hedgewars/uAIActions.pas
author nemo
Tue, 30 Mar 2010 13:33:01 +0000
changeset 3173 909b28b1b61a
parent 3165 3ec07a7d8456
child 3236 4ab3917d7d44
permissions -rw-r--r--
This map has always been broken. This variant makes it slightly less broken (although something changed on the ceiling might prevent hiding on pixels on the slope). What will finally fix it is either moving nets closer together or adding angle bounce to hedgehogs or some other layout that prevents hiding.

(*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2005-2008 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
 *)

{$INCLUDE "options.inc"}

unit uAIActions;
interface
uses uGears, uFloat;

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_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;

      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;
                actions: array[0..Pred(MAXACTIONS)] of TAction;
                Score: LongInt;
                end;

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

implementation
uses uMisc, uTeams, uConsts, uConsole, uAIMisc, uAI, uAmmos;

const ActionIdToStr: array[0..6] of string[16] = (
{aia_none}           '',
{aia_Left}           'left',
{aia_Right}          'right',
{aia_Timer}          'timer',
{aia_attack}         'attack',
{aia_Up}             'up',
{aia_Down}           'down'
                     );

{$IFDEF TRACEAIACTIONS}
const SpecActionIdToStr: array[$8000..$8009] 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'
);

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
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);
     TryDo(Count < MAXACTIONS, 'AI: actions overflow', true);
     end
end;

procedure ProcessAction(var Actions: TActions; Me: PGear);
var s: shortstring;

    procedure CheckHang;
    const PrevX: LongInt = 0;
          timedelta: Longword = 0;
    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;

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; 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; exit end;
         aia_LookLeft: if not Me^.dX.isNegative then
                          begin
                          ParseCommand('+left', true);
                          exit
                          end else ParseCommand('-left', true);
        aia_LookRight: if Me^.dX.isNegative then
                          begin
                          ParseCommand('+right', true);
                          exit
                          end else ParseCommand('-right', true);
        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);
             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.