGetPos(destinationID);
+		if(BattleInfo::mutualPosition(dest_tile, destStackPos) != -1)
+			ba.additionalInfo = destStackPos;
+		else if(BattleInfo::mutualPosition(dest_tile, destStackPos+1) != -1)
+			ba.additionalInfo = destStackPos+1;
+		else if(BattleInfo::mutualPosition(dest_tile, destStackPos-1) != -1)
+			ba.additionalInfo = destStackPos-1;
+		else
+			MakeDefend(attackerID);
+
+		int nearest_dist = m_battleHelper.InfiniteDistance;
+		int nearest_pos = -1;
+
+		// if double wide calculate tail
+		CStack *attackerStack = m_cb->battleGetStackByID(attackerID);
+		assert(attackerStack != NULL);
+
+		int tail_pos = -1;
+		if (attackerStack->creature->isDoubleWide())
+		{
+			int x_pos = m_battleHelper.DecodeXPosition(attackerStack->position);
+			int y_pos = m_battleHelper.DecodeYPosition(attackerStack->position);
+			if (attackerStack->attackerOwned)
+			{
+				x_pos -= 1;
+			}
+			else
+			{
+				x_pos += 1;
+			}
+			// if creature can perform attack without movement - do it!
+			tail_pos = m_battleHelper.GetBattleFieldPosition(x_pos, y_pos);
+			if (dest_tile == tail_pos)
+			{
+				ba.additionalInfo = dest_tile;
+				ba.actionType = action_walk_and_attack;
+				PrintBattleAction(ba);
+				return ba;
+			}
+		}
+
+		for (std::vector<int>::const_iterator it = fields.begin(); it != fields.end(); ++it)
+		{
+			if (*it == dest_tile)
+			{
+				// attack!
+				ba.actionType = action_walk_and_attack;
+#if defined _DEBUG
+				PrintBattleAction(ba);
+#endif
+				return ba;
+			}
+			int d = m_battleHelper.GetDistanceWithObstacles(dest_tile, *it);
+			if (d < nearest_dist)
+			{
+				nearest_dist = d;
+				nearest_pos = *it;
+			}
+		}
+		string message;
+		message = "Attacker position X=";
+		message += boost::lexical_cast<std::string>(m_battleHelper.DecodeXPosition(nearest_pos)) + ", Y=";
+		message += boost::lexical_cast<std::string>(m_battleHelper.DecodeYPosition(nearest_pos));
+		MsgBox(message.c_str());
+
+		ba.actionType = action_walk;
+		ba.destinationTile = (ui16)nearest_pos;
+		ba.additionalInfo  = -1;
+#if defined _DEBUG
+		PrintBattleAction(ba);
+#endif
+		return ba;
+	}
+}
+/**
+ * The main idea is to perform maximum casualties.
+ */
+list<int> CBattleLogic::PerformBerserkAttack(int stackID, int &additionalInfo)
+{
+	CCreature c = m_cb->battleGetCreature(stackID);
+	// attack to make biggest damage
+	list<int> creatures;
+
+	if (!m_statCasualties.empty())
+	{
+		//creature_to_attack = m_statCasualties.begin()->first;
+		creature_stat_casualties::iterator it = m_statCasualties.begin();
+		for (; it != m_statCasualties.end(); ++it)
+		{
+			if (it->second.amount_min <= 0)
+			{
+				creatures.push_back(it->first);
+				continue;
+			}
+			for (creature_stat::const_iterator it2 = m_statDistance.begin(); it2 != m_statDistance.end(); ++it2)
+			{
+				if (it2->first == it->first && it2->second - 1 <= c.speed)
+				{
+					creatures.push_front(it->first);
+				}
+			}
+		}
+		creatures.push_back(m_statCasualties.begin()->first);
+	}
+	return creatures;
+}
+
+list<int> CBattleLogic::PerformDefaultAction(int stackID, int &additionalInfo)
+{
+	// first approach based on the statistics and weights
+	// if this solution was fine we would develop this idea
+	//
+	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;
+
+	list<int> creatures;
+
+	for (std::map<int, int>::iterator it = votes.begin(); it != votes.end(); ++it)
+	{
+		if (it->second > max_vote)
+		{
+			max_vote = it->second;
+			creatures.push_front(it->first);
+		}
+	}
+	additionalInfo = 0; // list contains creatures which shoud be attacked
+	return creatures;
+}
+
+void CBattleLogic::PrintBattleAction(const BattleAction &action) // for debug purpose
+{
+	std::string message("Battle action \n");
+	message += "\taction type - ";
+	switch (action.actionType)
+	{
+	case 0:
+		message += "Cancel BattleAction\n";
+		break;
+	case 1:
+		message += "Hero cast a spell\n";
+		break;
+	case 2:
+		message += "Walk\n";
+		break;
+	case 3:
+		message += "Defend\n";
+		break;
+	case 4:
+		message += "Retreat from the battle\n";
+		break;
+	case 5:
+		message += "Surrender\n";
+		break;
+	case 6:
+		message += "Walk and Attack\n";
+		break;
+	case 7:
+		message += "Shoot\n";
+		break;
+	case 8:
+		message += "Wait\n";
+		break;
+	case 9:
+		message += "Catapult\n";
+		break;
+	case 10:
+		message += "Monster casts a spell\n";
+		break;
+	}
+	message += "\tDestination tile: X = ";
+	message += boost::lexical_cast<std::string>(m_battleHelper.DecodeXPosition(action.destinationTile));
+	message += ", Y = " + boost::lexical_cast<std::string>(m_battleHelper.DecodeYPosition(action.destinationTile));
+	message += "\nAdditional info: ";
+	if (action.actionType == 6)// || action.actionType == 7)
+	{
+		message += "stack - " + boost::lexical_cast<std::string>(m_battleHelper.DecodeXPosition(action.additionalInfo));
+		message += ", " + boost::lexical_cast<std::string>(m_battleHelper.DecodeYPosition(action.additionalInfo));
+		message += ", creature - ";
+		CStack *c = m_cb->battleGetStackByPos(action.additionalInfo);
+		if (c && c->creature)
+		{
+			message += c->creature->nameRef;
+		}
+		else
+		{
+			message += "NULL";
+		}
+	}
+	else
+	{
+		message += boost::lexical_cast<std::string>(action.additionalInfo);
+	}
+
+#ifdef _WIN32
+	HANDLE hConsole = GetStdHandle(STD_OUTPUT_HANDLE);
+
+	CONSOLE_SCREEN_BUFFER_INFO csbi;
+	GetConsoleScreenBufferInfo(hConsole, &csbi);
+	SetConsoleTextAttribute(hConsole, FOREGROUND_GREEN | FOREGROUND_INTENSITY);
+
+#else
+	std::string color;
+	color = "\x1b[1;40;32m";
+	std::cout << color;
+#endif
+
+	std::cout << message.c_str() << std::endl;
+
+#ifdef _WIN32
+	SetConsoleTextAttribute(hConsole, csbi.wAttributes);
+#else
+	color = "\x1b[0m";
+	std::cout << color;
+#endif
+}

+ 142 - 0
AI/GeniusAI/BattleLogic.h

@@ -0,0 +1,142 @@
+#ifndef __BATTLE_LOGIC_H__
+#define __BATTLE_LOGIC_H__
+
+#include "Common.h"
+#include "BattleHelper.h"
+
+#pragma warning (disable: 4100 4251 4245 4018 4081)
+#include "../../global.h"
+#include "../../CCallback.h"
+#include "../../hch/CCreatureHandler.h"
+#include "../../hch/CObjectHandler.h"
+#pragma warning (default: 4100 4251 4245 4018 4081)
+
+#pragma warning (disable: 4100)
+
+using namespace std;
+
+namespace GeniusAI { namespace BattleAI {
+
+/**
+ * Class is responsible for making decision during the battle.
+ */
+class CBattleLogic
+{
+private:
+	enum EMainStrategyType
+	{
+		strategy_super_aggresive,
+		strategy_aggresive,
+		strategy_neutral,
+		strategy_defensive,
+		strategy_super_defensive,
+		strategy_berserk_attack /** cause max damage, usually when creatures fight against overwhelming army*/
+	};
+	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)
+	};
+	struct SCreatureCasualties
+	{
+		int amount_max; // amount of creatures that will be dead
+		int amount_min;
+		int damage_max; // number of hit points that creature will lost
+		int damage_min;
+		int leftHitPoints_for_max; // number of hit points that will remain (for last unity)
+		int leftHitPoint_for_min; // scenario
+	};
+public:
+	CBattleLogic(ICallback *cb, CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side);
+	~CBattleLogic();
+
+	void SetCurrentTurn(int turn);
+	/**
+	 * Get the final decision.
+	 */
+	BattleAction MakeDecision(int stackID);
+private:
+	CBattleHelper m_battleHelper;
+	//BattleInfo m_battleInfo;
+	int m_iCurrentTurn;
+	bool m_bIsAttacker;
+	ICallback *m_cb;
+	CCreatureSet *m_army1;
+	CCreatureSet *m_army2;
+	int3 m_tile;
+	CGHeroInstance *m_hero1;
+	CGHeroInstance *m_hero2;
+	bool m_side;
+
+	// 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;
+
+	typedef std::vector<std::pair<int, SCreatureCasualties> > creature_stat_casualties;
+	creature_stat_casualties m_statCasualties;
+
+	bool m_bEnemyDominates;
+	/**
+	 * Before decision we have to make some calculation and simulation.
+	 */
+	void MakeStatistics(int currentCreatureId);
+	/**
+	 * Helper function. It's used for performing an attack action.
+	 */
+	std::vector<int> GetAvailableHexesForAttacker(CStack *defender, CStack *attacker = NULL);
+	/**
+	 * Just make defend action.
+	 */
+	BattleAction MakeDefend(int stackID);
+	/**
+	 * Just make wait action.
+	 */
+	BattleAction MakeWait(int stackID);
+	/**
+	 * Make an attack action if it's possible.
+	 * If it's not possible then function returns defend action.
+	 */
+	BattleAction MakeAttack(int attackerID, int destinationID);
+	/**
+	 * Berserk mode - do maximum casualties.
+	 * Return vector wiht IDs of creatures to attack,
+	 * additional info: -2 means wait, -1 - defend, 0 - make attack
+	 */
+	list<int> PerformBerserkAttack(int stackID, int &additionalInfo);
+	/**
+	 * Normal mode - equilibrium between casualties and yields.
+	 * Return vector wiht IDs of creatures to attack,
+	 * additional info: -2 means wait, -1 - defend, 0 - make attack
+	 */
+	list<int> PerformDefaultAction(int stackID, int &additionalInfo);
+	/**
+	 * Only for debug purpose.
+	 */
+	void PrintBattleAction(const BattleAction &action);
+};
+
+}}
+
+#endif/*__BATTLE_LOGIC_H__*/

+ 14 - 909
AI/GeniusAI/CGeniusAI.cpp

@@ -1,16 +1,6 @@
 #include "CGeniusAI.h"
 #include "CGeniusAI.h"
 #include <iostream>
 #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 std;
 using namespace std;
 using namespace GeniusAI;
 using namespace GeniusAI;
 
 
@@ -18,7 +8,7 @@ using namespace GeniusAI;
 #include <windows.h>
 #include <windows.h>
 #endif
 #endif
 
 
-void MsgBox(const char *msg, bool messageBox = false)
+void MsgBox(const char *msg, bool messageBox)
 {
 {
 #if defined _DEBUG
 #if defined _DEBUG
 #	if defined (_MSC_VER) && (_MSC_VER >= 1020)
 #	if defined (_MSC_VER) && (_MSC_VER >= 1020)
@@ -31,9 +21,20 @@ void MsgBox(const char *msg, bool messageBox = false)
 #endif
 #endif
 }
 }
 
 
+CGeniusAI::CGeniusAI()
+	: m_generalAI()
+{
+}
+
+CGeniusAI::~CGeniusAI()
+{
+}
+
 void CGeniusAI::init(ICallback *CB)
 void CGeniusAI::init(ICallback *CB)
 {
 {
 	m_cb = CB;
 	m_cb = CB;
+	m_generalAI.init(CB);
+
 	human = false;
 	human = false;
 	playerID = m_cb->getMyColor();
 	playerID = m_cb->getMyColor();
 	serialID = m_cb->getMySerial();
 	serialID = m_cb->getMySerial();
@@ -69,7 +70,7 @@ void GeniusAI::CGeniusAI::showGarrisonDialog( const CArmedInstance *up, const CG
 	onEnd();
 	onEnd();
 }
 }
 
 
-void CGeniusAI::showBlockingDialog( const std::string &text, const std::vector<Component> &components, ui32 askID, int soundID, bool selection, bool cancel )
+void CGeniusAI::showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, const int soundID, bool selection, bool cancel)
 {
 {
 	m_cb->selectionMade(cancel ? 0 : 1, askID);
 	m_cb->selectionMade(cancel ? 0 : 1, askID);
 }
 }
@@ -118,8 +119,7 @@ void CGeniusAI::battleStacksAttacked(std::set<BattleStackAttacked> & bsa)
 void CGeniusAI::battleStart(CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side)
 void CGeniusAI::battleStart(CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side)
 {
 {
 	assert(!m_battleLogic);
 	assert(!m_battleLogic);
-	m_battleLogic = new CBattleLogic(m_cb, army1, army2, tile, hero1, hero2, side);
-	assert(m_battleLogic);
+	m_battleLogic = new BattleAI::CBattleLogic(m_cb, army1, army2, tile, hero1, hero2, side);
 
 
 	MsgBox("** CGeniusAI::battleStart **");
 	MsgBox("** CGeniusAI::battleStart **");
 }
 }
@@ -206,898 +206,3 @@ BattleAction CGeniusAI::activeStack(int stackID)
 	return m_battleLogic->MakeDecision(stackID);
 	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),
-	BattlefieldWidth(15),
-	BattlefieldHeight(11),
-	m_voteForMaxDamage(10),
-	m_voteForMinDamage(10),
-	m_voteForMaxSpeed(10),
-	m_voteForDistance(10),
-	m_voteForDistanceFromShooters(20),
-	m_voteForHitPoints(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)
-{
-	int pos = battleFieldPosition - (DecodeYPosition(battleFieldPosition) - 1) * 17;
-	assert(pos > 0 && pos < 16);
-	return pos;
-}
-
-int CBattleHelper::DecodeYPosition(int battleFieldPosition)
-{
-	double y = (double)battleFieldPosition / 17.0;
-	if (y - (int)y > 0.0)
-	{
-		return (int)y + 1;
-	}
-	assert((int)y > 0 && (int)y <= 11);
-	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);
-	//x2 += (x2 % 2)? 0 : 1;
-	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,  CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side) :
-	m_iCurrentTurn(-2),
-	m_bIsAttacker(false),
-	m_cb(cb),
-	m_army1(army1),
-	m_army2(army2),
-	m_tile(tile),
-	m_hero1(hero1),
-	m_hero2(hero2),
-	m_side(side)
-{
-	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();
-
-	m_statCasualties.clear();
-
-	int totalEnemyDamage = 0;
-	int totalEnemyHitPoints = 0;
-
-	int totalDamage = 0;
-	int totalHitPoints = 0;
-
-	for (map_stacks::const_iterator it = allStacks.begin(); it != allStacks.end(); ++it)
-	{
-		const CStack *st = &it->second;
-
-		if ((it->second.attackerOwned != 0) != m_bIsAttacker)
-		{
-			int id = it->first;
-			if (st->amount < 1)
-			{
-				continue;
-			}
-			// make stats
-			int hitPoints = st->amount * st->creature->hitPoints - (st->creature->hitPoints - st->firstHPleft);
-
-			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, hitPoints));
-			m_statMaxSpeed.push_back(std::pair<int, int>(id, st->creature->speed));
-
-			totalEnemyDamage += (st->creature->damageMax + st->creature->damageMin) * st->amount / 2;
-			totalEnemyHitPoints += hitPoints;
-
-			// calculate casualties
-			SCreatureCasualties cs;
-			// hp * amount - damage * ( (att - def)>=0 )
-			// hit poionts
-			assert(hitPoints >= 0 && "CGeniusAI - creature cannot have hit points less than zero");
-
-			CGHeroInstance *attackerHero = (m_side)? m_hero1 : m_hero2;
-			CGHeroInstance *defendingHero = (m_side)? m_hero2 : m_hero1;
-
-			int attackDefenseBonus = currentStack->Attack() - st->Defense();
-			float damageFactor = 1.0f;
-			if(attackDefenseBonus < 0) //decreasing dmg
-			{
-				if(0.02f * (-attackDefenseBonus) > 0.3f)
-				{
-					damageFactor += -0.3f;
-				}
-				else
-				{
-					damageFactor += 0.02f * attackDefenseBonus;
-				}
-			}
-			else //increasing dmg
-			{
-				if(0.05f * attackDefenseBonus > 4.0f)
-				{
-					damageFactor += 4.0f;
-				}
-				else
-				{
-					damageFactor += 0.05f * attackDefenseBonus;
-				}
-			}
-
-			cs.damage_max = (int)(currentStack->creature->damageMax * currentStack->amount * damageFactor);
-			if (cs.damage_max > hitPoints)
-			{
-				cs.damage_max = hitPoints;
-			}
-
-			cs.damage_min = (int)(currentStack->creature->damageMin * currentStack->amount * damageFactor);
-			if (cs.damage_min > hitPoints)
-			{
-				cs.damage_min = hitPoints;
-			}
-
-			cs.amount_max = cs.damage_max / st->creature->hitPoints;
-			cs.amount_min = cs.damage_min / st->creature->hitPoints;
-
-			cs.leftHitPoints_for_max = (hitPoints - cs.damage_max) % st->creature->hitPoints;
-			cs.leftHitPoint_for_min = (hitPoints - cs.damage_min) % st->creature->hitPoints;
-
-			m_statCasualties.push_back(std::pair<int, SCreatureCasualties>(id, cs));
-
-			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)));
-			}
-		}
-		else
-		{
-			if (st->amount < 1)
-			{
-				continue;
-			}
-			int hitPoints = st->amount * st->creature->hitPoints - (st->creature->hitPoints - st->firstHPleft);
-
-			totalDamage += (st->creature->damageMax + st->creature->damageMin) * st->amount / 2;
-			totalHitPoints += hitPoints;
-		}
-	}
-	if ((float)totalDamage / (float)totalEnemyDamage < 0.5f &&
-		(float)totalHitPoints / (float)totalEnemyHitPoints < 0.5f)
-	{
-		m_bEnemyDominates = true;
-		MsgBox("** EnemyDominates!");
-	}
-	else
-	{
-		m_bEnemyDominates = false;
-	}
-	// 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));
-	// sort casualties
-	std::sort(m_statCasualties.begin(), m_statCasualties.end(),
-		bind(&creature_stat_casualties::value_type::second_type::damage_max, bind(&creature_stat_casualties::value_type::second, _1))
-		>
-		bind(&creature_stat_casualties::value_type::second_type::damage_max, bind(&creature_stat_casualties::value_type::second, _2)));
-}
-
-BattleAction CBattleLogic::MakeDecision(int stackID)
-{
-	MakeStatistics(stackID);
-
-	list<int> creatures;
-	int additionalInfo;
-
-	if (m_bEnemyDominates)
-	{
-		creatures = PerformBerserkAttack(stackID, additionalInfo);
-	}
-	else
-	{
-		creatures = PerformDefaultAction(stackID, additionalInfo);
-	}
-	/*
-	std::string message("Creature will be attacked - ");
-	message += boost::lexical_cast<std::string>(creature_to_attack);
-	MsgBox(message.c_str());
-	*/
-
-	if (additionalInfo == -1 || creatures.empty())
-	{
-		// defend
-		return MakeDefend(stackID);
-	}
-	else if (additionalInfo == -2)
-	{
-		return MakeWait(stackID);
-	}
-
-	list<int>::iterator it, eit;
-	eit = creatures.end();
-	for (it = creatures.begin(); it != eit; ++it)
-	{
-		BattleAction ba = MakeAttack(stackID, *it);
-		if (ba.actionType != action_walk_and_attack)
-		{
-			continue;
-		}
-		else
-		{
-			PrintBattleAction(ba);
-			return ba;
-		}
-	}
-	BattleAction ba = MakeAttack(stackID, *creatures.begin());
-	return ba;
-}
-
-
-
-std::vector<int> CBattleLogic::GetAvailableHexesForAttacker(CStack *defender, CStack *attacker)
-{
-	int x = m_battleHelper.DecodeXPosition(defender->position);
-	int y = m_battleHelper.DecodeYPosition(defender->position);
-	bool defenderIsDW = defender->creature->isDoubleWide();
-	bool attackerIsDW = attacker->creature->isDoubleWide();
-	// TOTO: should be std::vector<int> but for debug purpose std::pair is used
-	typedef std::pair<int, int> hexPoint;
-	std::list<hexPoint> candidates;
-	std::vector<int> fields;
-	if (defenderIsDW)
-	{
-		if (defender->attackerOwned)
-		{
-			// from left side
-			if (!(y % 2))
-			{
-				// up
-				candidates.push_back(hexPoint(x - 2, y - 1));
-				candidates.push_back(hexPoint(x - 1, y - 1));
-				candidates.push_back(hexPoint(x, y - 1));
-				// down
-				candidates.push_back(hexPoint(x - 2, y + 1));
-				candidates.push_back(hexPoint(x - 1, y + 1));
-				candidates.push_back(hexPoint(x, y + 1));
-			}
-			else
-			{
-				// up
-				candidates.push_back(hexPoint(x - 1, y - 1));
-				candidates.push_back(hexPoint(x, y - 1));
-				candidates.push_back(hexPoint(x + 1, y - 1));
-				// down
-				candidates.push_back(hexPoint(x - 1, y + 1));
-				candidates.push_back(hexPoint(x, y + 1));
-				candidates.push_back(hexPoint(x + 1, y + 1));
-
-			}
-			candidates.push_back(hexPoint(x - 2, y));
-			candidates.push_back(hexPoint(x + 1, y));
-
-		}
-		else
-		{
-			// from right
-			if (!(y % 2))
-			{
-				// up
-				candidates.push_back(hexPoint(x - 1, y - 1));
-				candidates.push_back(hexPoint(x, y - 1));
-				candidates.push_back(hexPoint(x + 1, y - 1));
-				// down
-				candidates.push_back(hexPoint(x - 1, y + 1));
-				candidates.push_back(hexPoint(x, y + 1));
-				candidates.push_back(hexPoint(x + 1, y + 1));
-			}
-			else
-			{
-				// up
-				candidates.push_back(hexPoint(x, y - 1));
-				candidates.push_back(hexPoint(x + 1, y - 1));
-				candidates.push_back(hexPoint(x + 2, y - 1));
-				// down
-				candidates.push_back(hexPoint(x, y + 1));
-				candidates.push_back(hexPoint(x + 1, y + 1));
-				candidates.push_back(hexPoint(x + 2, y + 1));
-			}
-			candidates.push_back(hexPoint(x - 1, y));
-			candidates.push_back(hexPoint(x + 2, y));
-		}
-	}
-	else
-	{
-		if (!(y % 2)) // even line
-		{
-			// up
-			candidates.push_back(hexPoint(x - 1, y - 1));
-			candidates.push_back(hexPoint(x, y - 1));
-			// down
-			candidates.push_back(hexPoint(x - 1, y + 1));
-			candidates.push_back(hexPoint(x, y + 1));
-		}
-		else // odd line
-		{
-			// up
-			candidates.push_back(hexPoint(x, y - 1));
-			candidates.push_back(hexPoint(x + 1, y - 1));
-			// down
-			candidates.push_back(hexPoint(x, y + 1));
-			candidates.push_back(hexPoint(x + 1, y + 1));
-		}
-
-		candidates.push_back(hexPoint(x + 1, y));
-		candidates.push_back(hexPoint(x - 1, y));
-	}
-
-	// remove fields which are out of bounds or obstacles
-	for (std::list<hexPoint>::iterator it = candidates.begin(); it != candidates.end(); ++it)
-	{
-		if (it->first < 1 || it->first > m_battleHelper.BattlefieldWidth ||
-			it->second < 1 || it->second > m_battleHelper.BattlefieldHeight)
-		{
-			// field is out of bounds
-			//it = candidates.erase(it);
-			continue;
-		}
-
-		int new_pos = m_battleHelper.GetBattleFieldPosition(it->first, it->second);
-		CStack *st = m_cb->battleGetStackByPos(new_pos);
-
-		if (st == NULL || st->amount < 1)
-		{
-			if (attackerIsDW)
-			{
-				int tail_pos = -1;
-				if (attacker->attackerOwned) // left side
-				{
-					int tail_pos_x = it->first - 1;
-					if (tail_pos_x < 1)
-					{
-						continue;
-					}
-					tail_pos = m_battleHelper.GetBattleFieldPosition(it->first, it->second);
-				}
-				else // right side
-				{
-					int tail_pos_x = it->first + 1;
-					if (tail_pos_x > m_battleHelper.BattlefieldWidth)
-					{
-						continue;
-					}
-					tail_pos = m_battleHelper.GetBattleFieldPosition(it->first, it->second);
-				}
-				assert(tail_pos >= 0 && "Error during calculation position of double wide creature");
-				CStack *tailStack = m_cb->battleGetStackByPos(tail_pos);
-				if (st != NULL && st->amount >= 1)
-				{
-					continue;
-				}
-			}
-
-			fields.push_back(new_pos);
-
-		}
-		else if (attacker)
-		{
-			if (attacker->ID == st->ID)
-			{
-				fields.push_back(new_pos);
-			}
-		}
-		//
-		//++it;
-	}
-	return fields;
-}
-
-BattleAction CBattleLogic::MakeDefend(int stackID)
-{
-	BattleAction ba;
-	ba.side = 1;
-	ba.actionType = action_defend;
-	ba.stackNumber = stackID;
-	ba.additionalInfo = -1;
-	return ba;
-}
-
-BattleAction CBattleLogic::MakeWait(int stackID)
-{
-	BattleAction ba;
-	ba.side = 1;
-	ba.actionType = action_wait;
-	ba.stackNumber = stackID;
-	ba.additionalInfo = -1;
-	return ba;
-}
-
-BattleAction CBattleLogic::MakeAttack(int attackerID, int destinationID)
-{
-	if (m_cb->battleCanShoot(attackerID, m_cb->battleGetPos(destinationID)))
-	{
-		// shoot
-		BattleAction ba;
-		ba.side = 1;
-		ba.additionalInfo = -1;
-		ba.actionType = action_shoot; // shoot
-		ba.stackNumber = attackerID;
-		ba.destinationTile = (ui16)m_cb->battleGetPos(destinationID);
-		return ba;
-	}
-	else
-	{
-		// go or go&attack
-		int dest_tile = -1;
-		std::vector<int> av_tiles = GetAvailableHexesForAttacker(m_cb->battleGetStackByID(destinationID), m_cb->battleGetStackByID(attackerID));
-		if (av_tiles.size() < 1)
-		{
-			return MakeDefend(attackerID);
-		}
-
-		// get the best tile - now the nearest
-
-		int prev_distance = m_battleHelper.InfiniteDistance;
-		int currentPos = m_cb->battleGetPos(attackerID);
-
-		for (std::vector<int>::iterator it = av_tiles.begin(); it != av_tiles.end(); ++it)
-		{
-			int dist = m_battleHelper.GetDistanceWithObstacles(*it, m_cb->battleGetPos(attackerID));
-			if (dist < prev_distance)
-			{
-				prev_distance = dist;
-				dest_tile = *it;
-			}
-			if (*it == currentPos)
-			{
-				dest_tile = currentPos;
-				break;
-			}
-		}
-
-		std::vector<int> fields = m_cb->battleGetAvailableHexes(attackerID, false);
-
-		if(fields.size() == 0)
-		{
-			return MakeDefend(attackerID);
-		}
-
-		BattleAction ba;
-		ba.side = 1;
-		//ba.actionType = 6; // go and attack
-		ba.stackNumber = attackerID;
-		ba.destinationTile = (ui16)dest_tile;
-		//simplified checking for possibility of attack (previous was too simplified)
-		int destStackPos = m_cb->battleGetPos(destinationID);
-		if(BattleInfo::mutualPosition(dest_tile, destStackPos) != -1)
-			ba.additionalInfo = destStackPos;
-		else if(BattleInfo::mutualPosition(dest_tile, destStackPos+1) != -1)
-			ba.additionalInfo = destStackPos+1;
-		else if(BattleInfo::mutualPosition(dest_tile, destStackPos-1) != -1)
-			ba.additionalInfo = destStackPos-1;
-		else
-			MakeDefend(attackerID);
-
-		int nearest_dist = m_battleHelper.InfiniteDistance;
-		int nearest_pos = -1;
-
-		// if double wide calculate tail
-		CStack *attackerStack = m_cb->battleGetStackByID(attackerID);
-		assert(attackerStack != NULL);
-
-		int tail_pos = -1;
-		if (attackerStack->creature->isDoubleWide())
-		{
-			int x_pos = m_battleHelper.DecodeXPosition(attackerStack->position);
-			int y_pos = m_battleHelper.DecodeYPosition(attackerStack->position);
-			if (attackerStack->attackerOwned)
-			{
-				x_pos -= 1;
-			}
-			else
-			{
-				x_pos += 1;
-			}
-			// if creature can perform attack without movement - do it!
-			tail_pos = m_battleHelper.GetBattleFieldPosition(x_pos, y_pos);
-			if (dest_tile == tail_pos)
-			{
-				ba.additionalInfo = dest_tile;
-				ba.actionType = action_walk_and_attack;
-				PrintBattleAction(ba);
-				return ba;
-			}
-		}
-
-		for (std::vector<int>::const_iterator it = fields.begin(); it != fields.end(); ++it)
-		{
-			if (*it == dest_tile)
-			{
-				// attack!
-				ba.actionType = action_walk_and_attack;
-#if defined _DEBUG
-				PrintBattleAction(ba);
-#endif
-				return ba;
-			}
-			int d = m_battleHelper.GetDistanceWithObstacles(dest_tile, *it);
-			if (d < nearest_dist)
-			{
-				nearest_dist = d;
-				nearest_pos = *it;
-			}
-		}
-		string message;
-		message = "Attacker position X=";
-		message += boost::lexical_cast<std::string>(m_battleHelper.DecodeXPosition(nearest_pos)) + ", Y=";
-		message += boost::lexical_cast<std::string>(m_battleHelper.DecodeYPosition(nearest_pos));
-		MsgBox(message.c_str());
-
-		ba.actionType = action_walk;
-		ba.destinationTile = (ui16)nearest_pos;
-		ba.additionalInfo  = -1;
-#if defined _DEBUG
-		PrintBattleAction(ba);
-#endif
-		return ba;
-	}
-}
-/**
- * The main idea is to perform maximum casualties.
- */
-list<int> CBattleLogic::PerformBerserkAttack(int stackID, int &additionalInfo)
-{
-	CCreature c = m_cb->battleGetCreature(stackID);
-	// attack to make biggest damage
-	list<int> creatures;
-
-	if (!m_statCasualties.empty())
-	{
-		//creature_to_attack = m_statCasualties.begin()->first;
-		creature_stat_casualties::iterator it = m_statCasualties.begin();
-		for (; it != m_statCasualties.end(); ++it)
-		{
-			if (it->second.amount_min <= 0)
-			{
-				creatures.push_back(it->first);
-				continue;
-			}
-			for (creature_stat::const_iterator it2 = m_statDistance.begin(); it2 != m_statDistance.end(); ++it2)
-			{
-				if (it2->first == it->first && it2->second - 1 <= c.speed)
-				{
-					creatures.push_front(it->first);
-				}
-			}
-		}
-		creatures.push_back(m_statCasualties.begin()->first);
-	}
-	return creatures;
-}
-
-list<int> CBattleLogic::PerformDefaultAction(int stackID, int &additionalInfo)
-{
-	// first approach based on the statistics and weights
-	// if this solution was fine we would develop this idea
-	//
-	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;
-
-	list<int> creatures;
-
-	for (std::map<int, int>::iterator it = votes.begin(); it != votes.end(); ++it)
-	{
-		if (it->second > max_vote)
-		{
-			max_vote = it->second;
-			creatures.push_front(it->first);
-		}
-	}
-	additionalInfo = 0; // list contains creatures which shoud be attacked
-	return creatures;
-}
-
-void CBattleLogic::PrintBattleAction(const BattleAction &action) // for debug purpose
-{
-	std::string message("Battle action \n");
-	message += "\taction type - ";
-	switch (action.actionType)
-	{
-	case 0:
-		message += "Cancel BattleAction\n";
-		break;
-	case 1:
-		message += "Hero cast a spell\n";
-		break;
-	case 2:
-		message += "Walk\n";
-		break;
-	case 3:
-		message += "Defend\n";
-		break;
-	case 4:
-		message += "Retreat from the battle\n";
-		break;
-	case 5:
-		message += "Surrender\n";
-		break;
-	case 6:
-		message += "Walk and Attack\n";
-		break;
-	case 7:
-		message += "Shoot\n";
-		break;
-	case 8:
-		message += "Wait\n";
-		break;
-	case 9:
-		message += "Catapult\n";
-		break;
-	case 10:
-		message += "Monster casts a spell\n";
-		break;
-	}
-	message += "\tDestination tile: X = ";
-	message += boost::lexical_cast<std::string>(m_battleHelper.DecodeXPosition(action.destinationTile));
-	message += ", Y = " + boost::lexical_cast<std::string>(m_battleHelper.DecodeYPosition(action.destinationTile));
-	message += "\nAdditional info: ";
-	if (action.actionType == 6)// || action.actionType == 7)
-	{
-		message += "stack - " + boost::lexical_cast<std::string>(m_battleHelper.DecodeXPosition(action.additionalInfo));
-		message += ", " + boost::lexical_cast<std::string>(m_battleHelper.DecodeYPosition(action.additionalInfo));
-		message += ", creature - ";
-		CStack *c = m_cb->battleGetStackByPos(action.additionalInfo);
-		if (c && c->creature)
-		{
-			message += c->creature->nameRef;
-		}
-		else
-		{
-			message += "NULL";
-		}
-	}
-	else
-	{
-		message += boost::lexical_cast<std::string>(action.additionalInfo);
-	}
-
-#ifdef _WIN32
-	HANDLE hConsole = GetStdHandle(STD_OUTPUT_HANDLE);
-
-	CONSOLE_SCREEN_BUFFER_INFO csbi;
-	GetConsoleScreenBufferInfo(hConsole, &csbi);
-	SetConsoleTextAttribute(hConsole, FOREGROUND_GREEN | FOREGROUND_INTENSITY);
-
-#else
-	std::string color;
-	color = "\x1b[1;40;32m";
-	std::cout << color;
-#endif
-
-	std::cout << message.c_str() << std::endl;
-
-#ifdef _WIN32
-	SetConsoleTextAttribute(hConsole, csbi.wAttributes);
-#else
-	color = "\x1b[0m";
-	std::cout << color;
-#endif
-}

+ 11 - 177
AI/GeniusAI/CGeniusAI.h

@@ -1,188 +1,22 @@
 #ifndef __CGENIUSAI_H__
 #ifndef __CGENIUSAI_H__
 #define __CGENIUSAI_H__
 #define __CGENIUSAI_H__
 
 
-#define VCMI_DLL
-
-#pragma warning (disable: 4100 4251 4245 4018 4081)
-#include "../../global.h"
-#include "../../AI_Base.h"
-#include "../../CCallback.h"
-#include "../../hch/CCreatureHandler.h"
-#include "../../hch/CObjectHandler.h"
-
-#pragma warning (default: 4100 4251 4245 4018 4081)
-
-#pragma warning (disable: 4100)
-
-#ifdef __GNUC__
-#define strcpy_s(a, b, c) strncpy(a, c, b)
-#endif
-
-using namespace std;
+#include "Common.h"
+#include "BattleLogic.h"
+#include "GeneralAI.h"
 
 
 namespace GeniusAI {
 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;
-
-	CBattleHelper(const CBattleHelper &);
-	CBattleHelper &operator=(const CBattleHelper &);
-};
-
-/**
- * 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_berserk_attack /** cause max damage, usually when creatures fight against overwhelming army*/
-	};
-	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)
-	};
-	struct SCreatureCasualties
-	{
-		int amount_max; // amount of creatures that will be dead
-		int amount_min;
-		int damage_max; // number of hit points that creature will lost
-		int damage_min;
-		int leftHitPoints_for_max; // number of hit points that will remain (for last unity)
-		int leftHitPoint_for_min; // scenario
-	};
-public:
-	CBattleLogic(ICallback *cb, CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side);
-	~CBattleLogic();
-
-	void SetCurrentTurn(int turn);
-	/**
-	 * Get the final decision.
-	 */
-	BattleAction MakeDecision(int stackID);
-private:
-	CBattleHelper m_battleHelper;
-	//BattleInfo m_battleInfo;
-	int m_iCurrentTurn;
-	bool m_bIsAttacker;
-	ICallback *m_cb;
-	CCreatureSet *m_army1;
-	CCreatureSet *m_army2;
-	int3 m_tile;
-	CGHeroInstance *m_hero1;
-	CGHeroInstance *m_hero2;
-	bool m_side;
-
-	// 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;
-
-	typedef std::vector<std::pair<int, SCreatureCasualties> > creature_stat_casualties;
-	creature_stat_casualties m_statCasualties;
-
-	bool m_bEnemyDominates;
-	/**
-	 * Before decision we have to make some calculation and simulation.
-	 */
-	void MakeStatistics(int currentCreatureId);
-	/**
-	 * Helper function. It's used for performing an attack action.
-	 */
-	std::vector<int> GetAvailableHexesForAttacker(CStack *defender, CStack *attacker = NULL);
-	/**
-	 * Just make defend action.
-	 */
-	BattleAction MakeDefend(int stackID);
-	/**
-	 * Just make wait action.
-	 */
-	BattleAction MakeWait(int stackID);
-	/**
-	 * Make an attack action if it's possible.
-	 * If it's not possible then function returns defend action.
-	 */
-	BattleAction MakeAttack(int attackerID, int destinationID);
-	/**
-	 * Berserk mode - do maximum casualties.
-	 * Return vector wiht IDs of creatures to attack,
-	 * additional info: -2 means wait, -1 - defend, 0 - make attack
-	 */
-	list<int> PerformBerserkAttack(int stackID, int &additionalInfo);
-	/**
-	 * Normal mode - equilibrium between casualties and yields.
-	 * Return vector wiht IDs of creatures to attack,
-	 * additional info: -2 means wait, -1 - defend, 0 - make attack
-	 */
-	list<int> PerformDefaultAction(int stackID, int &additionalInfo);
-	/**
-	 * Only for debug purpose.
-	 */
-	void PrintBattleAction(const BattleAction &action);
-};
-
 class CGeniusAI : public CGlobalAI
 class CGeniusAI : public CGlobalAI
 {
 {
 private:
 private:
-	ICallback *m_cb;
-	CBattleLogic *m_battleLogic;
+	ICallback*							m_cb;
+	GeniusAI::BattleAI::CBattleLogic*	m_battleLogic;
+	GeniusAI::GeneralAI::CGeneralAI		m_generalAI;
 public:
 public:
+	CGeniusAI();
+	virtual ~CGeniusAI();
+
 	virtual void init(ICallback * CB);
 	virtual void init(ICallback * CB);
 	virtual void yourTurn();
 	virtual void yourTurn();
 	virtual void heroKilled(const CGHeroInstance *);
 	virtual void heroKilled(const CGHeroInstance *);
@@ -190,7 +24,7 @@ public:
 	virtual void heroMoved(const HeroMoveDetails &);
 	virtual void heroMoved(const HeroMoveDetails &);
 	virtual void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, int val) {};
 	virtual void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, int val) {};
 	virtual void showSelDialog(std::string text, std::vector<CSelectableComponent*> & components, int askID){};
 	virtual void showSelDialog(std::string text, std::vector<CSelectableComponent*> & components, int askID){};
-	virtual void showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, int soundID, bool selection, bool cancel);
+	virtual void showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, const int soundID, bool selection, bool cancel); //Show a dialog, player must take decision. If selection then he has to choose between one of given components, if cancel he is allowed to not choose. After making choice, CCallback::selectionMade should be called with number of selected component (1 - n) or 0 for cancel (if allowed) and askID.
 	virtual void tileRevealed(int3 pos){};
 	virtual void tileRevealed(int3 pos){};
 	virtual void tileHidden(int3 pos){};
 	virtual void tileHidden(int3 pos){};
 	virtual void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback);
 	virtual void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback);
@@ -215,4 +49,4 @@ public:
 
 
 }
 }
 
 
-#endif // __CGENIUSAI_H__
+#endif // __CGENIUSAI_H__

+ 16 - 0
AI/GeniusAI/Common.h

@@ -0,0 +1,16 @@
+#ifndef __GENIUS_COMMON__
+#define __GENIUS_COMMON__
+
+#define VCMI_DLL
+
+#ifdef __GNUC__
+#define strcpy_s(a, b, c) strncpy(a, c, b)
+#endif
+
+#pragma warning (disable: 4100 4244)
+#include "../../AI_Base.h"
+#pragma warning (default: 4100 4244)
+
+void MsgBox(const char *msg, bool messageBox = false);
+
+#endif/*__GENIUS_COMMON__*/

+ 5 - 8
AI/GeniusAI/DLLMain.cpp

@@ -4,8 +4,6 @@
 #pragma warning (default: 4100 4251 4245 4018 4081)
 #pragma warning (default: 4100 4251 4245 4018 4081)
 
 
 #include "CGeniusAI.h"
 #include "CGeniusAI.h"
-#include <cstring>
-#include <set>
 
 
 using namespace GeniusAI;
 using namespace GeniusAI;
 
 
@@ -21,19 +19,18 @@ extern "C" DLL_EXPORT void GetAiName(char* name)
 	strcpy_s(name, strlen(g_cszAiName) + 1, g_cszAiName);
 	strcpy_s(name, strlen(g_cszAiName) + 1, g_cszAiName);
 }
 }
 
 
-extern "C" DLL_EXPORT char * GetAiNameS()
+extern "C" DLL_EXPORT char* GetAiNameS()
 {
 {
-	char *ret = new char[strlen(g_cszAiName) + 1];
-	strcpy_s(ret, strlen(g_cszAiName), g_cszAiName);
-	return ret;
+	// need to be defined
+	return NULL;
 }
 }
 
 
-extern "C" DLL_EXPORT CGlobalAI * GetNewAI()
+extern "C" DLL_EXPORT CGlobalAI* GetNewAI()
 {
 {
 	return new CGeniusAI();
 	return new CGeniusAI();
 }
 }
 
 
-extern "C" DLL_EXPORT void ReleaseAI(CGlobalAI * i)
+extern "C" DLL_EXPORT void ReleaseAI(CGlobalAI* i)
 {
 {
 	delete (CGeniusAI*)i;
 	delete (CGeniusAI*)i;
 }
 }

+ 18 - 0
AI/GeniusAI/GeneralAI.cpp

@@ -0,0 +1,18 @@
+#include "GeneralAI.h"
+
+using namespace GeniusAI::GeneralAI;
+
+CGeneralAI::CGeneralAI()
+	: m_cb(NULL)
+{
+}
+
+CGeneralAI::~CGeneralAI()
+{
+}
+
+void CGeneralAI::init(ICallback *CB)
+{
+	assert(CB != NULL);
+	m_cb = CB;
+}

+ 21 - 0
AI/GeniusAI/GeneralAI.h

@@ -0,0 +1,21 @@
+#ifndef __GENERAL_AI_H__
+#define __GENERAL_AI_H__
+
+#include "Common.h"
+
+namespace GeniusAI { namespace GeneralAI {
+
+	class CGeneralAI
+	{
+	public:
+		CGeneralAI();
+		~CGeneralAI();
+
+		void init(ICallback* CB);
+	private:
+		ICallback *m_cb;
+	};
+
+}}
+
+#endif/*__GENERAL_AI_H__*/

+ 32 - 14
AI/GeniusAI/genius.vcproj

@@ -264,35 +264,53 @@
 	</References>
 	</References>
 	<Files>
 	<Files>
 		<Filter
 		<Filter
-			Name="Source Files"
-			Filter="cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx"
-			UniqueIdentifier="{4FC737F1-C7A5-4376-A066-2A32D752A2FF}"
+			Name="BattleAI"
 			>
 			>
 			<File
 			<File
-				RelativePath=".\CGeniusAI.cpp"
+				RelativePath=".\BattleHelper.cpp"
 				>
 				>
 			</File>
 			</File>
 			<File
 			<File
-				RelativePath=".\DLLMain.cpp"
+				RelativePath=".\BattleHelper.h"
+				>
+			</File>
+			<File
+				RelativePath=".\BattleLogic.cpp"
+				>
+			</File>
+			<File
+				RelativePath=".\BattleLogic.h"
 				>
 				>
 			</File>
 			</File>
 		</Filter>
 		</Filter>
 		<Filter
 		<Filter
-			Name="Header Files"
-			Filter="h;hpp;hxx;hm;inl;inc;xsd"
-			UniqueIdentifier="{93995380-89BD-4b04-88EB-625FBE52EBFB}"
+			Name="GeneralAI"
 			>
 			>
 			<File
 			<File
-				RelativePath=".\CGeniusAI.h"
+				RelativePath=".\GeneralAI.cpp"
+				>
+			</File>
+			<File
+				RelativePath=".\GeneralAI.h"
 				>
 				>
 			</File>
 			</File>
 		</Filter>
 		</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}"
+		<File
+			RelativePath=".\CGeniusAI.cpp"
 			>
 			>
-		</Filter>
+		</File>
+		<File
+			RelativePath=".\CGeniusAI.h"
+			>
+		</File>
+		<File
+			RelativePath=".\Common.h"
+			>
+		</File>
+		<File
+			RelativePath=".\DLLMain.cpp"
+			>
+		</File>
 	</Files>
 	</Files>
 	<Globals>
 	<Globals>
 	</Globals>
 	</Globals>