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.
Also try to weight cost of switches based on how many switches were available.
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2012 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
*)
{$INCLUDE "options.inc"}
unit uAI;
interface
uses uFloat;
procedure initModule;
procedure freeModule;
procedure ProcessBot;
procedure FreeActionsList;
implementation
uses uConsts, SDLh, uAIMisc, uAIAmmoTests, uAIActions,
uAmmos, SysUtils{$IFNDEF USE_SDLTHREADS} {$IFDEF UNIX}, cthreads{$ENDIF} {$ENDIF}, uTypes,
uVariables, uCommands, uUtils, uDebug;
var BestActions: TActions;
CanUseAmmo: array [TAmmoType] of boolean;
StopThinking: boolean;
{$IFDEF USE_SDLTHREADS}
ThinkThread: PSDL_Thread = nil;
{$ELSE}
ThinkThread: TThreadID;
{$ENDIF}
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;
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; 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 Me^.Hedgehog^ do
a:= CurAmmoType;
aa:= a;
{$IFDEF USE_SDLTHREADS}
SDL_delay(0); //ThreadSwitch was only a hint
{$ELSE}
ThreadSwitch();
{$ENDIF}
repeat
if (CanUseAmmo[a]) and
((not isMoved) or ((AmmoTests[a].flags and amtest_OnTurn) = 0)) then
begin
{$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);
BestActions.isWalkingToABetterPlace:= false;
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; var Actions: TActions);
const FallPixForBranching = cHHRadius * 2 + 8;
var
ticks, maxticks, steps, tmp: Longword;
BaseRate, BestRate, Rate: integer;
GoInfo: TGoInfo;
CanGo: boolean;
AltMe: TGear;
BotLevel: Byte;
a: TAmmoType;
begin
ticks:= 0; // avoid compiler hint
Stack.Count:= 0;
for a:= Low(TAmmoType) to High(TAmmoType) do
CanUseAmmo[a]:= Assigned(AmmoTests[a].proc) and (HHHasAmmo(Me^.Hedgehog^, a) > 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;
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
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, currHedgehogIndex, itHedgehog, switchesNum, i, switchCount: Longword;
switchImmediatelyAvailable: boolean;
Actions: TActions;
begin
InterlockedIncrement(hasThread);
StartTicks:= GameTicks;
currHedgehogIndex:= CurrentTeam^.CurrHedgehog;
itHedgehog:= currHedgehogIndex;
switchesNum:= 0;
switchImmediatelyAvailable:= (CurAmmoGear <> nil) and (CurAmmoGear^.Kind = gtSwitcher);
switchCount:= HHHasAmmo(PGear(Me)^.Hedgehog^, amSwitch);
if (PGear(Me)^.State and gstAttacked) = 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);
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(1000);
if (BestActions.Score < -1023) and (not BestActions.isWalkingToABetterPlace) then
begin
BestActions.Count:= 0;
AddAction(BestActions, aia_Skip, 0, 250, 0, 0);
end;
end else
else
begin
BackMe:= PGear(Me)^;
while (not StopThinking) and (BestActions.Count = 0) do
begin
FillBonuses(true);
WalkMe:= BackMe;
Actions.Count:= 0;
Actions.Pos:= 0;
Actions.Score:= 0;
Walk(@WalkMe, Actions);
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);
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);
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);
AddFileLog('Enter Think Thread');
{$IFDEF USE_SDLTHREADS}
ThinkThread := SDL_CreateThread(@Think{$IFDEF SDL13}, nil{$ENDIF}, Me);
{$ELSE}
BeginThread(@Think, Me, ThinkThread);
{$ENDIF}
AddFileLog('Thread started');
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;
ThinkThread:= ThinkThread;
end;
procedure freeModule;
begin
end;
end.