hedgewars/uAI.pas
author nemo
Tue, 24 Dec 2013 15:55:22 -0500
changeset 9844 8f5b48525a03
parent 9495 2fc346fadae3
child 9950 2759212a27de
child 9998 736015b847e3
permissions -rw-r--r--
quick sanity change for AI + zerog
Ignore whitespace changes - Everywhere: Within whitespace: At end of lines:
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
     1
(*
1066
1f1b3686a2b0 Update copyright headers a bit
unc0rr
parents: 941
diff changeset
     2
 * Hedgewars, a free turn based strategy game
9080
9b42757d7e71 bump copyright year for Andrey entries
unc0rr
parents: 9003
diff changeset
     3
 * Copyright (c) 2004-2013 Andrey Korotaev <unC0Rr@gmail.com>
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
     4
 *
183
57c2ef19f719 Relicense to GPL
unc0rr
parents: 146
diff changeset
     5
 * This program is free software; you can redistribute it and/or modify
57c2ef19f719 Relicense to GPL
unc0rr
parents: 146
diff changeset
     6
 * it under the terms of the GNU General Public License as published by
57c2ef19f719 Relicense to GPL
unc0rr
parents: 146
diff changeset
     7
 * the Free Software Foundation; version 2 of the License
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
     8
 *
183
57c2ef19f719 Relicense to GPL
unc0rr
parents: 146
diff changeset
     9
 * This program is distributed in the hope that it will be useful,
57c2ef19f719 Relicense to GPL
unc0rr
parents: 146
diff changeset
    10
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
57c2ef19f719 Relicense to GPL
unc0rr
parents: 146
diff changeset
    11
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
57c2ef19f719 Relicense to GPL
unc0rr
parents: 146
diff changeset
    12
 * GNU General Public License for more details.
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
    13
 *
183
57c2ef19f719 Relicense to GPL
unc0rr
parents: 146
diff changeset
    14
 * You should have received a copy of the GNU General Public License
57c2ef19f719 Relicense to GPL
unc0rr
parents: 146
diff changeset
    15
 * along with this program; if not, write to the Free Software
57c2ef19f719 Relicense to GPL
unc0rr
parents: 146
diff changeset
    16
 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
    17
 *)
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
    18
2630
079ef82eac75 revamped file access and debug display
koda
parents: 2608
diff changeset
    19
{$INCLUDE "options.inc"}
079ef82eac75 revamped file access and debug display
koda
parents: 2608
diff changeset
    20
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
    21
unit uAI;
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
    22
interface
351
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
parents: 295
diff changeset
    23
uses uFloat;
2630
079ef82eac75 revamped file access and debug display
koda
parents: 2608
diff changeset
    24
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 2948
diff changeset
    25
procedure initModule;
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 2948
diff changeset
    26
procedure freeModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
    27
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
    28
procedure ProcessBot;
64
9df467527ae5 - Start AI rewrite
unc0rr
parents: 53
diff changeset
    29
procedure FreeActionsList;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
    30
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
    31
implementation
4377
43945842da0c Haven't found a better place than uIO for OutError
unC0Rr
parents: 4374
diff changeset
    32
uses uConsts, SDLh, uAIMisc, uAIAmmoTests, uAIActions,
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
    33
    uAmmos, SysUtils, uTypes,
7433
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
    34
    uVariables, uCommands, uUtils, uDebug, uAILandMarks;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
    35
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
    36
var BestActions: TActions;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
    37
    CanUseAmmo: array [TAmmoType] of boolean;
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
    38
    StopThinking: boolean;
7028
0f60591f3a16 old typed const moved to their proper unit
koda
parents: 7026
diff changeset
    39
    StartTicks: Longword;
8908
d3033e3a4113 let's try to kill the thread right away and protect the thread variable with a mutex
koda
parents: 8884
diff changeset
    40
    ThinkThread: PSDL_Thread;
d3033e3a4113 let's try to kill the thread right away and protect the thread variable with a mutex
koda
parents: 8884
diff changeset
    41
    ThreadLock: PSDL_Mutex;
599
7c7b90c402d3 Fix THandle -> TThreadID
unc0rr
parents: 553
diff changeset
    42
369
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
    43
procedure FreeActionsList;
64
9df467527ae5 - Start AI rewrite
unc0rr
parents: 53
diff changeset
    44
begin
7026
8d1724e1337e split OnDestroy across the appropriate modules (this doen't cause leaks on mobile, right?)
koda
parents: 6992
diff changeset
    45
    AddFileLog('FreeActionsList called');
8911
f17e505ef30b let's go with what nemo suggests
koda
parents: 8908
diff changeset
    46
    if (ThinkThread <> nil) then
f17e505ef30b let's go with what nemo suggests
koda
parents: 8908
diff changeset
    47
        begin
f17e505ef30b let's go with what nemo suggests
koda
parents: 8908
diff changeset
    48
        StopThinking:= true;
f17e505ef30b let's go with what nemo suggests
koda
parents: 8908
diff changeset
    49
        SDL_WaitThread(ThinkThread, nil);
f17e505ef30b let's go with what nemo suggests
koda
parents: 8908
diff changeset
    50
        end;
8908
d3033e3a4113 let's try to kill the thread right away and protect the thread variable with a mutex
koda
parents: 8884
diff changeset
    51
    SDL_LockMutex(ThreadLock);
d3033e3a4113 let's try to kill the thread right away and protect the thread variable with a mutex
koda
parents: 8884
diff changeset
    52
    ThinkThread:= nil;
d3033e3a4113 let's try to kill the thread right away and protect the thread variable with a mutex
koda
parents: 8884
diff changeset
    53
    SDL_UnlockMutex(ThreadLock);
434
2c6ccce17f39 Many small improvements
unc0rr
parents: 433
diff changeset
    54
7026
8d1724e1337e split OnDestroy across the appropriate modules (this doen't cause leaks on mobile, right?)
koda
parents: 6992
diff changeset
    55
    with CurrentHedgehog^ do
8d1724e1337e split OnDestroy across the appropriate modules (this doen't cause leaks on mobile, right?)
koda
parents: 6992
diff changeset
    56
        if Gear <> nil then
8d1724e1337e split OnDestroy across the appropriate modules (this doen't cause leaks on mobile, right?)
koda
parents: 6992
diff changeset
    57
            if BotLevel <> 0 then
8d1724e1337e split OnDestroy across the appropriate modules (this doen't cause leaks on mobile, right?)
koda
parents: 6992
diff changeset
    58
                StopMessages(Gear^.Message);
740
5ac69a012b69 - Small cleanup
unc0rr
parents: 676
diff changeset
    59
7026
8d1724e1337e split OnDestroy across the appropriate modules (this doen't cause leaks on mobile, right?)
koda
parents: 6992
diff changeset
    60
    BestActions.Count:= 0;
8d1724e1337e split OnDestroy across the appropriate modules (this doen't cause leaks on mobile, right?)
koda
parents: 6992
diff changeset
    61
    BestActions.Pos:= 0
369
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
    62
end;
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
    63
6392
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    64
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    65
const cBranchStackSize = 12;
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    66
type TStackEntry = record
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    67
                   WastedTicks: Longword;
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    68
                   MadeActions: TActions;
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    69
                   Hedgehog: TGear;
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    70
                   end;
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    71
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    72
var Stack: record
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    73
           Count: Longword;
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    74
           States: array[0..Pred(cBranchStackSize)] of TStackEntry;
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    75
           end;
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    76
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    77
function Push(Ticks: Longword; const Actions: TActions; const Me: TGear; Dir: integer): boolean;
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    78
var bRes: boolean;
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    79
begin
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    80
    bRes:= (Stack.Count < cBranchStackSize) and (Actions.Count < MAXACTIONS - 5);
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    81
    if bRes then
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    82
        with Stack.States[Stack.Count] do
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    83
            begin
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    84
            WastedTicks:= Ticks;
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    85
            MadeActions:= Actions;
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    86
            Hedgehog:= Me;
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    87
            Hedgehog.Message:= Dir;
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    88
            inc(Stack.Count)
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    89
            end;
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    90
    Push:= bRes
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    91
end;
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    92
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    93
procedure Pop(var Ticks: Longword; var Actions: TActions; var Me: TGear);
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    94
begin
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    95
    dec(Stack.Count);
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    96
    with Stack.States[Stack.Count] do
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    97
        begin
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    98
        Ticks:= WastedTicks;
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
    99
        Actions:= MadeActions;
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
   100
        Me:= Hedgehog
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
   101
        end
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
   102
end;
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
   103
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
   104
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
   105
7789
838d2e06c377 Check cake and air attack again if walked far from initial position (not tested)
unc0rr
parents: 7787
diff changeset
   106
procedure TestAmmos(var Actions: TActions; Me: PGear; rareChecks: boolean);
3407
dcc129c4352e Engine:
smxx
parents: 3236
diff changeset
   107
var BotLevel: Byte;
543
465e2ec8f05f - Better randomness of placing hedgehogs on the land
unc0rr
parents: 542
diff changeset
   108
    ap: TAttackParams;
9495
2fc346fadae3 - AI quickly shoots with desert eagle till hits the target
unc0rr
parents: 9317
diff changeset
   109
    Score, i, t, n, dAngle: LongInt;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   110
    a, aa: TAmmoType;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   111
begin
4372
3836973380b9 remove some more PHedgehog casts
nemo
parents: 4368
diff changeset
   112
BotLevel:= Me^.Hedgehog^.BotLevel;
7078
a3408d9ba5ad AI can't use cWindSpeedf since it now does a smooth transition
nemo
parents: 7028
diff changeset
   113
windSpeed:= hwFloat2Float(cWindSpeed);
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   114
64
9df467527ae5 - Start AI rewrite
unc0rr
parents: 53
diff changeset
   115
for i:= 0 to Pred(Targets.Count) do
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   116
    if (Targets.ar[i].Score >= 0) and (not StopThinking) then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   117
        begin
6748
9d8763deee42 don't use currenthedgehog
nemo
parents: 6700
diff changeset
   118
        with Me^.Hedgehog^ do
3836
833c0f32e326 Change all use of curslot/idx to CurAmmoType to try and avoid some bugs with use of last weapon.
nemo
parents: 3617
diff changeset
   119
            a:= CurAmmoType;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   120
        aa:= a;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   121
        SDL_delay(0); // hint to let the context switch run
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   122
        repeat
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   123
        if (CanUseAmmo[a])
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   124
            and ((not rareChecks) or ((AmmoTests[a].flags and amtest_Rare) = 0))
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   125
            and ((i = 0) or ((AmmoTests[a].flags and amtest_NoTarget) = 0))
7178
c61cfc9eb29d Don't make unnecessary calls to TestWhip, TestFirePunch, TestBaseballBat and TestHammer functions as they have no need to take Targ parameter into account and thus may only be called once per position
unc0rr
parents: 7164
diff changeset
   126
            then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   127
            begin
3407
dcc129c4352e Engine:
smxx
parents: 3236
diff changeset
   128
{$HINTS OFF}
8959
ad680848a5c9 pass the target
nemo
parents: 8946
diff changeset
   129
            Score:= AmmoTests[a].proc(Me, Targets.ar[i], BotLevel, ap);
3407
dcc129c4352e Engine:
smxx
parents: 3236
diff changeset
   130
{$HINTS ON}
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   131
            if Actions.Score + Score > BestActions.Score then
9003
896c6b21c87f Best level AI should maximize the score at all costs.
unc0rr
parents: 8965
diff changeset
   132
                if (BestActions.Score < 0) or (Actions.Score + Score > BestActions.Score + Byte(BotLevel - 1) * 2048) then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   133
                    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   134
                    BestActions:= Actions;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   135
                    inc(BestActions.Score, Score);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   136
                    BestActions.isWalkingToABetterPlace:= false;
194
88652abdce9a Fixed weird bots behavior
unc0rr
parents: 193
diff changeset
   137
7132
baf3351646f4 - Fix some AI stupidness factors
unc0rr
parents: 7078
diff changeset
   138
                    AddAction(BestActions, aia_Weapon, Longword(a), 300 + random(400), 0, 0);
5162
60bc1af75c82 Fix AI trying to turn around in targeting mode
unc0rr
parents: 5148
diff changeset
   139
7132
baf3351646f4 - Fix some AI stupidness factors
unc0rr
parents: 7078
diff changeset
   140
                    if (ap.Angle > 0) then
baf3351646f4 - Fix some AI stupidness factors
unc0rr
parents: 7078
diff changeset
   141
                        AddAction(BestActions, aia_LookRight, 0, 200, 0, 0)
baf3351646f4 - Fix some AI stupidness factors
unc0rr
parents: 7078
diff changeset
   142
                    else if (ap.Angle < 0) then
baf3351646f4 - Fix some AI stupidness factors
unc0rr
parents: 7078
diff changeset
   143
                        AddAction(BestActions, aia_LookLeft, 0, 200, 0, 0);
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   144
7790
040fc517fece - Fix desyncs triggered by AI
unc0rr
parents: 7789
diff changeset
   145
                    if (Ammoz[a].Ammo.Propz and ammoprop_Timerable) <> 0 then
7132
baf3351646f4 - Fix some AI stupidness factors
unc0rr
parents: 7078
diff changeset
   146
                        AddAction(BestActions, aia_Timer, ap.Time div 1000, 400, 0, 0);
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   147
7132
baf3351646f4 - Fix some AI stupidness factors
unc0rr
parents: 7078
diff changeset
   148
                    if (Ammoz[a].Ammo.Propz and ammoprop_NoCrosshair) = 0 then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   149
                        begin
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   150
                        dAngle:= LongInt(Me^.Angle) - Abs(ap.Angle);
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   151
                        if dAngle > 0 then
7132
baf3351646f4 - Fix some AI stupidness factors
unc0rr
parents: 7078
diff changeset
   152
                            begin
baf3351646f4 - Fix some AI stupidness factors
unc0rr
parents: 7078
diff changeset
   153
                            AddAction(BestActions, aia_Up, aim_push, 300 + random(250), 0, 0);
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   154
                            AddAction(BestActions, aia_Up, aim_release, dAngle, 0, 0)
7132
baf3351646f4 - Fix some AI stupidness factors
unc0rr
parents: 7078
diff changeset
   155
                            end
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   156
                        else if dAngle < 0 then
7132
baf3351646f4 - Fix some AI stupidness factors
unc0rr
parents: 7078
diff changeset
   157
                            begin
baf3351646f4 - Fix some AI stupidness factors
unc0rr
parents: 7078
diff changeset
   158
                            AddAction(BestActions, aia_Down, aim_push, 300 + random(250), 0, 0);
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   159
                            AddAction(BestActions, aia_Down, aim_release, -dAngle, 0, 0)
7132
baf3351646f4 - Fix some AI stupidness factors
unc0rr
parents: 7078
diff changeset
   160
                            end
baf3351646f4 - Fix some AI stupidness factors
unc0rr
parents: 7078
diff changeset
   161
                        end;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   162
7132
baf3351646f4 - Fix some AI stupidness factors
unc0rr
parents: 7078
diff changeset
   163
                    if (Ammoz[a].Ammo.Propz and ammoprop_NeedTarget) <> 0 then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   164
                        begin
7132
baf3351646f4 - Fix some AI stupidness factors
unc0rr
parents: 7078
diff changeset
   165
                        AddAction(BestActions, aia_Put, 0, 1, ap.AttackPutX, ap.AttackPutY)
baf3351646f4 - Fix some AI stupidness factors
unc0rr
parents: 7078
diff changeset
   166
                        end;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   167
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   168
                    if (Ammoz[a].Ammo.Propz and ammoprop_OscAim) <> 0 then
7132
baf3351646f4 - Fix some AI stupidness factors
unc0rr
parents: 7078
diff changeset
   169
                        begin
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   170
                        AddAction(BestActions, aia_attack, aim_push, 350 + random(200), 0, 0);
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   171
                        AddAction(BestActions, aia_attack, aim_release, 1, 0, 0);
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   172
7453
unc0rr
parents: 7450
diff changeset
   173
                        if abs(ap.Angle) > 32 then
7450
4be946b65a85 Fix edge case problems with sniper rifle
unc0rr
parents: 7446
diff changeset
   174
                           begin
4be946b65a85 Fix edge case problems with sniper rifle
unc0rr
parents: 7446
diff changeset
   175
                           AddAction(BestActions, aia_Down, aim_push, 100 + random(150), 0, 0);
4be946b65a85 Fix edge case problems with sniper rifle
unc0rr
parents: 7446
diff changeset
   176
                           AddAction(BestActions, aia_Down, aim_release, 32, 0, 0);
4be946b65a85 Fix edge case problems with sniper rifle
unc0rr
parents: 7446
diff changeset
   177
                           end;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   178
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   179
                        AddAction(BestActions, aia_waitAngle, ap.Angle, 250, 0, 0);
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   180
                        AddAction(BestActions, aia_attack, aim_push, 1, 0, 0);
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   181
                        AddAction(BestActions, aia_attack, aim_release, 1, 0, 0);
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   182
                        end else
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   183
                        if (Ammoz[a].Ammo.Propz and ammoprop_AttackingPut) = 0 then
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   184
                            begin
9495
2fc346fadae3 - AI quickly shoots with desert eagle till hits the target
unc0rr
parents: 9317
diff changeset
   185
                            if (AmmoTests[a].flags and amtest_MultipleAttacks) = 0 then
2fc346fadae3 - AI quickly shoots with desert eagle till hits the target
unc0rr
parents: 9317
diff changeset
   186
                                n:= 1 else n:= ap.AttacksNum;
2fc346fadae3 - AI quickly shoots with desert eagle till hits the target
unc0rr
parents: 9317
diff changeset
   187
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   188
                            AddAction(BestActions, aia_attack, aim_push, 650 + random(300), 0, 0);
9495
2fc346fadae3 - AI quickly shoots with desert eagle till hits the target
unc0rr
parents: 9317
diff changeset
   189
                            for t:= 2 to n do
2fc346fadae3 - AI quickly shoots with desert eagle till hits the target
unc0rr
parents: 9317
diff changeset
   190
                                begin
2fc346fadae3 - AI quickly shoots with desert eagle till hits the target
unc0rr
parents: 9317
diff changeset
   191
                                AddAction(BestActions, aia_attack, aim_push, 150, 0, 0);
2fc346fadae3 - AI quickly shoots with desert eagle till hits the target
unc0rr
parents: 9317
diff changeset
   192
                                AddAction(BestActions, aia_attack, aim_release, ap.Power, 0, 0);
2fc346fadae3 - AI quickly shoots with desert eagle till hits the target
unc0rr
parents: 9317
diff changeset
   193
                                end;
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   194
                            AddAction(BestActions, aia_attack, aim_release, ap.Power, 0, 0);
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   195
                            end;
7416
2f2f78fc65a3 AI uses cake! Known issues: AI could damage itself for no reason, could let cake go looping in a hole with exit closed by AI hog.
unc0rr
parents: 7375
diff changeset
   196
2f2f78fc65a3 AI uses cake! Known issues: AI could damage itself for no reason, could let cake go looping in a hole with exit closed by AI hog.
unc0rr
parents: 7375
diff changeset
   197
                    if (Ammoz[a].Ammo.Propz and ammoprop_Track) <> 0 then
2f2f78fc65a3 AI uses cake! Known issues: AI could damage itself for no reason, could let cake go looping in a hole with exit closed by AI hog.
unc0rr
parents: 7375
diff changeset
   198
                        begin
2f2f78fc65a3 AI uses cake! Known issues: AI could damage itself for no reason, could let cake go looping in a hole with exit closed by AI hog.
unc0rr
parents: 7375
diff changeset
   199
                        AddAction(BestActions, aia_waitAmmoXY, 0, 12, ap.ExplX, ap.ExplY);
2f2f78fc65a3 AI uses cake! Known issues: AI could damage itself for no reason, could let cake go looping in a hole with exit closed by AI hog.
unc0rr
parents: 7375
diff changeset
   200
                        AddAction(BestActions, aia_attack, aim_push, 1, 0, 0);
2f2f78fc65a3 AI uses cake! Known issues: AI could damage itself for no reason, could let cake go looping in a hole with exit closed by AI hog.
unc0rr
parents: 7375
diff changeset
   201
                        AddAction(BestActions, aia_attack, aim_release, 7, 0, 0);
2f2f78fc65a3 AI uses cake! Known issues: AI could damage itself for no reason, could let cake go looping in a hole with exit closed by AI hog.
unc0rr
parents: 7375
diff changeset
   202
                        end;
2f2f78fc65a3 AI uses cake! Known issues: AI could damage itself for no reason, could let cake go looping in a hole with exit closed by AI hog.
unc0rr
parents: 7375
diff changeset
   203
7132
baf3351646f4 - Fix some AI stupidness factors
unc0rr
parents: 7078
diff changeset
   204
                    if ap.ExplR > 0 then
baf3351646f4 - Fix some AI stupidness factors
unc0rr
parents: 7078
diff changeset
   205
                        AddAction(BestActions, aia_AwareExpl, ap.ExplR, 10, ap.ExplX, ap.ExplY);
baf3351646f4 - Fix some AI stupidness factors
unc0rr
parents: 7078
diff changeset
   206
                    end
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   207
            end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   208
        if a = High(TAmmoType) then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   209
            a:= Low(TAmmoType)
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   210
        else inc(a)
7178
c61cfc9eb29d Don't make unnecessary calls to TestWhip, TestFirePunch, TestBaseballBat and TestHammer functions as they have no need to take Targ parameter into account and thus may only be called once per position
unc0rr
parents: 7164
diff changeset
   211
        until (a = aa) or (CurrentHedgehog^.MultiShootAttacks > 0) {shooting same weapon}
c61cfc9eb29d Don't make unnecessary calls to TestWhip, TestFirePunch, TestBaseballBat and TestHammer functions as they have no need to take Targ parameter into account and thus may only be called once per position
unc0rr
parents: 7164
diff changeset
   212
            or StopThinking
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   213
        end
64
9df467527ae5 - Start AI rewrite
unc0rr
parents: 53
diff changeset
   214
end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   215
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   216
procedure Walk(Me: PGear; var Actions: TActions);
7433
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   217
const FallPixForBranching = cHHRadius;
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   218
var
7789
838d2e06c377 Check cake and air attack again if walked far from initial position (not tested)
unc0rr
parents: 7787
diff changeset
   219
    ticks, maxticks, oldticks, steps, tmp: Longword;
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   220
    BaseRate, BestRate, Rate: integer;
75
d2b737858ff7 - New First Aid powerup
unc0rr
parents: 74
diff changeset
   221
    GoInfo: TGoInfo;
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 75
diff changeset
   222
    CanGo: boolean;
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 75
diff changeset
   223
    AltMe: TGear;
3407
dcc129c4352e Engine:
smxx
parents: 3236
diff changeset
   224
    BotLevel: Byte;
6392
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
   225
    a: TAmmoType;
64
9df467527ae5 - Start AI rewrite
unc0rr
parents: 53
diff changeset
   226
begin
7789
838d2e06c377 Check cake and air attack again if walked far from initial position (not tested)
unc0rr
parents: 7787
diff changeset
   227
ticks:= 0;
838d2e06c377 Check cake and air attack again if walked far from initial position (not tested)
unc0rr
parents: 7787
diff changeset
   228
oldticks:= 0; // avoid compiler hint
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   229
Stack.Count:= 0;
6392
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
   230
7787
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   231
clearAllMarks;
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   232
6392
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
   233
for a:= Low(TAmmoType) to High(TAmmoType) do
6770
7d2c6cdb816a Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
parents: 6748
diff changeset
   234
    CanUseAmmo[a]:= Assigned(AmmoTests[a].proc) and (HHHasAmmo(Me^.Hedgehog^, a) > 0);
6392
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
   235
4372
3836973380b9 remove some more PHedgehog casts
nemo
parents: 4368
diff changeset
   236
BotLevel:= Me^.Hedgehog^.BotLevel;
75
d2b737858ff7 - New First Aid powerup
unc0rr
parents: 74
diff changeset
   237
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   238
if (Me^.State and gstAttacked) = 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   239
    maxticks:= Max(0, TurnTimeLeft - 5000 - LongWord(4000 * BotLevel))
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   240
else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   241
    maxticks:= TurnTimeLeft;
75
d2b737858ff7 - New First Aid powerup
unc0rr
parents: 74
diff changeset
   242
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   243
if (Me^.State and gstAttacked) = 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   244
    TestAmmos(Actions, Me, false);
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   245
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   246
BestRate:= RatePlace(Me);
4374
bcefeeabaa33 Move some stuff from uMisc to uUtils
unC0Rr
parents: 4373
diff changeset
   247
BaseRate:= Max(BestRate, 0);
75
d2b737858ff7 - New First Aid powerup
unc0rr
parents: 74
diff changeset
   248
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   249
// switch to 'skip' if we cannot move because of mouse cursor being shown
5148
73b3b4b8359c Make AI switch to amNothing before trying to walk if it holds weapon which needs targeting (not tested)
unc0rr
parents: 4976
diff changeset
   250
if (Ammoz[Me^.Hedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NeedTarget) <> 0 then
7132
baf3351646f4 - Fix some AI stupidness factors
unc0rr
parents: 7078
diff changeset
   251
    AddAction(Actions, aia_Weapon, Longword(amSkip), 100 + random(200), 0, 0);
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   252
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   253
if ((CurrentHedgehog^.MultiShootAttacks = 0) or ((Ammoz[Me^.Hedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NoMoveAfter) = 0))
9844
8f5b48525a03 quick sanity change for AI + zerog
nemo
parents: 9495
diff changeset
   254
    and (GameFlags and gfArtillery = 0) and (cGravityf <> 0) then
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   255
    begin
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   256
    tmp:= random(2) + 1;
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   257
    Push(0, Actions, Me^, tmp);
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   258
    Push(0, Actions, Me^, tmp xor 3);
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   259
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   260
    while (Stack.Count > 0) and (not StopThinking) do
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   261
        begin
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   262
        Pop(ticks, Actions, Me^);
193
56885ea29202 Fix bots regressions
unc0rr
parents: 191
diff changeset
   263
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   264
        AddAction(Actions, Me^.Message, aim_push, 250, 0, 0);
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   265
        if (Me^.Message and gmLeft) <> 0 then
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   266
            AddAction(Actions, aia_WaitXL, hwRound(Me^.X), 0, 0, 0)
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   267
        else
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   268
            AddAction(Actions, aia_WaitXR, hwRound(Me^.X), 0, 0, 0);
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   269
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   270
        steps:= 0;
82
2f4f3236cccc - New fort
unc0rr
parents: 80
diff changeset
   271
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   272
        while (not StopThinking) do
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   273
            begin
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   274
    {$HINTS OFF}
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   275
            CanGo:= HHGo(Me, @AltMe, GoInfo);
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   276
    {$HINTS ON}
7789
838d2e06c377 Check cake and air attack again if walked far from initial position (not tested)
unc0rr
parents: 7787
diff changeset
   277
            oldticks:= ticks;
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   278
            inc(ticks, GoInfo.Ticks);
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   279
            if ticks > maxticks then
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   280
                break;
194
88652abdce9a Fixed weird bots behavior
unc0rr
parents: 193
diff changeset
   281
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   282
            if (BotLevel < 5)
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   283
                and (GoInfo.JumpType = jmpHJump)
7787
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   284
                and (not checkMark(hwRound(Me^.X), hwRound(Me^.Y), markHJumped))
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   285
                then // hjump support
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   286
                begin
7446
9ce6e2c35413 No more AI jumping lulz
unc0rr
parents: 7437
diff changeset
   287
                // check if we could go backwards and maybe ljump over a gap after this hjump
7787
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   288
                addMark(hwRound(Me^.X), hwRound(Me^.Y), markHJumped);
7446
9ce6e2c35413 No more AI jumping lulz
unc0rr
parents: 7437
diff changeset
   289
                if Push(ticks, Actions, AltMe, Me^.Message xor 3) then
7433
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   290
                    begin
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   291
                    with Stack.States[Pred(Stack.Count)] do
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   292
                        begin
8036
89740f927254 Don't rely on hedgehog facing direction, check intentions instead. Should fix excessive turns around and weird jumps to water
unc0rr
parents: 8017
diff changeset
   293
                        if (Me^.Message and gmLeft) <> 0 then
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   294
                            AddAction(MadeActions, aia_LookRight, 0, 200, 0, 0)
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   295
                        else
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   296
                            AddAction(MadeActions, aia_LookLeft, 0, 200, 0, 0);
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   297
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   298
                        AddAction(MadeActions, aia_HJump, 0, 305 + random(50), 0, 0);
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   299
                        AddAction(MadeActions, aia_HJump, 0, 350, 0, 0);
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   300
                        end;
7446
9ce6e2c35413 No more AI jumping lulz
unc0rr
parents: 7437
diff changeset
   301
                    // but first check walking forward
9ce6e2c35413 No more AI jumping lulz
unc0rr
parents: 7437
diff changeset
   302
                    Push(ticks, Stack.States[Pred(Stack.Count)].MadeActions, AltMe, Me^.Message)
7433
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   303
                    end;
7787
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   304
                end;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   305
            if (BotLevel < 3)
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   306
                and (GoInfo.JumpType = jmpLJump)
7787
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   307
                and (not checkMark(hwRound(Me^.X), hwRound(Me^.Y), markLJumped))
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   308
                then // ljump support
7250
304d3d98662e AI loves to jump
unc0rr
parents: 7216
diff changeset
   309
                begin
7787
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   310
                addMark(hwRound(Me^.X), hwRound(Me^.Y), markLJumped);
7433
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   311
                // at final check where we go after jump walking backward
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   312
                if Push(ticks, Actions, AltMe, Me^.Message xor 3) then
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   313
                    with Stack.States[Pred(Stack.Count)] do
8017
70d386de989f Some tweaks to AI
unc0rr
parents: 7790
diff changeset
   314
                        begin
8036
89740f927254 Don't rely on hedgehog facing direction, check intentions instead. Should fix excessive turns around and weird jumps to water
unc0rr
parents: 8017
diff changeset
   315
                        if (Me^.Message and gmLeft) <> 0 then
8017
70d386de989f Some tweaks to AI
unc0rr
parents: 7790
diff changeset
   316
                            AddAction(MadeActions, aia_LookLeft, 0, 200, 0, 0)
70d386de989f Some tweaks to AI
unc0rr
parents: 7790
diff changeset
   317
                        else
70d386de989f Some tweaks to AI
unc0rr
parents: 7790
diff changeset
   318
                            AddAction(MadeActions, aia_LookRight, 0, 200, 0, 0);
70d386de989f Some tweaks to AI
unc0rr
parents: 7790
diff changeset
   319
7433
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   320
                        AddAction(MadeActions, aia_LJump, 0, 305 + random(50), 0, 0);
8017
70d386de989f Some tweaks to AI
unc0rr
parents: 7790
diff changeset
   321
                        end;
7433
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   322
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   323
                // push current position so we proceed from it after checking jump+forward walk opportunities
7250
304d3d98662e AI loves to jump
unc0rr
parents: 7216
diff changeset
   324
                if CanGo then Push(ticks, Actions, Me^, Me^.Message);
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   325
7433
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   326
                // first check where we go after jump walking forward
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   327
                if Push(ticks, Actions, AltMe, Me^.Message) then
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   328
                    with Stack.States[Pred(Stack.Count)] do
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   329
                        AddAction(MadeActions, aia_LJump, 0, 305 + random(50), 0, 0);
7250
304d3d98662e AI loves to jump
unc0rr
parents: 7216
diff changeset
   330
                break
304d3d98662e AI loves to jump
unc0rr
parents: 7216
diff changeset
   331
                end;
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   332
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   333
            // 'not CanGO' means we cannot go straight, possible jumps are checked above
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   334
            if not CanGo then
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   335
                break;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   336
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   337
             inc(steps);
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   338
             Actions.actions[Pred(Actions.Count)].Param:= hwRound(Me^.X);
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   339
             Rate:= RatePlace(Me);
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   340
             if Rate > BestRate then
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   341
                begin
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   342
                BestActions:= Actions;
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   343
                BestActions.isWalkingToABetterPlace:= true;
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   344
                BestRate:= Rate;
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   345
                Me^.State:= Me^.State or gstAttacked // we have better place, go there and do not use ammo
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   346
                end
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   347
            else if Rate < BestRate then
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   348
                break;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   349
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   350
            if ((Me^.State and gstAttacked) = 0) and ((steps mod 4) = 0) then
7433
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   351
                begin
7787
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   352
                if (steps > 4) and checkMark(hwRound(Me^.X), hwRound(Me^.Y), markWalkedHere) then
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   353
                    break;
7787
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   354
                addMark(hwRound(Me^.X), hwRound(Me^.Y), markWalkedHere);
7789
838d2e06c377 Check cake and air attack again if walked far from initial position (not tested)
unc0rr
parents: 7787
diff changeset
   355
838d2e06c377 Check cake and air attack again if walked far from initial position (not tested)
unc0rr
parents: 7787
diff changeset
   356
                TestAmmos(Actions, Me, ticks shr 12 = oldticks shr 12);
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   357
7433
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   358
                end;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   359
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   360
            if GoInfo.FallPix >= FallPixForBranching then
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   361
                Push(ticks, Actions, Me^, Me^.Message xor 3); // aia_Left xor 3 = aia_Right
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   362
            end {while};
193
56885ea29202 Fix bots regressions
unc0rr
parents: 191
diff changeset
   363
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   364
        if BestRate > BaseRate then
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   365
            exit
7164
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7132
diff changeset
   366
        end {while}
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   367
    end {if}
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   368
end;
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   369
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   370
function Think(Me: PGear): LongInt; cdecl; export;
74
42257fee61ae - Unicode support for team and hedgehogs names
unc0rr
parents: 71
diff changeset
   371
var BackMe, WalkMe: TGear;
6992
b8f3d8991e92 marked a couple of functions as inline
koda
parents: 6982
diff changeset
   372
    switchCount: LongInt;
b8f3d8991e92 marked a couple of functions as inline
koda
parents: 6982
diff changeset
   373
    StartTicks, currHedgehogIndex, itHedgehog, switchesNum, i: Longword;
6770
7d2c6cdb816a Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
parents: 6748
diff changeset
   374
    switchImmediatelyAvailable: boolean;
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   375
    Actions: TActions;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   376
begin
8884
08fe08651130 set translucency on fruit theme water, clamp size to even number (same sdl window resize) and honouring min size, reduce calls to dmgmod a bit
nemo
parents: 8865
diff changeset
   377
dmgMod:= 0.01 * hwFloat2Float(cDamageModifier) * cDamagePercent;
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   378
StartTicks:= GameTicks;
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   379
currHedgehogIndex:= CurrentTeam^.CurrHedgehog;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   380
itHedgehog:= currHedgehogIndex;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   381
switchesNum:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   382
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   383
switchImmediatelyAvailable:= (CurAmmoGear <> nil) and (CurAmmoGear^.Kind = gtSwitcher);
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   384
if Me^.Hedgehog^.BotLevel <> 5 then
7375
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7250
diff changeset
   385
    switchCount:= HHHasAmmo(PGear(Me)^.Hedgehog^, amSwitch)
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7250
diff changeset
   386
else switchCount:= 0;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   387
8946
3e07b8ff2ae1 Make AI more active in multiattack game mode
unc0rr
parents: 8938
diff changeset
   388
if ((Me^.State and gstAttacked) = 0) or isInMultiShoot then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   389
    if Targets.Count > 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   390
        begin
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   391
        // iterate over current team hedgehogs
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   392
        repeat
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   393
            WalkMe:= CurrentTeam^.Hedgehogs[itHedgehog].Gear^;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   394
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   395
            Actions.Count:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   396
            Actions.Pos:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   397
            Actions.Score:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   398
            if switchesNum > 0 then
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   399
                begin
6770
7d2c6cdb816a Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
parents: 6748
diff changeset
   400
                if not switchImmediatelyAvailable  then
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   401
                    begin
6770
7d2c6cdb816a Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
parents: 6748
diff changeset
   402
                    // when AI has to use switcher, make it cost smth unless they have a lot of switches
6992
b8f3d8991e92 marked a couple of functions as inline
koda
parents: 6982
diff changeset
   403
                    if (switchCount < 10) then Actions.Score:= (-27+switchCount*3)*4000;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   404
                    AddAction(Actions, aia_Weapon, Longword(amSwitch), 300 + random(200), 0, 0);
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   405
                    AddAction(Actions, aia_attack, aim_push, 300 + random(300), 0, 0);
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   406
                    AddAction(Actions, aia_attack, aim_release, 1, 0, 0);
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   407
                    end;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   408
                for i:= 1 to switchesNum do
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   409
                    AddAction(Actions, aia_Switch, 0, 300 + random(200), 0, 0);
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   410
                end;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   411
            Walk(@WalkMe, Actions);
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   412
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   413
            // find another hog in team
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   414
            repeat
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   415
                itHedgehog:= Succ(itHedgehog) mod CurrentTeam^.HedgehogsNumber;
8677
afb2b467f801 skip frozen hogs in switch
nemo
parents: 8036
diff changeset
   416
            until (itHedgehog = currHedgehogIndex) or ((CurrentTeam^.Hedgehogs[itHedgehog].Gear <> nil) and (CurrentTeam^.Hedgehogs[itHedgehog].Effects[heFrozen]=0));
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   417
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   418
            inc(switchesNum);
6770
7d2c6cdb816a Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
parents: 6748
diff changeset
   419
        until (not (switchImmediatelyAvailable or (switchCount > 0)))
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   420
            or StopThinking
6395
bb04d7a9f7e2 Make AI be less scared by crates. Actually, now it starts using switcher just to pick a crate up.
unc0rr
parents: 6393
diff changeset
   421
            or (itHedgehog = currHedgehogIndex)
bb04d7a9f7e2 Make AI be less scared by crates. Actually, now it starts using switcher just to pick a crate up.
unc0rr
parents: 6393
diff changeset
   422
            or BestActions.isWalkingToABetterPlace;
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   423
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   424
        if (StartTicks > GameTicks - 1500) and (not StopThinking) then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   425
            SDL_Delay(1000);
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   426
6395
bb04d7a9f7e2 Make AI be less scared by crates. Actually, now it starts using switcher just to pick a crate up.
unc0rr
parents: 6393
diff changeset
   427
        if (BestActions.Score < -1023) and (not BestActions.isWalkingToABetterPlace) then
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   428
            begin
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   429
            BestActions.Count:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   430
            AddAction(BestActions, aia_Skip, 0, 250, 0, 0);
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   431
            end;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   432
8017
70d386de989f Some tweaks to AI
unc0rr
parents: 7790
diff changeset
   433
        end else SDL_Delay(100)
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   434
else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   435
    begin
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   436
    BackMe:= Me^;
8946
3e07b8ff2ae1 Make AI more active in multiattack game mode
unc0rr
parents: 8938
diff changeset
   437
    i:= 12;
3e07b8ff2ae1 Make AI more active in multiattack game mode
unc0rr
parents: 8938
diff changeset
   438
    while (not StopThinking) and (BestActions.Count = 0) and (i > 0) do
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   439
        begin
7375
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7250
diff changeset
   440
(*
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7250
diff changeset
   441
        // Maybe this would get a bit of movement out of them? Hopefully not *toward* water. Need to check how often he'd choose that strategy
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7250
diff changeset
   442
        if SuddenDeathDmg and ((hwRound(BackMe.Y)+cWaterRise*2) > cWaterLine) then
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7250
diff changeset
   443
            AddBonus(hwRound(BackMe.X), hwRound(BackMe.Y), 250, -40);
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7250
diff changeset
   444
*)
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   445
        FillBonuses(true);
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   446
        WalkMe:= BackMe;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   447
        Actions.Count:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   448
        Actions.Pos:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   449
        Actions.Score:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   450
        Walk(@WalkMe, Actions);
8946
3e07b8ff2ae1 Make AI more active in multiattack game mode
unc0rr
parents: 8938
diff changeset
   451
        dec(i);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   452
        if not StopThinking then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   453
            SDL_Delay(100)
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   454
        end
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   455
    end;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   456
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   457
Me^.State:= Me^.State and (not gstHHThinking);
8908
d3033e3a4113 let's try to kill the thread right away and protect the thread variable with a mutex
koda
parents: 8884
diff changeset
   458
SDL_LockMutex(ThreadLock);
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   459
ThinkThread:= nil;
8908
d3033e3a4113 let's try to kill the thread right away and protect the thread variable with a mutex
koda
parents: 8884
diff changeset
   460
SDL_UnlockMutex(ThreadLock);
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   461
Think:= 0;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   462
end;
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   463
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   464
procedure StartThink(Me: PGear);
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   465
begin
542
ec26095f1bed - Get rid of ammoProp_AttackInFall and gstFalling
unc0rr
parents: 522
diff changeset
   466
if ((Me^.State and (gstAttacking or gstHHJumping or gstMoving)) <> 0)
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   467
or isInMultiShoot then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   468
    exit;
506
0889d833d47e - A good implementation of shotgun
unc0rr
parents: 500
diff changeset
   469
7433
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   470
//DeleteCI(Me); // this will break demo/netplay
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   471
369
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
   472
Me^.State:= Me^.State or gstHHThinking;
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
   473
Me^.Message:= 0;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   474
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   475
BestActions.Count:= 0;
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   476
BestActions.Pos:= 0;
5163
1620a02d5282 Fix test for water in airstrike handler
unc0rr
parents: 5162
diff changeset
   477
BestActions.Score:= Low(LongInt);
6395
bb04d7a9f7e2 Make AI be less scared by crates. Actually, now it starts using switcher just to pick a crate up.
unc0rr
parents: 6393
diff changeset
   478
BestActions.isWalkingToABetterPlace:= false;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   479
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   480
StopThinking:= false;
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   481
ThinkingHH:= Me;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   482
70
82d93eeecebe - Many AI improvements
unc0rr
parents: 66
diff changeset
   483
FillTargets;
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 75
diff changeset
   484
if Targets.Count = 0 then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   485
    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   486
    OutError('AI: no targets!?', false);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   487
    exit
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   488
    end;
941
b5222ddafe1f - Fix bug with picking up ammos from cases, when total ammo count may become more than AMMO_INFINITE
unc0rr
parents: 936
diff changeset
   489
8946
3e07b8ff2ae1 Make AI more active in multiattack game mode
unc0rr
parents: 8938
diff changeset
   490
FillBonuses(((Me^.State and gstAttacked) <> 0) and (not isInMultiShoot));
8908
d3033e3a4113 let's try to kill the thread right away and protect the thread variable with a mutex
koda
parents: 8884
diff changeset
   491
d3033e3a4113 let's try to kill the thread right away and protect the thread variable with a mutex
koda
parents: 8884
diff changeset
   492
SDL_LockMutex(ThreadLock);
9317
a04c30940d2d use SDL2 as ifdef symbol because we're not really sdl1.3 compatible, change the compatibility layer, drop unused code, add some documentation
koda
parents: 9080
diff changeset
   493
ThinkThread:= SDL_CreateThread(@Think{$IFDEF SDL2}, 'think'{$ENDIF}, Me);
8908
d3033e3a4113 let's try to kill the thread right away and protect the thread variable with a mutex
koda
parents: 8884
diff changeset
   494
SDL_UnlockMutex(ThreadLock);
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   495
end;
191
a03c2d037e24 Bots are in the same thread as game. Fixes FreePascal issues.
unc0rr
parents: 183
diff changeset
   496
8965
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   497
{$IFDEF DEBUGAI}
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   498
var scoreShown: boolean = false;
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   499
{$ENDIF}
7204
522f165cd2e7 - Fix damage calculation in TestSniperRifle, aim a bit lower to compensate initial angle shift in sniper rifle. As a result, AI seems to never fail sniper rifle shots.
unc0rr
parents: 7197
diff changeset
   500
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   501
procedure ProcessBot;
6982
8d41d22a291d breaking news, we don't support typed consts anymore
koda
parents: 6770
diff changeset
   502
const cStopThinkTime = 40;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   503
begin
602
f7628ebfccde Add CurrentHedgehog variable which simplifies code
unc0rr
parents: 599
diff changeset
   504
with CurrentHedgehog^ do
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   505
    if (Gear <> nil)
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   506
    and ((Gear^.State and gstHHDriven) <> 0)
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   507
    and (TurnTimeLeft < cHedgehogTurnTime - 50) then
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   508
        if ((Gear^.State and gstHHThinking) = 0) then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   509
            if (BestActions.Pos >= BestActions.Count)
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   510
            and (TurnTimeLeft > cStopThinkTime) then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   511
                begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   512
                if Gear^.Message <> 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   513
                    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   514
                    StopMessages(Gear^.Message);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   515
                    TryDo((Gear^.Message and gmAllStoppable) = 0, 'Engine bug: AI may break demos playing', true);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   516
                    end;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   517
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   518
                if Gear^.Message <> 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   519
                    exit;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   520
8965
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   521
{$IFDEF DEBUGAI}
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   522
                scoreShown:= false;
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   523
{$ENDIF}
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   524
                StartThink(Gear);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   525
                StartTicks:= GameTicks
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   526
7204
522f165cd2e7 - Fix damage calculation in TestSniperRifle, aim a bit lower to compensate initial angle shift in sniper rifle. As a result, AI seems to never fail sniper rifle shots.
unc0rr
parents: 7197
diff changeset
   527
            end else
522f165cd2e7 - Fix damage calculation in TestSniperRifle, aim a bit lower to compensate initial angle shift in sniper rifle. As a result, AI seems to never fail sniper rifle shots.
unc0rr
parents: 7197
diff changeset
   528
                begin
8965
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   529
{$IFDEF DEBUGAI}
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   530
                if not scoreShown then
7204
522f165cd2e7 - Fix damage calculation in TestSniperRifle, aim a bit lower to compensate initial angle shift in sniper rifle. As a result, AI seems to never fail sniper rifle shots.
unc0rr
parents: 7197
diff changeset
   531
                    begin
522f165cd2e7 - Fix damage calculation in TestSniperRifle, aim a bit lower to compensate initial angle shift in sniper rifle. As a result, AI seems to never fail sniper rifle shots.
unc0rr
parents: 7197
diff changeset
   532
                    if BestActions.Score > 0 then ParseCommand('/say Expected score = ' + inttostr(BestActions.Score div 1024), true);
522f165cd2e7 - Fix damage calculation in TestSniperRifle, aim a bit lower to compensate initial angle shift in sniper rifle. As a result, AI seems to never fail sniper rifle shots.
unc0rr
parents: 7197
diff changeset
   533
                    scoreShown:= true
8965
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   534
                    end;
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   535
{$ENDIF}
7204
522f165cd2e7 - Fix damage calculation in TestSniperRifle, aim a bit lower to compensate initial angle shift in sniper rifle. As a result, AI seems to never fail sniper rifle shots.
unc0rr
parents: 7197
diff changeset
   536
                ProcessAction(BestActions, Gear)
522f165cd2e7 - Fix damage calculation in TestSniperRifle, aim a bit lower to compensate initial angle shift in sniper rifle. As a result, AI seems to never fail sniper rifle shots.
unc0rr
parents: 7197
diff changeset
   537
                end
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   538
        else if ((GameTicks - StartTicks) > cMaxAIThinkTime)
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   539
            or (TurnTimeLeft <= cStopThinkTime) then
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   540
                StopThinking:= true
369
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
   541
end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   542
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 2948
diff changeset
   543
procedure initModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   544
begin
6982
8d41d22a291d breaking news, we don't support typed consts anymore
koda
parents: 6770
diff changeset
   545
    StartTicks:= 0;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   546
    ThinkThread:= nil;
8908
d3033e3a4113 let's try to kill the thread right away and protect the thread variable with a mutex
koda
parents: 8884
diff changeset
   547
    ThreadLock:= SDL_CreateMutex();
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   548
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   549
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 2948
diff changeset
   550
procedure freeModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   551
begin
7026
8d1724e1337e split OnDestroy across the appropriate modules (this doen't cause leaks on mobile, right?)
koda
parents: 6992
diff changeset
   552
    FreeActionsList();
8908
d3033e3a4113 let's try to kill the thread right away and protect the thread variable with a mutex
koda
parents: 8884
diff changeset
   553
    SDL_DestroyMutex(ThreadLock);
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   554
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   555
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   556
end.