hedgewars/uAIMisc.pas
author unc0rr
Sun, 03 Sep 2006 15:26:52 +0000
changeset 136 89970b70b076
parent 108 08f1fe6f21f8
child 183 57c2ef19f719
permissions -rw-r--r--
Implement bot levels

(*
 * Hedgewars, a worms-like game
 * Copyright (c) 2005, 2006 Andrey Korotaev <unC0Rr@gmail.com>
 *
 * Distributed under the terms of the BSD-modified licence:
 *
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * with the Software without restriction, including without limitation the
 * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
 * sell copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 *
 * 1. Redistributions of source code must retain the above copyright notice,
 *    this list of conditions and the following disclaimer.
 * 2. Redistributions in binary form must reproduce the above copyright notice,
 *    this list of conditions and the following disclaimer in the documentation
 *    and/or other materials provided with the distribution.
 * 3. The name of the author may not be used to endorse or promote products
 *    derived from this software without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED
 * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
 * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
 * EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
 * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
 * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
 * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
 * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 *)

unit uAIMisc;
interface
uses SDLh, uConsts, uGears;
{$INCLUDE options.inc}

type TTarget = record
               Point: TPoint;
               Score: integer;
               end;
     TTargets = record
                Count: Longword;
                ar: array[0..cMaxHHIndex*5] of TTarget;
                end;
     TJumpType = (jmpNone, jmpHJump, jmpLJump);
     TGoInfo = record
               Ticks: Longword;
               FallPix: Longword;
               JumpType: TJumpType;
               end;

procedure FillTargets;
procedure FillBonuses(isAfterAttack: boolean);
procedure AwareOfExplosion(x, y, r: integer);
function RatePlace(Gear: PGear): integer;
function TestColl(x, y, r: integer): boolean;
function RateExplosion(Me: PGear; x, y, r: integer): integer;
function RateShove(Me: PGear; x, y, r, power: integer): integer;
function HHGo(Gear, AltGear: PGear; out GoInfo: TGoInfo): boolean;
function rndSign(num: integer): integer;

var ThinkingHH: PGear;
    Targets: TTargets;

implementation
uses uTeams, uMisc, uLand, uCollisions;
const KillScore = 200;
      MAXBONUS = 1024;
      
type TBonus = record
              X, Y: integer;
              Radius: integer;
              Score: integer;
              end;
var bonuses: record
             Count: Longword;
             ar: array[0..Pred(MAXBONUS)] of TBonus;
             end;
    KnownExplosion: record
                    X, Y, Radius: integer
                    end = (X: 0; Y: 0; Radius: 0);

procedure FillTargets;
var t: PTeam;
    i: Longword;
begin
Targets.Count:= 0;
t:= TeamsList;
while t <> nil do
      begin
      for i:= 0 to cMaxHHIndex do
          if (t.Hedgehogs[i].Gear <> nil)
             and (t.Hedgehogs[i].Gear <> ThinkingHH) then
             begin
             with Targets.ar[Targets.Count], t.Hedgehogs[i] do
                  begin
                  Point.X:= Round(Gear.X);
                  Point.Y:= Round(Gear.Y);
                  if t.Color <> CurrentTeam.Color then Score:=  Gear.Health
                                                  else Score:= -Gear.Health
                  end;
             inc(Targets.Count)
             end;
      t:= t.Next
      end
end;

procedure FillBonuses(isAfterAttack: boolean);
var Gear: PGear;
    MyColor: Longword;

    procedure AddBonus(x, y: integer; r: Longword; s: integer);
    begin
    bonuses.ar[bonuses.Count].x:= x;
    bonuses.ar[bonuses.Count].y:= y;
    bonuses.ar[bonuses.Count].Radius:= r;
    bonuses.ar[bonuses.Count].Score:= s;
    inc(bonuses.Count);
    TryDo(bonuses.Count <= MAXBONUS, 'Bonuses overflow', true)
    end;

begin
bonuses.Count:= 0;
MyColor:= PHedgehog(ThinkingHH.Hedgehog).Team.Color;
SDL_LockMutex(GearsListMutex);
Gear:= GearsList;
while Gear <> nil do
      begin
      case Gear.Kind of
           gtCase: AddBonus(round(Gear.X), round(Gear.Y), 33, 25);
           gtMine: if (Gear.State and gstAttacking) = 0 then AddBonus(round(Gear.X), round(Gear.Y), 50, -50)
                                                        else AddBonus(round(Gear.X), round(Gear.Y), 100, -50); // mine is on
           gtDynamite: AddBonus(round(Gear.X), round(Gear.Y), 150, -75);
           gtHedgehog: begin
                       if Gear.Damage >= Gear.Health then AddBonus(round(Gear.X), round(Gear.Y), 60, -25) else
                          if isAfterAttack and (ThinkingHH.Hedgehog <> Gear.Hedgehog) then
                             if (MyColor = PHedgehog(Gear.Hedgehog).Team.Color) then AddBonus(round(Gear.X), round(Gear.Y), 150, -3) // hedgehog-friend
                                                                                else AddBonus(round(Gear.X), round(Gear.Y), 100, 3)
                       end;
           end;
      Gear:= Gear.NextGear
      end;
SDL_UnlockMutex(GearsListMutex);
if isAfterAttack and (KnownExplosion.Radius > 0) then
   with KnownExplosion do
        AddBonus(X, Y, Radius + 10, -Radius);
end;

procedure AwareOfExplosion(x, y, r: integer);
begin
KnownExplosion.X:= x;
KnownExplosion.Y:= y;
KnownExplosion.Radius:= r
end;

function RatePlace(Gear: PGear): integer;
var i, r: integer;
begin
Result:= 0;
for i:= 0 to Pred(bonuses.Count) do
    with bonuses.ar[i] do
         begin
         r:= round(sqrt(sqr(Gear.X - X) + sqr(Gear.Y - y)));
         if r < Radius then
            inc(Result, Score * (Radius - r))
         end;
end;

function TestColl(x, y, r: integer): boolean;
begin
Result:=(((x-r) and $FFFFF800) = 0)and(((y-r) and $FFFFFC00) = 0) and (Land[y-r, x-r] <> 0);
if Result then exit;
Result:=(((x-r) and $FFFFF800) = 0)and(((y+r) and $FFFFFC00) = 0) and (Land[y+r, x-r] <> 0);
if Result then exit;
Result:=(((x+r) and $FFFFF800) = 0)and(((y-r) and $FFFFFC00) = 0) and (Land[y-r, x+r] <> 0);
if Result then exit;
Result:=(((x+r) and $FFFFF800) = 0)and(((y+r) and $FFFFFC00) = 0) and (Land[y+r, x+r] <> 0);
end;

function RateExplosion(Me: PGear; x, y, r: integer): integer;
var i, dmg: integer;
begin
Result:= 0;
// add our virtual position
with Targets.ar[Targets.Count] do
     begin
     Point.x:= round(Me.X);
     Point.y:= round(Me.Y);
     Score:= - ThinkingHH.Health
     end;
// rate explosion
for i:= 0 to Targets.Count do
    with Targets.ar[i] do
         begin
         dmg:= r - Round(sqrt(sqr(Point.x - x) + sqr(Point.y - y)));
         if dmg > 0 then
            begin
            dmg:= dmg shr 1;
            if dmg > abs(Score) then
               if Score > 0 then inc(Result, KillScore)
                            else dec(Result, KillScore * 3)
            else
               if Score > 0 then inc(Result, dmg)
                            else dec(Result, dmg * 3)
            end;
         end;
Result:= Result * 1024
end;

function RateShove(Me: PGear; x, y, r, power: integer): integer;
var i, dmg: integer;
begin
Result:= 0;
for i:= 0 to Targets.Count do
    with Targets.ar[i] do
         begin
         dmg:= r - Round(sqrt(sqr(Point.x - x) + sqr(Point.y - y)));
         if dmg > 0 then
            begin
            if power > abs(Score) then
               if Score > 0 then inc(Result, KillScore)
                            else dec(Result, KillScore * 3)
            else
               if Score > 0 then inc(Result, power)
                            else dec(Result, power * 3)
            end;
         end;
Result:= Result * 1024
end;

function HHJump(Gear: PGear; JumpType: TJumpType; out GoInfo: TGoInfo): boolean;
var bX, bY: integer;
begin
Result:= false;
GoInfo.Ticks:= 0;
GoInfo.FallPix:= 0;
GoInfo.JumpType:= jmpNone;
bX:= round(Gear.X);
bY:= round(Gear.Y);
case JumpType of
     jmpNone: exit;
    jmpHJump: if not TestCollisionYwithGear(Gear, -1) then
                 begin
                 Gear.dY:= -0.20;
                 Gear.dX:= 0.0000001 * hwSign(Gear.dX);
                 Gear.X:= Gear.X - hwSign(Gear.dX)*0.00008; // shift compensation
                 Gear.State:= Gear.State or gstFalling or gstHHJumping;
                 end else exit;
    jmpLJump: begin
              if not TestCollisionYwithGear(Gear, -1) then
                 if not TestCollisionXwithXYShift(Gear, 0, -2, hwSign(Gear.dX)) then Gear.Y:= Gear.Y - 2 else
                 if not TestCollisionXwithXYShift(Gear, 0, -1, hwSign(Gear.dX)) then Gear.Y:= Gear.Y - 1;
              if not (TestCollisionXwithGear(Gear, hwSign(Gear.dX))
                 or   TestCollisionYwithGear(Gear, -1)) then
                 begin
                 Gear.dY:= -0.15;
                 Gear.dX:= hwSign(Gear.dX) * 0.15;
                 Gear.State:= Gear.State or gstFalling or gstHHJumping
                 end else exit
              end
    end;
    
repeat
if Gear.Y + cHHRadius >= cWaterLine then exit;
if (Gear.State and gstFalling) <> 0 then
   begin
   if (GoInfo.Ticks = 350) then
      if (abs(Gear.dX) < 0.0000002) and (Gear.dY < -0.02) then
         begin
         Gear.dY:= -0.25;
         Gear.dX:= hwSign(Gear.dX) * 0.02
         end;
   if TestCollisionXwithGear(Gear, hwSign(Gear.dX)) then Gear.dX:= 0.0000001 * hwSign(Gear.dX);
   Gear.X:= Gear.X + Gear.dX;
   inc(GoInfo.Ticks);
   Gear.dY:= Gear.dY + cGravity;
   if Gear.dY > 0.40 then exit;
   if (Gear.dY < 0)and TestCollisionYwithGear(Gear, -1) then Gear.dY:= 0; 
   Gear.Y:= Gear.Y + Gear.dY;
   if (Gear.dY >= 0)and TestCollisionYwithGear(Gear, 1) then
      begin
      Gear.State:= Gear.State and not (gstFalling or gstHHJumping);
      Gear.dY:= 0;
      case JumpType of
           jmpHJump: if (bY - Gear.Y > 5) then
                        begin
                        Result:= true;
                        GoInfo.JumpType:= jmpHJump;
                        inc(GoInfo.Ticks, 300 + 300) // 300 before jump, 300 after
                        end;
           jmpLJump: if abs(bX - Gear.X) > 30 then
                        begin
                        Result:= true;
                        GoInfo.JumpType:= jmpLJump;
                        inc(GoInfo.Ticks, 300 + 300) // 300 before jump, 300 after
                        end;
           end;
      exit
      end;
   end;
until false;
end;

function HHGo(Gear, AltGear: PGear; out GoInfo: TGoInfo): boolean;
var pX, pY: integer;
begin
Result:= false;
AltGear^:= Gear^;

GoInfo.Ticks:= 0;
GoInfo.FallPix:= 0;
GoInfo.JumpType:= jmpNone;
repeat
pX:= round(Gear.X);
pY:= round(Gear.Y);
if pY + cHHRadius >= cWaterLine then exit;
if (Gear.State and gstFalling) <> 0 then
   begin
   inc(GoInfo.Ticks);
   Gear.dY:= Gear.dY + cGravity;
   if Gear.dY > 0.40 then
      begin
      Goinfo.FallPix:= 0;
      HHJump(AltGear, jmpLJump, GoInfo); // try ljump enstead of fall with damage
      exit
      end;
   Gear.Y:= Gear.Y + Gear.dY;
   if round(Gear.Y) > pY then inc(GoInfo.FallPix);
   if TestCollisionYwithGear(Gear, 1) then
      begin
      inc(GoInfo.Ticks, 300);
      Gear.State:= Gear.State and not (gstFalling or gstHHJumping);
      Gear.dY:= 0;
      Result:= true;
      HHJump(AltGear, jmpLJump, GoInfo); // try ljump instead of fall
      exit
      end;
   continue
   end;
   if (Gear.Message and gm_Left  )<>0 then Gear.dX:= -1.0 else
   if (Gear.Message and gm_Right )<>0 then Gear.dX:=  1.0 else exit;
   if TestCollisionXwithGear(Gear, hwSign(Gear.dX)) then
      begin
      if not (TestCollisionXwithXYShift(Gear, 0, -6, hwSign(Gear.dX))
         or TestCollisionYwithGear(Gear, -1)) then Gear.Y:= Gear.Y - 1;
      if not (TestCollisionXwithXYShift(Gear, 0, -5, hwSign(Gear.dX))
         or TestCollisionYwithGear(Gear, -1)) then Gear.Y:= Gear.Y - 1;
      if not (TestCollisionXwithXYShift(Gear, 0, -4, hwSign(Gear.dX))
         or TestCollisionYwithGear(Gear, -1)) then Gear.Y:= Gear.Y - 1;
      if not (TestCollisionXwithXYShift(Gear, 0, -3, hwSign(Gear.dX))
         or TestCollisionYwithGear(Gear, -1)) then Gear.Y:= Gear.Y - 1;
      if not (TestCollisionXwithXYShift(Gear, 0, -2, hwSign(Gear.dX))
         or TestCollisionYwithGear(Gear, -1)) then Gear.Y:= Gear.Y - 1;
      if not (TestCollisionXwithXYShift(Gear, 0, -1, hwSign(Gear.dX))
         or TestCollisionYwithGear(Gear, -1)) then Gear.Y:= Gear.Y - 1;
      end;

   if not TestCollisionXwithGear(Gear, hwSign(Gear.dX)) then
      begin
      Gear.X:= Gear.X + Gear.dX;
      inc(GoInfo.Ticks, cHHStepTicks)
      end;
   if not TestCollisionYwithGear(Gear, 1) then
   begin
   Gear.Y:= Gear.Y + 1;
   if not TestCollisionYwithGear(Gear, 1) then
   begin
   Gear.Y:= Gear.Y + 1;
   if not TestCollisionYwithGear(Gear, 1) then
   begin
   Gear.Y:= Gear.Y + 1;
   if not TestCollisionYwithGear(Gear, 1) then
   begin
   Gear.Y:= Gear.Y + 1;
   if not TestCollisionYwithGear(Gear, 1) then
   begin
   Gear.Y:= Gear.Y + 1;
   if not TestCollisionYwithGear(Gear, 1) then
   begin
   Gear.Y:= Gear.Y + 1;
   if not TestCollisionYwithGear(Gear, 1) then
      begin
      Gear.Y:= Gear.Y - 6;
      Gear.dY:= 0;
      Gear.dX:= 0.0000001 * hwSign(Gear.dX);
      Gear.State:= Gear.State or gstFalling
      end
   end
   end
   end
   end
   end
   end;
if (pX <> round(Gear.X)) and ((Gear.State and gstFalling) = 0) then
   begin
   Result:= true;
   exit
   end
until (pX = round(Gear.X)) and (pY = round(Gear.Y)) and ((Gear.State and gstFalling) = 0);
HHJump(AltGear, jmpHJump, GoInfo)
end;

function rndSign(num: integer): integer;
begin
if random(2) = 0 then Result:=   num
                 else Result:= - num
end;

end.