hedgewars/uAI.pas
author Periklis Ntanasis <pntanasis@gmail.com>
Sat, 14 Sep 2013 05:11:38 +0300
branchspacecampaign
changeset 9625 18f04441636b
parent 9317 a04c30940d2d
child 9495 2fc346fadae3
permissions -rw-r--r--
making death01 easier and less luck dependent to win
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2013 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 *)
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{$INCLUDE "options.inc"}
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unit uAI;
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interface
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uses uFloat;
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procedure initModule;
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procedure freeModule;
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procedure ProcessBot;
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procedure FreeActionsList;
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implementation
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uses uConsts, SDLh, uAIMisc, uAIAmmoTests, uAIActions,
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    uAmmos, SysUtils, uTypes,
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    uVariables, uCommands, uUtils, uDebug, uAILandMarks;
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var BestActions: TActions;
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    CanUseAmmo: array [TAmmoType] of boolean;
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    StopThinking: boolean;
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    StartTicks: Longword;
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    ThinkThread: PSDL_Thread;
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    ThreadLock: PSDL_Mutex;
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procedure FreeActionsList;
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begin
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    AddFileLog('FreeActionsList called');
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    if (ThinkThread <> nil) then
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        begin
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        StopThinking:= true;
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        SDL_WaitThread(ThinkThread, nil);
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        end;
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    SDL_LockMutex(ThreadLock);
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    ThinkThread:= nil;
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    SDL_UnlockMutex(ThreadLock);
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    with CurrentHedgehog^ do
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        if Gear <> nil then
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            if BotLevel <> 0 then
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                StopMessages(Gear^.Message);
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    BestActions.Count:= 0;
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    BestActions.Pos:= 0
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end;
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const cBranchStackSize = 12;
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type TStackEntry = record
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                   WastedTicks: Longword;
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                   MadeActions: TActions;
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                   Hedgehog: TGear;
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                   end;
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var Stack: record
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           Count: Longword;
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           States: array[0..Pred(cBranchStackSize)] of TStackEntry;
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           end;
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function Push(Ticks: Longword; const Actions: TActions; const Me: TGear; Dir: integer): boolean;
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var bRes: boolean;
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begin
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    bRes:= (Stack.Count < cBranchStackSize) and (Actions.Count < MAXACTIONS - 5);
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    if bRes then
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        with Stack.States[Stack.Count] do
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            begin
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            WastedTicks:= Ticks;
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            MadeActions:= Actions;
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            Hedgehog:= Me;
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            Hedgehog.Message:= Dir;
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            inc(Stack.Count)
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            end;
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    Push:= bRes
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end;
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procedure Pop(var Ticks: Longword; var Actions: TActions; var Me: TGear);
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begin
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    dec(Stack.Count);
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    with Stack.States[Stack.Count] do
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        begin
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        Ticks:= WastedTicks;
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        Actions:= MadeActions;
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        Me:= Hedgehog
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        end
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end;
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procedure TestAmmos(var Actions: TActions; Me: PGear; rareChecks: boolean);
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var BotLevel: Byte;
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    ap: TAttackParams;
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    Score, i, dAngle: LongInt;
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    a, aa: TAmmoType;
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begin
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BotLevel:= Me^.Hedgehog^.BotLevel;
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windSpeed:= hwFloat2Float(cWindSpeed);
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for i:= 0 to Pred(Targets.Count) do
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    if (Targets.ar[i].Score >= 0) and (not StopThinking) then
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        begin
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        with Me^.Hedgehog^ do
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            a:= CurAmmoType;
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        aa:= a;
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        SDL_delay(0); // hint to let the context switch run
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        repeat
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        if (CanUseAmmo[a])
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            and ((not rareChecks) or ((AmmoTests[a].flags and amtest_Rare) = 0))
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            and ((i = 0) or ((AmmoTests[a].flags and amtest_NoTarget) = 0))
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            then
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            begin
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{$HINTS OFF}
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            Score:= AmmoTests[a].proc(Me, Targets.ar[i], BotLevel, ap);
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{$HINTS ON}
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            if Actions.Score + Score > BestActions.Score then
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                if (BestActions.Score < 0) or (Actions.Score + Score > BestActions.Score + Byte(BotLevel - 1) * 2048) then
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                    begin
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                    BestActions:= Actions;
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                    inc(BestActions.Score, Score);
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                    BestActions.isWalkingToABetterPlace:= false;
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                    AddAction(BestActions, aia_Weapon, Longword(a), 300 + random(400), 0, 0);
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                    if (ap.Angle > 0) then
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                        AddAction(BestActions, aia_LookRight, 0, 200, 0, 0)
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                    else if (ap.Angle < 0) then
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                        AddAction(BestActions, aia_LookLeft, 0, 200, 0, 0);
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                    if (Ammoz[a].Ammo.Propz and ammoprop_Timerable) <> 0 then
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                        AddAction(BestActions, aia_Timer, ap.Time div 1000, 400, 0, 0);
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                    if (Ammoz[a].Ammo.Propz and ammoprop_NoCrosshair) = 0 then
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                        begin
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                        dAngle:= LongInt(Me^.Angle) - Abs(ap.Angle);
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                        if dAngle > 0 then
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                            begin
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                            AddAction(BestActions, aia_Up, aim_push, 300 + random(250), 0, 0);
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                            AddAction(BestActions, aia_Up, aim_release, dAngle, 0, 0)
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                            end
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                        else if dAngle < 0 then
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                            begin
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                            AddAction(BestActions, aia_Down, aim_push, 300 + random(250), 0, 0);
7197
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   159
                            AddAction(BestActions, aia_Down, aim_release, -dAngle, 0, 0)
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                            end
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                        end;
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                    if (Ammoz[a].Ammo.Propz and ammoprop_NeedTarget) <> 0 then
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                        begin
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                        AddAction(BestActions, aia_Put, 0, 1, ap.AttackPutX, ap.AttackPutY)
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                        end;
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   167
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                    if (Ammoz[a].Ammo.Propz and ammoprop_OscAim) <> 0 then
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   169
                        begin
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                        AddAction(BestActions, aia_attack, aim_push, 350 + random(200), 0, 0);
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                        AddAction(BestActions, aia_attack, aim_release, 1, 0, 0);
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                        if abs(ap.Angle) > 32 then
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                           begin
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                           AddAction(BestActions, aia_Down, aim_push, 100 + random(150), 0, 0);
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                           AddAction(BestActions, aia_Down, aim_release, 32, 0, 0);
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                           end;
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                        AddAction(BestActions, aia_waitAngle, ap.Angle, 250, 0, 0);
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                        AddAction(BestActions, aia_attack, aim_push, 1, 0, 0);
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                        AddAction(BestActions, aia_attack, aim_release, 1, 0, 0);
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                        end else
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                        if (Ammoz[a].Ammo.Propz and ammoprop_AttackingPut) = 0 then
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                            begin
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                            AddAction(BestActions, aia_attack, aim_push, 650 + random(300), 0, 0);
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                            AddAction(BestActions, aia_attack, aim_release, ap.Power, 0, 0);
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                            end;
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                    if (Ammoz[a].Ammo.Propz and ammoprop_Track) <> 0 then
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   190
                        begin
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unc0rr
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   191
                        AddAction(BestActions, aia_waitAmmoXY, 0, 12, ap.ExplX, ap.ExplY);
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unc0rr
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                        AddAction(BestActions, aia_attack, aim_push, 1, 0, 0);
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unc0rr
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                        AddAction(BestActions, aia_attack, aim_release, 7, 0, 0);
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   194
                        end;
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                    if ap.ExplR > 0 then
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                        AddAction(BestActions, aia_AwareExpl, ap.ExplR, 10, ap.ExplX, ap.ExplY);
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                    end
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            end;
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        if a = High(TAmmoType) then
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            a:= Low(TAmmoType)
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        else inc(a)
7178
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unc0rr
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        until (a = aa) or (CurrentHedgehog^.MultiShootAttacks > 0) {shooting same weapon}
c61cfc9eb29d Don't make unnecessary calls to TestWhip, TestFirePunch, TestBaseballBat and TestHammer functions as they have no need to take Targ parameter into account and thus may only be called once per position
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            or StopThinking
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        end
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   206
end;
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6393
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procedure Walk(Me: PGear; var Actions: TActions);
7433
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const FallPixForBranching = cHHRadius;
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var
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    ticks, maxticks, oldticks, steps, tmp: Longword;
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    BaseRate, BestRate, Rate: integer;
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    GoInfo: TGoInfo;
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    CanGo: boolean;
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    AltMe: TGear;
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   216
    BotLevel: Byte;
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    a: TAmmoType;
64
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begin
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ticks:= 0;
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oldticks:= 0; // avoid compiler hint
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Stack.Count:= 0;
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clearAllMarks;
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for a:= Low(TAmmoType) to High(TAmmoType) do
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nemo
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    CanUseAmmo[a]:= Assigned(AmmoTests[a].proc) and (HHHasAmmo(Me^.Hedgehog^, a) > 0);
6392
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   227
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nemo
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BotLevel:= Me^.Hedgehog^.BotLevel;
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   229
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if (Me^.State and gstAttacked) = 0 then
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    maxticks:= Max(0, TurnTimeLeft - 5000 - LongWord(4000 * BotLevel))
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else
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    maxticks:= TurnTimeLeft;
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   234
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   235
if (Me^.State and gstAttacked) = 0 then
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   236
    TestAmmos(Actions, Me, false);
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   237
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9f8f22094c0e AI thinks in separate thread
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   238
BestRate:= RatePlace(Me);
4374
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unC0Rr
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   239
BaseRate:= Max(BestRate, 0);
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   240
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   241
// switch to 'skip' if we cannot move because of mouse cursor being shown
5148
73b3b4b8359c Make AI switch to amNothing before trying to walk if it holds weapon which needs targeting (not tested)
unc0rr
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   242
if (Ammoz[Me^.Hedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NeedTarget) <> 0 then
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   243
    AddAction(Actions, aia_Weapon, Longword(amSkip), 100 + random(200), 0, 0);
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   244
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if ((CurrentHedgehog^.MultiShootAttacks = 0) or ((Ammoz[Me^.Hedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NoMoveAfter) = 0))
7197
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unc0rr
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   246
    and (GameFlags and gfArtillery = 0) then
433
9f8f22094c0e AI thinks in separate thread
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   247
    begin
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   248
    tmp:= random(2) + 1;
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unc0rr
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   249
    Push(0, Actions, Me^, tmp);
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unc0rr
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   250
    Push(0, Actions, Me^, tmp xor 3);
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koda
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diff changeset
   251
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unc0rr
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   252
    while (Stack.Count > 0) and (not StopThinking) do
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unc0rr
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   253
        begin
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unc0rr
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   254
        Pop(ticks, Actions, Me^);
193
56885ea29202 Fix bots regressions
unc0rr
parents: 191
diff changeset
   255
7197
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   256
        AddAction(Actions, Me^.Message, aim_push, 250, 0, 0);
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unc0rr
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   257
        if (Me^.Message and gmLeft) <> 0 then
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
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diff changeset
   258
            AddAction(Actions, aia_WaitXL, hwRound(Me^.X), 0, 0, 0)
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unc0rr
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   259
        else
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unc0rr
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   260
            AddAction(Actions, aia_WaitXR, hwRound(Me^.X), 0, 0, 0);
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   261
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   262
        steps:= 0;
82
2f4f3236cccc - New fort
unc0rr
parents: 80
diff changeset
   263
7197
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unc0rr
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diff changeset
   264
        while (not StopThinking) do
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
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diff changeset
   265
            begin
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
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diff changeset
   266
    {$HINTS OFF}
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unc0rr
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   267
            CanGo:= HHGo(Me, @AltMe, GoInfo);
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unc0rr
parents: 7178
diff changeset
   268
    {$HINTS ON}
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   269
            oldticks:= ticks;
7197
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unc0rr
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diff changeset
   270
            inc(ticks, GoInfo.Ticks);
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unc0rr
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   271
            if ticks > maxticks then
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unc0rr
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   272
                break;
194
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unc0rr
parents: 193
diff changeset
   273
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koda
parents: 8677
diff changeset
   274
            if (BotLevel < 5)
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   275
                and (GoInfo.JumpType = jmpHJump)
7787
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   276
                and (not checkMark(hwRound(Me^.X), hwRound(Me^.Y), markHJumped))
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   277
                then // hjump support
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   278
                begin
7446
9ce6e2c35413 No more AI jumping lulz
unc0rr
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diff changeset
   279
                // check if we could go backwards and maybe ljump over a gap after this hjump
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   280
                addMark(hwRound(Me^.X), hwRound(Me^.Y), markHJumped);
7446
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unc0rr
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diff changeset
   281
                if Push(ticks, Actions, AltMe, Me^.Message xor 3) then
7433
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
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   282
                    begin
7197
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unc0rr
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diff changeset
   283
                    with Stack.States[Pred(Stack.Count)] do
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
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diff changeset
   284
                        begin
8036
89740f927254 Don't rely on hedgehog facing direction, check intentions instead. Should fix excessive turns around and weird jumps to water
unc0rr
parents: 8017
diff changeset
   285
                        if (Me^.Message and gmLeft) <> 0 then
7197
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unc0rr
parents: 7178
diff changeset
   286
                            AddAction(MadeActions, aia_LookRight, 0, 200, 0, 0)
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   287
                        else
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   288
                            AddAction(MadeActions, aia_LookLeft, 0, 200, 0, 0);
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   289
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   290
                        AddAction(MadeActions, aia_HJump, 0, 305 + random(50), 0, 0);
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   291
                        AddAction(MadeActions, aia_HJump, 0, 350, 0, 0);
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   292
                        end;
7446
9ce6e2c35413 No more AI jumping lulz
unc0rr
parents: 7437
diff changeset
   293
                    // but first check walking forward
9ce6e2c35413 No more AI jumping lulz
unc0rr
parents: 7437
diff changeset
   294
                    Push(ticks, Stack.States[Pred(Stack.Count)].MadeActions, AltMe, Me^.Message)
7433
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   295
                    end;
7787
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   296
                end;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   297
            if (BotLevel < 3)
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   298
                and (GoInfo.JumpType = jmpLJump)
7787
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   299
                and (not checkMark(hwRound(Me^.X), hwRound(Me^.Y), markLJumped))
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   300
                then // ljump support
7250
304d3d98662e AI loves to jump
unc0rr
parents: 7216
diff changeset
   301
                begin
7787
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   302
                addMark(hwRound(Me^.X), hwRound(Me^.Y), markLJumped);
7433
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   303
                // at final check where we go after jump walking backward
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   304
                if Push(ticks, Actions, AltMe, Me^.Message xor 3) then
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   305
                    with Stack.States[Pred(Stack.Count)] do
8017
70d386de989f Some tweaks to AI
unc0rr
parents: 7790
diff changeset
   306
                        begin
8036
89740f927254 Don't rely on hedgehog facing direction, check intentions instead. Should fix excessive turns around and weird jumps to water
unc0rr
parents: 8017
diff changeset
   307
                        if (Me^.Message and gmLeft) <> 0 then
8017
70d386de989f Some tweaks to AI
unc0rr
parents: 7790
diff changeset
   308
                            AddAction(MadeActions, aia_LookLeft, 0, 200, 0, 0)
70d386de989f Some tweaks to AI
unc0rr
parents: 7790
diff changeset
   309
                        else
70d386de989f Some tweaks to AI
unc0rr
parents: 7790
diff changeset
   310
                            AddAction(MadeActions, aia_LookRight, 0, 200, 0, 0);
70d386de989f Some tweaks to AI
unc0rr
parents: 7790
diff changeset
   311
7433
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   312
                        AddAction(MadeActions, aia_LJump, 0, 305 + random(50), 0, 0);
8017
70d386de989f Some tweaks to AI
unc0rr
parents: 7790
diff changeset
   313
                        end;
7433
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   314
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   315
                // push current position so we proceed from it after checking jump+forward walk opportunities
7250
304d3d98662e AI loves to jump
unc0rr
parents: 7216
diff changeset
   316
                if CanGo then Push(ticks, Actions, Me^, Me^.Message);
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   317
7433
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   318
                // first check where we go after jump walking forward
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   319
                if Push(ticks, Actions, AltMe, Me^.Message) then
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   320
                    with Stack.States[Pred(Stack.Count)] do
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   321
                        AddAction(MadeActions, aia_LJump, 0, 305 + random(50), 0, 0);
7250
304d3d98662e AI loves to jump
unc0rr
parents: 7216
diff changeset
   322
                break
304d3d98662e AI loves to jump
unc0rr
parents: 7216
diff changeset
   323
                end;
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   324
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   325
            // 'not CanGO' means we cannot go straight, possible jumps are checked above
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   326
            if not CanGo then
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   327
                break;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   328
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   329
             inc(steps);
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   330
             Actions.actions[Pred(Actions.Count)].Param:= hwRound(Me^.X);
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   331
             Rate:= RatePlace(Me);
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   332
             if Rate > BestRate then
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   333
                begin
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   334
                BestActions:= Actions;
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   335
                BestActions.isWalkingToABetterPlace:= true;
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   336
                BestRate:= Rate;
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   337
                Me^.State:= Me^.State or gstAttacked // we have better place, go there and do not use ammo
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   338
                end
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   339
            else if Rate < BestRate then
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   340
                break;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   341
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   342
            if ((Me^.State and gstAttacked) = 0) and ((steps mod 4) = 0) then
7433
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   343
                begin
7787
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   344
                if (steps > 4) and checkMark(hwRound(Me^.X), hwRound(Me^.Y), markWalkedHere) then
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   345
                    break;
7787
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   346
                addMark(hwRound(Me^.X), hwRound(Me^.Y), markWalkedHere);
7789
838d2e06c377 Check cake and air attack again if walked far from initial position (not tested)
unc0rr
parents: 7787
diff changeset
   347
838d2e06c377 Check cake and air attack again if walked far from initial position (not tested)
unc0rr
parents: 7787
diff changeset
   348
                TestAmmos(Actions, Me, ticks shr 12 = oldticks shr 12);
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   349
7433
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   350
                end;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   351
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   352
            if GoInfo.FallPix >= FallPixForBranching then
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   353
                Push(ticks, Actions, Me^, Me^.Message xor 3); // aia_Left xor 3 = aia_Right
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   354
            end {while};
193
56885ea29202 Fix bots regressions
unc0rr
parents: 191
diff changeset
   355
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   356
        if BestRate > BaseRate then
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   357
            exit
7164
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7132
diff changeset
   358
        end {while}
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   359
    end {if}
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   360
end;
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   361
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   362
function Think(Me: PGear): LongInt; cdecl; export;
74
42257fee61ae - Unicode support for team and hedgehogs names
unc0rr
parents: 71
diff changeset
   363
var BackMe, WalkMe: TGear;
6992
b8f3d8991e92 marked a couple of functions as inline
koda
parents: 6982
diff changeset
   364
    switchCount: LongInt;
b8f3d8991e92 marked a couple of functions as inline
koda
parents: 6982
diff changeset
   365
    StartTicks, currHedgehogIndex, itHedgehog, switchesNum, i: Longword;
6770
7d2c6cdb816a Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
parents: 6748
diff changeset
   366
    switchImmediatelyAvailable: boolean;
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   367
    Actions: TActions;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   368
begin
8884
08fe08651130 set translucency on fruit theme water, clamp size to even number (same sdl window resize) and honouring min size, reduce calls to dmgmod a bit
nemo
parents: 8865
diff changeset
   369
dmgMod:= 0.01 * hwFloat2Float(cDamageModifier) * cDamagePercent;
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   370
StartTicks:= GameTicks;
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   371
currHedgehogIndex:= CurrentTeam^.CurrHedgehog;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   372
itHedgehog:= currHedgehogIndex;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   373
switchesNum:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   374
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   375
switchImmediatelyAvailable:= (CurAmmoGear <> nil) and (CurAmmoGear^.Kind = gtSwitcher);
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   376
if Me^.Hedgehog^.BotLevel <> 5 then
7375
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7250
diff changeset
   377
    switchCount:= HHHasAmmo(PGear(Me)^.Hedgehog^, amSwitch)
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7250
diff changeset
   378
else switchCount:= 0;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   379
8946
3e07b8ff2ae1 Make AI more active in multiattack game mode
unc0rr
parents: 8938
diff changeset
   380
if ((Me^.State and gstAttacked) = 0) or isInMultiShoot then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   381
    if Targets.Count > 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   382
        begin
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   383
        // iterate over current team hedgehogs
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   384
        repeat
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   385
            WalkMe:= CurrentTeam^.Hedgehogs[itHedgehog].Gear^;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   386
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   387
            Actions.Count:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   388
            Actions.Pos:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   389
            Actions.Score:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   390
            if switchesNum > 0 then
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   391
                begin
6770
7d2c6cdb816a Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
parents: 6748
diff changeset
   392
                if not switchImmediatelyAvailable  then
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   393
                    begin
6770
7d2c6cdb816a Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
parents: 6748
diff changeset
   394
                    // when AI has to use switcher, make it cost smth unless they have a lot of switches
6992
b8f3d8991e92 marked a couple of functions as inline
koda
parents: 6982
diff changeset
   395
                    if (switchCount < 10) then Actions.Score:= (-27+switchCount*3)*4000;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   396
                    AddAction(Actions, aia_Weapon, Longword(amSwitch), 300 + random(200), 0, 0);
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   397
                    AddAction(Actions, aia_attack, aim_push, 300 + random(300), 0, 0);
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   398
                    AddAction(Actions, aia_attack, aim_release, 1, 0, 0);
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   399
                    end;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   400
                for i:= 1 to switchesNum do
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   401
                    AddAction(Actions, aia_Switch, 0, 300 + random(200), 0, 0);
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   402
                end;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   403
            Walk(@WalkMe, Actions);
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   404
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   405
            // find another hog in team
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   406
            repeat
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   407
                itHedgehog:= Succ(itHedgehog) mod CurrentTeam^.HedgehogsNumber;
8677
afb2b467f801 skip frozen hogs in switch
nemo
parents: 8036
diff changeset
   408
            until (itHedgehog = currHedgehogIndex) or ((CurrentTeam^.Hedgehogs[itHedgehog].Gear <> nil) and (CurrentTeam^.Hedgehogs[itHedgehog].Effects[heFrozen]=0));
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   409
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   410
            inc(switchesNum);
6770
7d2c6cdb816a Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
parents: 6748
diff changeset
   411
        until (not (switchImmediatelyAvailable or (switchCount > 0)))
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   412
            or StopThinking
6395
bb04d7a9f7e2 Make AI be less scared by crates. Actually, now it starts using switcher just to pick a crate up.
unc0rr
parents: 6393
diff changeset
   413
            or (itHedgehog = currHedgehogIndex)
bb04d7a9f7e2 Make AI be less scared by crates. Actually, now it starts using switcher just to pick a crate up.
unc0rr
parents: 6393
diff changeset
   414
            or BestActions.isWalkingToABetterPlace;
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   415
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   416
        if (StartTicks > GameTicks - 1500) and (not StopThinking) then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   417
            SDL_Delay(1000);
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   418
6395
bb04d7a9f7e2 Make AI be less scared by crates. Actually, now it starts using switcher just to pick a crate up.
unc0rr
parents: 6393
diff changeset
   419
        if (BestActions.Score < -1023) and (not BestActions.isWalkingToABetterPlace) then
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   420
            begin
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   421
            BestActions.Count:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   422
            AddAction(BestActions, aia_Skip, 0, 250, 0, 0);
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   423
            end;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   424
8017
70d386de989f Some tweaks to AI
unc0rr
parents: 7790
diff changeset
   425
        end else SDL_Delay(100)
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   426
else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   427
    begin
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   428
    BackMe:= Me^;
8946
3e07b8ff2ae1 Make AI more active in multiattack game mode
unc0rr
parents: 8938
diff changeset
   429
    i:= 12;
3e07b8ff2ae1 Make AI more active in multiattack game mode
unc0rr
parents: 8938
diff changeset
   430
    while (not StopThinking) and (BestActions.Count = 0) and (i > 0) do
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   431
        begin
7375
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7250
diff changeset
   432
(*
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7250
diff changeset
   433
        // Maybe this would get a bit of movement out of them? Hopefully not *toward* water. Need to check how often he'd choose that strategy
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7250
diff changeset
   434
        if SuddenDeathDmg and ((hwRound(BackMe.Y)+cWaterRise*2) > cWaterLine) then
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7250
diff changeset
   435
            AddBonus(hwRound(BackMe.X), hwRound(BackMe.Y), 250, -40);
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7250
diff changeset
   436
*)
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   437
        FillBonuses(true);
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   438
        WalkMe:= BackMe;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   439
        Actions.Count:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   440
        Actions.Pos:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   441
        Actions.Score:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   442
        Walk(@WalkMe, Actions);
8946
3e07b8ff2ae1 Make AI more active in multiattack game mode
unc0rr
parents: 8938
diff changeset
   443
        dec(i);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   444
        if not StopThinking then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   445
            SDL_Delay(100)
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   446
        end
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   447
    end;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   448
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   449
Me^.State:= Me^.State and (not gstHHThinking);
8908
d3033e3a4113 let's try to kill the thread right away and protect the thread variable with a mutex
koda
parents: 8884
diff changeset
   450
SDL_LockMutex(ThreadLock);
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   451
ThinkThread:= nil;
8908
d3033e3a4113 let's try to kill the thread right away and protect the thread variable with a mutex
koda
parents: 8884
diff changeset
   452
SDL_UnlockMutex(ThreadLock);
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   453
Think:= 0;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   454
end;
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   455
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   456
procedure StartThink(Me: PGear);
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   457
begin
542
ec26095f1bed - Get rid of ammoProp_AttackInFall and gstFalling
unc0rr
parents: 522
diff changeset
   458
if ((Me^.State and (gstAttacking or gstHHJumping or gstMoving)) <> 0)
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   459
or isInMultiShoot then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   460
    exit;
506
0889d833d47e - A good implementation of shotgun
unc0rr
parents: 500
diff changeset
   461
7433
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   462
//DeleteCI(Me); // this will break demo/netplay
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   463
369
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
   464
Me^.State:= Me^.State or gstHHThinking;
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
   465
Me^.Message:= 0;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   466
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   467
BestActions.Count:= 0;
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   468
BestActions.Pos:= 0;
5163
1620a02d5282 Fix test for water in airstrike handler
unc0rr
parents: 5162
diff changeset
   469
BestActions.Score:= Low(LongInt);
6395
bb04d7a9f7e2 Make AI be less scared by crates. Actually, now it starts using switcher just to pick a crate up.
unc0rr
parents: 6393
diff changeset
   470
BestActions.isWalkingToABetterPlace:= false;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   471
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   472
StopThinking:= false;
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   473
ThinkingHH:= Me;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   474
70
82d93eeecebe - Many AI improvements
unc0rr
parents: 66
diff changeset
   475
FillTargets;
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 75
diff changeset
   476
if Targets.Count = 0 then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   477
    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   478
    OutError('AI: no targets!?', false);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   479
    exit
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   480
    end;
941
b5222ddafe1f - Fix bug with picking up ammos from cases, when total ammo count may become more than AMMO_INFINITE
unc0rr
parents: 936
diff changeset
   481
8946
3e07b8ff2ae1 Make AI more active in multiattack game mode
unc0rr
parents: 8938
diff changeset
   482
FillBonuses(((Me^.State and gstAttacked) <> 0) and (not isInMultiShoot));
8908
d3033e3a4113 let's try to kill the thread right away and protect the thread variable with a mutex
koda
parents: 8884
diff changeset
   483
d3033e3a4113 let's try to kill the thread right away and protect the thread variable with a mutex
koda
parents: 8884
diff changeset
   484
SDL_LockMutex(ThreadLock);
9317
a04c30940d2d use SDL2 as ifdef symbol because we're not really sdl1.3 compatible, change the compatibility layer, drop unused code, add some documentation
koda
parents: 9080
diff changeset
   485
ThinkThread:= SDL_CreateThread(@Think{$IFDEF SDL2}, 'think'{$ENDIF}, Me);
8908
d3033e3a4113 let's try to kill the thread right away and protect the thread variable with a mutex
koda
parents: 8884
diff changeset
   486
SDL_UnlockMutex(ThreadLock);
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   487
end;
191
a03c2d037e24 Bots are in the same thread as game. Fixes FreePascal issues.
unc0rr
parents: 183
diff changeset
   488
8965
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   489
{$IFDEF DEBUGAI}
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   490
var scoreShown: boolean = false;
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   491
{$ENDIF}
7204
522f165cd2e7 - Fix damage calculation in TestSniperRifle, aim a bit lower to compensate initial angle shift in sniper rifle. As a result, AI seems to never fail sniper rifle shots.
unc0rr
parents: 7197
diff changeset
   492
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   493
procedure ProcessBot;
6982
8d41d22a291d breaking news, we don't support typed consts anymore
koda
parents: 6770
diff changeset
   494
const cStopThinkTime = 40;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   495
begin
602
f7628ebfccde Add CurrentHedgehog variable which simplifies code
unc0rr
parents: 599
diff changeset
   496
with CurrentHedgehog^ do
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   497
    if (Gear <> nil)
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   498
    and ((Gear^.State and gstHHDriven) <> 0)
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   499
    and (TurnTimeLeft < cHedgehogTurnTime - 50) then
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   500
        if ((Gear^.State and gstHHThinking) = 0) then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   501
            if (BestActions.Pos >= BestActions.Count)
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   502
            and (TurnTimeLeft > cStopThinkTime) then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   503
                begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   504
                if Gear^.Message <> 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   505
                    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   506
                    StopMessages(Gear^.Message);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   507
                    TryDo((Gear^.Message and gmAllStoppable) = 0, 'Engine bug: AI may break demos playing', true);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   508
                    end;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   509
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   510
                if Gear^.Message <> 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   511
                    exit;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   512
8965
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   513
{$IFDEF DEBUGAI}
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   514
                scoreShown:= false;
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   515
{$ENDIF}
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   516
                StartThink(Gear);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   517
                StartTicks:= GameTicks
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   518
7204
522f165cd2e7 - Fix damage calculation in TestSniperRifle, aim a bit lower to compensate initial angle shift in sniper rifle. As a result, AI seems to never fail sniper rifle shots.
unc0rr
parents: 7197
diff changeset
   519
            end else
522f165cd2e7 - Fix damage calculation in TestSniperRifle, aim a bit lower to compensate initial angle shift in sniper rifle. As a result, AI seems to never fail sniper rifle shots.
unc0rr
parents: 7197
diff changeset
   520
                begin
8965
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   521
{$IFDEF DEBUGAI}
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   522
                if not scoreShown then
7204
522f165cd2e7 - Fix damage calculation in TestSniperRifle, aim a bit lower to compensate initial angle shift in sniper rifle. As a result, AI seems to never fail sniper rifle shots.
unc0rr
parents: 7197
diff changeset
   523
                    begin
522f165cd2e7 - Fix damage calculation in TestSniperRifle, aim a bit lower to compensate initial angle shift in sniper rifle. As a result, AI seems to never fail sniper rifle shots.
unc0rr
parents: 7197
diff changeset
   524
                    if BestActions.Score > 0 then ParseCommand('/say Expected score = ' + inttostr(BestActions.Score div 1024), true);
522f165cd2e7 - Fix damage calculation in TestSniperRifle, aim a bit lower to compensate initial angle shift in sniper rifle. As a result, AI seems to never fail sniper rifle shots.
unc0rr
parents: 7197
diff changeset
   525
                    scoreShown:= true
8965
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   526
                    end;
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   527
{$ENDIF}
7204
522f165cd2e7 - Fix damage calculation in TestSniperRifle, aim a bit lower to compensate initial angle shift in sniper rifle. As a result, AI seems to never fail sniper rifle shots.
unc0rr
parents: 7197
diff changeset
   528
                ProcessAction(BestActions, Gear)
522f165cd2e7 - Fix damage calculation in TestSniperRifle, aim a bit lower to compensate initial angle shift in sniper rifle. As a result, AI seems to never fail sniper rifle shots.
unc0rr
parents: 7197
diff changeset
   529
                end
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   530
        else if ((GameTicks - StartTicks) > cMaxAIThinkTime)
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   531
            or (TurnTimeLeft <= cStopThinkTime) then
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   532
                StopThinking:= true
369
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
   533
end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   534
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 2948
diff changeset
   535
procedure initModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   536
begin
6982
8d41d22a291d breaking news, we don't support typed consts anymore
koda
parents: 6770
diff changeset
   537
    StartTicks:= 0;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   538
    ThinkThread:= nil;
8908
d3033e3a4113 let's try to kill the thread right away and protect the thread variable with a mutex
koda
parents: 8884
diff changeset
   539
    ThreadLock:= SDL_CreateMutex();
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   540
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   541
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 2948
diff changeset
   542
procedure freeModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   543
begin
7026
8d1724e1337e split OnDestroy across the appropriate modules (this doen't cause leaks on mobile, right?)
koda
parents: 6992
diff changeset
   544
    FreeActionsList();
8908
d3033e3a4113 let's try to kill the thread right away and protect the thread variable with a mutex
koda
parents: 8884
diff changeset
   545
    SDL_DestroyMutex(ThreadLock);
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   546
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   547
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   548
end.