瀏覽代碼

Created a new battle AI project — BattleAI. Now it is merely a copy of StupidAI but it is meant to eventually replace it.

Michał W. Urbańczyk 13 年之前
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c42f187608

+ 312 - 0
AI/BattleAI/BattleAI.cpp

@@ -0,0 +1,312 @@
+#include "StdInc.h"
+#include "../../lib/AI_Base.h"
+#include "BattleAI.h"
+#include "../../lib/BattleState.h"
+#include "../../CCallback.h"
+#include "../../lib/CCreatureHandler.h"
+
+CPlayerBattleCallback * cbc;
+
+CBattleAI::CBattleAI(void)
+	: side(-1), cb(NULL)
+{
+	print("created");
+}
+
+
+CBattleAI::~CBattleAI(void)
+{
+	print("destroyed");
+}
+
+void CBattleAI::init( CPlayerBattleCallback * CB )
+{
+	print("init called, saving ptr to IBattleCallback");
+	cbc = cb = CB;
+}
+
+void CBattleAI::actionFinished( const BattleAction *action )
+{
+	print("actionFinished called");
+}
+
+void CBattleAI::actionStarted( const BattleAction *action )
+{
+	print("actionStarted called");
+}
+
+struct EnemyInfo
+{
+	const CStack * s;
+	int adi, adr;
+	std::vector<BattleHex> attackFrom; //for melee fight
+	EnemyInfo(const CStack * _s) : s(_s)
+	{}
+	void calcDmg(const CStack * ourStack)
+	{
+		TDmgRange retal, dmg = cbc->battleEstimateDamage(ourStack, s, &retal);
+		adi = (dmg.first + dmg.second) / 2;
+		adr = (retal.first + retal.second) / 2;
+	}
+
+	bool operator==(const EnemyInfo& ei) const
+	{
+		return s == ei.s;
+	}
+};
+
+bool isMoreProfitable(const EnemyInfo &ei1, const EnemyInfo& ei2)
+{
+	return (ei1.adi-ei1.adr) < (ei2.adi - ei2.adr);
+}
+
+int distToNearestNeighbour(BattleHex hex, const ReachabilityInfo::TDistances& dists, BattleHex *chosenHex = NULL)
+{
+	int ret = 1000000;
+	BOOST_FOREACH(BattleHex n, hex.neighbouringTiles())
+	{
+		if(dists[n] >= 0 && dists[n] < ret)
+		{
+			ret = dists[n];
+			if(chosenHex)
+				*chosenHex = n;
+		}
+	}
+
+	return ret;
+}
+
+bool isCloser(const EnemyInfo & ei1, const EnemyInfo & ei2, const ReachabilityInfo::TDistances & dists)
+{
+	return distToNearestNeighbour(ei1.s->position, dists) < distToNearestNeighbour(ei2.s->position, dists);
+}
+
+static bool willSecondHexBlockMoreEnemyShooters(const BattleHex &h1, const BattleHex &h2)
+{
+	int shooters[2] = {0}; //count of shooters on hexes
+
+	for(int i = 0; i < 2; i++)
+		BOOST_FOREACH(BattleHex neighbour, (i ? h2 : h1).neighbouringTiles())
+			if(const CStack *s = cbc->battleGetStackByPos(neighbour))
+				if(s->getCreature()->isShooting())
+						shooters[i]++;
+
+	return shooters[0] < shooters[1];
+}
+
+BattleAction CBattleAI::activeStack( const CStack * stack )
+{
+	//boost::this_thread::sleep(boost::posix_time::seconds(2));
+	print("activeStack called for " + stack->nodeName());
+	auto dists = cb->battleGetDistances(stack);
+	std::vector<EnemyInfo> enemiesShootable, enemiesReachable, enemiesUnreachable;
+
+	if(stack->type->idNumber == 145) //catapult
+	{
+		BattleAction attack;
+		static const int wallHexes[] = {50, 183, 182, 130, 62, 29, 12, 95};
+		attack.destinationTile = wallHexes[ rand()%ARRAY_COUNT(wallHexes) ];
+		attack.actionType = BattleAction::CATAPULT;
+		attack.additionalInfo = 0;
+		attack.side = side;
+		attack.stackNumber = stack->ID;
+
+		return attack;
+	}
+
+	BOOST_FOREACH(const CStack *s, cb->battleGetStacks(CBattleCallback::ONLY_ENEMY))
+	{
+		if(cb->battleCanShoot(stack, s->position))
+		{
+			enemiesShootable.push_back(s);
+		}
+		else
+		{
+			std::vector<BattleHex> avHexes = cb->battleGetAvailableHexes(stack, false);
+
+			BOOST_FOREACH(BattleHex hex, avHexes)
+			{
+				if(CStack::isMeleeAttackPossible(stack, s, hex))
+				{
+					std::vector<EnemyInfo>::iterator i = std::find(enemiesReachable.begin(), enemiesReachable.end(), s);
+					if(i == enemiesReachable.end())
+					{
+						enemiesReachable.push_back(s);
+						i = enemiesReachable.begin() + (enemiesReachable.size() - 1);
+					}
+
+					i->attackFrom.push_back(hex);
+				}
+			}
+
+			if(!vstd::contains(enemiesReachable, s) && s->position.isValid())
+				enemiesUnreachable.push_back(s);
+		}
+	}
+
+	if(enemiesShootable.size())
+	{
+		const EnemyInfo &ei= *std::max_element(enemiesShootable.begin(), enemiesShootable.end(), isMoreProfitable);
+		return BattleAction::makeShotAttack(stack, ei.s);
+	}
+	else if(enemiesReachable.size())
+	{
+		const EnemyInfo &ei= *std::max_element(enemiesReachable.begin(), enemiesReachable.end(), &isMoreProfitable);
+		return BattleAction::makeMeleeAttack(stack, ei.s, *std::max_element(ei.attackFrom.begin(), ei.attackFrom.end(), &willSecondHexBlockMoreEnemyShooters));
+	}
+	else
+	{
+		const EnemyInfo &ei= *std::min_element(enemiesUnreachable.begin(), enemiesUnreachable.end(), boost::bind(isCloser, _1, _2, boost::ref(dists)));
+		if(distToNearestNeighbour(ei.s->position, dists) < GameConstants::BFIELD_SIZE)
+		{
+			return goTowards(stack, ei.s->position);
+		}
+	}
+
+	return BattleAction::makeDefend(stack);
+}
+
+void CBattleAI::battleAttack(const BattleAttack *ba)
+{
+	print("battleAttack called");
+}
+
+void CBattleAI::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa)
+{
+	print("battleStacksAttacked called");
+}
+
+void CBattleAI::battleEnd(const BattleResult *br)
+{
+	print("battleEnd called");
+}
+
+// void CStupidAI::battleResultsApplied()
+// {
+// 	print("battleResultsApplied called");
+// }
+
+void CBattleAI::battleNewRoundFirst(int round)
+{
+	print("battleNewRoundFirst called");
+}
+
+void CBattleAI::battleNewRound(int round)
+{
+	print("battleNewRound called");
+}
+
+void CBattleAI::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance)
+{
+	print("battleStackMoved called");;
+}
+
+void CBattleAI::battleSpellCast(const BattleSpellCast *sc)
+{
+	print("battleSpellCast called");
+}
+
+void CBattleAI::battleStacksEffectsSet(const SetStackEffect & sse)
+{
+	print("battleStacksEffectsSet called");
+}
+
+void CBattleAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side)
+{
+	print("battleStart called");
+	side = Side;
+}
+
+void CBattleAI::battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, bool tentHeal, si32 lifeDrainFrom)
+{
+	print("battleStacksHealedRes called");
+}
+
+void CBattleAI::battleNewStackAppeared(const CStack * stack)
+{
+	print("battleNewStackAppeared called");
+}
+
+void CBattleAI::battleObstaclesRemoved(const std::set<si32> & removedObstacles)
+{
+	print("battleObstaclesRemoved called");
+}
+
+void CBattleAI::battleCatapultAttacked(const CatapultAttack & ca)
+{
+	print("battleCatapultAttacked called");
+}
+
+void CBattleAI::battleStacksRemoved(const BattleStacksRemoved & bsr)
+{
+	print("battleStacksRemoved called");
+}
+
+void CBattleAI::print(const std::string &text) const
+{
+	tlog6 << "CStupidAI [" << this <<"]: " << text << std::endl;
+}
+
+BattleAction CBattleAI::goTowards(const CStack * stack, BattleHex destination)
+{
+	assert(destination.isValid());
+	auto avHexes = cb->battleGetAvailableHexes(stack, false);
+	auto reachability = cb->getReachability(stack);
+
+	if(vstd::contains(avHexes, destination))
+		return BattleAction::makeMove(stack, destination);
+
+	auto destNeighbours = destination.neighbouringTiles();
+	if(vstd::contains_if(destNeighbours, [&](BattleHex n) { return stack->coversPos(destination); }))
+	{
+		tlog3 << "Warning: already standing on neighbouring tile!" << std::endl;
+		//We shouldn't even be here...
+		return BattleAction::makeDefend(stack);
+	}
+
+	vstd::erase_if(destNeighbours, [&](BattleHex hex){ return !reachability.accessibility.accessible(hex, stack); });
+
+	if(!avHexes.size() || !destNeighbours.size()) //we are blocked or dest is blocked
+	{
+		print("goTowards: Stack cannot move! That's " + stack->nodeName());
+		return BattleAction::makeDefend(stack);
+	}
+
+	if(stack->hasBonusOfType(Bonus::FLYING))
+	{
+		// Flying stack doesn't go hex by hex, so we can't backtrack using predecessors.
+		// We just check all available hexes and pick the one closest to the target.
+		auto distToDestNeighbour = [&](BattleHex hex) -> int
+		{
+			auto nearestNeighbourToHex = vstd::minElementByFun(destNeighbours, [&](BattleHex a)
+			{
+				return BattleHex::getDistance(a, hex);
+			});
+
+			return BattleHex::getDistance(*nearestNeighbourToHex, hex);
+		};
+
+		auto nearestAvailableHex = vstd::minElementByFun(avHexes, distToDestNeighbour);
+		return BattleAction::makeMove(stack, *nearestAvailableHex);
+	}
+	else
+	{
+		BattleHex bestNeighbor = destination;
+		if(distToNearestNeighbour(destination, reachability.distances, &bestNeighbor) > GameConstants::BFIELD_SIZE)
+		{
+			print("goTowards: Cannot reach");
+			return BattleAction::makeDefend(stack);
+		}
+
+		BattleHex currentDest = bestNeighbor;
+		while(1)
+		{
+			assert(currentDest.isValid());
+			if(vstd::contains(avHexes, currentDest))
+				return BattleAction::makeMove(stack, currentDest);
+
+			currentDest = reachability.predecessors[currentDest];
+		}
+	}
+}
+

+ 39 - 0
AI/BattleAI/BattleAI.h

@@ -0,0 +1,39 @@
+#pragma once
+
+#include "../../lib/BattleHex.h"
+
+class CBattleAI : public CBattleGameInterface
+{
+	int side;
+	CPlayerBattleCallback *cb;
+
+	void print(const std::string &text) const;
+public:
+	CBattleAI(void);
+	~CBattleAI(void);
+
+	void init(CPlayerBattleCallback * CB) OVERRIDE;
+	void actionFinished(const BattleAction *action) OVERRIDE;//occurs AFTER every action taken by any stack or by the hero
+	void actionStarted(const BattleAction *action) OVERRIDE;//occurs BEFORE every action taken by any stack or by the hero
+	BattleAction activeStack(const CStack * stack) OVERRIDE; //called when it's turn of that stack
+
+	void battleAttack(const BattleAttack *ba) OVERRIDE; //called when stack is performing attack
+	void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa) OVERRIDE; //called when stack receives damage (after battleAttack())
+	void battleEnd(const BattleResult *br) OVERRIDE;
+	//void battleResultsApplied() OVERRIDE; //called when all effects of last battle are applied
+	void battleNewRoundFirst(int round) OVERRIDE; //called at the beginning of each turn before changes are applied;
+	void battleNewRound(int round) OVERRIDE; //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
+	void battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance) OVERRIDE;
+	void battleSpellCast(const BattleSpellCast *sc) OVERRIDE;
+	void battleStacksEffectsSet(const SetStackEffect & sse) OVERRIDE;//called when a specific effect is set to stacks
+	//void battleTriggerEffect(const BattleTriggerEffect & bte) OVERRIDE;
+	void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side) OVERRIDE; //called by engine when battle starts; side=0 - left, side=1 - right
+	void battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, bool tentHeal, si32 lifeDrainFrom) OVERRIDE; //called when stacks are healed / resurrected first element of pair - stack id, second - healed hp
+	void battleNewStackAppeared(const CStack * stack) OVERRIDE; //not called at the beginning of a battle or by resurrection; called eg. when elemental is summoned
+	void battleObstaclesRemoved(const std::set<si32> & removedObstacles) OVERRIDE; //called when a certain set  of obstacles is removed from batlefield; IDs of them are given
+	void battleCatapultAttacked(const CatapultAttack & ca) OVERRIDE; //called when catapult makes an attack
+	void battleStacksRemoved(const BattleStacksRemoved & bsr) OVERRIDE; //called when certain stack is completely removed from battlefield
+
+	BattleAction goTowards(const CStack * stack, BattleHex hex );
+};
+

+ 177 - 0
AI/BattleAI/BattleAI.vcxproj

@@ -0,0 +1,177 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <ItemGroup Label="ProjectConfigurations">
+    <ProjectConfiguration Include="Debug|Win32">
+      <Configuration>Debug</Configuration>
+      <Platform>Win32</Platform>
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+      <Configuration>Debug</Configuration>
+      <Platform>x64</Platform>
+    </ProjectConfiguration>
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+      <Configuration>RD</Configuration>
+      <Platform>Win32</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="RD|x64">
+      <Configuration>RD</Configuration>
+      <Platform>x64</Platform>
+    </ProjectConfiguration>
+  </ItemGroup>
+  <PropertyGroup Label="Globals">
+    <ProjectGuid>{C0300513-E845-43B4-9A4F-E8817EAEF57C}</ProjectGuid>
+    <RootNamespace>BattleAI</RootNamespace>
+  </PropertyGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
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+    <ConfigurationType>DynamicLibrary</ConfigurationType>
+    <UseDebugLibraries>true</UseDebugLibraries>
+    <CharacterSet>MultiByte</CharacterSet>
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+    <OutDir>$(SolutionDir)\AI\</OutDir>
+    <IncludePath>$(IncludePath)</IncludePath>
+    <LibraryPath>$(LibraryPath)</LibraryPath>
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+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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+      <WarningLevel>Level3</WarningLevel>
+      <Optimization>Disabled</Optimization>
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+      <PrecompiledHeader>Use</PrecompiledHeader>
+      <PrecompiledHeaderFile>StdInc.h</PrecompiledHeaderFile>
+      <PreprocessorDefinitions>%(PreprocessorDefinitions)</PreprocessorDefinitions>
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+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <AdditionalDependencies>VCMI_lib.lib;%(AdditionalDependencies)</AdditionalDependencies>
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+      <OutputFile>$(OutDir)BattleAI.dll</OutputFile>
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+      <PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='RD|x64'">Create</PrecompiledHeader>
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+  <ItemGroup>
+    <ClInclude Include="StdInc.h" />
+    <ClInclude Include="BattleAI.h" />
+    <ClInclude Include="..\..\Global.h" />
+  </ItemGroup>
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+  <ImportGroup Label="ExtensionTargets">
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+</Project>

+ 12 - 0
AI/BattleAI/CMakeLists.txt

@@ -0,0 +1,12 @@
+project(stupidAI)
+cmake_minimum_required(VERSION 2.6)
+
+include_directories(${CMAKE_HOME_DIRECTORY} ${CMAKE_CURRENT_SOURCE_DIR} ${CMAKE_HOME_DIRECTORY}/lib)
+
+set(stupidAI_SRCS
+        StupidAI.cpp
+        main.cpp
+)
+
+add_library(StupidAI SHARED ${stupidAI_SRCS})
+target_link_libraries(StupidAI vcmi)

+ 13 - 0
AI/BattleAI/Makefile.am

@@ -0,0 +1,13 @@
+vcmiaidir = $(VCMI_AI_LIBS_DIR)
+BUILT_SOURCES = StdInc.h.gch
+StdInc.h.gch: StdInc.h
+	$(CXXCOMPILE) -DVCMI_DLL -fPIC -c $<
+
+vcmiai_LTLIBRARIES = libBattleAI.la
+libBattleAI_la_LIBADD = $(top_builddir)/lib/libvcmi.la
+libBattleAI_la_CXXFLAGS = -DVCMI_DLL
+libBattleAI_la_LDFLAGS = -L$(top_builddir)/lib -module -avoid-version
+libBattleAI_la_SOURCES = \
+	main.cpp\
+	BattleAI.cpp\
+	BattleAI.h

+ 623 - 0
AI/BattleAI/Makefile.in

@@ -0,0 +1,623 @@
+# Makefile.in generated by automake 1.11.3 from Makefile.am.
+# @configure_input@
+
+# Copyright (C) 1994, 1995, 1996, 1997, 1998, 1999, 2000, 2001, 2002,
+# 2003, 2004, 2005, 2006, 2007, 2008, 2009, 2010, 2011 Free Software
+# Foundation, Inc.
+# This Makefile.in is free software; the Free Software Foundation
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+	here=`pwd`; \
+	list='$(SOURCES) $(HEADERS)  $(LISP) $(TAGS_FILES)'; \
+	unique=`for i in $$list; do \
+	    if test -f "$$i"; then echo $$i; else echo $(srcdir)/$$i; fi; \
+	  done | \
+	  $(AWK) '{ files[$$0] = 1; nonempty = 1; } \
+	      END { if (nonempty) { for (i in files) print i; }; }'`; \
+	shift; \
+	if test -z "$(ETAGS_ARGS)$$*$$unique"; then :; else \
+	  test -n "$$unique" || unique=$$empty_fix; \
+	  if test $$# -gt 0; then \
+	    $(ETAGS) $(ETAGSFLAGS) $(AM_ETAGSFLAGS) $(ETAGS_ARGS) \
+	      "$$@" $$unique; \
+	  else \
+	    $(ETAGS) $(ETAGSFLAGS) $(AM_ETAGSFLAGS) $(ETAGS_ARGS) \
+	      $$unique; \
+	  fi; \
+	fi
+ctags: CTAGS
+CTAGS:  $(HEADERS) $(SOURCES)  $(TAGS_DEPENDENCIES) \
+		$(TAGS_FILES) $(LISP)
+	list='$(SOURCES) $(HEADERS)  $(LISP) $(TAGS_FILES)'; \
+	unique=`for i in $$list; do \
+	    if test -f "$$i"; then echo $$i; else echo $(srcdir)/$$i; fi; \
+	  done | \
+	  $(AWK) '{ files[$$0] = 1; nonempty = 1; } \
+	      END { if (nonempty) { for (i in files) print i; }; }'`; \
+	test -z "$(CTAGS_ARGS)$$unique" \
+	  || $(CTAGS) $(CTAGSFLAGS) $(AM_CTAGSFLAGS) $(CTAGS_ARGS) \
+	     $$unique
+
+GTAGS:
+	here=`$(am__cd) $(top_builddir) && pwd` \
+	  && $(am__cd) $(top_srcdir) \
+	  && gtags -i $(GTAGS_ARGS) "$$here"
+
+distclean-tags:
+	-rm -f TAGS ID GTAGS GRTAGS GSYMS GPATH tags
+
+distdir: $(DISTFILES)
+	@srcdirstrip=`echo "$(srcdir)" | sed 's/[].[^$$\\*]/\\\\&/g'`; \
+	topsrcdirstrip=`echo "$(top_srcdir)" | sed 's/[].[^$$\\*]/\\\\&/g'`; \
+	list='$(DISTFILES)'; \
+	  dist_files=`for file in $$list; do echo $$file; done | \
+	  sed -e "s|^$$srcdirstrip/||;t" \
+	      -e "s|^$$topsrcdirstrip/|$(top_builddir)/|;t"`; \
+	case $$dist_files in \
+	  */*) $(MKDIR_P) `echo "$$dist_files" | \
+			   sed '/\//!d;s|^|$(distdir)/|;s,/[^/]*$$,,' | \
+			   sort -u` ;; \
+	esac; \
+	for file in $$dist_files; do \
+	  if test -f $$file || test -d $$file; then d=.; else d=$(srcdir); fi; \
+	  if test -d $$d/$$file; then \
+	    dir=`echo "/$$file" | sed -e 's,/[^/]*$$,,'`; \
+	    if test -d "$(distdir)/$$file"; then \
+	      find "$(distdir)/$$file" -type d ! -perm -700 -exec chmod u+rwx {} \;; \
+	    fi; \
+	    if test -d $(srcdir)/$$file && test $$d != $(srcdir); then \
+	      cp -fpR $(srcdir)/$$file "$(distdir)$$dir" || exit 1; \
+	      find "$(distdir)/$$file" -type d ! -perm -700 -exec chmod u+rwx {} \;; \
+	    fi; \
+	    cp -fpR $$d/$$file "$(distdir)$$dir" || exit 1; \
+	  else \
+	    test -f "$(distdir)/$$file" \
+	    || cp -p $$d/$$file "$(distdir)/$$file" \
+	    || exit 1; \
+	  fi; \
+	done
+check-am: all-am
+check: $(BUILT_SOURCES)
+	$(MAKE) $(AM_MAKEFLAGS) check-am
+all-am: Makefile $(LTLIBRARIES)
+installdirs:
+	for dir in "$(DESTDIR)$(vcmiaidir)"; do \
+	  test -z "$$dir" || $(MKDIR_P) "$$dir"; \
+	done
+install: $(BUILT_SOURCES)
+	$(MAKE) $(AM_MAKEFLAGS) install-am
+install-exec: install-exec-am
+install-data: install-data-am
+uninstall: uninstall-am
+
+install-am: all-am
+	@$(MAKE) $(AM_MAKEFLAGS) install-exec-am install-data-am
+
+installcheck: installcheck-am
+install-strip:
+	if test -z '$(STRIP)'; then \
+	  $(MAKE) $(AM_MAKEFLAGS) INSTALL_PROGRAM="$(INSTALL_STRIP_PROGRAM)" \
+	    install_sh_PROGRAM="$(INSTALL_STRIP_PROGRAM)" INSTALL_STRIP_FLAG=-s \
+	      install; \
+	else \
+	  $(MAKE) $(AM_MAKEFLAGS) INSTALL_PROGRAM="$(INSTALL_STRIP_PROGRAM)" \
+	    install_sh_PROGRAM="$(INSTALL_STRIP_PROGRAM)" INSTALL_STRIP_FLAG=-s \
+	    "INSTALL_PROGRAM_ENV=STRIPPROG='$(STRIP)'" install; \
+	fi
+mostlyclean-generic:
+
+clean-generic:
+
+distclean-generic:
+	-test -z "$(CONFIG_CLEAN_FILES)" || rm -f $(CONFIG_CLEAN_FILES)
+	-test . = "$(srcdir)" || test -z "$(CONFIG_CLEAN_VPATH_FILES)" || rm -f $(CONFIG_CLEAN_VPATH_FILES)
+
+maintainer-clean-generic:
+	@echo "This command is intended for maintainers to use"
+	@echo "it deletes files that may require special tools to rebuild."
+	-test -z "$(BUILT_SOURCES)" || rm -f $(BUILT_SOURCES)
+clean: clean-am
+
+clean-am: clean-generic clean-libtool clean-vcmiaiLTLIBRARIES \
+	mostlyclean-am
+
+distclean: distclean-am
+	-rm -rf ./$(DEPDIR)
+	-rm -f Makefile
+distclean-am: clean-am distclean-compile distclean-generic \
+	distclean-tags
+
+dvi: dvi-am
+
+dvi-am:
+
+html: html-am
+
+html-am:
+
+info: info-am
+
+info-am:
+
+install-data-am: install-vcmiaiLTLIBRARIES
+
+install-dvi: install-dvi-am
+
+install-dvi-am:
+
+install-exec-am:
+
+install-html: install-html-am
+
+install-html-am:
+
+install-info: install-info-am
+
+install-info-am:
+
+install-man:
+
+install-pdf: install-pdf-am
+
+install-pdf-am:
+
+install-ps: install-ps-am
+
+install-ps-am:
+
+installcheck-am:
+
+maintainer-clean: maintainer-clean-am
+	-rm -rf ./$(DEPDIR)
+	-rm -f Makefile
+maintainer-clean-am: distclean-am maintainer-clean-generic
+
+mostlyclean: mostlyclean-am
+
+mostlyclean-am: mostlyclean-compile mostlyclean-generic \
+	mostlyclean-libtool
+
+pdf: pdf-am
+
+pdf-am:
+
+ps: ps-am
+
+ps-am:
+
+uninstall-am: uninstall-vcmiaiLTLIBRARIES
+
+.MAKE: all check install install-am install-strip
+
+.PHONY: CTAGS GTAGS all all-am check check-am clean clean-generic \
+	clean-libtool clean-vcmiaiLTLIBRARIES ctags distclean \
+	distclean-compile distclean-generic distclean-libtool \
+	distclean-tags distdir dvi dvi-am html html-am info info-am \
+	install install-am install-data install-data-am install-dvi \
+	install-dvi-am install-exec install-exec-am install-html \
+	install-html-am install-info install-info-am install-man \
+	install-pdf install-pdf-am install-ps install-ps-am \
+	install-strip install-vcmiaiLTLIBRARIES installcheck \
+	installcheck-am installdirs maintainer-clean \
+	maintainer-clean-generic mostlyclean mostlyclean-compile \
+	mostlyclean-generic mostlyclean-libtool pdf pdf-am ps ps-am \
+	tags uninstall uninstall-am uninstall-vcmiaiLTLIBRARIES
+
+StdInc.h.gch: StdInc.h
+	$(CXXCOMPILE) -DVCMI_DLL -fPIC -c $<
+
+# Tell versions [3.59,3.63) of GNU make to not export all variables.
+# Otherwise a system limit (for SysV at least) may be exceeded.
+.NOEXPORT:

+ 2 - 0
AI/BattleAI/StdInc.cpp

@@ -0,0 +1,2 @@
+// Creates the precompiled header
+#include "StdInc.h"

+ 7 - 0
AI/BattleAI/StdInc.h

@@ -0,0 +1,7 @@
+#pragma once
+
+#include "../../Global.h"
+
+// This header should be treated as a pre compiled header file(PCH) in the compiler building settings.
+
+// Here you can add specific libraries and macros which are specific to this project.

+ 36 - 0
AI/BattleAI/main.cpp

@@ -0,0 +1,36 @@
+#include "StdInc.h"
+
+#include "../../lib/AI_Base.h"
+#include "BattleAI.h"
+
+#ifdef __GNUC__
+#define strcpy_s(a, b, c) strncpy(a, c, b)
+#endif
+
+const char *g_cszAiName = "Stupid AI 0.1";
+
+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()
+{
+	// need to be defined
+	return NULL;
+}
+
+extern "C" DLL_EXPORT CBattleGameInterface* GetNewBattleAI()
+{
+	return new CBattleAI();
+}
+
+extern "C" DLL_EXPORT void ReleaseBattleAI(CBattleGameInterface* i)
+{
+	delete (CBattleAI*)i;
+}