hedgewars/uAI.pas
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- set svn:eol-style to native - Fixes for compilation and run on *nix - Read hedgehogs spawn points from fort's config
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(*
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 * Hedgewars, a worms-like game
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 * Copyright (c) 2005 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * Distributed under the terms of the BSD-modified licence:
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 *
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 * Permission is hereby granted, free of charge, to any person obtaining a copy
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 * of this software and associated documentation files (the "Software"), to deal
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 * with the Software without restriction, including without limitation the
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 * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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 * sell copies of the Software, and to permit persons to whom the Software is
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 * furnished to do so, subject to the following conditions:
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 *
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 * 1. Redistributions of source code must retain the above copyright notice,
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 *    this list of conditions and the following disclaimer.
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 * 2. Redistributions in binary form must reproduce the above copyright notice,
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 *    this list of conditions and the following disclaimer in the documentation
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 *    and/or other materials provided with the distribution.
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 * 3. The name of the author may not be used to endorse or promote products
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 *    derived from this software without specific prior written permission.
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 *
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 * THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED
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 * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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 * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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 * EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
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 * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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 * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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 * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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 * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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 *)
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unit uAI;
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interface
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{$INCLUDE options.inc}
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procedure ProcessBot;
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implementation
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uses uAIActions, uAIMisc, uMisc, uTeams, uConsts, uAIAmmoTests, uGears, SDLh;
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function Go(Gear: PGear; Times: Longword): boolean;
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begin
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Result:= false
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end;
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procedure Think;
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var Targets: TTargets;
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    Angle, Power: integer;
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    Time: Longword;
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    procedure FindTarget(Flags: Longword);
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    var t: integer;
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        a, aa: TAmmoType;
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        Me: TPoint;
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    begin
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    t:= 0;
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    with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do
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         begin
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         Me.X:= round(Gear.X);
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         Me.Y:= round(Gear.Y);
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         end;
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    repeat
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      if isInMultiShoot then with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do
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                             a:= Ammo[CurSlot, CurAmmo].AmmoType
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                        else a:= TAmmoType(random(ord(High(TAmmoType))));
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      aa:= a;
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      repeat
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        if Assigned(AmmoTests[a].Test)
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           and ((Flags = 0) or ((Flags and AmmoTests[a].Flags) <> 0)) then
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           if AmmoTests[a].Test(Me, Targets.ar[t], Flags, Time, Angle, Power) then
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              begin
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              AddAction(aia_Weapon, ord(a), 1000);
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              if Time <> 0 then AddAction(aia_Timer, Time div 1000, 400);
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              exit
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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 isInMultiShoot or (a = aa);
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    inc(t)
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    until (t >= Targets.Count)
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    end;
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    procedure TryGo(lvl, Flags: Longword);
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    var tmpGear: TGear;
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        i, t: integer;
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    begin
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    with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do
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    for t:= aia_Left to aia_Right do
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        if IsActionListEmpty then
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           begin
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           tmpGear:= Gear^;
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           i:= 0;
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           Gear.Message:= t;
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           while HHGo(Gear) do
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                 begin
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                 if (i mod 5 = 0) then
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                    begin
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                    FindTarget(Flags);
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                    if not IsActionListEmpty then
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                       begin
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                       if i > 0 then
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                          begin
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                          AddAction(t, aim_push, 1000);
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                          AddAction(aia_WaitX, round(Gear.X), 0);
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                          AddAction(t, aim_release, 0)
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                          end;
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                       Gear^:= tmpGear;
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                       exit
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                       end
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                    end;
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                 inc(i)
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                 end;
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           Gear^:= tmpGear
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           end
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    end;
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begin
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with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do
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     if ((Gear.State and (gstAttacked or gstAttacking or gstMoving or gstFalling)) <> 0) then exit;
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FillTargets(Targets);
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TryGo(0, 0);
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if IsActionListEmpty then
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   TryGo(0, ctfNotFull);
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if IsActionListEmpty then
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   TryGo(0, ctfBreach);
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if IsActionListEmpty then
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   begin
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   AddAction(aia_Weapon, ord(amSkip), 1000);
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   AddAction(aia_Attack, aim_push, 1000);
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   exit
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   end;
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with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do
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     begin
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     if (Angle > 0) then AddAction(aia_LookRight, 0, 200)
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        else if (Angle < 0) then AddAction(aia_LookLeft, 0, 200);
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     Angle:= integer(Gear.Angle) - Abs(Angle);
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     if Angle > 0 then
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        begin
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        AddAction(aia_Up, aim_push, 500);
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        AddAction(aia_Up, aim_release, Angle)
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        end else if Angle < 0 then
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        begin
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        AddAction(aia_Down, aim_push, 500);
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        AddAction(aia_Down, aim_release, -Angle)
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        end;
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     AddAction(aia_attack, aim_push, 300);
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     AddAction(aia_attack, aim_release, Power);
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     end
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end;
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procedure ProcessBot;
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begin
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with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do
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     if (Gear <> nil)and((Gear.State and gstHHDriven) <> 0) then
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        begin
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        if IsActionListEmpty then Think;
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        ProcessAction
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        end
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end;
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end.