Teach AI to use laser sight
authorWuzzy <Wuzzy2@mail.ru>
Thu, 25 Jun 2020 17:44:22 +0200
changeset 15658 34c32a11203e
parent 15657 e229d0cacd37
child 15659 fd1a580a35d6
Teach AI to use laser sight
ChangeLog.txt
hedgewars/uAI.pas
hedgewars/uAIAmmoTests.pas
--- a/ChangeLog.txt	Thu Jun 25 07:15:58 2020 +0200
+++ b/ChangeLog.txt	Thu Jun 25 17:44:22 2020 +0200
@@ -6,7 +6,7 @@
  + Easier to push hogs around with blowtorch
  + Backjumps are now a bit easier
  + Teach computer players how to ...
- +   - use drill strike, piano strike, air mine, cleaver, seduction
+ +   - use drill strike, piano strike, air mine, cleaver, seduction, laser sight
  +   - use mine strike (0 seconds only)
  +   - use RC plane (very basic)
  +   - drop mines from a cliff
--- a/hedgewars/uAI.pas	Thu Jun 25 07:15:58 2020 +0200
+++ b/hedgewars/uAI.pas	Thu Jun 25 17:44:22 2020 +0200
@@ -106,6 +106,7 @@
 begin
 BotLevel:= Me^.Hedgehog^.BotLevel;
 windSpeed:= hwFloat2Float(cWindSpeed);
+aiLaserSighting:= (cLaserSighting) or (HHHasAmmo(Me^.Hedgehog^, amLaserSight) > 0);
 useThisActions:= false;
 Me^.AIHints:= Me^.AIHints and (not aihAmmosChanged);
 
@@ -141,16 +142,21 @@
 
                     BestActions.Score:= Actions.Score + Score;
 
-                    // if not between shots, activate invulnerability/vampirism if available
+                    // if not between shots, activate invulnerability/vampirism/etc. if available
                     if CurrentHedgehog^.MultiShootAttacks = 0 then
                         begin
+                        if (not cLaserSighting) and (HHHasAmmo(Me^.Hedgehog^, amLaserSight) > 0) and ((AmmoTests[a].flags and amtest_LaserSight) <> 0) then
+                            begin
+                            AddAction(BestActions, aia_Weapon, Longword(amLaserSight), 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^, 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);
--- a/hedgewars/uAIAmmoTests.pas	Thu Jun 25 07:15:58 2020 +0200
+++ b/hedgewars/uAIAmmoTests.pas	Thu Jun 25 17:44:22 2020 +0200
@@ -26,8 +26,10 @@
     amtest_NoTarget        = $00000002; // each pos, but no targetting
     amtest_MultipleAttacks = $00000004; // test could result in multiple attacks, set AttacksNum
     amtest_NoTrackFall     = $00000008; // skip fall tracing.  
+    amtest_LaserSight      = $00000010; // supports laser sighting
 
 var windSpeed: real;
+    aiLaserSighting: boolean;
 
 type TAttackParams = record
         Time, Bounce, AttacksNum: Longword;
@@ -81,12 +83,12 @@
             (proc: @TestClusterBomb; flags: 0), // amClusterBomb
             (proc: @TestBazooka;     flags: 0), // amBazooka
             (proc: @TestBee;         flags: amtest_Rare), // amBee
-            (proc: @TestShotgun;     flags: 0), // amShotgun
+            (proc: @TestShotgun;     flags: amtest_LaserSight), // amShotgun
             (proc: nil;              flags: 0), // amPickHammer
             (proc: nil;              flags: 0), // amSkip
             (proc: nil;              flags: 0), // amRope
             (proc: @TestMine;        flags: amtest_NoTarget), // amMine
-            (proc: @TestDesertEagle; flags: amtest_MultipleAttacks), // amDEagle
+            (proc: @TestDesertEagle; flags: amtest_MultipleAttacks or amtest_LaserSight), // amDEagle
             (proc: @TestDynamite;    flags: amtest_NoTarget), // amDynamite
             (proc: @TestFirePunch;   flags: amtest_NoTarget), // amFirePunch
             (proc: @TestWhip;        flags: amtest_NoTarget), // amWhip
@@ -100,7 +102,7 @@
             //(proc: @TestTeleport;    flags: amtest_OnTurn), // amTeleport
             (proc: nil;              flags: 0), // amSwitch
             (proc: @TestMortar;      flags: 0), // amMortar
-            (proc: @TestKamikaze;    flags: 0), // amKamikaze
+            (proc: @TestKamikaze;    flags: amtest_LaserSight), // amKamikaze
             (proc: @TestCake;        flags: amtest_Rare or amtest_NoTarget), // amCake
             (proc: @TestSeduction;   flags: amtest_NoTarget), // amSeduction
             (proc: @TestWatermelon;  flags: 0), // amWatermelon
@@ -108,7 +110,7 @@
             (proc: nil;              flags: 0), // amNapalm
             (proc: @TestDrillRocket; flags: 0), // amDrill
             (proc: nil;              flags: 0), // amBallgun
-            (proc: @TestRCPlane;     flags: 0), // amRCPlane
+            (proc: @TestRCPlane;     flags: amtest_LaserSight), // amRCPlane
             (proc: nil;              flags: 0), // amLowGravity
             (proc: nil;              flags: 0), // amExtraDamage
             (proc: nil;              flags: 0), // amInvulnerable
@@ -134,9 +136,9 @@
             (proc: nil;              flags: 0), // amIceGun
             (proc: @TestKnife;       flags: 0), // amKnife
             (proc: nil;              flags: 0), // amRubber
-            (proc: @TestAirMine;     flags: 0), // amAirMine
+            (proc: @TestAirMine;     flags: amtest_LaserSight), // amAirMine
             (proc: nil;              flags: 0), // amCreeper
-            (proc: @TestMinigun;     flags: 0)  // amMinigun
+            (proc: @TestMinigun;     flags: amtest_LaserSight)  // amMinigun
             );
 
 implementation
@@ -487,7 +489,7 @@
             exit(BadTurn);
 
         // Apply inaccuracy
-        if (not cLaserSighting) then
+        if (not aiLaserSighting) then
             inc(ap.Angle, + AIrndSign(random((Level - 1) * 9)));
 
         if (valueResult <= 0) then
@@ -976,7 +978,7 @@
 Vy:= (Targ.Point.Y - y) * 1 / 1024;
 ap.Angle:= DxDy2AttackAnglef(Vx, -Vy);
 // Apply inaccuracy
-if (not cLaserSighting) then
+if (not aiLaserSighting) then
     inc(ap.Angle, + AIrndSign(random((Level - 1) * 10)));
 repeat
     x:= x + vX;
@@ -1033,7 +1035,7 @@
 Vy:= (Targ.Point.Y - y) * t;
 ap.Angle:= DxDy2AttackAnglef(Vx, -Vy);
 // Apply inaccuracy
-if (not cLaserSighting) then
+if (not aiLaserSighting) then
     inc(ap.Angle, + AIrndSign(random((Level - 1) * 10)));
 d:= 0;
 
@@ -1319,7 +1321,7 @@
 
         ap.Angle:= DxDy2AttackAnglef(dx, -dy);
         // Apply inaccuracy
-        if (not cLaserSighting) then
+        if (not aiLaserSighting) then
             inc(ap.Angle, + AIrndSign(random((Level - 1) * 10)));
         end;
 
@@ -2214,7 +2216,7 @@
 
         // Apply inaccuracy
         inc(ap.Power, (random(93*(Level-1)) - 31*(Level-1))); // Level 1 spread: -124 .. 248
-        if (not cLaserSighting) then
+        if (not aiLaserSighting) then
             inc(ap.Angle, + AIrndSign(random((Level - 1) * 10)));
 
         if (valueResult <= 0) then
@@ -2261,7 +2263,7 @@
     exit(BadTurn);
 
 // Apply inaccuracy
-if (not cLaserSighting) then
+if (not aiLaserSighting) then
     inc(ap.Angle, + AIrndSign(random((Level - 1) * 10)));
 repeat
     x:= x + vX;