AI: Teach AI to use low gravity
authorWuzzy <Wuzzy2@mail.ru>
Mon, 06 Jul 2020 15:41:22 +0200
changeset 15713 c6675acd3c82
parent 15712 c4d7eb75fd8a
child 15714 e55c4bad720a
AI: Teach AI to use low gravity
ChangeLog.txt
hedgewars/uAI.pas
hedgewars/uAIAmmoTests.pas
--- a/ChangeLog.txt	Mon Jul 06 14:51:24 2020 +0200
+++ b/ChangeLog.txt	Mon Jul 06 15:41:22 2020 +0200
@@ -6,7 +6,8 @@
  + 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, resurrector, laser sight
+ +   - use drill strike, piano strike, air mine, cleaver, seduction
+ +   - use resurrector, laser sight, low gravity
  +   - use mine strike (0 seconds only)
  +   - use RC plane (very basic)
  +   - drop mines from a cliff
--- a/hedgewars/uAI.pas	Mon Jul 06 14:51:24 2020 +0200
+++ b/hedgewars/uAI.pas	Mon Jul 06 15:41:22 2020 +0200
@@ -100,18 +100,33 @@
 procedure TestAmmos(var Actions: TActions; Me: PGear; rareChecks: boolean);
 var BotLevel: Byte;
     ap: TAttackParams;
-    Score, i, t, n, dAngle: LongInt;
+    Score, i, l, t, n, dAngle: LongInt;
     a, aa: TAmmoType;
-    useThisActions: boolean;
+    useThisActions, hasLowGrav: boolean;
 begin
 BotLevel:= Me^.Hedgehog^.BotLevel;
 aiWindSpeed:= hwFloat2Float(cWindSpeed);
-aiGravity:= cGravity;
-aiGravityf:= cGravityf;
 aiLaserSighting:= (cLaserSighting) or (HHHasAmmo(Me^.Hedgehog^, amLaserSight) > 0);
+hasLowGrav:= HHHasAmmo(Me^.Hedgehog^, amLowGravity) > 0;
 useThisActions:= false;
 Me^.AIHints:= Me^.AIHints and (not aihAmmosChanged);
 
+for l:= 0 to 1 do // 0 = test with normal gravity. 1 = test with low gravity
+if (l = 0) or ((hasLowGrav) and (not cLowGravity)) then
+begin
+// simulate normal or low gravity
+if (l = 0) then
+    begin
+    aiGravity:= cGravity;
+    aiGravityf:= cGravityf;
+    end
+else if (l = 1) then
+    begin
+    // We calculate the values to better support scripts like Gravity.
+    // This might have a slight inaccuracy, but none have been spotted in testing.
+    aiGravity:= cGravity / _2;
+    aiGravityf:= cGravityf / 2;
+    end;
 for i:= 0 to Pred(Targets.Count) do
     if (Targets.ar[i].Score >= 0) and (not StopThinking) then
         begin
@@ -123,6 +138,7 @@
         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))
+            and ((l = 0) or ((AmmoTests[a].flags and amtest_NoLowGravity) = 0))
             then
             begin
 {$HINTS OFF}
@@ -160,6 +176,12 @@
                             AddAction(BestActions, aia_attack, aim_push, 10, 0, 0);
                             AddAction(BestActions, aia_attack, aim_release, 10, 0, 0);
                             end;
+                        if (l = 1) and (hasLowGrav) then
+                            begin
+                            AddAction(BestActions, aia_Weapon, Longword(amLowGravity), 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);
@@ -271,6 +293,7 @@
             or StopThinking
         end
 end;
+end;
 
 procedure Walk(Me: PGear; var Actions: TActions);
 const FallPixForBranching = cHHRadius;
--- a/hedgewars/uAIAmmoTests.pas	Mon Jul 06 14:51:24 2020 +0200
+++ b/hedgewars/uAIAmmoTests.pas	Mon Jul 06 15:41:22 2020 +0200
@@ -29,6 +29,7 @@
     amtest_LaserSight      = $00000010; // supports laser sighting
     amtest_NoVampiric      = $00000020; // don't use vampirism with this ammo
     amtest_NoInvulnerable  = $00000040; // don't use invulnerable with this with ammo
+    amtest_NoLowGravity    = $00000080; // don't use low gravity with this with ammo
 
 var aiWindSpeed: real;
     aiGravity: hwFloat;
@@ -133,7 +134,7 @@
             (proc: nil;              flags: 0), // amFlamethrower
             (proc: @TestSMine;       flags: 0), // amSMine
             (proc: @TestHammer;      flags: amtest_NoTarget or amtest_NoInvulnerable), // amHammer
-            (proc: @TestResurrector; flags: amtest_NoTarget or amtest_NoInvulnerable or amtest_NoVampiric), // amResurrector
+            (proc: @TestResurrector; flags: amtest_NoTarget or amtest_NoInvulnerable or amtest_NoVampiric or amtest_NoLowGravity), // amResurrector
             (proc: @TestDrillStrike; flags: amtest_Rare), // amDrillStrike
             (proc: nil;              flags: 0), // amSnowball
             (proc: nil;              flags: 0), // amTardis