ACF7: Fix possible Lua error spam in intro sequence
This was caused by a race of onGearDelete vs AnimationSetup. If AnimationSetup came first,
it uses old values from the natives table. The solution is to force the code to guarantee
that AnimationSetup always coms after deleting gears in the natives table.
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2015 Andrey Korotaev <unC0Rr@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*)
{$INCLUDE "options.inc"}
unit uAI;
interface
uses uFloat;
procedure initModule;
procedure freeModule;
procedure ProcessBot;
procedure FreeActionsList;
implementation
uses uConsts, SDLh, uAIMisc, uAIAmmoTests, uAIActions,
uAmmos, uTypes,
uVariables, uCommands, uUtils, uDebug, uAILandMarks,
uGearsUtils;
var BestActions: TActions;
CanUseAmmo: array [TAmmoType] of boolean;
StopThinking: boolean;
StartTicks: Longword;
ThinkThread: PSDL_Thread;
ThreadLock: PSDL_Mutex;
procedure FreeActionsList;
begin
AddFileLog('FreeActionsList called');
if (ThinkThread <> nil) then
begin
StopThinking:= true;
SDL_WaitThread(ThinkThread, nil);
end;
SDL_LockMutex(ThreadLock);
ThinkThread:= nil;
SDL_UnlockMutex(ThreadLock);
if CurrentHedgehog <> nil then
with CurrentHedgehog^ do
if Gear <> nil then
if BotLevel <> 0 then
StopMessages(Gear^.Message);
BestActions.Count:= 0;
BestActions.Pos:= 0
end;
const cBranchStackSize = 12;
type TStackEntry = record
WastedTicks: Longword;
MadeActions: TActions;
Hedgehog: TGear;
end;
var Stack: record
Count: Longword;
States: array[0..Pred(cBranchStackSize)] of TStackEntry;
end;
function Push(Ticks: Longword; const Actions: TActions; const Me: TGear; Dir: integer): boolean;
var bRes: boolean;
begin
bRes:= (Stack.Count < cBranchStackSize) and (Actions.Count < MAXACTIONS - 5);
if bRes then
with Stack.States[Stack.Count] do
begin
WastedTicks:= Ticks;
MadeActions:= Actions;
Hedgehog:= Me;
Hedgehog.Message:= Dir;
inc(Stack.Count)
end;
Push:= bRes
end;
procedure Pop(var Ticks: Longword; var Actions: TActions; var Me: TGear);
begin
dec(Stack.Count);
with Stack.States[Stack.Count] do
begin
Ticks:= WastedTicks;
Actions:= MadeActions;
Me:= Hedgehog
end
end;
procedure TestAmmos(var Actions: TActions; Me: PGear; rareChecks: boolean);
var BotLevel: Byte;
ap: TAttackParams;
Score, i, t, n, dAngle: LongInt;
a, aa: TAmmoType;
useThisActions: boolean;
begin
BotLevel:= Me^.Hedgehog^.BotLevel;
windSpeed:= hwFloat2Float(cWindSpeed);
useThisActions:= false;
for i:= 0 to Pred(Targets.Count) do
if (Targets.ar[i].Score >= 0) and (not StopThinking) then
begin
with Me^.Hedgehog^ do
a:= CurAmmoType;
aa:= a;
SDL_delay(0); // hint to let the context switch run
repeat
if (CanUseAmmo[a])
and ((not rareChecks) or ((AmmoTests[a].flags and amtest_Rare) = 0))
and ((i = 0) or ((AmmoTests[a].flags and amtest_NoTarget) = 0))
then
begin
{$HINTS OFF}
Score:= AmmoTests[a].proc(Me, Targets.ar[i], BotLevel, ap);
{$HINTS ON}
if (Score > BadTurn) and (Actions.Score + Score > BestActions.Score) then
if (BestActions.Score < 0) or (Actions.Score + Score > BestActions.Score + Byte(BotLevel - 1) * 2048) then
begin
if useThisActions then
begin
BestActions.Count:= Actions.Count
end
else
begin
BestActions:= Actions;
BestActions.isWalkingToABetterPlace:= false;
useThisActions:= true
end;
BestActions.Score:= Actions.Score + Score;
// if not between shots, activate invulnerability/vampirism if available
if CurrentHedgehog^.MultiShootAttacks = 0 then
begin
if (HHHasAmmo(Me^.Hedgehog^, amInvulnerable) > 0) and (Me^.Hedgehog^.Effects[heInvulnerable] = 0) then
begin
AddAction(BestActions, aia_Weapon, Longword(amInvulnerable), 80, 0, 0);
AddAction(BestActions, aia_attack, aim_push, 10, 0, 0);
AddAction(BestActions, aia_attack, aim_release, 10, 0, 0);
end;
if (HHHasAmmo(Me^.Hedgehog^, amExtraDamage) > 0) and (cDamageModifier <> _1_5) then
begin
AddAction(BestActions, aia_Weapon, Longword(amExtraDamage), 80, 0, 0);
AddAction(BestActions, aia_attack, aim_push, 10, 0, 0);
AddAction(BestActions, aia_attack, aim_release, 10, 0, 0);
end;
if (HHHasAmmo(Me^.Hedgehog^, amVampiric) > 0) and (not cVampiric) then
begin
AddAction(BestActions, aia_Weapon, Longword(amVampiric), 80, 0, 0);
AddAction(BestActions, aia_attack, aim_push, 10, 0, 0);
AddAction(BestActions, aia_attack, aim_release, 10, 0, 0);
end;
end;
AddAction(BestActions, aia_Weapon, Longword(a), 300 + random(400), 0, 0);
if (Ammoz[a].Ammo.Propz and ammoprop_NeedTarget) <> 0 then
begin
AddAction(BestActions, aia_Put, 0, 8, ap.AttackPutX, ap.AttackPutY)
end;
if (ap.Angle > 0) then
AddAction(BestActions, aia_LookRight, 0, 200, 0, 0)
else if (ap.Angle < 0) then
AddAction(BestActions, aia_LookLeft, 0, 200, 0, 0);
if (Ammoz[a].Ammo.Propz and ammoprop_Timerable) <> 0 then
AddAction(BestActions, aia_Timer, ap.Time div 1000, 400, 0, 0);
if (Ammoz[a].Ammo.Propz and ammoprop_NoCrosshair) = 0 then
begin
dAngle:= LongInt(Me^.Angle) - Abs(ap.Angle);
if dAngle > 0 then
begin
AddAction(BestActions, aia_Up, aim_push, 300 + random(250), 0, 0);
AddAction(BestActions, aia_Up, aim_release, dAngle, 0, 0)
end
else if dAngle < 0 then
begin
AddAction(BestActions, aia_Down, aim_push, 300 + random(250), 0, 0);
AddAction(BestActions, aia_Down, aim_release, -dAngle, 0, 0)
end
end;
if (Ammoz[a].Ammo.Propz and ammoprop_OscAim) <> 0 then
begin
AddAction(BestActions, aia_attack, aim_push, 350 + random(200), 0, 0);
AddAction(BestActions, aia_attack, aim_release, 1, 0, 0);
if abs(ap.Angle) > 32 then
begin
AddAction(BestActions, aia_Down, aim_push, 100 + random(150), 0, 0);
AddAction(BestActions, aia_Down, aim_release, 32, 0, 0);
end;
AddAction(BestActions, aia_waitAngle, ap.Angle, 250, 0, 0);
AddAction(BestActions, aia_attack, aim_push, 1, 0, 0);
AddAction(BestActions, aia_attack, aim_release, 1, 0, 0);
end else
if (Ammoz[a].Ammo.Propz and ammoprop_AttackingPut) = 0 then
begin
if (AmmoTests[a].flags and amtest_MultipleAttacks) = 0 then
n:= 1 else n:= ap.AttacksNum;
AddAction(BestActions, aia_attack, aim_push, 650 + random(300), 0, 0);
for t:= 2 to n do
begin
AddAction(BestActions, aia_attack, aim_push, 150, 0, 0);
AddAction(BestActions, aia_attack, aim_release, ap.Power, 0, 0);
end;
AddAction(BestActions, aia_attack, aim_release, ap.Power, 0, 0);
end;
if (Ammoz[a].Ammo.Propz and ammoprop_Track) <> 0 then
begin
AddAction(BestActions, aia_waitAmmoXY, 0, 12, ap.ExplX, ap.ExplY);
AddAction(BestActions, aia_attack, aim_push, 1, 0, 0);
AddAction(BestActions, aia_attack, aim_release, 7, 0, 0);
end;
if ap.ExplR > 0 then
AddAction(BestActions, aia_AwareExpl, ap.ExplR, 10, ap.ExplX, ap.ExplY);
end
end;
if a = High(TAmmoType) then
a:= Low(TAmmoType)
else inc(a)
until (a = aa) or (CurrentHedgehog^.MultiShootAttacks > 0) {shooting same weapon}
or StopThinking
end
end;
procedure Walk(Me: PGear; var Actions: TActions);
const FallPixForBranching = cHHRadius;
var
ticks, maxticks, oldticks, steps, tmp: Longword;
BaseRate, BestRate, Rate: integer;
GoInfo: TGoInfo;
CanGo: boolean;
AltMe: TGear;
BotLevel: Byte;
a: TAmmoType;
begin
ticks:= 0;
oldticks:= 0; // avoid compiler hint
Stack.Count:= 0;
clearAllMarks;
for a:= Low(TAmmoType) to High(TAmmoType) do
CanUseAmmo[a]:= Assigned(AmmoTests[a].proc) and (HHHasAmmo(Me^.Hedgehog^, a) > 0);
BotLevel:= Me^.Hedgehog^.BotLevel;
if (Me^.State and gstAttacked) = 0 then
maxticks:= Max(0, TurnTimeLeft - 5000 - LongWord(4000 * BotLevel))
else
maxticks:= TurnTimeLeft;
if (Me^.State and gstAttacked) = 0 then
TestAmmos(Actions, Me, false);
BestRate:= RatePlace(Me);
BaseRate:= Max(BestRate, 0);
// switch to 'skip' if we cannot move because of mouse cursor being shown
if (Ammoz[Me^.Hedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NeedTarget) <> 0 then
AddAction(Actions, aia_Weapon, Longword(amSkip), 100 + random(200), 0, 0);
if ((CurrentHedgehog^.MultiShootAttacks = 0) or ((Ammoz[Me^.Hedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NoMoveAfter) = 0))
and (GameFlags and gfArtillery = 0) and (cGravityf <> 0) then
begin
tmp:= random(2) + 1;
Push(0, Actions, Me^, tmp);
Push(0, Actions, Me^, tmp xor 3);
while (Stack.Count > 0) and (not StopThinking) do
begin
Pop(ticks, Actions, Me^);
AddAction(Actions, Me^.Message, aim_push, 250, 0, 0);
if (Me^.Message and gmLeft) <> 0 then
AddAction(Actions, aia_WaitXL, hwRound(Me^.X), 0, 0, 0)
else
AddAction(Actions, aia_WaitXR, hwRound(Me^.X), 0, 0, 0);
steps:= 0;
while (not StopThinking) do
begin
{$HINTS OFF}
CanGo:= HHGo(Me, @AltMe, GoInfo);
{$HINTS ON}
oldticks:= ticks;
inc(ticks, GoInfo.Ticks);
if ticks > maxticks then
break;
if (BotLevel < 5)
and (GoInfo.JumpType = jmpHJump)
and (not checkMark(hwRound(Me^.X), hwRound(Me^.Y), markHJumped))
then // hjump support
begin
// check if we could go backwards and maybe ljump over a gap after this hjump
addMark(hwRound(Me^.X), hwRound(Me^.Y), markHJumped);
if Push(ticks, Actions, AltMe, Me^.Message xor 3) then
begin
with Stack.States[Pred(Stack.Count)] do
begin
if (Me^.Message and gmLeft) <> 0 then
AddAction(MadeActions, aia_LookRight, 0, 200, 0, 0)
else
AddAction(MadeActions, aia_LookLeft, 0, 200, 0, 0);
AddAction(MadeActions, aia_HJump, 0, 305 + random(50), 0, 0);
AddAction(MadeActions, aia_HJump, 0, 350, 0, 0);
end;
// but first check walking forward
Push(ticks, Stack.States[Pred(Stack.Count)].MadeActions, AltMe, Me^.Message)
end;
end;
if (BotLevel < 3)
and (GoInfo.JumpType = jmpLJump)
and (not checkMark(hwRound(Me^.X), hwRound(Me^.Y), markLJumped))
then // ljump support
begin
addMark(hwRound(Me^.X), hwRound(Me^.Y), markLJumped);
// at final check where we go after jump walking backward
if Push(ticks, Actions, AltMe, Me^.Message xor 3) then
with Stack.States[Pred(Stack.Count)] do
begin
if (Me^.Message and gmLeft) <> 0 then
AddAction(MadeActions, aia_LookLeft, 0, 200, 0, 0)
else
AddAction(MadeActions, aia_LookRight, 0, 200, 0, 0);
AddAction(MadeActions, aia_LJump, 0, 305 + random(50), 0, 0);
end;
// push current position so we proceed from it after checking jump+forward walk opportunities
if CanGo then Push(ticks, Actions, Me^, Me^.Message);
// first check where we go after jump walking forward
if Push(ticks, Actions, AltMe, Me^.Message) then
with Stack.States[Pred(Stack.Count)] do
AddAction(MadeActions, aia_LJump, 0, 305 + random(50), 0, 0);
break
end;
// 'not CanGO' means we cannot go straight, possible jumps are checked above
if not CanGo then
break;
inc(steps);
Actions.actions[Pred(Actions.Count)].Param:= hwRound(Me^.X);
Rate:= RatePlace(Me);
if Rate > BestRate then
begin
BestActions:= Actions;
BestActions.isWalkingToABetterPlace:= true;
BestRate:= Rate;
Me^.State:= Me^.State or gstAttacked // we have better place, go there and do not use ammo
end
else if Rate < BestRate then
break;
if ((Me^.State and gstAttacked) = 0) and ((steps mod 4) = 0) then
begin
if (steps > 4) and checkMark(hwRound(Me^.X), hwRound(Me^.Y), markWalkedHere) then
break;
addMark(hwRound(Me^.X), hwRound(Me^.Y), markWalkedHere);
TestAmmos(Actions, Me, ticks shr 12 = oldticks shr 12);
end;
if GoInfo.FallPix >= FallPixForBranching then
Push(ticks, Actions, Me^, Me^.Message xor 3); // aia_Left xor 3 = aia_Right
if (StartTicks > GameTicks - 1500) and (not StopThinking) then
SDL_Delay(1000);
end {while};
if BestRate > BaseRate then
exit
end {while}
end {if}
end;
function Think(Me: PGear): LongInt; cdecl; export;
var BackMe, WalkMe: TGear;
switchCount: LongInt;
currHedgehogIndex, itHedgehog, switchesNum, i: Longword;
switchImmediatelyAvailable: boolean;
Actions: TActions;
begin
dmgMod:= 0.01 * hwFloat2Float(cDamageModifier) * cDamagePercent;
StartTicks:= GameTicks;
currHedgehogIndex:= CurrentTeam^.CurrHedgehog;
itHedgehog:= currHedgehogIndex;
switchesNum:= 0;
switchImmediatelyAvailable:= (CurAmmoGear <> nil) and (CurAmmoGear^.Kind = gtSwitcher);
if Me^.Hedgehog^.BotLevel <> 5 then
switchCount:= HHHasAmmo(PGear(Me)^.Hedgehog^, amSwitch)
else switchCount:= 0;
if ((Me^.State and gstAttacked) = 0) or isInMultiShoot or bonuses.activity then
if Targets.Count > 0 then
begin
// iterate over current team hedgehogs
repeat
WalkMe:= CurrentTeam^.Hedgehogs[itHedgehog].Gear^;
Actions.Count:= 0;
Actions.Pos:= 0;
Actions.Score:= 0;
if switchesNum > 0 then
begin
if (not switchImmediatelyAvailable) then
begin
// when AI has to use switcher, make it cost smth unless they have a lot of switches
if (switchCount < 10) then Actions.Score:= (-27+switchCount*3)*4000;
AddAction(Actions, aia_Weapon, Longword(amSwitch), 300 + random(200), 0, 0);
AddAction(Actions, aia_attack, aim_push, 300 + random(300), 0, 0);
AddAction(Actions, aia_attack, aim_release, 1, 0, 0);
end;
for i:= 1 to switchesNum do
AddAction(Actions, aia_Switch, 0, 300 + random(200), 0, 0);
end;
Walk(@WalkMe, Actions);
// find another hog in team
repeat
itHedgehog:= Succ(itHedgehog) mod CurrentTeam^.HedgehogsNumber;
until (itHedgehog = currHedgehogIndex) or ((CurrentTeam^.Hedgehogs[itHedgehog].Gear <> nil) and (CurrentTeam^.Hedgehogs[itHedgehog].Effects[heFrozen]=0));
inc(switchesNum);
until (not (switchImmediatelyAvailable or (switchCount > 0)))
or StopThinking
or (itHedgehog = currHedgehogIndex)
or BestActions.isWalkingToABetterPlace;
if (StartTicks > GameTicks - 1500) and (not StopThinking) then
SDL_Delay(700);
if (BestActions.Score < -1023) and (not BestActions.isWalkingToABetterPlace) then
begin
BestActions.Count:= 0;
FillBonuses(false);
// Hog has no idea what to do. Use tardis or skip
if not bonuses.activity then
if ((HHHasAmmo(Me^.Hedgehog^, amTardis) > 0)) and (CanUseTardis(Me^.Hedgehog^.Gear)) and (random(4) < 3) then
// Tardis brings hog to a random place. Perfect for clueless AI
begin
AddAction(BestActions, aia_Weapon, Longword(amTardis), 80, 0, 0);
AddAction(BestActions, aia_attack, aim_push, 10, 0, 0);
AddAction(BestActions, aia_attack, aim_release, 10, 0, 0);
end
else
AddAction(BestActions, aia_Skip, 0, 250, 0, 0);
end;
end else SDL_Delay(100)
else
begin
BackMe:= Me^;
i:= 4;
while (not StopThinking) and (BestActions.Count = 0) and (i > 0) do
begin
(*
// 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
if SuddenDeathDmg and ((hwRound(BackMe.Y)+cWaterRise*2) > cWaterLine) then
AddBonus(hwRound(BackMe.X), hwRound(BackMe.Y), 250, -40);
*)
FillBonuses(true);
WalkMe:= BackMe;
Actions.Count:= 0;
Actions.Pos:= 0;
Actions.Score:= 0;
Walk(@WalkMe, Actions);
if not bonuses.activity then dec(i);
if not StopThinking then
SDL_Delay(100)
end
end;
Me^.State:= Me^.State and (not gstHHThinking);
SDL_LockMutex(ThreadLock);
ThinkThread:= nil;
SDL_UnlockMutex(ThreadLock);
Think:= 0;
end;
procedure StartThink(Me: PGear);
begin
if ((Me^.State and (gstAttacking or gstHHJumping or gstMoving)) <> 0)
or isInMultiShoot then
exit;
//DeleteCI(Me); // this will break demo/netplay
Me^.State:= Me^.State or gstHHThinking;
Me^.Message:= 0;
BestActions.Count:= 0;
BestActions.Pos:= 0;
BestActions.Score:= Low(LongInt);
BestActions.isWalkingToABetterPlace:= false;
StopThinking:= false;
ThinkingHH:= Me;
FillTargets;
if Targets.Count = 0 then
begin
OutError('AI: no targets!?', false);
exit
end;
FillBonuses(((Me^.State and gstAttacked) <> 0) and (not isInMultiShoot));
SDL_LockMutex(ThreadLock);
ThinkThread:= SDL_CreateThread(@Think, PChar('think'), Me);
SDL_UnlockMutex(ThreadLock);
end;
{$IFDEF DEBUGAI}
var scoreShown: boolean = false;
{$ENDIF}
procedure ProcessBot;
const cStopThinkTime = 40;
begin
with CurrentHedgehog^ do
if (Gear <> nil)
and ((Gear^.State and gstHHDriven) <> 0)
and (TurnTimeLeft < cHedgehogTurnTime - 50) then
if ((Gear^.State and gstHHThinking) = 0) then
if (BestActions.Pos >= BestActions.Count)
and (TurnTimeLeft > cStopThinkTime) then
begin
if Gear^.Message <> 0 then
begin
StopMessages(Gear^.Message);
if checkFails((Gear^.Message and gmAllStoppable) = 0, 'Engine bug: AI may break demos playing', true) then exit;
end;
if Gear^.Message <> 0 then
exit;
{$IFDEF DEBUGAI}
scoreShown:= false;
{$ENDIF}
StartThink(Gear);
StartTicks:= GameTicks
end else
begin
{$IFDEF DEBUGAI}
if not scoreShown then
begin
if BestActions.Score > 0 then ParseCommand('/say Expected score = ' + inttostr(BestActions.Score div 1024), true);
scoreShown:= true
end;
{$ENDIF}
ProcessAction(BestActions, Gear)
end
else if ((GameTicks - StartTicks) > cMaxAIThinkTime)
or (TurnTimeLeft <= cStopThinkTime) then
StopThinking:= true
end;
procedure initModule;
begin
StartTicks:= 0;
ThinkThread:= nil;
ThreadLock:= SDL_CreateMutex();
end;
procedure freeModule;
begin
FreeActionsList();
SDL_DestroyMutex(ThreadLock);
end;
end.