hedgewars/uAI.pas
author koda
Fri, 06 Jan 2012 01:51:04 +0100
changeset 6551 a2f39cb9af62
parent 6462 0758fbec9b9f
child 6580 6155187bf599
permissions -rw-r--r--
fix a couple of loose ends: sdl_mixer is informed of that OGG is provided by Tremor with its own macro, there is no more a segfault on Tremor cleanup, added new event type and timestamp entry for SDL, removed spurious characters from the japanese translation, uSound errors now are output with SDLTry, uSound doesn't need sound preloading any more
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2011 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 *)
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{$INCLUDE "options.inc"}
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unit uAI;
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interface
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uses uFloat;
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procedure initModule;
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procedure freeModule;
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procedure ProcessBot;
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procedure FreeActionsList;
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implementation
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uses uConsts, SDLh, uAIMisc, uAIAmmoTests, uAIActions,
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     uAmmos, SysUtils{$IFNDEF USE_SDLTHREADS} {$IFDEF UNIX}, cthreads{$ENDIF} {$ENDIF}, uTypes,
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     uVariables, uCommands, uUtils, uDebug;
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var BestActions: TActions;
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    CanUseAmmo: array [TAmmoType] of boolean;
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    StopThinking: boolean;
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{$IFDEF USE_SDLTHREADS} 
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    ThinkThread: PSDL_Thread = nil;
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{$ELSE}
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    ThinkThread: TThreadID;
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{$ENDIF}
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    hasThread: LongInt;
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procedure FreeActionsList;
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begin
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AddFileLog('FreeActionsList called');
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if hasThread <> 0 then
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   begin
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   AddFileLog('Waiting AI thread to finish');
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   StopThinking:= true;
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   repeat
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     SDL_Delay(10)
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   until hasThread = 0
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   end;
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with CurrentHedgehog^ do
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     if Gear <> nil then
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        if BotLevel <> 0 then
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           StopMessages(Gear^.Message);
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BestActions.Count:= 0;
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BestActions.Pos:= 0
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end;
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const 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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var bRes: boolean;
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begin
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    bRes:= (Stack.Count < cBranchStackSize) and (Actions.Count < MAXACTIONS - 5);
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    if bRes 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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    Push:= bRes
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end;
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procedure Pop(var Ticks: Longword; var Actions: TActions; var 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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procedure TestAmmos(var Actions: TActions; Me: PGear; isMoved: boolean);
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var BotLevel: Byte;
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    ap: TAttackParams;
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    Score, i: LongInt;
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    a, aa: TAmmoType;
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begin
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BotLevel:= Me^.Hedgehog^.BotLevel;
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for i:= 0 to Pred(Targets.Count) do
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    if (Targets.ar[i].Score >= 0) and (not StopThinking) then
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       begin
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       with CurrentHedgehog^ do
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            a:= CurAmmoType;
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       aa:= a;
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{$IFDEF USE_SDLTHREADS}
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       SDL_delay(0);    //ThreadSwitch was only a hint
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{$ELSE}
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       ThreadSwitch();
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{$ENDIF}       
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       repeat
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        if (CanUseAmmo[a]) and
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           ((not isMoved) or ((AmmoTests[a].flags and amtest_OnTurn) = 0)) then
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           begin
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{$HINTS OFF}
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           Score:= AmmoTests[a].proc(Me, Targets.ar[i].Point, BotLevel, ap);
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{$HINTS ON}
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           if Actions.Score + Score > BestActions.Score then
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            if (BestActions.Score < 0) or (Actions.Score + Score > BestActions.Score + Byte(BotLevel) * 2048) then
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              begin
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              BestActions:= Actions;
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              inc(BestActions.Score, Score);
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              BestActions.isWalkingToABetterPlace:= false;
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              if (ap.Angle > 0) then AddAction(BestActions, aia_LookRight, 0, 200, 0, 0)
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              else if (ap.Angle < 0) then AddAction(BestActions, aia_LookLeft, 0, 200, 0, 0);
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              AddAction(BestActions, aia_Weapon, Longword(a), 300 + random(400), 0, 0);
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              if (ap.Time <> 0) then AddAction(BestActions, aia_Timer, ap.Time div 1000, 400, 0, 0);
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              if (Ammoz[a].Ammo.Propz and ammoprop_NoCrosshair) = 0 then
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                 begin
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                 ap.Angle:= LongInt(Me^.Angle) - Abs(ap.Angle);
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                 if ap.Angle > 0 then
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                    begin
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                    AddAction(BestActions, aia_Up, aim_push, 300 + random(250), 0, 0);
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                    AddAction(BestActions, aia_Up, aim_release, ap.Angle, 0, 0)
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                    end else if ap.Angle < 0 then
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                    begin
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                    AddAction(BestActions, aia_Down, aim_push, 300 + random(250), 0, 0);
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                    AddAction(BestActions, aia_Down, aim_release, -ap.Angle, 0, 0)
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                    end
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                 end;
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              if (Ammoz[a].Ammo.Propz and ammoprop_NeedTarget) <> 0 then
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                 begin
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                 AddAction(BestActions, aia_Put, 0, 1, ap.AttackPutX, ap.AttackPutY)
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                 end;
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              if (Ammoz[a].Ammo.Propz and ammoprop_AttackingPut) = 0 then
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                 begin
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                 AddAction(BestActions, aia_attack, aim_push, 650 + random(300), 0, 0);
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                 AddAction(BestActions, aia_attack, aim_release, ap.Power, 0, 0);
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                 end;
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              if ap.ExplR > 0 then
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                 AddAction(BestActions, aia_AwareExpl, ap.ExplR, 10, ap.ExplX, ap.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
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             (CurrentHedgehog^.MultiShootAttacks > 0) or // shooting same weapon
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             StopThinking
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       end
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end;
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procedure Walk(Me: PGear; var Actions: TActions);
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const FallPixForBranching = cHHRadius * 2 + 8;
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var
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    ticks, maxticks, steps, tmp: 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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    BotLevel: Byte;
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    a: TAmmoType;
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begin
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ticks:= 0; // avoid compiler hint
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Stack.Count:= 0;
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for a:= Low(TAmmoType) to High(TAmmoType) do
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    CanUseAmmo[a]:= Assigned(AmmoTests[a].proc) and HHHasAmmo(Me^.Hedgehog^, a);
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BotLevel:= Me^.Hedgehog^.BotLevel;
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tmp:= random(2) + 1;
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Push(0, Actions, Me^, tmp);
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Push(0, Actions, Me^, tmp xor 3);
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if (Me^.State and gstAttacked) = 0 then maxticks:= Max(0, TurnTimeLeft - 5000 - LongWord(4000 * BotLevel))
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                                   else maxticks:= TurnTimeLeft;
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if (Me^.State and gstAttacked) = 0 then TestAmmos(Actions, Me, false);
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BestRate:= RatePlace(Me);
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BaseRate:= Max(BestRate, 0);
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if (Ammoz[Me^.Hedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NeedTarget) <> 0 then
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    AddAction(Actions, aia_Weapon, Longword(amNothing), 100 + random(200), 0, 0);
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while (Stack.Count > 0) and (not StopThinking) and (GameFlags and gfArtillery = 0) 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, 0, 0);
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    if (Me^.Message and gmLeft) <> 0 then AddAction(Actions, aia_WaitXL, hwRound(Me^.X), 0, 0, 0)
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                                      else AddAction(Actions, aia_WaitXR, hwRound(Me^.X), 0, 0, 0);
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    steps:= 0;
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    while (not StopThinking) do
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       begin
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{$HINTS OFF}
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       CanGo:= HHGo(Me, @AltMe, GoInfo);
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{$HINTS ON}
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       inc(ticks, GoInfo.Ticks);
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       if ticks > maxticks then break;
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       if (BotLevel < 5) and (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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                  if Me^.dX.isNegative then AddAction(MadeActions, aia_LookRight, 0, 200, 0, 0)
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                                       else AddAction(MadeActions, aia_LookLeft, 0, 200, 0, 0);
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                  AddAction(MadeActions, aia_HJump, 0, 305 + random(50), 0, 0);
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                  AddAction(MadeActions, aia_HJump, 0, 350, 0, 0);
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                  if Me^.dX.isNegative then AddAction(MadeActions, aia_LookLeft, 0, 200, 0, 0)
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                                       else AddAction(MadeActions, aia_LookRight, 0, 200, 0, 0);
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                  end;
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       if (BotLevel < 3) and (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 + random(50), 0, 0);
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       if not CanGo then break;
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       inc(steps);
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       Actions.actions[Pred(Actions.Count)].Param:= hwRound(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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          BestActions.isWalkingToABetterPlace:= true;
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          BestRate:= Rate;
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          Me^.State:= Me^.State or gstAttacked // we have better place, go there and do not 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, true);
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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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       end;
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    if BestRate > BaseRate then exit
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    end
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end;
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function Think(Me: Pointer): ptrint;
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var BackMe, WalkMe: TGear;
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    StartTicks, currHedgehogIndex, itHedgehog, switchesNum, i: Longword;
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    switchImmediatelyAvailable, switchAvailable: boolean;
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    Actions: TActions;
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begin
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InterlockedIncrement(hasThread);
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StartTicks:= GameTicks;
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currHedgehogIndex:= CurrentTeam^.CurrHedgehog;
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itHedgehog:= currHedgehogIndex;
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switchesNum:= 0;
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switchImmediatelyAvailable:= (CurAmmoGear <> nil) and (CurAmmoGear^.Kind = gtSwitcher);
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switchAvailable:= HHHasAmmo(PGear(Me)^.Hedgehog^, amSwitch);
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if (PGear(Me)^.State and gstAttacked) = 0 then
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   if Targets.Count > 0 then
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      begin
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        // iterate over current team hedgehogs
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        repeat
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            WalkMe:= CurrentTeam^.Hedgehogs[itHedgehog].Gear^;
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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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            if switchesNum > 0 then
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                begin
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                if not switchImmediatelyAvailable then
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                    begin
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                    // when AI has to use switcher, make it cost smth
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                    Actions.Score:= -20000;
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                    AddAction(Actions, aia_Weapon, Longword(amSwitch), 300 + random(200), 0, 0);                    
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                    AddAction(Actions, aia_attack, aim_push, 300 + random(300), 0, 0);
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                    AddAction(Actions, aia_attack, aim_release, 1, 0, 0);
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                    end;
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                for i:= 1 to switchesNum do
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                    AddAction(Actions, aia_Switch, 0, 300 + random(200), 0, 0);
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                end;
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            Walk(@WalkMe, Actions);
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            // find another hog in team
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            repeat
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                itHedgehog:= Succ(itHedgehog) mod CurrentTeam^.HedgehogsNumber;
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            until (itHedgehog = currHedgehogIndex) or (CurrentTeam^.Hedgehogs[itHedgehog].Gear <> nil);
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   314
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            inc(switchesNum);
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        until (not (switchImmediatelyAvailable or switchAvailable))
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            or StopThinking 
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            or (itHedgehog = currHedgehogIndex)
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            or BestActions.isWalkingToABetterPlace;
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        if (StartTicks > GameTicks - 1500) and (not StopThinking) then SDL_Delay(1000);
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        if (BestActions.Score < -1023) and (not BestActions.isWalkingToABetterPlace) then
6393
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            begin
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            BestActions.Count:= 0;
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            AddAction(BestActions, aia_Skip, 0, 250, 0, 0);
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            end;
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3c3dc6a148ca - Fixed bug with hedgehog under water using rope
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      end else
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42257fee61ae - Unicode support for team and hedgehogs names
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else begin
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    BackMe:= PGear(Me)^;
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    while (not StopThinking) and (BestActions.Count = 0) do
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        begin
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        FillBonuses(true);
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        WalkMe:= BackMe;
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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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        Walk(@WalkMe, Actions);
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        if not StopThinking then SDL_Delay(100)
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        end
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    end;
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500
d9b140e9d2c2 Use freepascal's routines to manipulate threads
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PGear(Me)^.State:= PGear(Me)^.State and not gstHHThinking;
509
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Think:= 0;
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InterlockedDecrement(hasThread)
66
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end;
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procedure StartThink(Me: PGear);
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begin
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ec26095f1bed - Get rid of ammoProp_AttackInFall and gstFalling
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if ((Me^.State and (gstAttacking or gstHHJumping or gstMoving)) <> 0)
439
c336ed82e76d Fix bugs:
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   or isInMultiShoot then exit;
506
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ece7b87f1334 Strip trailing spaces
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//DeleteCI(Me); // this might break demo
369
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Me^.State:= Me^.State or gstHHThinking;
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Me^.Message:= 0;
509
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BestActions.Count:= 0;
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BestActions.Pos:= 0;
5163
1620a02d5282 Fix test for water in airstrike handler
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BestActions.Score:= Low(LongInt);
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bb04d7a9f7e2 Make AI be less scared by crates. Actually, now it starts using switcher just to pick a crate up.
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BestActions.isWalkingToABetterPlace:= false;
509
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433
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StopThinking:= false;
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ThinkingHH:= Me;
509
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FillTargets;
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if Targets.Count = 0 then
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   368
   begin
369
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   369
   OutError('AI: no targets!?', false);
80
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   exit
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   371
   end;
941
b5222ddafe1f - Fix bug with picking up ammos from cases, when total ammo count may become more than AMMO_INFINITE
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   372
369
2aed85310727 AI compiles, but doesn't work
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   373
FillBonuses((Me^.State and gstAttacked) <> 0);
4900
8ad0e23e6d63 addfilelog <3 debugfile
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   374
AddFileLog('Enter Think Thread');
6460
e3cc8ec51cd3 added a switch USE_SDLTHREADS
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   375
{$IFDEF USE_SDLTHREADS}
e3cc8ec51cd3 added a switch USE_SDLTHREADS
Xeli
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ThinkThread := SDL_CreateThread(@Think{$IFDEF SDL13}, nil{$ENDIF}, Me);
e3cc8ec51cd3 added a switch USE_SDLTHREADS
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   377
{$ELSE}
6027
302408e45052 code working on ios now
koda
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   378
BeginThread(@Think, Me, ThinkThread);
302408e45052 code working on ios now
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   379
{$ENDIF}
5504
96d735b83d43 AI thread is now an SDL_Thread rather than pthread
Xeli
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   380
AddFileLog('Thread started');
433
9f8f22094c0e AI thinks in separate thread
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   381
end;
191
a03c2d037e24 Bots are in the same thread as game. Fixes FreePascal issues.
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   382
433
9f8f22094c0e AI thinks in separate thread
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   383
procedure ProcessBot;
9f8f22094c0e AI thinks in separate thread
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   384
const StartTicks: Longword = 0;
509
fd58135a4407 Bots know shotgun behavior better
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   385
      cStopThinkTime = 40;
4
bcbd7adb4e4b - set svn:eol-style to native
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diff changeset
   386
begin
602
f7628ebfccde Add CurrentHedgehog variable which simplifies code
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   387
with CurrentHedgehog^ do
66
9643d75baf1e Many AI improvements, bots do think in separate thread
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   388
     if (Gear <> nil)
369
2aed85310727 AI compiles, but doesn't work
unc0rr
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diff changeset
   389
        and ((Gear^.State and gstHHDriven) <> 0)
4225
ce9e2b05e9c1 Revert yet again for breaking stuff. No more chances on this. If there'd been a release, this would have been twice with serious breakage. P.S. - as per koda's complaint last time, only reverted the non-iphone, probably means iphone is now broken. Oh well.
nemo
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   390
        and (TurnTimeLeft < cHedgehogTurnTime - 50) then
433
9f8f22094c0e AI thinks in separate thread
unc0rr
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diff changeset
   391
        if ((Gear^.State and gstHHThinking) = 0) then
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
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diff changeset
   392
           if (BestActions.Pos >= BestActions.Count)
fd58135a4407 Bots know shotgun behavior better
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diff changeset
   393
              and (TurnTimeLeft > cStopThinkTime) then
433
9f8f22094c0e AI thinks in separate thread
unc0rr
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diff changeset
   394
              begin
936
ba582673db7d Fix 'AI may break demos playing' message while loading saves
unc0rr
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diff changeset
   395
              if Gear^.Message <> 0 then
ba582673db7d Fix 'AI may break demos playing' message while loading saves
unc0rr
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diff changeset
   396
                 begin
ba582673db7d Fix 'AI may break demos playing' message while loading saves
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diff changeset
   397
                 StopMessages(Gear^.Message);
ba582673db7d Fix 'AI may break demos playing' message while loading saves
unc0rr
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diff changeset
   398
                 TryDo((Gear^.Message and gmAllStoppable) = 0, 'Engine bug: AI may break demos playing', true);
ba582673db7d Fix 'AI may break demos playing' message while loading saves
unc0rr
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diff changeset
   399
                 end;
ba582673db7d Fix 'AI may break demos playing' message while loading saves
unc0rr
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diff changeset
   400
              if Gear^.Message <> 0 then exit;
433
9f8f22094c0e AI thinks in separate thread
unc0rr
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diff changeset
   401
              StartThink(Gear);
9f8f22094c0e AI thinks in separate thread
unc0rr
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diff changeset
   402
              StartTicks:= GameTicks
9f8f22094c0e AI thinks in separate thread
unc0rr
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diff changeset
   403
              end else ProcessAction(BestActions, Gear)
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   404
        else if ((GameTicks - StartTicks) > cMaxAIThinkTime)
fd58135a4407 Bots know shotgun behavior better
unc0rr
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diff changeset
   405
                or (TurnTimeLeft <= cStopThinkTime) then StopThinking:= true
369
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
   406
end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   407
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 2948
diff changeset
   408
procedure initModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   409
begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
   410
    hasThread:= 0;
6025
cac1d5601d7c reviewed the build system and parts of the previous merge, performed some code cleanup
koda
parents: 5611
diff changeset
   411
    ThinkThread:= ThinkThread;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   412
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   413
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 2948
diff changeset
   414
procedure freeModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   415
begin
3617
1df21e06b8ba a couple of fixes i missed previously
koda
parents: 3615
diff changeset
   416
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   417
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   418
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   419
end.