hedgewars/uAI.pas
author unc0rr
Sat, 03 Nov 2018 10:57:47 +0100
changeset 14135 9eca6f2cac6d
parent 13133 733f3154198c
child 14247 545b85c0f2e3
permissions -rw-r--r--
You cannot optimize integral division like this. You end up multiplying by 0, 1 or 2 instead of whole spectre of ratios.
Ignore whitespace changes - Everywhere: Within whitespace: At end of lines:
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
     1
(*
1066
1f1b3686a2b0 Update copyright headers a bit
unc0rr
parents: 941
diff changeset
     2
 * Hedgewars, a free turn based strategy game
11046
47a8c19ecb60 more copyright fixes
sheepluva
parents: 10510
diff changeset
     3
 * Copyright (c) 2004-2015 Andrey Korotaev <unC0Rr@gmail.com>
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
     4
 *
183
57c2ef19f719 Relicense to GPL
unc0rr
parents: 146
diff changeset
     5
 * This program is free software; you can redistribute it and/or modify
57c2ef19f719 Relicense to GPL
unc0rr
parents: 146
diff changeset
     6
 * it under the terms of the GNU General Public License as published by
57c2ef19f719 Relicense to GPL
unc0rr
parents: 146
diff changeset
     7
 * the Free Software Foundation; version 2 of the License
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
     8
 *
183
57c2ef19f719 Relicense to GPL
unc0rr
parents: 146
diff changeset
     9
 * This program is distributed in the hope that it will be useful,
57c2ef19f719 Relicense to GPL
unc0rr
parents: 146
diff changeset
    10
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
57c2ef19f719 Relicense to GPL
unc0rr
parents: 146
diff changeset
    11
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
57c2ef19f719 Relicense to GPL
unc0rr
parents: 146
diff changeset
    12
 * GNU General Public License for more details.
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
    13
 *
183
57c2ef19f719 Relicense to GPL
unc0rr
parents: 146
diff changeset
    14
 * You should have received a copy of the GNU General Public License
57c2ef19f719 Relicense to GPL
unc0rr
parents: 146
diff changeset
    15
 * along with this program; if not, write to the Free Software
10108
c68cf030eded update FSF address. note: two sdl include files (by Sam Lantinga) still have the old FSF address in their copyright - but I ain't gonna touch their copyright headers
sheepluva
parents: 10098
diff changeset
    16
 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
    17
 *)
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
    18
2630
079ef82eac75 revamped file access and debug display
koda
parents: 2608
diff changeset
    19
{$INCLUDE "options.inc"}
079ef82eac75 revamped file access and debug display
koda
parents: 2608
diff changeset
    20
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
    21
unit uAI;
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
    22
interface
351
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
parents: 295
diff changeset
    23
uses uFloat;
2630
079ef82eac75 revamped file access and debug display
koda
parents: 2608
diff changeset
    24
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 2948
diff changeset
    25
procedure initModule;
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 2948
diff changeset
    26
procedure freeModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
    27
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
    28
procedure ProcessBot;
64
9df467527ae5 - Start AI rewrite
unc0rr
parents: 53
diff changeset
    29
procedure FreeActionsList;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
    30
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
    31
implementation
4377
43945842da0c Haven't found a better place than uIO for OutError
unC0Rr
parents: 4374
diff changeset
    32
uses uConsts, SDLh, uAIMisc, uAIAmmoTests, uAIActions,
11825
bb6503b9847e remove another useless SysUtils include
sheepluva
parents: 11608
diff changeset
    33
    uAmmos, uTypes,
12712
31f7e0a31736 AI player checks if it can use tardis before selecting it
Wuzzy <almikes@aol.com>
parents: 12710
diff changeset
    34
    uVariables, uCommands, uUtils, uDebug, uAILandMarks,
31f7e0a31736 AI player checks if it can use tardis before selecting it
Wuzzy <almikes@aol.com>
parents: 12710
diff changeset
    35
    uGearsUtils;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
    36
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
    37
var BestActions: TActions;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
    38
    CanUseAmmo: array [TAmmoType] of boolean;
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
    39
    StopThinking: boolean;
7028
0f60591f3a16 old typed const moved to their proper unit
koda
parents: 7026
diff changeset
    40
    StartTicks: Longword;
8908
d3033e3a4113 let's try to kill the thread right away and protect the thread variable with a mutex
koda
parents: 8884
diff changeset
    41
    ThinkThread: PSDL_Thread;
d3033e3a4113 let's try to kill the thread right away and protect the thread variable with a mutex
koda
parents: 8884
diff changeset
    42
    ThreadLock: PSDL_Mutex;
599
7c7b90c402d3 Fix THandle -> TThreadID
unc0rr
parents: 553
diff changeset
    43
369
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
    44
procedure FreeActionsList;
64
9df467527ae5 - Start AI rewrite
unc0rr
parents: 53
diff changeset
    45
begin
7026
8d1724e1337e split OnDestroy across the appropriate modules (this doen't cause leaks on mobile, right?)
koda
parents: 6992
diff changeset
    46
    AddFileLog('FreeActionsList called');
8911
f17e505ef30b let's go with what nemo suggests
koda
parents: 8908
diff changeset
    47
    if (ThinkThread <> nil) then
f17e505ef30b let's go with what nemo suggests
koda
parents: 8908
diff changeset
    48
        begin
f17e505ef30b let's go with what nemo suggests
koda
parents: 8908
diff changeset
    49
        StopThinking:= true;
f17e505ef30b let's go with what nemo suggests
koda
parents: 8908
diff changeset
    50
        SDL_WaitThread(ThinkThread, nil);
f17e505ef30b let's go with what nemo suggests
koda
parents: 8908
diff changeset
    51
        end;
8908
d3033e3a4113 let's try to kill the thread right away and protect the thread variable with a mutex
koda
parents: 8884
diff changeset
    52
    SDL_LockMutex(ThreadLock);
d3033e3a4113 let's try to kill the thread right away and protect the thread variable with a mutex
koda
parents: 8884
diff changeset
    53
    ThinkThread:= nil;
d3033e3a4113 let's try to kill the thread right away and protect the thread variable with a mutex
koda
parents: 8884
diff changeset
    54
    SDL_UnlockMutex(ThreadLock);
434
2c6ccce17f39 Many small improvements
unc0rr
parents: 433
diff changeset
    55
11538
00860966354d Fix one more crasher in early freeEverything call
unc0rr
parents: 11532
diff changeset
    56
    if CurrentHedgehog <> nil then
00860966354d Fix one more crasher in early freeEverything call
unc0rr
parents: 11532
diff changeset
    57
        with CurrentHedgehog^ do
00860966354d Fix one more crasher in early freeEverything call
unc0rr
parents: 11532
diff changeset
    58
            if Gear <> nil then
00860966354d Fix one more crasher in early freeEverything call
unc0rr
parents: 11532
diff changeset
    59
                if BotLevel <> 0 then
00860966354d Fix one more crasher in early freeEverything call
unc0rr
parents: 11532
diff changeset
    60
                    StopMessages(Gear^.Message);
740
5ac69a012b69 - Small cleanup
unc0rr
parents: 676
diff changeset
    61
7026
8d1724e1337e split OnDestroy across the appropriate modules (this doen't cause leaks on mobile, right?)
koda
parents: 6992
diff changeset
    62
    BestActions.Count:= 0;
8d1724e1337e split OnDestroy across the appropriate modules (this doen't cause leaks on mobile, right?)
koda
parents: 6992
diff changeset
    63
    BestActions.Pos:= 0
369
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
    64
end;
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
    65
6392
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    66
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    67
const cBranchStackSize = 12;
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    68
type TStackEntry = record
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    69
                   WastedTicks: Longword;
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    70
                   MadeActions: TActions;
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    71
                   Hedgehog: TGear;
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    72
                   end;
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    73
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    74
var Stack: record
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    75
           Count: Longword;
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    76
           States: array[0..Pred(cBranchStackSize)] of TStackEntry;
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    77
           end;
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    78
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    79
function Push(Ticks: Longword; const Actions: TActions; const Me: TGear; Dir: integer): boolean;
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    80
var bRes: boolean;
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    81
begin
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    82
    bRes:= (Stack.Count < cBranchStackSize) and (Actions.Count < MAXACTIONS - 5);
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    83
    if bRes then
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    84
        with Stack.States[Stack.Count] do
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    85
            begin
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    86
            WastedTicks:= Ticks;
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    87
            MadeActions:= Actions;
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    88
            Hedgehog:= Me;
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    89
            Hedgehog.Message:= Dir;
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    90
            inc(Stack.Count)
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    91
            end;
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    92
    Push:= bRes
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    93
end;
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    94
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    95
procedure Pop(var Ticks: Longword; var Actions: TActions; var Me: TGear);
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    96
begin
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    97
    dec(Stack.Count);
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    98
    with Stack.States[Stack.Count] do
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    99
        begin
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
   100
        Ticks:= WastedTicks;
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
   101
        Actions:= MadeActions;
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
   102
        Me:= Hedgehog
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
   103
        end
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
   104
end;
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
   105
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
   106
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
   107
7789
838d2e06c377 Check cake and air attack again if walked far from initial position (not tested)
unc0rr
parents: 7787
diff changeset
   108
procedure TestAmmos(var Actions: TActions; Me: PGear; rareChecks: boolean);
3407
dcc129c4352e Engine:
smxx
parents: 3236
diff changeset
   109
var BotLevel: Byte;
543
465e2ec8f05f - Better randomness of placing hedgehogs on the land
unc0rr
parents: 542
diff changeset
   110
    ap: TAttackParams;
9495
2fc346fadae3 - AI quickly shoots with desert eagle till hits the target
unc0rr
parents: 9317
diff changeset
   111
    Score, i, t, n, dAngle: LongInt;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   112
    a, aa: TAmmoType;
10098
f00dee04b5d7 - Cut actions array instead of performing full copy, when it is possible
unc0rr
parents: 10084
diff changeset
   113
    useThisActions: boolean;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   114
begin
4372
3836973380b9 remove some more PHedgehog casts
nemo
parents: 4368
diff changeset
   115
BotLevel:= Me^.Hedgehog^.BotLevel;
7078
a3408d9ba5ad AI can't use cWindSpeedf since it now does a smooth transition
nemo
parents: 7028
diff changeset
   116
windSpeed:= hwFloat2Float(cWindSpeed);
10098
f00dee04b5d7 - Cut actions array instead of performing full copy, when it is possible
unc0rr
parents: 10084
diff changeset
   117
useThisActions:= false;
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   118
64
9df467527ae5 - Start AI rewrite
unc0rr
parents: 53
diff changeset
   119
for i:= 0 to Pred(Targets.Count) do
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   120
    if (Targets.ar[i].Score >= 0) and (not StopThinking) then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   121
        begin
6748
9d8763deee42 don't use currenthedgehog
nemo
parents: 6700
diff changeset
   122
        with Me^.Hedgehog^ do
3836
833c0f32e326 Change all use of curslot/idx to CurAmmoType to try and avoid some bugs with use of last weapon.
nemo
parents: 3617
diff changeset
   123
            a:= CurAmmoType;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   124
        aa:= a;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   125
        SDL_delay(0); // hint to let the context switch run
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   126
        repeat
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   127
        if (CanUseAmmo[a])
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   128
            and ((not rareChecks) or ((AmmoTests[a].flags and amtest_Rare) = 0))
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   129
            and ((i = 0) or ((AmmoTests[a].flags and amtest_NoTarget) = 0))
7178
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
unc0rr
parents: 7164
diff changeset
   130
            then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   131
            begin
3407
dcc129c4352e Engine:
smxx
parents: 3236
diff changeset
   132
{$HINTS OFF}
8959
ad680848a5c9 pass the target
nemo
parents: 8946
diff changeset
   133
            Score:= AmmoTests[a].proc(Me, Targets.ar[i], BotLevel, ap);
3407
dcc129c4352e Engine:
smxx
parents: 3236
diff changeset
   134
{$HINTS ON}
10098
f00dee04b5d7 - Cut actions array instead of performing full copy, when it is possible
unc0rr
parents: 10084
diff changeset
   135
            if (Score > BadTurn) and (Actions.Score + Score > BestActions.Score) then
9003
896c6b21c87f Best level AI should maximize the score at all costs.
unc0rr
parents: 8965
diff changeset
   136
                if (BestActions.Score < 0) or (Actions.Score + Score > BestActions.Score + Byte(BotLevel - 1) * 2048) then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   137
                    begin
10510
9329dab04490 some whitespace fixes
sheepluva
parents: 10231
diff changeset
   138
                    if useThisActions then
10098
f00dee04b5d7 - Cut actions array instead of performing full copy, when it is possible
unc0rr
parents: 10084
diff changeset
   139
                        begin
f00dee04b5d7 - Cut actions array instead of performing full copy, when it is possible
unc0rr
parents: 10084
diff changeset
   140
                        BestActions.Count:= Actions.Count
f00dee04b5d7 - Cut actions array instead of performing full copy, when it is possible
unc0rr
parents: 10084
diff changeset
   141
                        end
f00dee04b5d7 - Cut actions array instead of performing full copy, when it is possible
unc0rr
parents: 10084
diff changeset
   142
                    else
f00dee04b5d7 - Cut actions array instead of performing full copy, when it is possible
unc0rr
parents: 10084
diff changeset
   143
                        begin
f00dee04b5d7 - Cut actions array instead of performing full copy, when it is possible
unc0rr
parents: 10084
diff changeset
   144
                        BestActions:= Actions;
f00dee04b5d7 - Cut actions array instead of performing full copy, when it is possible
unc0rr
parents: 10084
diff changeset
   145
                        BestActions.isWalkingToABetterPlace:= false;
f00dee04b5d7 - Cut actions array instead of performing full copy, when it is possible
unc0rr
parents: 10084
diff changeset
   146
                        useThisActions:= true
f00dee04b5d7 - Cut actions array instead of performing full copy, when it is possible
unc0rr
parents: 10084
diff changeset
   147
                        end;
f00dee04b5d7 - Cut actions array instead of performing full copy, when it is possible
unc0rr
parents: 10084
diff changeset
   148
f00dee04b5d7 - Cut actions array instead of performing full copy, when it is possible
unc0rr
parents: 10084
diff changeset
   149
                    BestActions.Score:= Actions.Score + Score;
194
88652abdce9a Fixed weird bots behavior
unc0rr
parents: 193
diff changeset
   150
10231
b2a68e75e55c Don't activate invulnerability/vampirism between shots of multiattack weapon
unc0rr
parents: 10164
diff changeset
   151
                    // if not between shots, activate invulnerability/vampirism if available
b2a68e75e55c Don't activate invulnerability/vampirism between shots of multiattack weapon
unc0rr
parents: 10164
diff changeset
   152
                    if CurrentHedgehog^.MultiShootAttacks = 0 then
10084
83156a03e574 AI always activates invulnerability and extra damage if it has them
unc0rr
parents: 10015
diff changeset
   153
                        begin
12709
8673892ebf24 AI doesn't use extra damage/vampirism/invulnerable again if already active
Wuzzy <almikes@aol.com>
parents: 11825
diff changeset
   154
                        if (HHHasAmmo(Me^.Hedgehog^, amInvulnerable) > 0) and (Me^.Hedgehog^.Effects[heInvulnerable] = 0) then
10231
b2a68e75e55c Don't activate invulnerability/vampirism between shots of multiattack weapon
unc0rr
parents: 10164
diff changeset
   155
                            begin
b2a68e75e55c Don't activate invulnerability/vampirism between shots of multiattack weapon
unc0rr
parents: 10164
diff changeset
   156
                            AddAction(BestActions, aia_Weapon, Longword(amInvulnerable), 80, 0, 0);
b2a68e75e55c Don't activate invulnerability/vampirism between shots of multiattack weapon
unc0rr
parents: 10164
diff changeset
   157
                            AddAction(BestActions, aia_attack, aim_push, 10, 0, 0);
b2a68e75e55c Don't activate invulnerability/vampirism between shots of multiattack weapon
unc0rr
parents: 10164
diff changeset
   158
                            AddAction(BestActions, aia_attack, aim_release, 10, 0, 0);
b2a68e75e55c Don't activate invulnerability/vampirism between shots of multiattack weapon
unc0rr
parents: 10164
diff changeset
   159
                            end;
b2a68e75e55c Don't activate invulnerability/vampirism between shots of multiattack weapon
unc0rr
parents: 10164
diff changeset
   160
12709
8673892ebf24 AI doesn't use extra damage/vampirism/invulnerable again if already active
Wuzzy <almikes@aol.com>
parents: 11825
diff changeset
   161
                        if (HHHasAmmo(Me^.Hedgehog^, amExtraDamage) > 0) and (cDamageModifier <> _1_5) then
10231
b2a68e75e55c Don't activate invulnerability/vampirism between shots of multiattack weapon
unc0rr
parents: 10164
diff changeset
   162
                            begin
b2a68e75e55c Don't activate invulnerability/vampirism between shots of multiattack weapon
unc0rr
parents: 10164
diff changeset
   163
                            AddAction(BestActions, aia_Weapon, Longword(amExtraDamage), 80, 0, 0);
b2a68e75e55c Don't activate invulnerability/vampirism between shots of multiattack weapon
unc0rr
parents: 10164
diff changeset
   164
                            AddAction(BestActions, aia_attack, aim_push, 10, 0, 0);
b2a68e75e55c Don't activate invulnerability/vampirism between shots of multiattack weapon
unc0rr
parents: 10164
diff changeset
   165
                            AddAction(BestActions, aia_attack, aim_release, 10, 0, 0);
10510
9329dab04490 some whitespace fixes
sheepluva
parents: 10231
diff changeset
   166
                            end;
12709
8673892ebf24 AI doesn't use extra damage/vampirism/invulnerable again if already active
Wuzzy <almikes@aol.com>
parents: 11825
diff changeset
   167
                        if (HHHasAmmo(Me^.Hedgehog^, amVampiric) > 0) and (not cVampiric) then
11608
ed70d59479d7 copypasta to make AI use vampirism too
nemo
parents: 11538
diff changeset
   168
                            begin
ed70d59479d7 copypasta to make AI use vampirism too
nemo
parents: 11538
diff changeset
   169
                            AddAction(BestActions, aia_Weapon, Longword(amVampiric), 80, 0, 0);
ed70d59479d7 copypasta to make AI use vampirism too
nemo
parents: 11538
diff changeset
   170
                            AddAction(BestActions, aia_attack, aim_push, 10, 0, 0);
ed70d59479d7 copypasta to make AI use vampirism too
nemo
parents: 11538
diff changeset
   171
                            AddAction(BestActions, aia_attack, aim_release, 10, 0, 0);
ed70d59479d7 copypasta to make AI use vampirism too
nemo
parents: 11538
diff changeset
   172
                            end;
10084
83156a03e574 AI always activates invulnerability and extra damage if it has them
unc0rr
parents: 10015
diff changeset
   173
                        end;
194
88652abdce9a Fixed weird bots behavior
unc0rr
parents: 193
diff changeset
   174
7132
baf3351646f4 - Fix some AI stupidness factors
unc0rr
parents: 7078
diff changeset
   175
                    AddAction(BestActions, aia_Weapon, Longword(a), 300 + random(400), 0, 0);
5162
60bc1af75c82 Fix AI trying to turn around in targeting mode
unc0rr
parents: 5148
diff changeset
   176
11475
1d478892cf1c AI is pretty good at using Bee weapon
unc0rr
parents: 11367
diff changeset
   177
                    if (Ammoz[a].Ammo.Propz and ammoprop_NeedTarget) <> 0 then
1d478892cf1c AI is pretty good at using Bee weapon
unc0rr
parents: 11367
diff changeset
   178
                        begin
1d478892cf1c AI is pretty good at using Bee weapon
unc0rr
parents: 11367
diff changeset
   179
                        AddAction(BestActions, aia_Put, 0, 8, ap.AttackPutX, ap.AttackPutY)
1d478892cf1c AI is pretty good at using Bee weapon
unc0rr
parents: 11367
diff changeset
   180
                        end;
1d478892cf1c AI is pretty good at using Bee weapon
unc0rr
parents: 11367
diff changeset
   181
7132
baf3351646f4 - Fix some AI stupidness factors
unc0rr
parents: 7078
diff changeset
   182
                    if (ap.Angle > 0) then
baf3351646f4 - Fix some AI stupidness factors
unc0rr
parents: 7078
diff changeset
   183
                        AddAction(BestActions, aia_LookRight, 0, 200, 0, 0)
baf3351646f4 - Fix some AI stupidness factors
unc0rr
parents: 7078
diff changeset
   184
                    else if (ap.Angle < 0) then
baf3351646f4 - Fix some AI stupidness factors
unc0rr
parents: 7078
diff changeset
   185
                        AddAction(BestActions, aia_LookLeft, 0, 200, 0, 0);
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   186
7790
040fc517fece - Fix desyncs triggered by AI
unc0rr
parents: 7789
diff changeset
   187
                    if (Ammoz[a].Ammo.Propz and ammoprop_Timerable) <> 0 then
7132
baf3351646f4 - Fix some AI stupidness factors
unc0rr
parents: 7078
diff changeset
   188
                        AddAction(BestActions, aia_Timer, ap.Time div 1000, 400, 0, 0);
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   189
7132
baf3351646f4 - Fix some AI stupidness factors
unc0rr
parents: 7078
diff changeset
   190
                    if (Ammoz[a].Ammo.Propz and ammoprop_NoCrosshair) = 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
   191
                        begin
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   192
                        dAngle:= LongInt(Me^.Angle) - Abs(ap.Angle);
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   193
                        if dAngle > 0 then
7132
baf3351646f4 - Fix some AI stupidness factors
unc0rr
parents: 7078
diff changeset
   194
                            begin
baf3351646f4 - Fix some AI stupidness factors
unc0rr
parents: 7078
diff changeset
   195
                            AddAction(BestActions, aia_Up, aim_push, 300 + random(250), 0, 0);
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   196
                            AddAction(BestActions, aia_Up, aim_release, dAngle, 0, 0)
7132
baf3351646f4 - Fix some AI stupidness factors
unc0rr
parents: 7078
diff changeset
   197
                            end
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   198
                        else if dAngle < 0 then
7132
baf3351646f4 - Fix some AI stupidness factors
unc0rr
parents: 7078
diff changeset
   199
                            begin
baf3351646f4 - Fix some AI stupidness factors
unc0rr
parents: 7078
diff changeset
   200
                            AddAction(BestActions, aia_Down, aim_push, 300 + random(250), 0, 0);
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   201
                            AddAction(BestActions, aia_Down, aim_release, -dAngle, 0, 0)
7132
baf3351646f4 - Fix some AI stupidness factors
unc0rr
parents: 7078
diff changeset
   202
                            end
baf3351646f4 - Fix some AI stupidness factors
unc0rr
parents: 7078
diff changeset
   203
                        end;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   204
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   205
                    if (Ammoz[a].Ammo.Propz and ammoprop_OscAim) <> 0 then
7132
baf3351646f4 - Fix some AI stupidness factors
unc0rr
parents: 7078
diff changeset
   206
                        begin
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   207
                        AddAction(BestActions, aia_attack, aim_push, 350 + random(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
   208
                        AddAction(BestActions, aia_attack, aim_release, 1, 0, 0);
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   209
7453
unc0rr
parents: 7450
diff changeset
   210
                        if abs(ap.Angle) > 32 then
7450
4be946b65a85 Fix edge case problems with sniper rifle
unc0rr
parents: 7446
diff changeset
   211
                           begin
4be946b65a85 Fix edge case problems with sniper rifle
unc0rr
parents: 7446
diff changeset
   212
                           AddAction(BestActions, aia_Down, aim_push, 100 + random(150), 0, 0);
4be946b65a85 Fix edge case problems with sniper rifle
unc0rr
parents: 7446
diff changeset
   213
                           AddAction(BestActions, aia_Down, aim_release, 32, 0, 0);
4be946b65a85 Fix edge case problems with sniper rifle
unc0rr
parents: 7446
diff changeset
   214
                           end;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   215
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   216
                        AddAction(BestActions, aia_waitAngle, ap.Angle, 250, 0, 0);
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   217
                        AddAction(BestActions, aia_attack, aim_push, 1, 0, 0);
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   218
                        AddAction(BestActions, aia_attack, aim_release, 1, 0, 0);
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   219
                        end else
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   220
                        if (Ammoz[a].Ammo.Propz and ammoprop_AttackingPut) = 0 then
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   221
                            begin
9495
2fc346fadae3 - AI quickly shoots with desert eagle till hits the target
unc0rr
parents: 9317
diff changeset
   222
                            if (AmmoTests[a].flags and amtest_MultipleAttacks) = 0 then
2fc346fadae3 - AI quickly shoots with desert eagle till hits the target
unc0rr
parents: 9317
diff changeset
   223
                                n:= 1 else n:= ap.AttacksNum;
2fc346fadae3 - AI quickly shoots with desert eagle till hits the target
unc0rr
parents: 9317
diff changeset
   224
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   225
                            AddAction(BestActions, aia_attack, aim_push, 650 + random(300), 0, 0);
9495
2fc346fadae3 - AI quickly shoots with desert eagle till hits the target
unc0rr
parents: 9317
diff changeset
   226
                            for t:= 2 to n do
2fc346fadae3 - AI quickly shoots with desert eagle till hits the target
unc0rr
parents: 9317
diff changeset
   227
                                begin
2fc346fadae3 - AI quickly shoots with desert eagle till hits the target
unc0rr
parents: 9317
diff changeset
   228
                                AddAction(BestActions, aia_attack, aim_push, 150, 0, 0);
2fc346fadae3 - AI quickly shoots with desert eagle till hits the target
unc0rr
parents: 9317
diff changeset
   229
                                AddAction(BestActions, aia_attack, aim_release, ap.Power, 0, 0);
2fc346fadae3 - AI quickly shoots with desert eagle till hits the target
unc0rr
parents: 9317
diff changeset
   230
                                end;
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   231
                            AddAction(BestActions, aia_attack, aim_release, ap.Power, 0, 0);
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   232
                            end;
7416
2f2f78fc65a3 AI uses cake! Known issues: AI could damage itself for no reason, could let cake go looping in a hole with exit closed by AI hog.
unc0rr
parents: 7375
diff changeset
   233
2f2f78fc65a3 AI uses cake! Known issues: AI could damage itself for no reason, could let cake go looping in a hole with exit closed by AI hog.
unc0rr
parents: 7375
diff changeset
   234
                    if (Ammoz[a].Ammo.Propz and ammoprop_Track) <> 0 then
2f2f78fc65a3 AI uses cake! Known issues: AI could damage itself for no reason, could let cake go looping in a hole with exit closed by AI hog.
unc0rr
parents: 7375
diff changeset
   235
                        begin
2f2f78fc65a3 AI uses cake! Known issues: AI could damage itself for no reason, could let cake go looping in a hole with exit closed by AI hog.
unc0rr
parents: 7375
diff changeset
   236
                        AddAction(BestActions, aia_waitAmmoXY, 0, 12, ap.ExplX, ap.ExplY);
2f2f78fc65a3 AI uses cake! Known issues: AI could damage itself for no reason, could let cake go looping in a hole with exit closed by AI hog.
unc0rr
parents: 7375
diff changeset
   237
                        AddAction(BestActions, aia_attack, aim_push, 1, 0, 0);
2f2f78fc65a3 AI uses cake! Known issues: AI could damage itself for no reason, could let cake go looping in a hole with exit closed by AI hog.
unc0rr
parents: 7375
diff changeset
   238
                        AddAction(BestActions, aia_attack, aim_release, 7, 0, 0);
2f2f78fc65a3 AI uses cake! Known issues: AI could damage itself for no reason, could let cake go looping in a hole with exit closed by AI hog.
unc0rr
parents: 7375
diff changeset
   239
                        end;
2f2f78fc65a3 AI uses cake! Known issues: AI could damage itself for no reason, could let cake go looping in a hole with exit closed by AI hog.
unc0rr
parents: 7375
diff changeset
   240
7132
baf3351646f4 - Fix some AI stupidness factors
unc0rr
parents: 7078
diff changeset
   241
                    if ap.ExplR > 0 then
baf3351646f4 - Fix some AI stupidness factors
unc0rr
parents: 7078
diff changeset
   242
                        AddAction(BestActions, aia_AwareExpl, ap.ExplR, 10, ap.ExplX, ap.ExplY);
baf3351646f4 - Fix some AI stupidness factors
unc0rr
parents: 7078
diff changeset
   243
                    end
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   244
            end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   245
        if a = High(TAmmoType) then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   246
            a:= Low(TAmmoType)
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   247
        else inc(a)
7178
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
unc0rr
parents: 7164
diff changeset
   248
        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
unc0rr
parents: 7164
diff changeset
   249
            or StopThinking
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   250
        end
64
9df467527ae5 - Start AI rewrite
unc0rr
parents: 53
diff changeset
   251
end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   252
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   253
procedure Walk(Me: PGear; var Actions: TActions);
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
   254
const FallPixForBranching = cHHRadius;
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   255
var
7789
838d2e06c377 Check cake and air attack again if walked far from initial position (not tested)
unc0rr
parents: 7787
diff changeset
   256
    ticks, maxticks, oldticks, steps, tmp: Longword;
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   257
    BaseRate, BestRate, Rate: integer;
75
d2b737858ff7 - New First Aid powerup
unc0rr
parents: 74
diff changeset
   258
    GoInfo: TGoInfo;
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 75
diff changeset
   259
    CanGo: boolean;
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 75
diff changeset
   260
    AltMe: TGear;
3407
dcc129c4352e Engine:
smxx
parents: 3236
diff changeset
   261
    BotLevel: Byte;
6392
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
   262
    a: TAmmoType;
64
9df467527ae5 - Start AI rewrite
unc0rr
parents: 53
diff changeset
   263
begin
7789
838d2e06c377 Check cake and air attack again if walked far from initial position (not tested)
unc0rr
parents: 7787
diff changeset
   264
ticks:= 0;
838d2e06c377 Check cake and air attack again if walked far from initial position (not tested)
unc0rr
parents: 7787
diff changeset
   265
oldticks:= 0; // avoid compiler hint
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   266
Stack.Count:= 0;
6392
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
   267
7787
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   268
clearAllMarks;
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   269
6392
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
   270
for a:= Low(TAmmoType) to High(TAmmoType) do
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
   271
    CanUseAmmo[a]:= Assigned(AmmoTests[a].proc) and (HHHasAmmo(Me^.Hedgehog^, a) > 0);
6392
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
   272
4372
3836973380b9 remove some more PHedgehog casts
nemo
parents: 4368
diff changeset
   273
BotLevel:= Me^.Hedgehog^.BotLevel;
75
d2b737858ff7 - New First Aid powerup
unc0rr
parents: 74
diff changeset
   274
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   275
if (Me^.State and gstAttacked) = 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   276
    maxticks:= Max(0, TurnTimeLeft - 5000 - LongWord(4000 * BotLevel))
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   277
else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   278
    maxticks:= TurnTimeLeft;
75
d2b737858ff7 - New First Aid powerup
unc0rr
parents: 74
diff changeset
   279
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   280
if (Me^.State and gstAttacked) = 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   281
    TestAmmos(Actions, Me, false);
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   282
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   283
BestRate:= RatePlace(Me);
4374
bcefeeabaa33 Move some stuff from uMisc to uUtils
unC0Rr
parents: 4373
diff changeset
   284
BaseRate:= Max(BestRate, 0);
75
d2b737858ff7 - New First Aid powerup
unc0rr
parents: 74
diff changeset
   285
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   286
// 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
parents: 4976
diff changeset
   287
if (Ammoz[Me^.Hedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NeedTarget) <> 0 then
7132
baf3351646f4 - Fix some AI stupidness factors
unc0rr
parents: 7078
diff changeset
   288
    AddAction(Actions, aia_Weapon, Longword(amSkip), 100 + random(200), 0, 0);
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   289
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   290
if ((CurrentHedgehog^.MultiShootAttacks = 0) or ((Ammoz[Me^.Hedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NoMoveAfter) = 0))
13096
d78e65c66573 Add hedgehog effect heArtillery, allows to set per-hedgehog artillery mode
Wuzzy <Wuzzy2@mail.ru>
parents: 12713
diff changeset
   291
    and (CurrentHedgehog^.Effects[heArtillery] = 0) and (cGravityf <> 0) then
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   292
    begin
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   293
    tmp:= random(2) + 1;
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   294
    Push(0, Actions, Me^, tmp);
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   295
    Push(0, Actions, Me^, tmp xor 3);
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   296
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   297
    while (Stack.Count > 0) and (not StopThinking) do
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   298
        begin
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   299
        Pop(ticks, Actions, Me^);
193
56885ea29202 Fix bots regressions
unc0rr
parents: 191
diff changeset
   300
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   301
        AddAction(Actions, Me^.Message, aim_push, 250, 0, 0);
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   302
        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
parents: 7178
diff changeset
   303
            AddAction(Actions, aia_WaitXL, hwRound(Me^.X), 0, 0, 0)
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   304
        else
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   305
            AddAction(Actions, aia_WaitXR, hwRound(Me^.X), 0, 0, 0);
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   306
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   307
        steps:= 0;
82
2f4f3236cccc - New fort
unc0rr
parents: 80
diff changeset
   308
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   309
        while (not StopThinking) do
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   310
            begin
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   311
    {$HINTS OFF}
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   312
            CanGo:= HHGo(Me, @AltMe, GoInfo);
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   313
    {$HINTS ON}
7789
838d2e06c377 Check cake and air attack again if walked far from initial position (not tested)
unc0rr
parents: 7787
diff changeset
   314
            oldticks:= ticks;
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   315
            inc(ticks, GoInfo.Ticks);
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   316
            if ticks > maxticks then
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   317
                break;
194
88652abdce9a Fixed weird bots behavior
unc0rr
parents: 193
diff changeset
   318
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   319
            if (BotLevel < 5)
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   320
                and (GoInfo.JumpType = jmpHJump)
7787
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   321
                and (not checkMark(hwRound(Me^.X), hwRound(Me^.Y), markHJumped))
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   322
                then // hjump support
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   323
                begin
7446
9ce6e2c35413 No more AI jumping lulz
unc0rr
parents: 7437
diff changeset
   324
                // check if we could go backwards and maybe ljump over a gap after this hjump
7787
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   325
                addMark(hwRound(Me^.X), hwRound(Me^.Y), markHJumped);
7446
9ce6e2c35413 No more AI jumping lulz
unc0rr
parents: 7437
diff changeset
   326
                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
parents: 7416
diff changeset
   327
                    begin
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   328
                    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
   329
                        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
   330
                        if (Me^.Message and gmLeft) <> 0 then
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   331
                            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
   332
                        else
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   333
                            AddAction(MadeActions, aia_LookLeft, 0, 200, 0, 0);
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   334
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   335
                        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
   336
                        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
   337
                        end;
7446
9ce6e2c35413 No more AI jumping lulz
unc0rr
parents: 7437
diff changeset
   338
                    // but first check walking forward
9ce6e2c35413 No more AI jumping lulz
unc0rr
parents: 7437
diff changeset
   339
                    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
   340
                    end;
7787
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   341
                end;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   342
            if (BotLevel < 3)
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   343
                and (GoInfo.JumpType = jmpLJump)
7787
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   344
                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
   345
                then // ljump support
7250
304d3d98662e AI loves to jump
unc0rr
parents: 7216
diff changeset
   346
                begin
7787
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   347
                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
   348
                // 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
   349
                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
   350
                    with Stack.States[Pred(Stack.Count)] do
8017
70d386de989f Some tweaks to AI
unc0rr
parents: 7790
diff changeset
   351
                        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
   352
                        if (Me^.Message and gmLeft) <> 0 then
8017
70d386de989f Some tweaks to AI
unc0rr
parents: 7790
diff changeset
   353
                            AddAction(MadeActions, aia_LookLeft, 0, 200, 0, 0)
70d386de989f Some tweaks to AI
unc0rr
parents: 7790
diff changeset
   354
                        else
70d386de989f Some tweaks to AI
unc0rr
parents: 7790
diff changeset
   355
                            AddAction(MadeActions, aia_LookRight, 0, 200, 0, 0);
70d386de989f Some tweaks to AI
unc0rr
parents: 7790
diff changeset
   356
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
   357
                        AddAction(MadeActions, aia_LJump, 0, 305 + random(50), 0, 0);
8017
70d386de989f Some tweaks to AI
unc0rr
parents: 7790
diff changeset
   358
                        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
   359
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
   360
                // 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
   361
                if CanGo then Push(ticks, Actions, Me^, Me^.Message);
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   362
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
   363
                // 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
   364
                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
   365
                    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
   366
                        AddAction(MadeActions, aia_LJump, 0, 305 + random(50), 0, 0);
7250
304d3d98662e AI loves to jump
unc0rr
parents: 7216
diff changeset
   367
                break
304d3d98662e AI loves to jump
unc0rr
parents: 7216
diff changeset
   368
                end;
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   369
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   370
            // '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
   371
            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
   372
                break;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   373
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   374
             inc(steps);
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   375
             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
   376
             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
   377
             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
   378
                begin
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   379
                BestActions:= Actions;
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   380
                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
   381
                BestRate:= Rate;
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   382
                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
   383
                end
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   384
            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
   385
                break;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   386
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   387
            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
   388
                begin
7787
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   389
                if (steps > 4) and checkMark(hwRound(Me^.X), hwRound(Me^.Y), markWalkedHere) then
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   390
                    break;
7787
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   391
                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
   392
838d2e06c377 Check cake and air attack again if walked far from initial position (not tested)
unc0rr
parents: 7787
diff changeset
   393
                TestAmmos(Actions, Me, ticks shr 12 = oldticks shr 12);
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   394
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
   395
                end;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   396
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   397
            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
   398
                Push(ticks, Actions, Me^, Me^.Message xor 3); // aia_Left xor 3 = aia_Right
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7790
diff changeset
   399
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7790
diff changeset
   400
            if (StartTicks > GameTicks - 1500) and (not StopThinking) then
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7790
diff changeset
   401
                SDL_Delay(1000);
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7790
diff changeset
   402
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   403
            end {while};
193
56885ea29202 Fix bots regressions
unc0rr
parents: 191
diff changeset
   404
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   405
        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
   406
            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
   407
        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
   408
    end {if}
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   409
end;
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   410
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   411
function Think(Me: PGear): LongInt; cdecl; export;
74
42257fee61ae - Unicode support for team and hedgehogs names
unc0rr
parents: 71
diff changeset
   412
var BackMe, WalkMe: TGear;
6992
b8f3d8991e92 marked a couple of functions as inline
koda
parents: 6982
diff changeset
   413
    switchCount: LongInt;
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7790
diff changeset
   414
    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
   415
    switchImmediatelyAvailable: boolean;
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   416
    Actions: TActions;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   417
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
   418
dmgMod:= 0.01 * hwFloat2Float(cDamageModifier) * cDamagePercent;
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   419
StartTicks:= GameTicks;
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7790
diff changeset
   420
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   421
currHedgehogIndex:= CurrentTeam^.CurrHedgehog;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   422
itHedgehog:= currHedgehogIndex;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   423
switchesNum:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   424
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   425
switchImmediatelyAvailable:= (CurAmmoGear <> nil) and (CurAmmoGear^.Kind = gtSwitcher);
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   426
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
   427
    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
   428
else switchCount:= 0;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   429
10164
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10108
diff changeset
   430
if ((Me^.State and gstAttacked) = 0) or isInMultiShoot or bonuses.activity then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   431
    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
   432
        begin
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   433
        // iterate over current team hedgehogs
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   434
        repeat
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   435
            WalkMe:= CurrentTeam^.Hedgehogs[itHedgehog].Gear^;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   436
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   437
            Actions.Count:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   438
            Actions.Pos:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   439
            Actions.Score:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   440
            if switchesNum > 0 then
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   441
                begin
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7790
diff changeset
   442
                if (not switchImmediatelyAvailable)  then
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   443
                    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
   444
                    // 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
   445
                    if (switchCount < 10) then Actions.Score:= (-27+switchCount*3)*4000;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   446
                    AddAction(Actions, aia_Weapon, Longword(amSwitch), 300 + random(200), 0, 0);
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   447
                    AddAction(Actions, aia_attack, aim_push, 300 + random(300), 0, 0);
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   448
                    AddAction(Actions, aia_attack, aim_release, 1, 0, 0);
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   449
                    end;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   450
                for i:= 1 to switchesNum do
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   451
                    AddAction(Actions, aia_Switch, 0, 300 + random(200), 0, 0);
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   452
                end;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   453
            Walk(@WalkMe, Actions);
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   454
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   455
            // find another hog in team
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   456
            repeat
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   457
                itHedgehog:= Succ(itHedgehog) mod CurrentTeam^.HedgehogsNumber;
8677
afb2b467f801 skip frozen hogs in switch
nemo
parents: 8036
diff changeset
   458
            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
   459
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   460
            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
   461
        until (not (switchImmediatelyAvailable or (switchCount > 0)))
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   462
            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
   463
            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
   464
            or BestActions.isWalkingToABetterPlace;
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   465
10015
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   466
            if (StartTicks > GameTicks - 1500) and (not StopThinking) then
10164
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10108
diff changeset
   467
                SDL_Delay(700);
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   468
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
   469
        if (BestActions.Score < -1023) and (not BestActions.isWalkingToABetterPlace) then
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   470
            begin
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   471
            BestActions.Count:= 0;
10164
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10108
diff changeset
   472
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10108
diff changeset
   473
            FillBonuses(false);
10510
9329dab04490 some whitespace fixes
sheepluva
parents: 10231
diff changeset
   474
12710
1ab53b945140 AI hogs use timebox instead of skip if clueless what to do
Wuzzy <almikes@aol.com>
parents: 12709
diff changeset
   475
            // Hog has no idea what to do. Use tardis or skip
10164
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10108
diff changeset
   476
            if not bonuses.activity then
13133
733f3154198c AI: Don't use tardis when in multishoot and not inf attack
Wuzzy <Wuzzy2@mail.ru>
parents: 13096
diff changeset
   477
                if (((GameFlags and gfInfAttack) <> 0) or (not isInMultiShoot)) and ((HHHasAmmo(Me^.Hedgehog^, amTardis) > 0)) and (CanUseTardis(Me^.Hedgehog^.Gear)) and (random(4) < 3) then
12710
1ab53b945140 AI hogs use timebox instead of skip if clueless what to do
Wuzzy <almikes@aol.com>
parents: 12709
diff changeset
   478
                    // Tardis brings hog to a random place. Perfect for clueless AI
1ab53b945140 AI hogs use timebox instead of skip if clueless what to do
Wuzzy <almikes@aol.com>
parents: 12709
diff changeset
   479
                    begin
1ab53b945140 AI hogs use timebox instead of skip if clueless what to do
Wuzzy <almikes@aol.com>
parents: 12709
diff changeset
   480
                    AddAction(BestActions, aia_Weapon, Longword(amTardis), 80, 0, 0);
1ab53b945140 AI hogs use timebox instead of skip if clueless what to do
Wuzzy <almikes@aol.com>
parents: 12709
diff changeset
   481
                    AddAction(BestActions, aia_attack, aim_push, 10, 0, 0);
1ab53b945140 AI hogs use timebox instead of skip if clueless what to do
Wuzzy <almikes@aol.com>
parents: 12709
diff changeset
   482
                    AddAction(BestActions, aia_attack, aim_release, 10, 0, 0);
1ab53b945140 AI hogs use timebox instead of skip if clueless what to do
Wuzzy <almikes@aol.com>
parents: 12709
diff changeset
   483
                    end
1ab53b945140 AI hogs use timebox instead of skip if clueless what to do
Wuzzy <almikes@aol.com>
parents: 12709
diff changeset
   484
                else
1ab53b945140 AI hogs use timebox instead of skip if clueless what to do
Wuzzy <almikes@aol.com>
parents: 12709
diff changeset
   485
                    AddAction(BestActions, aia_Skip, 0, 250, 0, 0);
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   486
            end;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   487
8017
70d386de989f Some tweaks to AI
unc0rr
parents: 7790
diff changeset
   488
        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
   489
else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   490
    begin
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   491
    BackMe:= Me^;
10164
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10108
diff changeset
   492
    i:= 4;
8946
3e07b8ff2ae1 Make AI more active in multiattack game mode
unc0rr
parents: 8938
diff changeset
   493
    while (not StopThinking) and (BestActions.Count = 0) and (i > 0) do
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   494
        begin
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7790
diff changeset
   495
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
   496
(*
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
   497
        // 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
   498
        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
   499
            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
   500
*)
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7790
diff changeset
   501
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   502
        FillBonuses(true);
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   503
        WalkMe:= BackMe;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   504
        Actions.Count:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   505
        Actions.Pos:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   506
        Actions.Score:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   507
        Walk(@WalkMe, Actions);
10164
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10108
diff changeset
   508
        if not bonuses.activity then 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
   509
        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
   510
            SDL_Delay(100)
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   511
        end
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   512
    end;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   513
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   514
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
   515
SDL_LockMutex(ThreadLock);
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   516
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
   517
SDL_UnlockMutex(ThreadLock);
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   518
Think:= 0;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   519
end;
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   520
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   521
procedure StartThink(Me: PGear);
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   522
begin
542
ec26095f1bed - Get rid of ammoProp_AttackInFall and gstFalling
unc0rr
parents: 522
diff changeset
   523
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
   524
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
   525
    exit;
506
0889d833d47e - A good implementation of shotgun
unc0rr
parents: 500
diff changeset
   526
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
   527
//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
   528
369
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
   529
Me^.State:= Me^.State or gstHHThinking;
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
   530
Me^.Message:= 0;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   531
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   532
BestActions.Count:= 0;
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   533
BestActions.Pos:= 0;
5163
1620a02d5282 Fix test for water in airstrike handler
unc0rr
parents: 5162
diff changeset
   534
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
   535
BestActions.isWalkingToABetterPlace:= false;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   536
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   537
StopThinking:= false;
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   538
ThinkingHH:= Me;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   539
70
82d93eeecebe - Many AI improvements
unc0rr
parents: 66
diff changeset
   540
FillTargets;
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 75
diff changeset
   541
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
   542
    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   543
    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
   544
    exit
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   545
    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
   546
8946
3e07b8ff2ae1 Make AI more active in multiattack game mode
unc0rr
parents: 8938
diff changeset
   547
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
   548
d3033e3a4113 let's try to kill the thread right away and protect the thread variable with a mutex
koda
parents: 8884
diff changeset
   549
SDL_LockMutex(ThreadLock);
11367
a91c4c4fd85c add pchar casts to make pas2c happy
sheepluva
parents: 11362
diff changeset
   550
ThinkThread:= SDL_CreateThread(@Think, PChar('think'), 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
   551
SDL_UnlockMutex(ThreadLock);
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   552
end;
191
a03c2d037e24 Bots are in the same thread as game. Fixes FreePascal issues.
unc0rr
parents: 183
diff changeset
   553
8965
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   554
{$IFDEF DEBUGAI}
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   555
var scoreShown: boolean = false;
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   556
{$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
   557
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   558
procedure ProcessBot;
6982
8d41d22a291d breaking news, we don't support typed consts anymore
koda
parents: 6770
diff changeset
   559
const cStopThinkTime = 40;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   560
begin
602
f7628ebfccde Add CurrentHedgehog variable which simplifies code
unc0rr
parents: 599
diff changeset
   561
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
   562
    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
   563
    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
   564
    and (TurnTimeLeft < cHedgehogTurnTime - 50) then
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   565
        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
   566
            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
   567
            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
   568
                begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   569
                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
   570
                    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   571
                    StopMessages(Gear^.Message);
11532
bf86c6cb9341 Bye-bye TryDo
unc0rr
parents: 11475
diff changeset
   572
                    if checkFails((Gear^.Message and gmAllStoppable) = 0, 'Engine bug: AI may break demos playing', true) then exit;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   573
                    end;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   574
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   575
                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
   576
                    exit;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   577
8965
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   578
{$IFDEF DEBUGAI}
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   579
                scoreShown:= false;
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   580
{$ENDIF}
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   581
                StartThink(Gear);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   582
                StartTicks:= GameTicks
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   583
7204
522f165cd2e7 - Fix damage calculation in TestSniperRifle, aim a bit lower to compensate initial angle shift in sniper rifle. As a result, AI seems to never fail sniper rifle shots.
unc0rr
parents: 7197
diff changeset
   584
            end else
522f165cd2e7 - Fix damage calculation in TestSniperRifle, aim a bit lower to compensate initial angle shift in sniper rifle. As a result, AI seems to never fail sniper rifle shots.
unc0rr
parents: 7197
diff changeset
   585
                begin
8965
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   586
{$IFDEF DEBUGAI}
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   587
                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
   588
                    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
   589
                    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
   590
                    scoreShown:= true
8965
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   591
                    end;
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   592
{$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
   593
                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
   594
                end
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   595
        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
   596
            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
   597
                StopThinking:= true
369
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
   598
end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   599
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 2948
diff changeset
   600
procedure initModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   601
begin
6982
8d41d22a291d breaking news, we don't support typed consts anymore
koda
parents: 6770
diff changeset
   602
    StartTicks:= 0;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   603
    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
   604
    ThreadLock:= SDL_CreateMutex();
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   605
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   606
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 2948
diff changeset
   607
procedure freeModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   608
begin
7026
8d1724e1337e split OnDestroy across the appropriate modules (this doen't cause leaks on mobile, right?)
koda
parents: 6992
diff changeset
   609
    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
   610
    SDL_DestroyMutex(ThreadLock);
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   611
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   612
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   613
end.