hedgewars/uAIActions.pas
author Wuzzy <Wuzzy2@mail.ru>
Sat, 06 Jun 2020 15:40:51 +0200
changeset 15597 6e72bd61002e
parent 15391 7a3d70c364fd
child 15601 30ad3fd974f1
permissions -rw-r--r--
Disable gfMoreWind for land objects on turn end only after a fixed-time delay 15s sounds much, but it's the average amount for gfMineStrike mines to settle naturally. And it would be very confusing to see falling mines suddenly not caring about gfMoreWind for no apparent reason. Note this whole thing is a giant hack anyway, to prevent a turn being blocked by infinitely bouncing mines. The better solution would be to help gfMoreWind-affected land objects settle naturally more reliably even under extreme wind. But this commit is "good enough" for now. If you don't like the delay, you can always tweak the constant.

(*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2004-2015 Andrey Korotaev <unC0Rr@gmail.com>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; version 2 of the License
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
 *)

{$INCLUDE "options.inc"}

unit uAIActions;
interface
uses uFloat, uTypes;

const MAXACTIONS     = 96;
    aia_none       = 0;
    aia_Left       = 1;
    aia_Right      = 2;
    aia_Timer      = 3;
    aia_attack     = 4;
    aia_Up         = 5;
    aia_Down       = 6;
    aia_Switch     = 7;

    aia_Weapon     = $8000;
    aia_WaitXL     = $8001;
    aia_WaitXR     = $8002;
    aia_LookLeft   = $8003;
    aia_LookRight  = $8004;
    aia_AwareExpl  = $8005;
    aia_HJump      = $8006;
    aia_LJump      = $8007;
    aia_Skip       = $8008;
    aia_Wait       = $8009;
    aia_Put        = $800A;
    aia_waitAngle  = $800B;
    aia_waitAmmoXY = $800C;

    aim_push       = $8000;
    aim_release    = $8001;
    ai_specmask    = $8000;

type TAction = record
        Action: Longword;
        X, Y, Param: LongInt;
        Time: Longword;
        end;

    TActions = record
        Count, Pos: Longword;
        ticks: Longword;
        actions: array[0..Pred(MAXACTIONS)] of TAction;
        Score: LongInt;
        isWalkingToABetterPlace: boolean;
        end;

procedure AddAction(var Actions: TActions; Action: Longword; Param: LongInt; TimeDelta: Longword; X, Y: LongInt);
procedure ProcessAction(var Actions: TActions; Me: PGear);

implementation
uses uAIMisc, uAI, uAmmos, uVariables, uCommands, uConsts, uUtils, uIO{$IFDEF TRACEAIACTIONS}, uConsole{$ENDIF};

var PrevX: LongInt = 0;
    timedelta: Longword = 0;

const ActionIdToStr: array[0..7] of string[16] = (
{aia_none}           '',
{aia_Left}           'left',
{aia_Right}          'right',
{aia_Timer}          'timer',
{aia_attack}         'attack',
{aia_Up}             'up',
{aia_Down}           'down',
{aia_Switch}         'switch'
                     );

{$IFDEF TRACEAIACTIONS}
const SpecActionIdToStr: array[$8000..$800C] of string[16] = (
{aia_Weapon}             'aia_Weapon',
{aia_WaitX}              'aia_WaitX',
{aia_WaitY}              'aia_WaitY',
{aia_LookLeft}           'aia_LookLeft',
{aia_LookRight}          'aia_LookRight',
{aia_AwareExpl}          'aia_AwareExpl',
{aia_HJump}              'aia_HJump',
{aia_LJump}              'aia_LJump',
{aia_Skip}               'aia_Skip',
{aia_Wait}               'aia_Wait',
{aia_Put}                'aia_Put',
{aia_waitAngle}          'aia_waitAngle',
{aia_waitAmmoXY}         'aia_waitAmmoXY'
);

procedure DumpAction(Action: TAction; Me: PGear);
begin
if (Action.Action and ai_specmask) = 0 then
    WriteLnToConsole('AI action: '+ActionIdToStr[Action.Action])
else
    begin
    WriteLnToConsole('AI action: '+SpecActionIdToStr[Action.Action]);
    if (Action.Action = aia_WaitXL) or (Action.Action = aia_WaitXR) then
        WriteLnToConsole('AI action Wait X = '+IntToStr(Action.Param)+', current X = '+IntToStr(hwRound(Me^.X)))

    else if (Action.Action = aia_AwareExpl) then
        WriteLnToConsole('Aware X = ' + IntToStr(Action.X) + ', Y = ' + IntToStr(Action.Y));
    end
end;
{$ENDIF}

procedure AddAction(var Actions: TActions; Action: Longword; Param: LongInt; TimeDelta: Longword; X, Y: LongInt);
begin
if Actions.Count < MAXACTIONS then
    with Actions do
        begin
        actions[Count].Action:= Action;
        actions[Count].Param:= Param;
        actions[Count].X:= X;
        actions[Count].Y:= Y;
        if Count > 0 then
            actions[Count].Time:= TimeDelta
        else
            actions[Count].Time:= GameTicks + TimeDelta;
        inc(Count);
        end
end;

procedure CheckHang(Me: PGear);
begin
if hwRound(Me^.X) <> PrevX then
    begin
    PrevX:= hwRound(Me^.X);
    timedelta:= 0
    end else
        begin
        inc(timedelta);
        if timedelta > 1700 then
            begin
            timedelta:= 0;
            FreeActionsList
            end
        end
end;

procedure ProcessAction(var Actions: TActions; Me: PGear);
var s: shortstring;
begin
repeat
if Actions.Pos >= Actions.Count then exit;

with Actions.actions[Actions.Pos] do
    begin
    if Time > GameTicks then
        exit;
    {$IFDEF TRACEAIACTIONS}
    DumpAction(Actions.actions[Actions.Pos], Me);
    {$ENDIF}
    if (Action and ai_specmask) <> 0 then
        case Action of
            aia_Weapon:
                SetWeapon(TAmmoType(Param));

            aia_WaitXL:
                if hwRound(Me^.X) = Param then
                    begin
                    Action:= aia_LookLeft;
                    Time:= GameTicks;
                    exit
                    end
                    else if hwRound(Me^.X) < Param then
                        begin
                        //OutError('AI: WaitXL assert (' + IntToStr(hwRound(Me^.X)) + ' < ' + IntToStr(Param) + ')', false);
                        FreeActionsList;
                        exit
                        end
                    else
                        begin
                        CheckHang(Me);
                        exit
                        end;

            aia_WaitXR:
                if hwRound(Me^.X) = Param then
                    begin
                    Action:= aia_LookRight;
                    Time:= GameTicks;
                    exit
                    end
                    else if hwRound(Me^.X) > Param then
                        begin
                        //OutError('AI: WaitXR assert (' + IntToStr(hwRound(Me^.X)) + ' > ' + IntToStr(Param) + ')', false);
                        FreeActionsList;
                        exit
                        end
                    else
                        begin
                        CheckHang(Me);
                        exit
                        end;
            aia_LookLeft: begin
                if (Me^.State and gstMoving) <> 0 then
                    exit;
            
                if not Me^.dX.isNegative then
                begin
                    if (Me^.Message and gmLeft) = 0 then
                        ParseCommand('+left', true);
                    exit
                    end
                else
                    ParseCommand('-left', true);
            end;
            aia_LookRight: begin
                if (Me^.State and gstMoving) <> 0 then
                    exit;
            
                if Me^.dX.isNegative then
                begin
                    if (Me^.Message and gmRight) = 0 then
                        ParseCommand('+right', true);
                    exit
                    end
                else ParseCommand('-right', true);
            end;
            aia_AwareExpl:
                AwareOfExplosion(X, Y, Param);

            aia_HJump:
                ParseCommand('hjump', true);

            aia_LJump:
                ParseCommand('ljump', true);

            aia_Skip:
                ParseCommand('skip', true);

            aia_Put:
                doPut(X, Y, true);

            aia_waitAngle:
                if LongInt(Me^.Angle) <> Abs(Param) then exit;

            aia_waitAmmoXY:
                if (CurAmmoGear <> nil) and ((hwRound(CurAmmoGear^.X) <> X) or (hwRound(CurAmmoGear^.Y) <> Y)) then
                    exit;
            end
        else
            begin
            s:= ActionIdToStr[Action];
            if (Param and ai_specmask) <> 0 then
                case Param of
                aim_push:
                s:= '+' + s;

                aim_release:
                s:= '-' + s;
            end
        else if Param <> 0 then
            s:= s + ' ' + IntToStr(Param);
        ParseCommand(s, true)
        end
    end;
inc(Actions.Pos);
if Actions.Pos <= Actions.Count then
    inc(Actions.actions[Actions.Pos].Time, GameTicks);
until false
end;

end.