author | unc0rr |
Wed, 28 Jun 2006 18:27:42 +0000 | |
changeset 71 | 5f56c6979496 |
parent 70 | 82d93eeecebe |
child 74 | 42257fee61ae |
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 uAIActions; |
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interface |
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uses uGears; |
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const MAXACTIONS = 256; |
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aia_none = 0; |
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aia_Left = 1; |
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aia_Right = 2; |
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aia_Timer = 3; |
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aia_attack = 4; |
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aia_Up = 5; |
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aia_Down = 6; |
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aia_Weapon = $80000000; |
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aia_WaitX = $80000001; |
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aia_WaitY = $80000002; |
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aia_LookLeft = $80000003; |
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aia_LookRight = $80000004; |
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aia_AwareExpl = $80000005; |
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aim_push = $80000000; |
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aim_release = $80000001; |
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ai_specmask = $80000000; |
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||
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type TAction = record |
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Action, Param: Longword; |
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X, Y: integer; |
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Time: Longword; |
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end; |
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TActions = record |
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Count, Pos: Longword; |
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actions: array[0..Pred(MAXACTIONS)] of TAction; |
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Score: integer; |
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end; |
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procedure AddAction(var Actions: TActions; Action, Param, TimeDelta: Longword; const X: integer = 0; Y: integer = 0); |
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procedure ProcessAction(var Actions: TActions; Me: PGear); |
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implementation |
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uses uMisc, uTeams, uConsts, uConsole, uAIMisc; |
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const ActionIdToStr: array[0..6] of string[16] = ( |
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{aia_none} '', |
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{aia_Left} 'left', |
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{aia_Right} 'right', |
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{aia_Timer} 'timer', |
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{aia_attack} 'attack', |
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{aia_Up} 'up', |
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{aia_Down} 'down' |
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); |
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procedure AddAction(var Actions: TActions; Action, Param, TimeDelta: Longword; const X: integer = 0; Y: integer = 0); |
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begin |
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with Actions do |
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begin |
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actions[Count].Action:= Action; |
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actions[Count].Param:= Param; |
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actions[Count].X:= X; |
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actions[Count].Y:= Y; |
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66
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
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if Count > 0 then actions[Count].Time:= TimeDelta |
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else actions[Count].Time:= GameTicks + TimeDelta; |
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inc(Count); |
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TryDo(Count < MAXACTIONS, 'AI: actions overflow', true); |
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end |
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end; |
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procedure SetWeapon(weap: Longword); |
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begin |
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with CurrentTeam^ do |
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with Hedgehogs[CurrHedgehog] do |
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while Ammo[CurSlot, CurAmmo].AmmoType <> TAmmoType(weap) do |
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ParseCommand('/slot ' + chr(49 + Ammoz[TAmmoType(weap)].Slot)); |
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end; |
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||
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procedure ProcessAction(var Actions: TActions; Me: PGear); |
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var s: shortstring; |
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begin |
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if Actions.Pos >= Actions.Count then exit; |
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with Actions.actions[Actions.Pos] do |
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begin |
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if Time > GameTicks then exit; |
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if (Action and ai_specmask) <> 0 then |
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case Action of |
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aia_Weapon: SetWeapon(Param); |
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aia_WaitX: if round(Me.X) = Param then Time:= GameTicks |
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else exit; |
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aia_WaitY: if round(Me.Y) = Param then Time:= GameTicks |
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else exit; |
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aia_LookLeft: if Me.dX >= 0 then |
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begin |
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ParseCommand('+left'); |
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exit |
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end else ParseCommand('-left'); |
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aia_LookRight: if Me.dX < 0 then |
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begin |
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ParseCommand('+right'); |
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exit |
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end else ParseCommand('-right'); |
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aia_AwareExpl: AwareOfExplosion(X, Y, Param); |
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end else |
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begin |
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s:= ActionIdToStr[Action]; |
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if (Param and ai_specmask) <> 0 then |
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case Param of |
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aim_push: s:= '+' + s; |
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aim_release: s:= '-' + s; |
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end |
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else if Param <> 0 then s:= s + ' ' + inttostr(Param); |
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ParseCommand(s) |
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end |
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end; |
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9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
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inc(Actions.Pos); |
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
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if Actions.Pos <= Actions.Count then |
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
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changeset
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inc(Actions.actions[Actions.Pos].Time, GameTicks) |
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end; |
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end. |