author | unc0rr |
Sun, 16 Jul 2006 08:13:51 +0000 | |
changeset 79 | 29b477319854 |
parent 75 | d2b737858ff7 |
child 80 | 3c3dc6a148ca |
permissions | -rw-r--r-- |
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(* |
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* Hedgewars, a worms-like game |
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* Copyright (c) 2005, 2006 Andrey Korotaev <unC0Rr@gmail.com> |
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* |
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* Distributed under the terms of the BSD-modified licence: |
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* |
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* Permission is hereby granted, free of charge, to any person obtaining a copy |
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* of this software and associated documentation files (the "Software"), to deal |
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* with the Software without restriction, including without limitation the |
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* rights to use, copy, modify, merge, publish, distribute, sublicense, and/or |
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* sell copies of the Software, and to permit persons to whom the Software is |
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* furnished to do so, subject to the following conditions: |
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* |
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* 1. Redistributions of source code must retain the above copyright notice, |
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* this list of conditions and the following disclaimer. |
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* 2. Redistributions in binary form must reproduce the above copyright notice, |
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* this list of conditions and the following disclaimer in the documentation |
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* and/or other materials provided with the distribution. |
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* 3. The name of the author may not be used to endorse or promote products |
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* derived from this software without specific prior written permission. |
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* |
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* THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED |
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* WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF |
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO |
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* EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; |
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* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, |
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR |
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* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF |
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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*) |
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||
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unit uAI; |
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interface |
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{$INCLUDE options.inc} |
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procedure ProcessBot; |
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procedure FreeActionsList; |
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implementation |
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uses uTeams, uConsts, SDLh, uAIMisc, uGears, uAIAmmoTests, uAIActions, uMisc; |
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var BestActions: TActions; |
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ThinkThread: PSDL_Thread = nil; |
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StopThinking: boolean; |
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CanUseAmmo: array [TAmmoType] of boolean; |
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procedure FreeActionsList; |
49 |
begin |
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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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ThinkThread:= nil |
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end; |
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BestActions.Count:= 0; |
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BestActions.Pos:= 0 |
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end; |
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procedure TestAmmos(var Actions: TActions; Me: PGear); |
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var Time: Longword; |
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Angle, Power, Score, ExplX, ExplY, ExplR: integer; |
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i: integer; |
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a, aa: TAmmoType; |
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begin |
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for i:= 0 to Pred(Targets.Count) do |
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if Targets.ar[i].Score >= 0 then |
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begin |
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with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do |
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a:= Ammo[CurSlot, CurAmmo].AmmoType; |
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aa:= a; |
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repeat |
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if CanUseAmmo[a] then |
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begin |
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Score:= AmmoTests[a](Me, Targets.ar[i].Point, Time, Angle, Power, ExplX, ExplY, ExplR); |
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if Actions.Score + Score + Targets.ar[i].Score > BestActions.Score then |
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begin |
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BestActions:= Actions; |
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inc(BestActions.Score, Score + Targets.ar[i].Score); |
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AddAction(BestActions, aia_Weapon, Longword(a), 500); |
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if Time <> 0 then AddAction(BestActions, aia_Timer, Time div 1000, 400); |
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if (Angle > 0) then AddAction(BestActions, aia_LookRight, 0, 200) |
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else if (Angle < 0) then AddAction(BestActions, aia_LookLeft, 0, 200); |
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Angle:= integer(Me.Angle) - Abs(Angle); |
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if Angle > 0 then |
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begin |
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AddAction(BestActions, aia_Up, aim_push, 500); |
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AddAction(BestActions, aia_Up, aim_release, Angle) |
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end else if Angle < 0 then |
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begin |
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AddAction(BestActions, aia_Down, aim_push, 500); |
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AddAction(BestActions, aia_Down, aim_release, -Angle) |
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end; |
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AddAction(BestActions, aia_attack, aim_push, 800); |
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AddAction(BestActions, aia_attack, aim_release, Power); |
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if ExplR > 0 then |
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AddAction(BestActions, aia_AwareExpl, ExplR, 10, ExplX, ExplY); |
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end |
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end; |
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if a = High(TAmmoType) then a:= Low(TAmmoType) |
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else inc(a) |
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until (a = aa) or (CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog].AttacksNum > 0) |
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end |
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end; |
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procedure Walk(Me: PGear); |
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const FallTicksForBranching = cHHRadius * 2 + 8; |
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cBranchStackSize = 8; |
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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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procedure Push(Ticks: Longword; const Actions: TActions; const Me: TGear; Dir: integer); |
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begin |
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if Stack.Count < cBranchStackSize 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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end; |
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procedure Pop(out Ticks: Longword; out Actions: TActions; out 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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var Actions: TActions; |
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ticks, maxticks, steps: Longword; |
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BaseRate, BestRate, Rate: integer; |
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GoInfo: TGoInfo; |
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begin |
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Actions.Count:= 0; |
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Actions.Pos:= 0; |
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Actions.Score:= 0; |
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Stack.Count:= 0; |
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Push(0, Actions, Me^, aia_Left); |
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Push(0, Actions, Me^, aia_Right); |
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if (Me.State and gstAttacked) = 0 then maxticks:= TurnTimeLeft - 5000 |
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else maxticks:= TurnTimeLeft; |
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if (Me.State and gstAttacked) = 0 then TestAmmos(Actions, Me); |
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BestRate:= RatePlace(Me); |
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BaseRate:= max(BestRate, 0); |
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while (Stack.Count > 0) and not StopThinking do |
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begin |
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Pop(ticks, Actions, Me^); |
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AddAction(Actions, Me.Message, aim_push, 250); |
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AddAction(Actions, aia_WaitX, round(Me.X), 0); |
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AddAction(Actions, Me.Message, aim_release, 0); |
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steps:= 0; |
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while HHGo(Me, GoInfo) do |
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begin |
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inc(ticks, GoInfo.Ticks); |
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if ticks > maxticks then break; |
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inc(steps); |
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Actions.actions[Actions.Count - 2].Param:= round(Me.X); |
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Rate:= RatePlace(Me); |
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if Rate > BestRate then |
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begin |
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BestActions:= Actions; |
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BestRate:= Rate; |
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Me.State:= Me.State or gstAttacked // we have better place, go there and don't use ammo |
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end |
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else if Rate < BestRate then break; |
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if ((Me.State and gstAttacked) = 0) |
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and ((steps mod 4) = 0) then TestAmmos(Actions, Me); |
75 | 190 |
if GoInfo.FallTicks >= FallTicksForBranching then |
191 |
Push(ticks, Actions, Me^, Me^.Message xor 3); // aia_Left xor 3 = aia_Right |
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if StopThinking then exit |
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end; |
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if BestRate > BaseRate then exit |
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end |
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end; |
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procedure Think(Me: PGear); cdecl; |
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var BackMe, WalkMe: TGear; |
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StartTicks: Longword; |
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begin |
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StartTicks:= GameTicks; |
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BestActions.Count:= 0; |
205 |
BestActions.Pos:= 0; |
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64 | 206 |
BestActions.Score:= Low(integer); |
74 | 207 |
BackMe:= Me^; |
208 |
WalkMe:= BackMe; |
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if (Me.State and gstAttacked) = 0 then |
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if Targets.Count > 0 then |
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begin |
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Walk(@WalkMe); |
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if (StartTicks > GameTicks - 1500) then SDL_Delay(2000); |
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end else OutError('AI: no targets!?') |
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else begin |
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Walk(@WalkMe); |
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while (not StopThinking) and (BestActions.Count = 0) do |
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begin |
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SDL_Delay(100); |
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FillBonuses(true); |
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WalkMe:= BackMe; |
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Walk(@WalkMe) |
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75 | 223 |
end |
74 | 224 |
end; |
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Me.State:= Me.State and not gstHHThinking; |
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ThinkThread:= nil |
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end; |
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procedure StartThink(Me: PGear); |
75 | 231 |
var a: TAmmoType; |
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begin |
70 | 233 |
if ((Me.State and gstAttacking) <> 0) or isInMultiShoot then exit; |
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Me.State:= Me.State or gstHHThinking; |
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StopThinking:= false; |
70 | 236 |
ThinkingHH:= Me; |
237 |
FillTargets; |
|
238 |
FillBonuses((Me.State and gstAttacked) <> 0); |
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75 | 239 |
for a:= Low(TAmmoType) to High(TAmmoType) do |
240 |
CanUseAmmo[a]:= Assigned(AmmoTests[a]) and HHHasAmmo(PHedgehog(Me.Hedgehog), a); |
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70 | 241 |
{$IFDEF DEBUGFILE}AddFileLog('Enter Think Thread');{$ENDIF} |
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ThinkThread:= SDL_CreateThread(@Think, Me) |
4 | 243 |
end; |
244 |
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245 |
procedure ProcessBot; |
|
246 |
begin |
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64 | 247 |
with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do |
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if (Gear <> nil) |
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and ((Gear.State and gstHHDriven) <> 0) |
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and (TurnTimeLeft < 29990) |
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and ((Gear.State and gstHHThinking) = 0) then |
75 | 252 |
if (BestActions.Pos >= BestActions.Count) then StartThink(Gear) |
253 |
else ProcessAction(BestActions, Gear) |
|
4 | 254 |
end; |
255 |
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256 |
end. |