hedgewars/uAI.pas
branchwebgl
changeset 9127 e350500c4edb
parent 8833 c13ebed437cb
parent 9080 9b42757d7e71
child 9521 8054d9d775fd
--- a/hedgewars/uAI.pas	Thu Apr 04 14:37:19 2013 +0200
+++ b/hedgewars/uAI.pas	Tue Jun 04 22:28:12 2013 +0200
@@ -1,6 +1,6 @@
 (*
  * Hedgewars, a free turn based strategy game
- * Copyright (c) 2004-2012 Andrey Korotaev <unC0Rr@gmail.com>
+ * Copyright (c) 2004-2013 Andrey Korotaev <unC0Rr@gmail.com>
  *
  * This program is free software; you can redistribute it and/or modify
  * it under the terms of the GNU General Public License as published by
@@ -30,7 +30,7 @@
 
 implementation
 uses uConsts, SDLh, uAIMisc, uAIAmmoTests, uAIActions,
-    uAmmos, SysUtils{$IFNDEF USE_SDLTHREADS} {$IFDEF UNIX}, cthreads{$ENDIF} {$ENDIF}, uTypes,
+    uAmmos, SysUtils, uTypes,
     uVariables, uCommands, uUtils, uDebug, uAILandMarks;
 
 {$IFDEF AI_MAINTHREAD}
@@ -41,25 +41,21 @@
 var BestActions: TActions;
     CanUseAmmo: array [TAmmoType] of boolean;
     StopThinking: boolean;
-{$IFDEF USE_SDLTHREADS} 
-    ThinkThread: PSDL_Thread = nil;
-{$ELSE}
-    ThinkThread: TThreadID;
-{$ENDIF}
-    hasThread: LongInt;
-    StartTicks: LongInt;
+    StartTicks: Longword;
+    ThinkThread: PSDL_Thread;
+    ThreadLock: PSDL_Mutex;
 
 procedure FreeActionsList;
 begin
     AddFileLog('FreeActionsList called');
-    if hasThread <> 0 then
-    begin
-        AddFileLog('Waiting AI thread to finish');
+    if (ThinkThread <> nil) then
+        begin
         StopThinking:= true;
-        repeat
-            SDL_Delay(10)
-        until hasThread = 0
-    end;
+        SDL_WaitThread(ThinkThread, nil);
+        end;
+    SDL_LockMutex(ThreadLock);
+    ThinkThread:= nil;
+    SDL_UnlockMutex(ThreadLock);
 
     with CurrentHedgehog^ do
         if Gear <> nil then
@@ -71,7 +67,6 @@
 end;
 
 
-
 const cBranchStackSize = 12;
 type TStackEntry = record
                    WastedTicks: Longword;
@@ -128,22 +123,18 @@
         with Me^.Hedgehog^ do
             a:= CurAmmoType;
         aa:= a;
-{$IFDEF USE_SDLTHREADS}
-        SDL_delay(0);    //ThreadSwitch was only a hint
-{$ELSE}
-        ThreadSwitch();
-{$ENDIF}       
+        SDL_delay(0); // hint to let the context switch run
         repeat
-        if (CanUseAmmo[a]) 
-            and ((not rareChecks) or ((AmmoTests[a].flags and amtest_Rare) = 0)) 
-            and ((i = 0) or ((AmmoTests[a].flags and amtest_NoTarget) = 0)) 
+        if (CanUseAmmo[a])
+            and ((not rareChecks) or ((AmmoTests[a].flags and amtest_Rare) = 0))
+            and ((i = 0) or ((AmmoTests[a].flags and amtest_NoTarget) = 0))
             then
             begin
 {$HINTS OFF}
-            Score:= AmmoTests[a].proc(Me, Targets.ar[i].Point, BotLevel, ap);
+            Score:= AmmoTests[a].proc(Me, Targets.ar[i], BotLevel, ap);
 {$HINTS ON}
             if Actions.Score + Score > BestActions.Score then
-                if (BestActions.Score < 0) or (Actions.Score + Score > BestActions.Score + Byte(BotLevel) * 2048) then
+                if (BestActions.Score < 0) or (Actions.Score + Score > BestActions.Score + Byte(BotLevel - 1) * 2048) then
                     begin
                     BestActions:= Actions;
                     inc(BestActions.Score, Score);
@@ -155,10 +146,10 @@
                         AddAction(BestActions, aia_LookRight, 0, 200, 0, 0)
                     else if (ap.Angle < 0) then
                         AddAction(BestActions, aia_LookLeft, 0, 200, 0, 0);
-                    
+
                     if (Ammoz[a].Ammo.Propz and ammoprop_Timerable) <> 0 then
                         AddAction(BestActions, aia_Timer, ap.Time div 1000, 400, 0, 0);
-                        
+
                     if (Ammoz[a].Ammo.Propz and ammoprop_NoCrosshair) = 0 then
                         begin
                         dAngle:= LongInt(Me^.Angle) - Abs(ap.Angle);
@@ -173,23 +164,23 @@
                             AddAction(BestActions, aia_Down, aim_release, -dAngle, 0, 0)
                             end
                         end;
-                        
+
                     if (Ammoz[a].Ammo.Propz and ammoprop_NeedTarget) <> 0 then
                         begin
                         AddAction(BestActions, aia_Put, 0, 1, ap.AttackPutX, ap.AttackPutY)
                         end;
-                        
+
                     if (Ammoz[a].Ammo.Propz and ammoprop_OscAim) <> 0 then
                         begin
                         AddAction(BestActions, aia_attack, aim_push, 350 + random(200), 0, 0);
                         AddAction(BestActions, aia_attack, aim_release, 1, 0, 0);
-                         
+
                         if abs(ap.Angle) > 32 then
                            begin
                            AddAction(BestActions, aia_Down, aim_push, 100 + random(150), 0, 0);
                            AddAction(BestActions, aia_Down, aim_release, 32, 0, 0);
                            end;
-                        
+
                         AddAction(BestActions, aia_waitAngle, ap.Angle, 250, 0, 0);
                         AddAction(BestActions, aia_attack, aim_push, 1, 0, 0);
                         AddAction(BestActions, aia_attack, aim_release, 1, 0, 0);
@@ -248,21 +239,21 @@
 
 if (Me^.State and gstAttacked) = 0 then
     TestAmmos(Actions, Me, false);
-    
+
 BestRate:= RatePlace(Me);
 BaseRate:= Max(BestRate, 0);
 
-// switch to 'skip' if we can't move because of mouse cursor being shown
+// switch to 'skip' if we cannot move because of mouse cursor being shown
 if (Ammoz[Me^.Hedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NeedTarget) <> 0 then
     AddAction(Actions, aia_Weapon, Longword(amSkip), 100 + random(200), 0, 0);
-    
-if ((CurrentHedgehog^.MultiShootAttacks = 0) or ((Ammoz[Me^.Hedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NoMoveAfter) = 0)) 
+
+if ((CurrentHedgehog^.MultiShootAttacks = 0) or ((Ammoz[Me^.Hedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NoMoveAfter) = 0))
     and (GameFlags and gfArtillery = 0) then
     begin
     tmp:= random(2) + 1;
     Push(0, Actions, Me^, tmp);
     Push(0, Actions, Me^, tmp xor 3);
-    
+
     while (Stack.Count > 0) and (not StopThinking) do
         begin
         Pop(ticks, Actions, Me^);
@@ -272,7 +263,7 @@
             AddAction(Actions, aia_WaitXL, hwRound(Me^.X), 0, 0, 0)
         else
             AddAction(Actions, aia_WaitXR, hwRound(Me^.X), 0, 0, 0);
-        
+
         steps:= 0;
 
         while (not StopThinking) do
@@ -285,8 +276,8 @@
             if ticks > maxticks then
                 break;
 
-            if (BotLevel < 5) 
-                and (GoInfo.JumpType = jmpHJump) 
+            if (BotLevel < 5)
+                and (GoInfo.JumpType = jmpHJump)
                 and (not checkMark(hwRound(Me^.X), hwRound(Me^.Y), markHJumped))
                 then // hjump support
                 begin
@@ -300,7 +291,7 @@
                             AddAction(MadeActions, aia_LookRight, 0, 200, 0, 0)
                         else
                             AddAction(MadeActions, aia_LookLeft, 0, 200, 0, 0);
-                            
+
                         AddAction(MadeActions, aia_HJump, 0, 305 + random(50), 0, 0);
                         AddAction(MadeActions, aia_HJump, 0, 350, 0, 0);
                         end;
@@ -308,8 +299,8 @@
                     Push(ticks, Stack.States[Pred(Stack.Count)].MadeActions, AltMe, Me^.Message)
                     end;
                 end;
-            if (BotLevel < 3) 
-                and (GoInfo.JumpType = jmpLJump) 
+            if (BotLevel < 3)
+                and (GoInfo.JumpType = jmpLJump)
                 and (not checkMark(hwRound(Me^.X), hwRound(Me^.Y), markLJumped))
                 then // ljump support
                 begin
@@ -328,7 +319,7 @@
 
                 // push current position so we proceed from it after checking jump+forward walk opportunities
                 if CanGo then Push(ticks, Actions, Me^, Me^.Message);
-                
+
                 // first check where we go after jump walking forward
                 if Push(ticks, Actions, AltMe, Me^.Message) then
                     with Stack.States[Pred(Stack.Count)] do
@@ -336,10 +327,10 @@
                 break
                 end;
 
-            // 'not CanGO' means we can't go straight, possible jumps are checked above
-            if (not CanGo) then
+            // 'not CanGO' means we cannot go straight, possible jumps are checked above
+            if not CanGo then
                 break;
-            
+
              inc(steps);
              Actions.actions[Pred(Actions.Count)].Param:= hwRound(Me^.X);
              Rate:= RatePlace(Me);
@@ -352,17 +343,17 @@
                 end
             else if Rate < BestRate then
                 break;
-                
+
             if ((Me^.State and gstAttacked) = 0) and ((steps mod 4) = 0) then
                 begin
                 if (steps > 4) and checkMark(hwRound(Me^.X), hwRound(Me^.Y), markWalkedHere) then
-                    break;                    
+                    break;
                 addMark(hwRound(Me^.X), hwRound(Me^.Y), markWalkedHere);
 
                 TestAmmos(Actions, Me, ticks shr 12 = oldticks shr 12);
-                
+
                 end;
-                
+
             if GoInfo.FallPix >= FallPixForBranching then
                 Push(ticks, Actions, Me^, Me^.Message xor 3); // aia_Left xor 3 = aia_Right
 
@@ -382,31 +373,26 @@
     end {if}
 end;
 
-function Think(Me: Pointer): ptrint;
+function Think(Me: PGear): LongInt; cdecl; export;
 var BackMe, WalkMe: TGear;
     switchCount: LongInt;
     currHedgehogIndex, itHedgehog, switchesNum, i: Longword;
     switchImmediatelyAvailable: boolean;
     Actions: TActions;
 begin
-InterlockedIncrement(hasThread);
-
-{$IFDEF AI_MAINTHREAD}
-StartTicks:= SDL_GetTicks();
-{$ELSE}
+dmgMod:= 0.01 * hwFloat2Float(cDamageModifier) * cDamagePercent;
 StartTicks:= GameTicks;
-{$ENDIF}
 
 currHedgehogIndex:= CurrentTeam^.CurrHedgehog;
 itHedgehog:= currHedgehogIndex;
 switchesNum:= 0;
 
 switchImmediatelyAvailable:= (CurAmmoGear <> nil) and (CurAmmoGear^.Kind = gtSwitcher);
-if PGear(Me)^.Hedgehog^.BotLevel <> 5 then
+if Me^.Hedgehog^.BotLevel <> 5 then
     switchCount:= HHHasAmmo(PGear(Me)^.Hedgehog^, amSwitch)
 else switchCount:= 0;
 
-if (PGear(Me)^.State and gstAttacking) = 0 then
+if ((Me^.State and gstAttacked) = 0) or isInMultiShoot then
     if Targets.Count > 0 then
         begin
         // iterate over current team hedgehogs
@@ -422,7 +408,7 @@
                     begin
                     // when AI has to use switcher, make it cost smth unless they have a lot of switches
                     if (switchCount < 10) then Actions.Score:= (-27+switchCount*3)*4000;
-                    AddAction(Actions, aia_Weapon, Longword(amSwitch), 300 + random(200), 0, 0);                    
+                    AddAction(Actions, aia_Weapon, Longword(amSwitch), 300 + random(200), 0, 0);
                     AddAction(Actions, aia_attack, aim_push, 300 + random(300), 0, 0);
                     AddAction(Actions, aia_attack, aim_release, 1, 0, 0);
                     end;
@@ -436,10 +422,9 @@
                 itHedgehog:= Succ(itHedgehog) mod CurrentTeam^.HedgehogsNumber;
             until (itHedgehog = currHedgehogIndex) or ((CurrentTeam^.Hedgehogs[itHedgehog].Gear <> nil) and (CurrentTeam^.Hedgehogs[itHedgehog].Effects[heFrozen]=0));
 
-
             inc(switchesNum);
         until (not (switchImmediatelyAvailable or (switchCount > 0)))
-            or StopThinking 
+            or StopThinking
             or (itHedgehog = currHedgehogIndex)
             or BestActions.isWalkingToABetterPlace;
 
@@ -460,10 +445,9 @@
         end else SDL_Delay(100)
 else
     begin
-    BackMe:= PGear(Me)^;
-    
-//{$IFNDEF AI_MAINTHREAD}
-    while (not StopThinking) and (BestActions.Count = 0) do
+    BackMe:= Me^;
+    i:= 12;
+    while (not StopThinking) and (BestActions.Count = 0) and (i > 0) do
         begin
 
 (*
@@ -478,17 +462,17 @@
         Actions.Pos:= 0;
         Actions.Score:= 0;
         Walk(@WalkMe, Actions);
-{$IFNDEF AI_MAINTHREAD}
-        if (not StopThinking) then
+        dec(i);
+        if not StopThinking then
             SDL_Delay(100)
-{$ENDIF}
         end
-//{$ENDIF}
     end;
 
-PGear(Me)^.State:= PGear(Me)^.State and (not gstHHThinking);
+Me^.State:= Me^.State and (not gstHHThinking);
+SDL_LockMutex(ThreadLock);
+ThinkThread:= nil;
+SDL_UnlockMutex(ThreadLock);
 Think:= 0;
-InterlockedDecrement(hasThread)
 end;
 
 procedure StartThink(Me: PGear);
@@ -517,22 +501,16 @@
     exit
     end;
 
-FillBonuses((Me^.State and gstAttacked) <> 0);
-AddFileLog('Enter Think Thread');
+FillBonuses(((Me^.State and gstAttacked) <> 0) and (not isInMultiShoot));
 
-{$IFDEF AI_MAINTHREAD}
-Think(Me);
-{$ELSE}
-{$IFDEF USE_SDLTHREADS}
-ThinkThread := SDL_CreateThread(@Think{$IFDEF SDL13}, nil{$ENDIF}, Me);
-{$ELSE}
-BeginThread(@Think, Me, ThinkThread);
-{$ENDIF}
-AddFileLog('Thread started');
-{$ENDIF}
+SDL_LockMutex(ThreadLock);
+ThinkThread:= SDL_CreateThread(@Think{$IFDEF SDL13}, 'think'{$ENDIF}, Me);
+SDL_UnlockMutex(ThreadLock);
 end;
 
-//var scoreShown: boolean = false;
+{$IFDEF DEBUGAI}
+var scoreShown: boolean = false;
+{$ENDIF}
 
 procedure ProcessBot;
 const cStopThinkTime = 40;
@@ -550,21 +528,25 @@
                     StopMessages(Gear^.Message);
                     TryDo((Gear^.Message and gmAllStoppable) = 0, 'Engine bug: AI may break demos playing', true);
                     end;
-                    
+
                 if Gear^.Message <> 0 then
                     exit;
-                    
-                //scoreShown:= false;   
+
+{$IFDEF DEBUGAI}
+                scoreShown:= false;
+{$ENDIF}
                 StartThink(Gear);
                 StartTicks:= GameTicks
-                
+
             end else
                 begin
-                {if not scoreShown then
+{$IFDEF DEBUGAI}
+                if not scoreShown then
                     begin
                     if BestActions.Score > 0 then ParseCommand('/say Expected score = ' + inttostr(BestActions.Score div 1024), true);
                     scoreShown:= true
-                    end;}
+                    end;
+{$ENDIF}
                 ProcessAction(BestActions, Gear)
                 end
         else if ((GameTicks - StartTicks) > cMaxAIThinkTime)
@@ -574,16 +556,15 @@
 
 procedure initModule;
 begin
-    hasThread:= 0;
     StartTicks:= 0;
-{$IFNDEF PAS2C}
-    ThinkThread:= ThinkThread;
-{$ENDIF}
+    ThinkThread:= nil;
+    ThreadLock:= SDL_CreateMutex();
 end;
 
 procedure freeModule;
 begin
     FreeActionsList();
+    SDL_DestroyMutex(ThreadLock);
 end;
 
 end.