hedgewars/uAIActions.pas
author unc0rr
Wed, 29 Feb 2012 23:44:49 +0400
changeset 6753 e95b1f62d0de
parent 6700 e04da46ee43c
child 6982 8d41d22a291d
permissions -rw-r--r--
Don't remove client's teams from teams list on "ROUNDFINISHED 0", just send team removal message to others. This should fix problems with ghost teams in frontend. Not tested at all, successfully built on first attempt, which is considered as a bad sign :D Server still thinks game proceeds, so restart isn't possible.

(*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2004-2012 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 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;
    
    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;
        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, uUtils, uDebug, uIO{$IFDEF TRACEAIACTIONS}, uConsole{$ENDIF};

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..$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 CheckHang(Me: PGear);
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;

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:
            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.