hedgewars/uAI.pas
author Simon McVittie <smcv@debian.org>
Mon, 12 Sep 2022 10:40:53 -0400
branch1.0.0
changeset 15881 7b1d6dfa3173
parent 15466 6031c0cfec89
child 15546 fbcee515b946
permissions -rw-r--r--
Remove FindSDL2 find-module, use sdl2-config.cmake instead This requires SDL >= 2.0.4. Since <https://bugzilla.libsdl.org/show_bug.cgi?id=2464> was fixed in SDL 2.0.4, SDL behaves as a CMake "config-file package", even if it was not itself built using CMake: it installs a sdl2-config.cmake file to ${libdir}/cmake/SDL2, which tells CMake where to find SDL's headers and library, analogous to a pkg-config .pc file. As a result, we no longer need to copy/paste a "find-module package" to be able to find a system copy of SDL >= 2.0.4 with find_package(SDL2). Find-module packages are now discouraged by the CMake developers, in favour of having upstream projects behave as config-file packages. This results in a small API change: FindSDL2 used to set SDL2_INCLUDE_DIR and SDL2_LIBRARY, but the standard behaviour for config-file packages is to set <name>_INCLUDE_DIRS and <name>_LIBRARIES. Use the CONFIG keyword to make sure we search in config-file package mode, and will not find a FindSDL2.cmake in some other directory that implements the old interface. In addition to deleting redundant code, this avoids some assumptions in FindSDL2 about the layout of a SDL installation. The current libsdl2-dev package in Debian breaks those assumptions; this is considered a bug and will hopefully be fixed soon, but it illustrates how fragile these assumptions can be. We can be more robust against different installation layouts by relying on SDL's own CMake integration. When linking to a copy of CMake in a non-standard location, users can now set the SDL2_DIR or CMAKE_PREFIX_PATH environment variable to point to it; previously, these users would have used the SDL2DIR environment variable. This continues to be unnecessary if using matching system-wide installations of CMake and SDL2, for example both from Debian.

(*
 * 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;
    ThreadSem: PSDL_Sem;

procedure FreeActionsList;
begin
    AddFileLog('FreeActionsList called');

    StopThinking:= true;
    SDL_SemWait(ThreadSem);
    SDL_SemPost(ThreadSem);

    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
                   MadeActions: TActions;
                   Hedgehog: TGear;
                   end;

var Stack: record
           Count: Longword;
           States: array[0..Pred(cBranchStackSize)] of TStackEntry;
           end;

function Push(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
            MadeActions:= Actions;
            Hedgehog:= Me;
            Hedgehog.Message:= Dir;
            inc(Stack.Count)
            end;
    Push:= bRes
end;

procedure Pop(var Actions: TActions; var Me: TGear);
begin
    dec(Stack.Count);
    with Stack.States[Stack.Count] do
        begin
        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;
Me^.AIHints:= Me^.AIHints and (not aihAmmosChanged);

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
    maxticks, oldticks, steps, tmp: Longword;
    BaseRate, BestRate, Rate: LongInt;
    GoInfo: TGoInfo;
    CanGo: boolean;
    AltMe: TGear;
    BotLevel: Byte;
    a: TAmmoType;
    isAfterAttack: boolean;
begin
Actions.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;

isAfterAttack:= ((Me^.State and gstAttacked) <> 0) and ((GameFlags and gfInfAttack) = 0);
if isAfterAttack then
    maxticks:= Max(0, TurnTimeLeft - 500)
else
    maxticks:= Max(0, TurnTimeLeft - 5000 - LongWord(4000 * BotLevel));

if not isAfterAttack 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 (CurrentHedgehog^.Effects[heArtillery] = 0) and (cGravityf <> 0) then
    begin
    tmp:= random(2) + 1;
    Push(Actions, Me^, tmp);
    Push(Actions, Me^, tmp xor 3);

    while (Stack.Count > 0) and (not StopThinking) do
        begin
        Pop(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:= Actions.ticks;
            inc(Actions.ticks, GoInfo.Ticks);
            if (Actions.ticks > maxticks) or (TurnTimeLeft < BestActions.ticks + 5000) then
            begin
                if (BotLevel < 5)
                        and (not isAfterAttack)
                        and (BestActions.Score > 0) // we have a good move
                        and (TurnTimeLeft < BestActions.ticks + 5000) // we won't have a lot of time after attack
                        and (HHHasAmmo(Me^.Hedgehog^, amExtraTime) > 0) // but can use extra time
                then
                begin
                    BestActions.Count:= 0;
                    AddAction(BestActions, aia_Weapon, Longword(amExtraTime), 80, 0, 0);
                    AddAction(BestActions, aia_attack, aim_push, 10, 0, 0);
                    AddAction(BestActions, aia_attack, aim_release, 10, 0, 0);
                end;

                break;
            end;

            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(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(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(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(Actions, Me^, Me^.Message);

                // first check where we go after jump walking forward
                if Push(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;
                isAfterAttack:= true // we have better place, go there and do not use ammo
                end
            else if Rate < BestRate then
                break;

            if (not isAfterAttack) 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, Actions.ticks shr 12 = oldticks shr 12);
                end;

            if GoInfo.FallPix >= FallPixForBranching then
                Push(Actions, Me^, Me^.Message xor 3); // aia_Left xor 3 = aia_Right
            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 or ((Me^.AIHints and aihAmmosChanged) <> 0) 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) and ((Me^.AIHints and aihAmmosChanged) = 0) then
                if (((GameFlags and gfInfAttack) <> 0) or (CurrentHedgehog^.MultiShootAttacks = 0)) and (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);
            Me^.AIHints := ME^.AIHints and (not aihAmmosChanged);
            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);
Think:= 0;
SDL_SemPost(ThreadSem);
end;

procedure StartThink(Me: PGear);
var ThinkThread: PSDL_Thread;
begin
if ((Me^.State and (gstAttacking or gstHHJumping or gstMoving)) <> 0)
or isInMultiShoot then
    exit;

SDL_SemWait(ThreadSem);
//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) and ((GameFlags and gfInfAttack) = 0));

ThinkThread:= SDL_CreateThread(@Think, PChar('think'), Me);
SDL_DetachThread(ThinkThread);
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) or (TurnTimeLeft > cHedgehogTurnTime)) 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;
    ThreadSem:= SDL_CreateSemaphore(1);
end;

procedure freeModule;
begin
    FreeActionsList();
    SDL_DestroySemaphore(ThreadSem);
end;

end.