hedgewars/uAI.pas
author unc0rr
Thu, 20 Jul 2006 20:11:32 +0000
changeset 80 3c3dc6a148ca
parent 75 d2b737858ff7
child 82 2f4f3236cccc
permissions -rw-r--r--
- Fixed bug with hedgehog under water using rope - Add locale support in engine - Bots use ljump and hjump - Fix shotgun rating - Support for theme-dependent sprites - Horizon and sky can have any image size - Many small fixes
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(*
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 * Hedgewars, a worms-like game
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 * Copyright (c) 2005, 2006 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * Distributed under the terms of the BSD-modified licence:
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 *
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 * Permission is hereby granted, free of charge, to any person obtaining a copy
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 * of this software and associated documentation files (the "Software"), to deal
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 * with the Software without restriction, including without limitation the
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 * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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 * sell copies of the Software, and to permit persons to whom the Software is
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 * furnished to do so, subject to the following conditions:
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 *
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 * 1. Redistributions of source code must retain the above copyright notice,
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 *    this list of conditions and the following disclaimer.
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 * 2. Redistributions in binary form must reproduce the above copyright notice,
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 *    this list of conditions and the following disclaimer in the documentation
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 *    and/or other materials provided with the distribution.
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 * 3. The name of the author may not be used to endorse or promote products
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 *    derived from this software without specific prior written permission.
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 *
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 * THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED
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 * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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 * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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 * EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
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 * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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 * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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 * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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 * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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 *)
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unit uAI;
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interface
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{$INCLUDE options.inc}
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procedure ProcessBot;
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procedure FreeActionsList;
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implementation
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uses uTeams, uConsts, SDLh, uAIMisc, uGears, uAIAmmoTests, uAIActions, uMisc;
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var BestActions: TActions;
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    ThinkThread: PSDL_Thread = nil;
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    StopThinking: boolean;
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    CanUseAmmo: array [TAmmoType] of boolean;
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procedure FreeActionsList;
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begin
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if ThinkThread <> nil then
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   begin
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   StopThinking:= true;
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   SDL_WaitThread(ThinkThread, nil);
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   ThinkThread:= nil
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   end;
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BestActions.Count:= 0;
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BestActions.Pos:= 0
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end;
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procedure TestAmmos(var Actions: TActions; Me: PGear);
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var Time: Longword;
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    Angle, Power, Score, ExplX, ExplY, ExplR: integer;
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    i: integer;
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    a, aa: TAmmoType;
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begin
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for i:= 0 to Pred(Targets.Count) do
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    if (Targets.ar[i].Score >= 0) then
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       begin
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       with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do
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            a:= Ammo[CurSlot, CurAmmo].AmmoType;
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       aa:= a;
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       repeat
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        if CanUseAmmo[a] then
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           begin
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           Score:= AmmoTests[a](Me, Targets.ar[i].Point, Time, Angle, Power, ExplX, ExplY, ExplR);
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           if Actions.Score + Score + Targets.ar[i].Score > BestActions.Score then
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              begin
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              BestActions:= Actions;
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              inc(BestActions.Score, Score + Targets.ar[i].Score);
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              AddAction(BestActions, aia_Weapon, Longword(a), 500);
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              if Time <> 0 then AddAction(BestActions, aia_Timer, Time div 1000, 400);
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              if (Angle > 0) then AddAction(BestActions, aia_LookRight, 0, 200)
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              else if (Angle < 0) then AddAction(BestActions, aia_LookLeft, 0, 200);
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              Angle:= integer(Me.Angle) - Abs(Angle);
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              if Angle > 0 then
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                 begin
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                 AddAction(BestActions, aia_Up, aim_push, 500);
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                 AddAction(BestActions, aia_Up, aim_release, Angle)
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                 end else if Angle < 0 then
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                 begin
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                 AddAction(BestActions, aia_Down, aim_push, 500);
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                 AddAction(BestActions, aia_Down, aim_release, -Angle)
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                 end;
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              AddAction(BestActions, aia_attack, aim_push, 800);
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              AddAction(BestActions, aia_attack, aim_release, Power);
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              if ExplR > 0 then
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                 AddAction(BestActions, aia_AwareExpl, ExplR, 10, ExplX, ExplY);
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              end
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           end;
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        if a = High(TAmmoType) then a:= Low(TAmmoType)
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                               else inc(a)
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       until (a = aa) or (CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog].AttacksNum > 0)
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       end
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end;
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procedure Walk(Me: PGear);
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const FallPixForBranching = cHHRadius * 2 + 8;
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      cBranchStackSize = 12;
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type TStackEntry = record
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                   WastedTicks: Longword;
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                   MadeActions: TActions;
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                   Hedgehog: TGear;
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                   end;
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var Stack: record
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           Count: Longword;
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           States: array[0..Pred(cBranchStackSize)] of TStackEntry;
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           end;
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    function Push(Ticks: Longword; const Actions: TActions; const Me: TGear; Dir: integer): boolean;
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    begin
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    Result:= (Stack.Count < cBranchStackSize) and (Actions.Count < MAXACTIONS - 5);
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    if Result then
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       with Stack.States[Stack.Count] do
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            begin
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            WastedTicks:= Ticks;
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            MadeActions:= Actions;
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            Hedgehog:= Me;
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            Hedgehog.Message:= Dir;
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            inc(Stack.Count)
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            end
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    end;
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    procedure Pop(out Ticks: Longword; out Actions: TActions; out Me: TGear);
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    begin
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    dec(Stack.Count);
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    with Stack.States[Stack.Count] do
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         begin
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         Ticks:= WastedTicks;
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         Actions:= MadeActions;
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         Me:= Hedgehog
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         end
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    end;
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var Actions: TActions;
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    ticks, maxticks, steps: Longword;
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    BaseRate, BestRate, Rate: integer;
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    GoInfo: TGoInfo;
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    CanGo: boolean;
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    AltMe: TGear;
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begin
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Actions.Count:= 0;
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Actions.Pos:= 0;
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Actions.Score:= 0;
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Stack.Count:= 0;
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Push(0, Actions, Me^, aia_Left);
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Push(0, Actions, Me^, aia_Right);
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if (Me.State and gstAttacked) = 0 then maxticks:= max(0, integer(TurnTimeLeft) - 10000)
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                                  else maxticks:= TurnTimeLeft;
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if (Me.State and gstAttacked) = 0 then TestAmmos(Actions, Me);
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BestRate:= RatePlace(Me);
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BaseRate:= max(BestRate, 0);
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while (Stack.Count > 0) and not StopThinking do
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    begin
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    Pop(ticks, Actions, Me^);
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    AddAction(Actions, Me.Message, aim_push, 250);
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    AddAction(Actions, aia_WaitX, round(Me.X), 0);
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    AddAction(Actions, Me.Message, aim_release, 0);
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    steps:= 0;
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    while true do
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       begin
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       CanGo:= HHGo(Me, @AltMe, GoInfo);
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       inc(ticks, GoInfo.Ticks);
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       if ticks > maxticks then break;
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       if GoInfo.JumpType = jmpHJump then // hjump support
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          if Push(ticks, Actions, AltMe, Me^.Message) then
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             with Stack.States[Pred(Stack.Count)] do
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                  begin
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                  AddAction(MadeActions, aia_HJump, 0, 305);
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                  AddAction(MadeActions, aia_HJump, 0, 350);
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                  end;
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       if GoInfo.JumpType = jmpLJump then // ljump support
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          if Push(ticks, Actions, AltMe, Me^.Message) then
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             with Stack.States[Pred(Stack.Count)] do
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                  AddAction(MadeActions, aia_LJump, 0, 305);
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       if not CanGo then break;
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       inc(steps);
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       Actions.actions[Actions.Count - 2].Param:= round(Me.X);
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       Rate:= RatePlace(Me);
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       if Rate > BestRate then
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          begin
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          BestActions:= Actions;
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          BestRate:= Rate;
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          Me.State:= Me.State or gstAttacked // we have better place, go there and don't use ammo
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          end
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       else if Rate < BestRate then break;
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       if ((Me.State and gstAttacked) = 0)
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           and ((steps mod 4) = 0) then TestAmmos(Actions, Me);
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       if GoInfo.FallPix >= FallPixForBranching then
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          Push(ticks, Actions, Me^, Me^.Message xor 3); // aia_Left xor 3 = aia_Right
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       if StopThinking then exit
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       end;
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    if BestRate > BaseRate then exit
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    end
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end;
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procedure Think(Me: PGear); cdecl;
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var BackMe, WalkMe: TGear;
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    StartTicks: Longword;
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begin
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StartTicks:= GameTicks;
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BestActions.Count:= 0;
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BestActions.Pos:= 0;
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BestActions.Score:= Low(integer);
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BackMe:= Me^;
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WalkMe:= BackMe;
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if (Me.State and gstAttacked) = 0 then
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   if Targets.Count > 0 then
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      begin
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      Walk(@WalkMe);
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      if (StartTicks > GameTicks - 1500) then SDL_Delay(2000);
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      end else
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else begin
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      Walk(@WalkMe);
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      while (not StopThinking) and (BestActions.Count = 0) do
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            begin
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            SDL_Delay(100);
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            FillBonuses(true);
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            WalkMe:= BackMe;
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            Walk(@WalkMe)
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            end
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      end;
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Me.State:= Me.State and not gstHHThinking;
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ThinkThread:= nil
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end;
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procedure StartThink(Me: PGear);
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var a: TAmmoType;
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begin
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if ((Me.State and gstAttacking) <> 0) or isInMultiShoot then exit;
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Me.State:= Me.State or gstHHThinking;
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StopThinking:= false;
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ThinkingHH:= Me;
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FillTargets;
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if Targets.Count = 0 then
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   begin
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   OutError('AI: no targets!?');
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   exit
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   end;
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FillBonuses((Me.State and gstAttacked) <> 0);
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for a:= Low(TAmmoType) to High(TAmmoType) do
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    CanUseAmmo[a]:= Assigned(AmmoTests[a]) and HHHasAmmo(PHedgehog(Me.Hedgehog), a);
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{$IFDEF DEBUGFILE}AddFileLog('Enter Think Thread');{$ENDIF}
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ThinkThread:= SDL_CreateThread(@Think, Me)
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end;
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procedure ProcessBot;
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begin
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with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do
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     if (Gear <> nil)
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        and ((Gear.State and gstHHDriven) <> 0)
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        and (TurnTimeLeft < 29990)
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        and ((Gear.State and gstHHThinking) = 0) then
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           if (BestActions.Pos >= BestActions.Count) then StartThink(Gear)
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                                                     else ProcessAction(BestActions, Gear)
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end;
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end.