- Repair bots: they can walk and use bazooka, possible cannot jump (why?)
- Calculate real angle based on direction vector
(*
* Hedgewars, a worms-like game
* Copyright (c) 2005, 2006 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
*)
unit uAI;
interface
uses uFloat;
{$INCLUDE options.inc}
procedure ProcessBot(FrameNo: Longword);
procedure FreeActionsList;
implementation
uses uTeams, uConsts, SDLh, uAIMisc, uGears, uAIAmmoTests, uAIActions, uMisc,
uAIThinkStack, uAmmos;
var BestActions: TActions;
CanUseAmmo: array [TAmmoType] of boolean;
AIThinkStart: Longword;
isThinking: boolean = false;
procedure FreeActionsList;
begin
isThinking:= false;
BestActions.Count:= 0;
BestActions.Pos:= 0
end;
procedure TestAmmos(var Actions: TActions; Me: PGear);
var Time, BotLevel: Longword;
Angle, Power, Score, ExplX, ExplY, ExplR: integer;
i: integer;
a, aa: TAmmoType;
begin
BotLevel:= PHedgehog(Me^.Hedgehog)^.BotLevel;
for i:= 0 to Pred(Targets.Count) do
if (Targets.ar[i].Score >= 0) then
begin
with CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog] do
a:= Ammo^[CurSlot, CurAmmo].AmmoType;
aa:= a;
repeat
if CanUseAmmo[a] then
begin
Score:= AmmoTests[a](Me, Targets.ar[i].Point, BotLevel, Time, Angle, Power, ExplX, ExplY, ExplR);
if Actions.Score + Score > BestActions.Score then
begin
BestActions:= Actions;
inc(BestActions.Score, Score);
AddAction(BestActions, aia_Weapon, Longword(a), 500, 0, 0);
if Time <> 0 then AddAction(BestActions, aia_Timer, Time div 1000, 400, 0, 0);
if (Angle > 0) then AddAction(BestActions, aia_LookRight, 0, 200, 0, 0)
else if (Angle < 0) then AddAction(BestActions, aia_LookLeft, 0, 200, 0, 0);
if (Ammoz[a].Ammo.Propz and ammoprop_NoCrosshair) = 0 then
begin
Angle:= integer(Me^.Angle) - Abs(Angle);
if Angle > 0 then
begin
AddAction(BestActions, aia_Up, aim_push, 500, 0, 0);
AddAction(BestActions, aia_Up, aim_release, Angle, 0, 0)
end else if Angle < 0 then
begin
AddAction(BestActions, aia_Down, aim_push, 500, 0, 0);
AddAction(BestActions, aia_Down, aim_release, -Angle, 0, 0)
end
end;
AddAction(BestActions, aia_attack, aim_push, 800, 0, 0);
AddAction(BestActions, aia_attack, aim_release, Power, 0, 0);
if ExplR > 0 then
AddAction(BestActions, aia_AwareExpl, ExplR, 10, ExplX, ExplY);
end
end;
if a = High(TAmmoType) then a:= Low(TAmmoType)
else inc(a)
until (a = aa) or (PHedgehog(Me^.Hedgehog)^.AttacksNum > 0)
end
end;
procedure Walk(Me: PGear);
const FallPixForBranching = cHHRadius * 2 + 8;
var Actions: TActions;
ticks, maxticks, steps, BotLevel: Longword;
BaseRate, Rate: integer;
GoInfo: TGoInfo;
CanGo: boolean;
AltMe: TGear;
begin
BotLevel:= PHedgehog(Me^.Hedgehog)^.BotLevel;
if (Me^.State and gstAttacked) = 0 then maxticks:= max(0, TurnTimeLeft - 5000 - 4000 * BotLevel)
else maxticks:= TurnTimeLeft;
BaseRate:= RatePlace(Me);
repeat
if not Pop(ticks, Actions, Me^) then
begin
isThinking:= false;
exit
end;
AddAction(Actions, Me^.Message, aim_push, 10, 0, 0);
if (Me^.Message and gm_Left) <> 0 then AddAction(Actions, aia_WaitXL, hwRound(Me^.X), 0, 0, 0)
else AddAction(Actions, aia_WaitXR, hwRound(Me^.X), 0, 0, 0);
AddAction(Actions, Me^.Message, aim_release, 0, 0, 0);
steps:= 0;
if ((Me^.State and gstAttacked) = 0) then TestAmmos(Actions, Me);
while not PosInThinkStack(Me) do
begin
CanGo:= HHGo(Me, @AltMe, GoInfo);
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 ThinkStack.States[Pred(ThinkStack.Count)] do
begin
AddAction(MadeActions, aia_HJump, 0, 305, 0, 0);
AddAction(MadeActions, aia_HJump, 0, 350, 0, 0);
if (Me^.dX < 0) then AddAction(MadeActions, aia_WaitXL, hwRound(AltMe.X), 0, 0, 0)
else AddAction(MadeActions, aia_WaitXR, hwRound(AltMe.X), 0, 0, 0);
end;
if (BotLevel < 3) and (GoInfo.JumpType = jmpLJump) then // ljump support
if Push(ticks, Actions, AltMe, Me^.Message) then
with ThinkStack.States[Pred(ThinkStack.Count)] do
begin
AddAction(MadeActions, aia_LJump, 0, 305, 0, 0);
if (Me^.dX < 0) then AddAction(MadeActions, aia_WaitXL, hwRound(AltMe.X), 0, 0, 0)
else AddAction(MadeActions, aia_WaitXR, hwRound(AltMe.X), 0, 0, 0);
end;
if not CanGo then break;
inc(steps);
Actions.actions[Actions.Count - 2].Param:= hwRound(Me^.X);
Rate:= RatePlace(Me);
if Rate > BaseRate then
begin
BestActions:= Actions;
BestActions.Score:= 1;
isThinking:= false;
exit
end
else if Rate < BaseRate then break;
if GoInfo.FallPix >= FallPixForBranching then
Push(ticks, Actions, Me^, Me^.Message xor 3); // aia_Left xor 3 = aia_Right
if ((Me^.State and gstAttacked) = 0)
and ((steps mod 4) = 0) then
begin
if SDL_GetTicks - AIThinkStart > 3 then
begin
dec(Actions.Count, 3);
Push(ticks, Actions, Me^, Me^.Message);
exit
end;
TestAmmos(Actions, Me)
end
end;
until false
end;
procedure Think(Me: PGear);
var BackMe, WalkMe: TGear;
begin
AIThinkStart:= SDL_GetTicks;
BackMe:= Me^;
WalkMe:= BackMe;
if (Me^.State and gstAttacked) = 0 then
if Targets.Count > 0 then
begin
Walk(@WalkMe);
if not isThinking then
begin
if BestActions.Score < -1023 then
begin
BestActions.Count:= 0;
AddAction(BestActions, aia_Skip, 0, 250, 0, 0);
end;
Me^.State:= Me^.State and not gstHHThinking
end
end else
else begin
FillBonuses(true);
Walk(@WalkMe);
AddAction(BestActions, aia_Wait, GameTicks + 100, 100, 0, 0);
end
end;
procedure StartThink(Me: PGear);
var a: TAmmoType;
tmp: integer;
begin
if ((Me^.State and gstAttacking) <> 0) or isInMultiShoot then exit;
ThinkingHH:= Me;
isThinking:= true;
ClearThinkStack;
Me^.State:= Me^.State or gstHHThinking;
Me^.Message:= 0;
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]) and HHHasAmmo(PHedgehog(Me^.Hedgehog), a);
BestActions.Count:= 0;
BestActions.Pos:= 0;
BestActions.Score:= 0;
tmp:= random(2) + 1;
Push(0, BestActions, Me^, tmp);
Push(0, BestActions, Me^, tmp xor 3);
BestActions.Score:= Low(integer);
Think(Me)
end;
procedure ProcessBot(FrameNo: Longword);
const LastFrameNo: Longword = 0;
begin
with CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog] do
if (Gear <> nil)
and ((Gear^.State and gstHHDriven) <> 0)
and (TurnTimeLeft < cHedgehogTurnTime - 50) then
if not isThinking then
if (BestActions.Pos >= BestActions.Count) then StartThink(Gear)
else ProcessAction(BestActions, Gear)
else if FrameNo <> LastFrameNo then
begin
LastFrameNo:= FrameNo;
Think(Gear)
end;
end;
end.