hedgewars/uAI.pas
author sheepluva
Thu, 23 Jan 2014 13:56:53 +0100
changeset 10061 b7161f00a6ca
parent 10015 4feced261c68
child 10084 83156a03e574
permissions -rw-r--r--
hide complete IP of other users, when non-admin requests player info. showing the first two parts of the IP was kinda pointless to begin with (what for?) and has recently lead to increased abuse and lobby flooding due to bots collecting/posting IP tracking information

(*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2004-2014 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 uAI;
interface
uses uFloat;

procedure initModule;
procedure freeModule;

procedure ProcessBot;
procedure FreeActionsList;

implementation
uses uConsts, SDLh, uAIMisc, uAIAmmoTests, uAIActions,
    uAmmos, SysUtils, uTypes,
    uVariables, uCommands, uUtils, uDebug, uAILandMarks;

var BestActions: TActions;
    CanUseAmmo: array [TAmmoType] of boolean;
    StopThinking: boolean;
    StartTicks: Longword;
    ThinkThread: PSDL_Thread;
    ThreadLock: PSDL_Mutex;

procedure FreeActionsList;
begin
    AddFileLog('FreeActionsList called');
    if (ThinkThread <> nil) then
        begin
        StopThinking:= true;
        SDL_WaitThread(ThinkThread, nil);
        end;
    SDL_LockMutex(ThreadLock);
    ThinkThread:= nil;
    SDL_UnlockMutex(ThreadLock);

    with CurrentHedgehog^ do
        if Gear <> nil then
            if BotLevel <> 0 then
                StopMessages(Gear^.Message);

    BestActions.Count:= 0;
    BestActions.Pos:= 0
end;


const cBranchStackSize = 12;
type TStackEntry = record
                   WastedTicks: Longword;
                   MadeActions: TActions;
                   Hedgehog: TGear;
                   end;

var Stack: record
           Count: Longword;
           States: array[0..Pred(cBranchStackSize)] of TStackEntry;
           end;

function Push(Ticks: Longword; const Actions: TActions; const Me: TGear; Dir: integer): boolean;
var bRes: boolean;
begin
    bRes:= (Stack.Count < cBranchStackSize) and (Actions.Count < MAXACTIONS - 5);
    if bRes then
        with Stack.States[Stack.Count] do
            begin
            WastedTicks:= Ticks;
            MadeActions:= Actions;
            Hedgehog:= Me;
            Hedgehog.Message:= Dir;
            inc(Stack.Count)
            end;
    Push:= bRes
end;

procedure Pop(var Ticks: Longword; var Actions: TActions; var Me: TGear);
begin
    dec(Stack.Count);
    with Stack.States[Stack.Count] do
        begin
        Ticks:= WastedTicks;
        Actions:= MadeActions;
        Me:= Hedgehog
        end
end;



procedure TestAmmos(var Actions: TActions; Me: PGear; rareChecks: boolean);
var BotLevel: Byte;
    ap: TAttackParams;
    Score, i, t, n, dAngle: LongInt;
    a, aa: TAmmoType;
begin
BotLevel:= Me^.Hedgehog^.BotLevel;
windSpeed:= hwFloat2Float(cWindSpeed);

for i:= 0 to Pred(Targets.Count) do
    if (Targets.ar[i].Score >= 0) and (not StopThinking) then
        begin
        with Me^.Hedgehog^ do
            a:= CurAmmoType;
        aa:= a;
        SDL_delay(0); // hint to let the context switch run
        repeat
        if (CanUseAmmo[a])
            and ((not rareChecks) or ((AmmoTests[a].flags and amtest_Rare) = 0))
            and ((i = 0) or ((AmmoTests[a].flags and amtest_NoTarget) = 0))
            then
            begin
{$HINTS OFF}
            Score:= AmmoTests[a].proc(Me, Targets.ar[i], BotLevel, ap);
{$HINTS ON}
            if Actions.Score + Score > BestActions.Score then
                if (BestActions.Score < 0) or (Actions.Score + Score > BestActions.Score + Byte(BotLevel - 1) * 2048) then
                    begin
                    BestActions:= Actions;
                    inc(BestActions.Score, Score);
                    BestActions.isWalkingToABetterPlace:= false;

                    AddAction(BestActions, aia_Weapon, Longword(a), 300 + random(400), 0, 0);

                    if (ap.Angle > 0) then
                        AddAction(BestActions, aia_LookRight, 0, 200, 0, 0)
                    else if (ap.Angle < 0) then
                        AddAction(BestActions, aia_LookLeft, 0, 200, 0, 0);

                    if (Ammoz[a].Ammo.Propz and ammoprop_Timerable) <> 0 then
                        AddAction(BestActions, aia_Timer, ap.Time div 1000, 400, 0, 0);

                    if (Ammoz[a].Ammo.Propz and ammoprop_NoCrosshair) = 0 then
                        begin
                        dAngle:= LongInt(Me^.Angle) - Abs(ap.Angle);
                        if dAngle > 0 then
                            begin
                            AddAction(BestActions, aia_Up, aim_push, 300 + random(250), 0, 0);
                            AddAction(BestActions, aia_Up, aim_release, dAngle, 0, 0)
                            end
                        else if dAngle < 0 then
                            begin
                            AddAction(BestActions, aia_Down, aim_push, 300 + random(250), 0, 0);
                            AddAction(BestActions, aia_Down, aim_release, -dAngle, 0, 0)
                            end
                        end;

                    if (Ammoz[a].Ammo.Propz and ammoprop_NeedTarget) <> 0 then
                        begin
                        AddAction(BestActions, aia_Put, 0, 1, ap.AttackPutX, ap.AttackPutY)
                        end;

                    if (Ammoz[a].Ammo.Propz and ammoprop_OscAim) <> 0 then
                        begin
                        AddAction(BestActions, aia_attack, aim_push, 350 + random(200), 0, 0);
                        AddAction(BestActions, aia_attack, aim_release, 1, 0, 0);

                        if abs(ap.Angle) > 32 then
                           begin
                           AddAction(BestActions, aia_Down, aim_push, 100 + random(150), 0, 0);
                           AddAction(BestActions, aia_Down, aim_release, 32, 0, 0);
                           end;

                        AddAction(BestActions, aia_waitAngle, ap.Angle, 250, 0, 0);
                        AddAction(BestActions, aia_attack, aim_push, 1, 0, 0);
                        AddAction(BestActions, aia_attack, aim_release, 1, 0, 0);
                        end else
                        if (Ammoz[a].Ammo.Propz and ammoprop_AttackingPut) = 0 then
                            begin
                            if (AmmoTests[a].flags and amtest_MultipleAttacks) = 0 then
                                n:= 1 else n:= ap.AttacksNum;

                            AddAction(BestActions, aia_attack, aim_push, 650 + random(300), 0, 0);
                            for t:= 2 to n do
                                begin
                                AddAction(BestActions, aia_attack, aim_push, 150, 0, 0);
                                AddAction(BestActions, aia_attack, aim_release, ap.Power, 0, 0);
                                end;
                            AddAction(BestActions, aia_attack, aim_release, ap.Power, 0, 0);
                            end;

                    if (Ammoz[a].Ammo.Propz and ammoprop_Track) <> 0 then
                        begin
                        AddAction(BestActions, aia_waitAmmoXY, 0, 12, ap.ExplX, ap.ExplY);
                        AddAction(BestActions, aia_attack, aim_push, 1, 0, 0);
                        AddAction(BestActions, aia_attack, aim_release, 7, 0, 0);
                        end;

                    if ap.ExplR > 0 then
                        AddAction(BestActions, aia_AwareExpl, ap.ExplR, 10, ap.ExplX, ap.ExplY);
                    end
            end;
        if a = High(TAmmoType) then
            a:= Low(TAmmoType)
        else inc(a)
        until (a = aa) or (CurrentHedgehog^.MultiShootAttacks > 0) {shooting same weapon}
            or StopThinking
        end
end;

procedure Walk(Me: PGear; var Actions: TActions);
const FallPixForBranching = cHHRadius;
var
    ticks, maxticks, oldticks, steps, tmp: Longword;
    BaseRate, BestRate, Rate: integer;
    GoInfo: TGoInfo;
    CanGo: boolean;
    AltMe: TGear;
    BotLevel: Byte;
    a: TAmmoType;
begin
ticks:= 0;
oldticks:= 0; // avoid compiler hint
Stack.Count:= 0;

clearAllMarks;

for a:= Low(TAmmoType) to High(TAmmoType) do
    CanUseAmmo[a]:= Assigned(AmmoTests[a].proc) and (HHHasAmmo(Me^.Hedgehog^, a) > 0);

BotLevel:= Me^.Hedgehog^.BotLevel;

if (Me^.State and gstAttacked) = 0 then
    maxticks:= Max(0, TurnTimeLeft - 5000 - LongWord(4000 * BotLevel))
else
    maxticks:= TurnTimeLeft;

if (Me^.State and gstAttacked) = 0 then
    TestAmmos(Actions, Me, false);

BestRate:= RatePlace(Me);
BaseRate:= Max(BestRate, 0);

// switch to 'skip' if we cannot move because of mouse cursor being shown
if (Ammoz[Me^.Hedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NeedTarget) <> 0 then
    AddAction(Actions, aia_Weapon, Longword(amSkip), 100 + random(200), 0, 0);

if ((CurrentHedgehog^.MultiShootAttacks = 0) or ((Ammoz[Me^.Hedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NoMoveAfter) = 0))
    and (GameFlags and gfArtillery = 0) and (cGravityf <> 0) then
    begin
    tmp:= random(2) + 1;
    Push(0, Actions, Me^, tmp);
    Push(0, Actions, Me^, tmp xor 3);

    while (Stack.Count > 0) and (not StopThinking) do
        begin
        Pop(ticks, Actions, Me^);

        AddAction(Actions, Me^.Message, aim_push, 250, 0, 0);
        if (Me^.Message and gmLeft) <> 0 then
            AddAction(Actions, aia_WaitXL, hwRound(Me^.X), 0, 0, 0)
        else
            AddAction(Actions, aia_WaitXR, hwRound(Me^.X), 0, 0, 0);

        steps:= 0;

        while (not StopThinking) do
            begin
    {$HINTS OFF}
            CanGo:= HHGo(Me, @AltMe, GoInfo);
    {$HINTS ON}
            oldticks:= ticks;
            inc(ticks, GoInfo.Ticks);
            if ticks > maxticks then
                break;

            if (BotLevel < 5)
                and (GoInfo.JumpType = jmpHJump)
                and (not checkMark(hwRound(Me^.X), hwRound(Me^.Y), markHJumped))
                then // hjump support
                begin
                // check if we could go backwards and maybe ljump over a gap after this hjump
                addMark(hwRound(Me^.X), hwRound(Me^.Y), markHJumped);
                if Push(ticks, Actions, AltMe, Me^.Message xor 3) then
                    begin
                    with Stack.States[Pred(Stack.Count)] do
                        begin
                        if (Me^.Message and gmLeft) <> 0 then
                            AddAction(MadeActions, aia_LookRight, 0, 200, 0, 0)
                        else
                            AddAction(MadeActions, aia_LookLeft, 0, 200, 0, 0);

                        AddAction(MadeActions, aia_HJump, 0, 305 + random(50), 0, 0);
                        AddAction(MadeActions, aia_HJump, 0, 350, 0, 0);
                        end;
                    // but first check walking forward
                    Push(ticks, Stack.States[Pred(Stack.Count)].MadeActions, AltMe, Me^.Message)
                    end;
                end;
            if (BotLevel < 3)
                and (GoInfo.JumpType = jmpLJump)
                and (not checkMark(hwRound(Me^.X), hwRound(Me^.Y), markLJumped))
                then // ljump support
                begin
                addMark(hwRound(Me^.X), hwRound(Me^.Y), markLJumped);
                // at final check where we go after jump walking backward
                if Push(ticks, Actions, AltMe, Me^.Message xor 3) then
                    with Stack.States[Pred(Stack.Count)] do
                        begin
                        if (Me^.Message and gmLeft) <> 0 then
                            AddAction(MadeActions, aia_LookLeft, 0, 200, 0, 0)
                        else
                            AddAction(MadeActions, aia_LookRight, 0, 200, 0, 0);

                        AddAction(MadeActions, aia_LJump, 0, 305 + random(50), 0, 0);
                        end;

                // push current position so we proceed from it after checking jump+forward walk opportunities
                if CanGo then Push(ticks, Actions, Me^, Me^.Message);

                // first check where we go after jump walking forward
                if Push(ticks, Actions, AltMe, Me^.Message) then
                    with Stack.States[Pred(Stack.Count)] do
                        AddAction(MadeActions, aia_LJump, 0, 305 + random(50), 0, 0);
                break
                end;

            // 'not CanGO' means we cannot go straight, possible jumps are checked above
            if not CanGo then
                break;

             inc(steps);
             Actions.actions[Pred(Actions.Count)].Param:= hwRound(Me^.X);
             Rate:= RatePlace(Me);
             if Rate > BestRate then
                begin
                BestActions:= Actions;
                BestActions.isWalkingToABetterPlace:= true;
                BestRate:= Rate;
                Me^.State:= Me^.State or gstAttacked // we have better place, go there and do not use ammo
                end
            else if Rate < BestRate then
                break;

            if ((Me^.State and gstAttacked) = 0) and ((steps mod 4) = 0) then
                begin
                if (steps > 4) and checkMark(hwRound(Me^.X), hwRound(Me^.Y), markWalkedHere) then
                    break;
                addMark(hwRound(Me^.X), hwRound(Me^.Y), markWalkedHere);

                TestAmmos(Actions, Me, ticks shr 12 = oldticks shr 12);

                end;

            if GoInfo.FallPix >= FallPixForBranching then
                Push(ticks, Actions, Me^, Me^.Message xor 3); // aia_Left xor 3 = aia_Right

            if (StartTicks > GameTicks - 1500) and (not StopThinking) then
                SDL_Delay(1000);

            end {while};

        if BestRate > BaseRate then
            exit
        end {while}
    end {if}
end;

function Think(Me: PGear): LongInt; cdecl; export;
var BackMe, WalkMe: TGear;
    switchCount: LongInt;
    currHedgehogIndex, itHedgehog, switchesNum, i: Longword;
    switchImmediatelyAvailable: boolean;
    Actions: TActions;
begin
dmgMod:= 0.01 * hwFloat2Float(cDamageModifier) * cDamagePercent;
StartTicks:= GameTicks;

currHedgehogIndex:= CurrentTeam^.CurrHedgehog;
itHedgehog:= currHedgehogIndex;
switchesNum:= 0;

switchImmediatelyAvailable:= (CurAmmoGear <> nil) and (CurAmmoGear^.Kind = gtSwitcher);
if Me^.Hedgehog^.BotLevel <> 5 then
    switchCount:= HHHasAmmo(PGear(Me)^.Hedgehog^, amSwitch)
else switchCount:= 0;

if ((Me^.State and gstAttacked) = 0) or isInMultiShoot then
    if Targets.Count > 0 then
        begin
        // iterate over current team hedgehogs
        repeat
            WalkMe:= CurrentTeam^.Hedgehogs[itHedgehog].Gear^;

            Actions.Count:= 0;
            Actions.Pos:= 0;
            Actions.Score:= 0;
            if switchesNum > 0 then
                begin
                if (not switchImmediatelyAvailable)  then
                    begin
                    // when AI has to use switcher, make it cost smth unless they have a lot of switches
                    if (switchCount < 10) then Actions.Score:= (-27+switchCount*3)*4000;
                    AddAction(Actions, aia_Weapon, Longword(amSwitch), 300 + random(200), 0, 0);
                    AddAction(Actions, aia_attack, aim_push, 300 + random(300), 0, 0);
                    AddAction(Actions, aia_attack, aim_release, 1, 0, 0);
                    end;
                for i:= 1 to switchesNum do
                    AddAction(Actions, aia_Switch, 0, 300 + random(200), 0, 0);
                end;
            Walk(@WalkMe, Actions);

            // find another hog in team
            repeat
                itHedgehog:= Succ(itHedgehog) mod CurrentTeam^.HedgehogsNumber;
            until (itHedgehog = currHedgehogIndex) or ((CurrentTeam^.Hedgehogs[itHedgehog].Gear <> nil) and (CurrentTeam^.Hedgehogs[itHedgehog].Effects[heFrozen]=0));

            inc(switchesNum);
        until (not (switchImmediatelyAvailable or (switchCount > 0)))
            or StopThinking
            or (itHedgehog = currHedgehogIndex)
            or BestActions.isWalkingToABetterPlace;

            if (StartTicks > GameTicks - 1500) and (not StopThinking) then
                SDL_Delay(1000);

        if (BestActions.Score < -1023) and (not BestActions.isWalkingToABetterPlace) then
            begin
            BestActions.Count:= 0;
            AddAction(BestActions, aia_Skip, 0, 250, 0, 0);
            end;

        end else SDL_Delay(100)
else
    begin
    BackMe:= Me^;
    i:= 12;
    while (not StopThinking) and (BestActions.Count = 0) and (i > 0) do
        begin

(*
        // Maybe this would get a bit of movement out of them? Hopefully not *toward* water. Need to check how often he'd choose that strategy
        if SuddenDeathDmg and ((hwRound(BackMe.Y)+cWaterRise*2) > cWaterLine) then
            AddBonus(hwRound(BackMe.X), hwRound(BackMe.Y), 250, -40);
*)

        FillBonuses(true);
        WalkMe:= BackMe;
        Actions.Count:= 0;
        Actions.Pos:= 0;
        Actions.Score:= 0;
        Walk(@WalkMe, Actions);
        dec(i);
        if not StopThinking then
            SDL_Delay(100)
        end
    end;

Me^.State:= Me^.State and (not gstHHThinking);
SDL_LockMutex(ThreadLock);
ThinkThread:= nil;
SDL_UnlockMutex(ThreadLock);
Think:= 0;
end;

procedure StartThink(Me: PGear);
begin
if ((Me^.State and (gstAttacking or gstHHJumping or gstMoving)) <> 0)
or isInMultiShoot then
    exit;

//DeleteCI(Me); // this will break demo/netplay

Me^.State:= Me^.State or gstHHThinking;
Me^.Message:= 0;

BestActions.Count:= 0;
BestActions.Pos:= 0;
BestActions.Score:= Low(LongInt);
BestActions.isWalkingToABetterPlace:= false;

StopThinking:= false;
ThinkingHH:= Me;

FillTargets;
if Targets.Count = 0 then
    begin
    OutError('AI: no targets!?', false);
    exit
    end;

FillBonuses(((Me^.State and gstAttacked) <> 0) and (not isInMultiShoot));

SDL_LockMutex(ThreadLock);
ThinkThread:= SDL_CreateThread(@Think{$IFDEF SDL2}, 'think'{$ENDIF}, Me);
SDL_UnlockMutex(ThreadLock);
end;

{$IFDEF DEBUGAI}
var scoreShown: boolean = false;
{$ENDIF}

procedure ProcessBot;
const cStopThinkTime = 40;
begin
with CurrentHedgehog^ do
    if (Gear <> nil)
    and ((Gear^.State and gstHHDriven) <> 0)
    and (TurnTimeLeft < cHedgehogTurnTime - 50) then
        if ((Gear^.State and gstHHThinking) = 0) then
            if (BestActions.Pos >= BestActions.Count)
            and (TurnTimeLeft > cStopThinkTime) then
                begin
                if Gear^.Message <> 0 then
                    begin
                    StopMessages(Gear^.Message);
                    TryDo((Gear^.Message and gmAllStoppable) = 0, 'Engine bug: AI may break demos playing', true);
                    end;

                if Gear^.Message <> 0 then
                    exit;

{$IFDEF DEBUGAI}
                scoreShown:= false;
{$ENDIF}
                StartThink(Gear);
                StartTicks:= GameTicks

            end else
                begin
{$IFDEF DEBUGAI}
                if not scoreShown then
                    begin
                    if BestActions.Score > 0 then ParseCommand('/say Expected score = ' + inttostr(BestActions.Score div 1024), true);
                    scoreShown:= true
                    end;
{$ENDIF}
                ProcessAction(BestActions, Gear)
                end
        else if ((GameTicks - StartTicks) > cMaxAIThinkTime)
            or (TurnTimeLeft <= cStopThinkTime) then
                StopThinking:= true
end;

procedure initModule;
begin
    StartTicks:= 0;
    ThinkThread:= nil;
    ThreadLock:= SDL_CreateMutex();
end;

procedure freeModule;
begin
    FreeActionsList();
    SDL_DestroyMutex(ThreadLock);
end;

end.