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Uploaded Genius AI by Ambtrip.

Michał W. Urbańczyk 17 years ago
parent
commit
aeb1f6d012
4 changed files with 1059 additions and 0 deletions
  1. 660 0
      AI/GeniusAI/CGeniusAI.cpp
  2. 148 0
      AI/GeniusAI/CGeniusAI.h
  3. 39 0
      AI/GeniusAI/DLLMain.cpp
  4. 212 0
      AI/GeniusAI/genius.vcproj

+ 660 - 0
AI/GeniusAI/CGeniusAI.cpp

@@ -0,0 +1,660 @@
+#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;
+}

+ 148 - 0
AI/GeniusAI/CGeniusAI.h

@@ -0,0 +1,148 @@
+#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__*/

+ 39 - 0
AI/GeniusAI/DLLMain.cpp

@@ -0,0 +1,39 @@
+#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;
+}

+ 212 - 0
AI/GeniusAI/genius.vcproj

@@ -0,0 +1,212 @@
+<?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>