hedgewars/uAI.pas
author mikade
Wed, 14 Sep 2011 18:40:10 +0200
changeset 5902 486f84a45805
parent 5600 c6da15eddab3
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child 6317 83b93a2d2741
permissions -rw-r--r--
oops, just burning through commits today.
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2011 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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{$INCLUDE "options.inc"}
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unit uAI;
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interface
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uses uFloat;
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procedure initModule;
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procedure freeModule;
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procedure ProcessBot;
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procedure FreeActionsList;
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implementation
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uses uConsts, SDLh, uAIMisc, uAIAmmoTests, uAIActions,
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     uAmmos, SysUtils{$IFDEF UNIX}, cthreads{$ENDIF}, uTypes,
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     uVariables, uCommands, uUtils, uDebug;
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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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    ThinkThread: TThreadID;
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    hasThread: LongInt;
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procedure FreeActionsList;
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begin
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AddFileLog('FreeActionsList called');
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if hasThread <> 0 then
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   begin
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   AddFileLog('Waiting AI thread to finish');
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   StopThinking:= true;
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   repeat
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     SDL_Delay(10)
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   until hasThread = 0
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   end;
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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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procedure TestAmmos(var Actions: TActions; Me: PGear; isMoved: boolean);
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var BotLevel: Byte;
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    ap: TAttackParams;
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    Score, i: 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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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 CurrentHedgehog^ do
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            a:= CurAmmoType;
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       aa:= a;
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       ThreadSwitch();
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       repeat
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        if (CanUseAmmo[a]) and
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           ((not isMoved) or ((AmmoTests[a].flags and amtest_OnTurn) = 0)) then
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           begin
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{$HINTS OFF}
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           Score:= AmmoTests[a].proc(Me, Targets.ar[i].Point, 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) * 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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              if (ap.Angle > 0) then AddAction(BestActions, aia_LookRight, 0, 200, 0, 0)
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              else if (ap.Angle < 0) then AddAction(BestActions, aia_LookLeft, 0, 200, 0, 0);
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              AddAction(BestActions, aia_Weapon, Longword(a), 300 + random(400), 0, 0);
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              if (ap.Time <> 0) then 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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                 ap.Angle:= LongInt(Me^.Angle) - Abs(ap.Angle);
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                 if ap.Angle > 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, ap.Angle, 0, 0)
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                    end else if ap.Angle < 0 then
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                    begin
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                    AddAction(BestActions, aia_Down, aim_push, 300 + random(250), 0, 0);
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                    AddAction(BestActions, aia_Down, aim_release, -ap.Angle, 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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              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 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 a:= Low(TAmmoType)
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                               else inc(a)
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       until (a = aa) or
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             (CurrentHedgehog^.MultiShootAttacks > 0) or // shooting same weapon
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             StopThinking
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       end
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end;
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procedure Walk(Me: PGear);
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const FallPixForBranching = cHHRadius * 2 + 8;
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      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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var Actions: TActions;
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    ticks, maxticks, 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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    BotLevel: Byte;
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begin
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ticks:= 0; // avoid compiler hint
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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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BotLevel:= Me^.Hedgehog^.BotLevel;
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tmp:= random(2) + 1;
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Push(0, Actions, Me^, tmp);
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Push(0, Actions, Me^, tmp xor 3);
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if (Me^.State and gstAttacked) = 0 then maxticks:= Max(0, TurnTimeLeft - 5000 - LongWord(4000 * BotLevel))
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                                   else maxticks:= TurnTimeLeft;
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if (Me^.State and gstAttacked) = 0 then TestAmmos(Actions, Me, false);
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BestRate:= RatePlace(Me);
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BaseRate:= Max(BestRate, 0);
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if (Ammoz[Me^.Hedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NeedTarget) <> 0 then
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    AddAction(Actions, aia_Weapon, Longword(amNothing), 100 + random(200), 0, 0);
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while (Stack.Count > 0) and (not StopThinking) and (GameFlags and gfArtillery = 0) 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, 0, 0);
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    if (Me^.Message and gmLeft) <> 0 then AddAction(Actions, aia_WaitXL, hwRound(Me^.X), 0, 0, 0)
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                                      else AddAction(Actions, aia_WaitXR, hwRound(Me^.X), 0, 0, 0);
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    steps:= 0;
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    while (not StopThinking) do
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       begin
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{$HINTS OFF}
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       CanGo:= HHGo(Me, @AltMe, GoInfo);
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{$HINTS ON}
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       inc(ticks, GoInfo.Ticks);
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       if ticks > maxticks then break;
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       if (BotLevel < 5) and (GoInfo.JumpType = jmpHJump) then // hjump support
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          if Push(ticks, Actions, AltMe, Me^.Message) then
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             with Stack.States[Pred(Stack.Count)] do
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                  begin
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                  if Me^.dX.isNegative then AddAction(MadeActions, aia_LookRight, 0, 200, 0, 0)
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                                       else AddAction(MadeActions, aia_LookLeft, 0, 200, 0, 0);
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                  AddAction(MadeActions, aia_HJump, 0, 305 + random(50), 0, 0);
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                  AddAction(MadeActions, aia_HJump, 0, 350, 0, 0);
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                  if Me^.dX.isNegative then AddAction(MadeActions, aia_LookLeft, 0, 200, 0, 0)
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                                       else AddAction(MadeActions, aia_LookRight, 0, 200, 0, 0);
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                  end;
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       if (BotLevel < 3) and (GoInfo.JumpType = jmpLJump) then // ljump support
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          if Push(ticks, Actions, AltMe, Me^.Message) then
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             with Stack.States[Pred(Stack.Count)] do
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                  AddAction(MadeActions, aia_LJump, 0, 305 + random(50), 0, 0);
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       if not CanGo then break;
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       inc(steps);
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       Actions.actions[Pred(Actions.Count)].Param:= hwRound(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 do not 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, true);
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       if GoInfo.FallPix >= FallPixForBranching then
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          Push(ticks, Actions, Me^, Me^.Message xor 3); // aia_Left xor 3 = aia_Right
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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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function Think(Me: Pointer): ptrint;
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var BackMe, WalkMe: TGear;
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    StartTicks: Longword;
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begin
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InterlockedIncrement(hasThread);
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StartTicks:= GameTicks;
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BackMe:= PGear(Me)^;
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if (PGear(Me)^.State and gstAttacked) = 0 then
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   if Targets.Count > 0 then
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      begin
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      WalkMe:= BackMe;
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      Walk(@WalkMe);
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924584407e01 This should improve performance on singlecore computers
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      if (StartTicks > GameTicks - 1500) and not StopThinking then SDL_Delay(1000);
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      if BestActions.Score < -1023 then
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         begin
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         BestActions.Count:= 0;
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         AddAction(BestActions, aia_Skip, 0, 250, 0, 0);
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         end;
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      end else
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else begin
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      while (not StopThinking) and (BestActions.Count = 0) do
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            begin
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            FillBonuses(true);
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            WalkMe:= BackMe;
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            Walk(@WalkMe);
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            if not StopThinking then SDL_Delay(100)
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            end
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      end;
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PGear(Me)^.State:= PGear(Me)^.State and not gstHHThinking;
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Think:= 0;
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InterlockedDecrement(hasThread)
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end;
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procedure StartThink(Me: PGear);
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var a: TAmmoType;
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begin
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ec26095f1bed - Get rid of ammoProp_AttackInFall and gstFalling
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if ((Me^.State and (gstAttacking or gstHHJumping or gstMoving)) <> 0)
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   or isInMultiShoot then exit;
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//DeleteCI(Me); // this might break demo
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Me^.State:= Me^.State or gstHHThinking;
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Me^.Message:= 0;
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BestActions.Count:= 0;
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BestActions.Pos:= 0;
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1620a02d5282 Fix test for water in airstrike handler
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BestActions.Score:= Low(LongInt);
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StopThinking:= false;
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ThinkingHH:= Me;
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FillTargets;
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if Targets.Count = 0 then
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   begin
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   OutError('AI: no targets!?', false);
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   exit
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   313
   end;
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b5222ddafe1f - Fix bug with picking up ammos from cases, when total ammo count may become more than AMMO_INFINITE
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   314
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FillBonuses((Me^.State and gstAttacked) <> 0);
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for a:= Low(TAmmoType) to High(TAmmoType) do
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3836973380b9 remove some more PHedgehog casts
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    CanUseAmmo[a]:= Assigned(AmmoTests[a].proc) and HHHasAmmo(Me^.Hedgehog^, a);
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   318
AddFileLog('Enter Think Thread');
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BeginThread(@Think, Me, ThinkThread)
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end;
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a03c2d037e24 Bots are in the same thread as game. Fixes FreePascal issues.
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procedure ProcessBot;
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const StartTicks: Longword = 0;
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      cStopThinkTime = 40;
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begin
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with CurrentHedgehog^ do
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     if (Gear <> nil)
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        and ((Gear^.State and gstHHDriven) <> 0)
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        and (TurnTimeLeft < cHedgehogTurnTime - 50) then
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        if ((Gear^.State and gstHHThinking) = 0) then
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           if (BestActions.Pos >= BestActions.Count)
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              and (TurnTimeLeft > cStopThinkTime) then
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              begin
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              if Gear^.Message <> 0 then
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                 begin
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                 StopMessages(Gear^.Message);
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                 TryDo((Gear^.Message and gmAllStoppable) = 0, 'Engine bug: AI may break demos playing', true);
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                 end;
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              if Gear^.Message <> 0 then exit;
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              StartThink(Gear);
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              StartTicks:= GameTicks
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              end else ProcessAction(BestActions, Gear)
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        else if ((GameTicks - StartTicks) > cMaxAIThinkTime)
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                or (TurnTimeLeft <= cStopThinkTime) then StopThinking:= true
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end;
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procedure initModule;
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begin
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    hasThread:= 0;
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end;
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procedure freeModule;
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begin
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end;
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end.