hedgewars/uAIActions.pas
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(*
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 * Hedgewars, a worms-like game
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 * Copyright (c) 2005, 2006 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * Distributed under the terms of the BSD-modified licence:
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 *
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 * Permission is hereby granted, free of charge, to any person obtaining a copy
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 * of this software and associated documentation files (the "Software"), to deal
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 * with the Software without restriction, including without limitation the
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 * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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 * sell copies of the Software, and to permit persons to whom the Software is
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 * furnished to do so, subject to the following conditions:
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 *
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 * 1. Redistributions of source code must retain the above copyright notice,
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 *    this list of conditions and the following disclaimer.
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 * 2. Redistributions in binary form must reproduce the above copyright notice,
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 *    this list of conditions and the following disclaimer in the documentation
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 *    and/or other materials provided with the distribution.
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 * 3. The name of the author may not be used to endorse or promote products
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 *    derived from this software without specific prior written permission.
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 *
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 * THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED
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 * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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 * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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 * EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
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 * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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 * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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 * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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 * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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 *)
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unit uAIActions;
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interface
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uses uGears;
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{$INCLUDE options.inc}
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const MAXACTIONS = 96;
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      aia_none       = 0;
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      aia_Left       = 1;
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      aia_Right      = 2;
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      aia_Timer      = 3;
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      aia_attack     = 4;
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      aia_Up         = 5;
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      aia_Down       = 6;
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      aia_Weapon     = $80000000;
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      aia_WaitX      = $80000001;
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      aia_WaitY      = $80000002;
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      aia_LookLeft   = $80000003;
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      aia_LookRight  = $80000004;
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      aia_AwareExpl  = $80000005;
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      aia_HJump      = $80000006;
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      aia_LJump      = $80000007;
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      aim_push       = $80000000;
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      aim_release    = $80000001;
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      ai_specmask    = $80000000;
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type TAction = record
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               Action, Param: Longword;
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               X, Y: integer;
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               Time: Longword;
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               end;
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     TActions = record
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                Count, Pos: Longword;
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                actions: array[0..Pred(MAXACTIONS)] of TAction;
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                Score: integer;
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                end;
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procedure AddAction(var Actions: TActions; Action, Param, TimeDelta: Longword; const X: integer = 0; Y: integer = 0);
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procedure ProcessAction(var Actions: TActions; Me: PGear);
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implementation
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uses uMisc, uTeams, uConsts, uConsole, uAIMisc;
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const ActionIdToStr: array[0..6] of string[16] = (
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{aia_none}           '',
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{aia_Left}           'left',
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{aia_Right}          'right',
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{aia_Timer}          'timer',
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{aia_attack}         'attack',
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{aia_Up}             'up',
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{aia_Down}           'down'
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                     );
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{$IFDEF TRACEAIACTIONS}
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const SpecActionIdToStr: array[$80000000..$80000006] of string[16] = (
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{aia_Weapon}             'aia_Weapon',
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{aia_WaitX}              'aia_WaitX',
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{aia_WaitY}              'aia_WaitY',
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{aia_LookLeft}           'aia_LookLeft',
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{aia_LookRight}          'aia_LookRight',
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{aia_AwareExpl}          'aia_AwareExpl',
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{aia_HJump}              'aia_HJump',
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{aia_LJump}              'aia_LJump'
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);
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procedure DumpAction(Action: TAction; Me: PGear);
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begin
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if (Action.Action and ai_specmask) = 0 then
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   WriteLnToConsole('AI action: '+ActionIdToStr[Action.Action])
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else begin
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   WriteLnToConsole('AI action: '+SpecActionIdToStr[Action.Action]);
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   if Action.Action = aia_WaitX then
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      WriteLnToConsole('AI action Wait X = '+inttostr(Action.Param)+', current X = '+inttostr(round(Me.X)));
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   end
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end;
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{$ENDIF}
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procedure AddAction(var Actions: TActions; Action, Param, TimeDelta: Longword; const X: integer = 0; Y: integer = 0);
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begin
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with Actions do
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     begin
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     actions[Count].Action:= Action;
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     actions[Count].Param:= Param;
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     actions[Count].X:= X;
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     actions[Count].Y:= Y;
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     if Count > 0 then actions[Count].Time:= TimeDelta
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                  else actions[Count].Time:= GameTicks + TimeDelta;
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     inc(Count);
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     TryDo(Count < MAXACTIONS, 'AI: actions overflow', true);
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     end
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end;
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procedure SetWeapon(weap: Longword);
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begin
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with CurrentTeam^ do
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     with Hedgehogs[CurrHedgehog] do
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          while Ammo[CurSlot, CurAmmo].AmmoType <> TAmmoType(weap) do
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                ParseCommand('/slot ' + chr(49 + Ammoz[TAmmoType(weap)].Slot));
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end;
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procedure ProcessAction(var Actions: TActions; Me: PGear);
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var s: shortstring;
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begin
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if Actions.Pos >= Actions.Count then exit;
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with Actions.actions[Actions.Pos] do
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     begin
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     if Time > GameTicks then exit;
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     {$IFDEF TRACEAIACTIONS}
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     DumpAction(Actions.actions[Actions.Pos], Me);
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     {$ENDIF}
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     if (Action and ai_specmask) <> 0 then
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        case Action of
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           aia_Weapon: SetWeapon(Param);
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            aia_WaitX: if round(Me.X) = Param then Time:= GameTicks
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                                              else exit;
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            aia_WaitY: if round(Me.Y) = Param then Time:= GameTicks
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                                              else exit;
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         aia_LookLeft: if Me.dX >= 0 then
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                          begin
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                          ParseCommand('+left');
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                          exit
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                          end else ParseCommand('-left');
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        aia_LookRight: if Me.dX < 0 then
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                          begin
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                          ParseCommand('+right');
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                          exit
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                          end else ParseCommand('-right');
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        aia_AwareExpl: AwareOfExplosion(X, Y, Param);
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            aia_HJump: ParseCommand('hjump');
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            aia_LJump: ParseCommand('ljump');
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             end else
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        begin
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        s:= ActionIdToStr[Action];
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        if (Param and ai_specmask) <> 0 then
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           case Param of
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             aim_push: s:= '+' + s;
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          aim_release: s:= '-' + s;
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             end
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          else if Param <> 0 then s:= s + ' ' + inttostr(Param);
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        ParseCommand(s)
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        end
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     end;
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inc(Actions.Pos);
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if Actions.Pos <= Actions.Count then
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   inc(Actions.actions[Actions.Pos].Time, GameTicks)
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end;
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end.