Don't test for hasGone in unapproved places. Now any possibility of desync on player quit is ruled out. Not tested at all.
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2011 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
*)
{$INCLUDE "options.inc"}
unit uAI;
interface
uses uFloat;
procedure initModule;
procedure freeModule;
procedure ProcessBot;
procedure FreeActionsList;
implementation
uses uConsts, SDLh, uAIMisc, uAIAmmoTests, uAIActions,
uAmmos, SysUtils{$IFDEF UNIX}, cthreads{$ENDIF}, uTypes,
uVariables, uCommands, uUtils, uDebug;
var BestActions: TActions;
CanUseAmmo: array [TAmmoType] of boolean;
StopThinking: boolean;
ThinkThread: TThreadID;
hasThread: LongInt;
procedure FreeActionsList;
begin
AddFileLog('FreeActionsList called');
if hasThread <> 0 then
begin
AddFileLog('Waiting AI thread to finish');
StopThinking:= true;
repeat
SDL_Delay(10)
until hasThread = 0
end;
with CurrentHedgehog^ do
if Gear <> nil then
if BotLevel <> 0 then
StopMessages(Gear^.Message);
BestActions.Count:= 0;
BestActions.Pos:= 0
end;
procedure TestAmmos(var Actions: TActions; Me: PGear; isMoved: boolean);
var BotLevel: Byte;
ap: TAttackParams;
Score, i: LongInt;
a, aa: TAmmoType;
begin
BotLevel:= Me^.Hedgehog^.BotLevel;
for i:= 0 to Pred(Targets.Count) do
if (Targets.ar[i].Score >= 0) and (not StopThinking) then
begin
with CurrentHedgehog^ do
a:= CurAmmoType;
aa:= a;
ThreadSwitch();
repeat
if (CanUseAmmo[a]) and
((not isMoved) or ((AmmoTests[a].flags and amtest_OnTurn) = 0)) then
begin
{$HINTS OFF}
Score:= AmmoTests[a].proc(Me, Targets.ar[i].Point, BotLevel, ap);
{$HINTS ON}
if Actions.Score + Score > BestActions.Score then
if (BestActions.Score < 0) or (Actions.Score + Score > BestActions.Score + Byte(BotLevel) * 2048) then
begin
BestActions:= Actions;
inc(BestActions.Score, Score);
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);
AddAction(BestActions, aia_Weapon, Longword(a), 300 + random(400), 0, 0);
if (ap.Time <> 0) then AddAction(BestActions, aia_Timer, ap.Time div 1000, 400, 0, 0);
if (Ammoz[a].Ammo.Propz and ammoprop_NoCrosshair) = 0 then
begin
ap.Angle:= LongInt(Me^.Angle) - Abs(ap.Angle);
if ap.Angle > 0 then
begin
AddAction(BestActions, aia_Up, aim_push, 300 + random(250), 0, 0);
AddAction(BestActions, aia_Up, aim_release, ap.Angle, 0, 0)
end else if ap.Angle < 0 then
begin
AddAction(BestActions, aia_Down, aim_push, 300 + random(250), 0, 0);
AddAction(BestActions, aia_Down, aim_release, -ap.Angle, 0, 0)
end
end;
if (Ammoz[a].Ammo.Propz and ammoprop_NeedTarget) <> 0 then
begin
AddAction(BestActions, aia_Put, 0, 1, ap.AttackPutX, ap.AttackPutY)
end;
if (Ammoz[a].Ammo.Propz and ammoprop_AttackingPut) = 0 then
begin
AddAction(BestActions, aia_attack, aim_push, 650 + random(300), 0, 0);
AddAction(BestActions, aia_attack, aim_release, ap.Power, 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) or // shooting same weapon
StopThinking
end
end;
procedure Walk(Me: PGear);
const FallPixForBranching = cHHRadius * 2 + 8;
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;
var Actions: TActions;
ticks, maxticks, steps, tmp: Longword;
BaseRate, BestRate, Rate: integer;
GoInfo: TGoInfo;
CanGo: boolean;
AltMe: TGear;
BotLevel: Byte;
begin
ticks:= 0; // avoid compiler hint
Actions.Count:= 0;
Actions.Pos:= 0;
Actions.Score:= 0;
Stack.Count:= 0;
BotLevel:= Me^.Hedgehog^.BotLevel;
tmp:= random(2) + 1;
Push(0, Actions, Me^, tmp);
Push(0, Actions, Me^, tmp xor 3);
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);
if (Ammoz[Me^.Hedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NeedTarget) <> 0 then
AddAction(Actions, aia_Weapon, Longword(amNothing), 100 + random(200), 0, 0);
while (Stack.Count > 0) and (not StopThinking) and (GameFlags and gfArtillery = 0) 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}
inc(ticks, GoInfo.Ticks);
if ticks > maxticks then break;
if (BotLevel < 5) and (GoInfo.JumpType = jmpHJump) then // hjump support
if Push(ticks, Actions, AltMe, Me^.Message) then
with Stack.States[Pred(Stack.Count)] do
begin
if Me^.dX.isNegative 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);
if Me^.dX.isNegative then AddAction(MadeActions, aia_LookLeft, 0, 200, 0, 0)
else AddAction(MadeActions, aia_LookRight, 0, 200, 0, 0);
end;
if (BotLevel < 3) and (GoInfo.JumpType = jmpLJump) then // ljump support
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);
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;
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 TestAmmos(Actions, Me, true);
if GoInfo.FallPix >= FallPixForBranching then
Push(ticks, Actions, Me^, Me^.Message xor 3); // aia_Left xor 3 = aia_Right
end;
if BestRate > BaseRate then exit
end
end;
function Think(Me: Pointer): ptrint;
var BackMe, WalkMe: TGear;
StartTicks: Longword;
begin
InterlockedIncrement(hasThread);
StartTicks:= GameTicks;
BackMe:= PGear(Me)^;
if (PGear(Me)^.State and gstAttacked) = 0 then
if Targets.Count > 0 then
begin
WalkMe:= BackMe;
Walk(@WalkMe);
if (StartTicks > GameTicks - 1500) and not StopThinking then SDL_Delay(1000);
if BestActions.Score < -1023 then
begin
BestActions.Count:= 0;
AddAction(BestActions, aia_Skip, 0, 250, 0, 0);
end;
end else
else begin
while (not StopThinking) and (BestActions.Count = 0) do
begin
FillBonuses(true);
WalkMe:= BackMe;
Walk(@WalkMe);
if not StopThinking then SDL_Delay(100)
end
end;
PGear(Me)^.State:= PGear(Me)^.State and not gstHHThinking;
Think:= 0;
InterlockedDecrement(hasThread)
end;
procedure StartThink(Me: PGear);
var a: TAmmoType;
begin
if ((Me^.State and (gstAttacking or gstHHJumping or gstMoving)) <> 0)
or isInMultiShoot then exit;
//DeleteCI(Me); // this might break demo
Me^.State:= Me^.State or gstHHThinking;
Me^.Message:= 0;
BestActions.Count:= 0;
BestActions.Pos:= 0;
BestActions.Score:= Low(LongInt);
StopThinking:= false;
ThinkingHH:= Me;
FillTargets;
if Targets.Count = 0 then
begin
OutError('AI: no targets!?', false);
exit
end;
FillBonuses((Me^.State and gstAttacked) <> 0);
for a:= Low(TAmmoType) to High(TAmmoType) do
CanUseAmmo[a]:= Assigned(AmmoTests[a].proc) and HHHasAmmo(Me^.Hedgehog^, a);
AddFileLog('Enter Think Thread');
BeginThread(@Think, Me, ThinkThread)
end;
procedure ProcessBot;
const StartTicks: Longword = 0;
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);
TryDo((Gear^.Message and gmAllStoppable) = 0, 'Engine bug: AI may break demos playing', true);
end;
if Gear^.Message <> 0 then exit;
StartThink(Gear);
StartTicks:= GameTicks
end else ProcessAction(BestActions, Gear)
else if ((GameTicks - StartTicks) > cMaxAIThinkTime)
or (TurnTimeLeft <= cStopThinkTime) then StopThinking:= true
end;
procedure initModule;
begin
hasThread:= 0;
end;
procedure freeModule;
begin
end;
end.