33 |
33 |
34 unit uAI; |
34 unit uAI; |
35 interface |
35 interface |
36 {$INCLUDE options.inc} |
36 {$INCLUDE options.inc} |
37 procedure ProcessBot; |
37 procedure ProcessBot; |
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38 procedure FreeActionsList; |
38 |
39 |
39 implementation |
40 implementation |
40 uses uAIActions, uAIMisc, uMisc, uTeams, uConsts, uAIAmmoTests, uGears, SDLh, uConsole; |
41 uses uTeams, uConsts, SDLh, uAIMisc, uGears, uAIAmmoTests, uAIActions, uMisc; |
41 |
42 |
42 procedure Think; |
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43 var Targets: TTargets; |
43 var Targets: TTargets; |
44 Angle, Power: integer; |
44 Actions, BestActions: TActions; |
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45 |
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46 procedure FreeActionsList; |
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47 begin |
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48 BestActions.Count:= 0; |
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49 BestActions.Pos:= 0; |
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50 end; |
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51 |
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52 procedure TestAmmos(Me: PGear); |
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53 var MyPoint: TPoint; |
45 Time: Longword; |
54 Time: Longword; |
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55 Angle, Power, Score: integer; |
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56 i: integer; |
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57 begin |
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58 Mypoint.x:= round(Me.X); |
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59 Mypoint.y:= round(Me.Y); |
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60 for i:= 0 to Pred(Targets.Count) do |
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61 begin |
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62 Score:= TestBazooka(MyPoint, Targets.ar[i].Point, Time, Angle, Power); |
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63 if Actions.Score + Score + Targets.ar[i].Score > BestActions.Score then |
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64 begin |
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65 BestActions:= Actions; |
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66 inc(BestActions.Score, Score + Targets.ar[i].Score); |
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67 AddAction(BestActions, aia_Weapon, Longword(amBazooka), 500); |
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68 if (Angle > 0) then AddAction(BestActions, aia_LookRight, 0, 200) |
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69 else if (Angle < 0) then AddAction(BestActions, aia_LookLeft, 0, 200); |
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70 Angle:= integer(Me.Angle) - Abs(Angle); |
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71 if Angle > 0 then |
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72 begin |
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73 AddAction(BestActions, aia_Up, aim_push, 500); |
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74 AddAction(BestActions, aia_Up, aim_release, Angle) |
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75 end else if Angle < 0 then |
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76 begin |
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77 AddAction(BestActions, aia_Down, aim_push, 500); |
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78 AddAction(BestActions, aia_Down, aim_release, -Angle) |
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79 end; |
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80 AddAction(BestActions, aia_attack, aim_push, 300); |
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81 AddAction(BestActions, aia_attack, aim_release, Power); |
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82 end |
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83 end |
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84 end; |
46 |
85 |
47 procedure FindTarget(Flags: Longword); |
86 procedure Walk(Me: PGear); |
48 var t: integer; |
87 begin |
49 a, aa: TAmmoType; |
88 TestAmmos(Me) |
50 Me: TPoint; |
89 end; |
51 begin |
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52 t:= 0; |
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53 with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do |
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54 begin |
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55 Me.X:= round(Gear.X); |
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56 Me.Y:= round(Gear.Y); |
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57 end; |
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58 repeat |
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59 if isInMultiShoot or (CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog].AttacksNum > 0) |
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60 then with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do |
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61 a:= Ammo[CurSlot, CurAmmo].AmmoType |
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62 else a:= TAmmoType(random(ord(High(TAmmoType)))); |
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63 aa:= a; |
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64 repeat |
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65 if Assigned(AmmoTests[a].Test) |
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66 and ((Flags = 0) or ((Flags and AmmoTests[a].Flags) <> 0)) then |
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67 if AmmoTests[a].Test(Me, Targets.ar[t], Flags, Time, Angle, Power) then |
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68 begin |
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69 AddAction(aia_Weapon, ord(a), 1000); |
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70 if Time <> 0 then AddAction(aia_Timer, Time div 1000, 400); |
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71 exit |
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72 end; |
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73 if a = High(TAmmoType) then a:= Low(TAmmoType) |
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74 else inc(a) |
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75 until isInMultiShoot or (a = aa) or (CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog].AttacksNum > 0); |
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76 inc(t) |
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77 until (t >= Targets.Count) |
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78 end; |
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79 |
90 |
80 procedure TryGo(lvl, Flags: Longword); |
91 procedure Think(Me: PGear); |
81 var tmpGear: TGear; |
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82 i, t: integer; |
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83 begin |
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84 with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do |
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85 for t:= aia_Left to aia_Right do |
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86 if IsActionListEmpty then |
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87 begin |
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88 tmpGear:= Gear^; |
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89 i:= 0; |
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90 Gear.Message:= t; |
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91 while HHGo(Gear) do |
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92 begin |
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93 if (i mod 5 = 0) then |
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94 begin |
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95 FindTarget(Flags); |
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96 if not IsActionListEmpty then |
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97 begin |
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98 if i > 0 then |
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99 begin |
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100 AddAction(t, aim_push, 1000); |
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101 AddAction(aia_WaitX, round(Gear.X), 0); |
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102 AddAction(t, aim_release, 0) |
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103 end; |
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104 Gear^:= tmpGear; |
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105 exit |
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106 end |
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107 end; |
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108 inc(i) |
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109 end; |
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110 Gear^:= tmpGear |
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111 end |
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112 end; |
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113 |
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114 begin |
92 begin |
115 with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do |
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116 if ((Gear.State and (gstAttacked or gstAttacking or gstMoving or gstFalling)) <> 0) |
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117 or isInMultiShoot then exit; |
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118 |
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119 FillTargets(Targets); |
93 FillTargets(Targets); |
120 |
94 Actions.Score:= 0; |
121 TryGo(0, 0); |
95 Actions.Count:= 0; |
122 |
96 Actions.Pos:= 0; |
123 if IsActionListEmpty then |
97 BestActions.Score:= Low(integer); |
124 TryGo(0, ctfNotFull); |
98 if Targets.Count > 0 then |
125 if IsActionListEmpty then |
99 Walk(Me) |
126 TryGo(0, ctfBreach); |
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127 |
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128 if IsActionListEmpty then |
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129 begin |
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130 if CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog].AttacksNum = 0 then |
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131 begin |
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132 AddAction(aia_Weapon, ord(amSkip), 1000); |
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133 AddAction(aia_Attack, aim_push, 1000); |
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134 end else ParseCommand('skip'); |
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135 exit |
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136 end; |
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137 |
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138 with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do |
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139 begin |
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140 if (Angle > 0) then AddAction(aia_LookRight, 0, 200) |
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141 else if (Angle < 0) then AddAction(aia_LookLeft, 0, 200); |
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142 Angle:= integer(Gear.Angle) - Abs(Angle); |
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143 if Angle > 0 then |
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144 begin |
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145 AddAction(aia_Up, aim_push, 500); |
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146 AddAction(aia_Up, aim_release, Angle) |
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147 end else if Angle < 0 then |
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148 begin |
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149 AddAction(aia_Down, aim_push, 500); |
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150 AddAction(aia_Down, aim_release, -Angle) |
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151 end; |
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152 AddAction(aia_attack, aim_push, 300); |
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153 AddAction(aia_attack, aim_release, Power); |
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154 end |
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155 end; |
100 end; |
156 |
101 |
157 procedure ProcessBot; |
102 procedure ProcessBot; |
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103 var Me: PGear; |
158 begin |
104 begin |
159 with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do //HACK: v--- temp hack to make AI work |
105 with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do |
160 if (Gear <> nil)and((Gear.State and gstHHDriven) <> 0) and (TurnTimeLeft < 29990) then |
106 if (Gear <> nil)and((Gear.State and gstHHDriven) <> 0) and (TurnTimeLeft < 29990) then |
161 begin |
107 begin |
162 if IsActionListEmpty then Think; |
108 Me:= CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog].Gear; |
163 ProcessAction |
109 if BestActions.Count = BestActions.Pos then Think(Me); |
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110 ProcessAction(BestActions, Me) |
164 end |
111 end |
165 end; |
112 end; |
166 |
113 |
167 end. |
114 end. |