AI thinks in separate thread
authorunc0rr
Sun, 11 Feb 2007 15:33:19 +0000
changeset 433 9f8f22094c0e
parent 432 b0f693024b50
child 434 2c6ccce17f39
AI thinks in separate thread
hedgewars/CMakeLists.txt
hedgewars/SDLh.pas
hedgewars/uAI.pas
hedgewars/uAIActions.pas
hedgewars/uAIAmmoTests.pas
hedgewars/uAIMisc.pas
hedgewars/uAIThinkStack.pas
hedgewars/uGame.pas
hedgewars/uMisc.pas
--- a/hedgewars/CMakeLists.txt	Sun Feb 11 12:27:45 2007 +0000
+++ b/hedgewars/CMakeLists.txt	Sun Feb 11 15:33:19 2007 +0000
@@ -11,7 +11,6 @@
 	uAIActions.pas
 	uAIAmmoTests.pas
 	uAIMisc.pas
-	uAIThinkStack.pas
 	uAmmos.pas
 	uCollisions.pas
 	uConsole.pas
--- a/hedgewars/SDLh.pas	Sun Feb 11 12:27:45 2007 +0000
+++ b/hedgewars/SDLh.pas	Sun Feb 11 15:33:19 2007 +0000
@@ -188,6 +188,9 @@
      PLongWordArray = ^TLongWordArray;
      TLongWordArray = array[0..16383] of LongWord;
 
+     PSDL_Thread = Pointer;
+     PSDL_mutex = Pointer;
+     
 function  SDL_Init(flags: Longword): LongInt; cdecl; external SDLLibName;
 procedure SDL_Quit; cdecl; external SDLLibName;
 function  SDL_VideoDriverName(var namebuf; maxlen: LongInt): PChar; cdecl; external SDLLibName;
@@ -233,6 +236,13 @@
 
 procedure SDL_WM_SetCaption(title: PChar; icon: PChar); cdecl; external SDLLibName;
 
+function  SDL_CreateThread(fn: pointer; data: pointer): PSDL_Thread; cdecl; external SDLLibName;
+procedure SDL_WaitThread(thread: PSDL_Thread; status: PLongInt); cdecl; external SDLLibName;
+function  SDL_CreateMutex: PSDL_mutex; cdecl; external SDLLibName;
+procedure SDL_DestroyMutex(mutex: PSDL_mutex); cdecl; external SDLLibName;
+function  SDL_LockMutex(mutex: PSDL_mutex): LongInt; cdecl; external SDLLibName name 'SDL_mutexP';
+function  SDL_UnlockMutex(mutex: PSDL_mutex): LongInt; cdecl; external SDLLibName name 'SDL_mutexV';
+
 (*  TTF  *)
 
 const {$IFDEF WIN32}
--- a/hedgewars/uAI.pas	Sun Feb 11 12:27:45 2007 +0000
+++ b/hedgewars/uAI.pas	Sun Feb 11 15:33:19 2007 +0000
@@ -20,21 +20,28 @@
 interface
 uses uFloat;
 {$INCLUDE options.inc}
-procedure ProcessBot(FrameNo: Longword);
+procedure ProcessBot;
 procedure FreeActionsList;
 
 implementation
 uses uTeams, uConsts, SDLh, uAIMisc, uGears, uAIAmmoTests, uAIActions, uMisc,
-     uAIThinkStack, uAmmos;
+     uAmmos;
 
 var BestActions: TActions;
+    ThinkThread: PSDL_Thread = nil;
+    StopThinking: boolean;
     CanUseAmmo: array [TAmmoType] of boolean;
-    AIThinkStart: Longword;
-    isThinking: boolean = false;
 
 procedure FreeActionsList;
 begin
-isThinking:= false;
+{$IFDEF DEBUGFILE}AddFileLog('FreeActionsList called');{$ENDIF}
+if ThinkThread <> nil then
+   begin
+   {$IFDEF DEBUGFILE}AddFileLog('Waiting AI thread to finish');{$ENDIF}
+   StopThinking:= true;
+   SDL_WaitThread(ThinkThread, nil);
+   ThinkThread:= nil
+   end;
 BestActions.Count:= 0;
 BestActions.Pos:= 0
 end;
@@ -46,6 +53,7 @@
     a, aa: TAmmoType;
 begin
 BotLevel:= PHedgehog(Me^.Hedgehog)^.BotLevel;
+
 for i:= 0 to Pred(Targets.Count) do
     if (Targets.ar[i].Score >= 0) then
        begin
@@ -67,7 +75,7 @@
               else if (Angle < 0) then AddAction(BestActions, aia_LookLeft, 0, 200, 0, 0);
               if (Ammoz[a].Ammo.Propz and ammoprop_NoCrosshair) = 0 then
                  begin
-                 Angle:= LongInt(Me^.Angle) - Abs(Angle);
+                 Angle:= integer(Me^.Angle) - Abs(Angle);
                  if Angle > 0 then
                     begin
                     AddAction(BestActions, aia_Up, aim_push, 500, 0, 0);
@@ -86,42 +94,102 @@
            end;
         if a = High(TAmmoType) then a:= Low(TAmmoType)
                                else inc(a)
-       until (a = aa) or (PHedgehog(Me^.Hedgehog)^.AttacksNum > 0)
+       until (a = aa) or (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].AttacksNum > 0)
        end
 end;
 
 procedure Walk(Me: PGear);
 const FallPixForBranching = cHHRadius * 2 + 8;
-      
+      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 Result: boolean;
+    begin
+    Result:= (Stack.Count < cBranchStackSize) and (Actions.Count < MAXACTIONS - 5);
+    if Result then
+       with Stack.States[Stack.Count] do
+            begin
+            WastedTicks:= Ticks;
+            MadeActions:= Actions;
+            Hedgehog:= Me;
+            Hedgehog.Message:= Dir;
+            inc(Stack.Count)
+            end;
+    Push:= Result
+    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;
+
+    function PosInThinkStack(Me: PGear): boolean;
+    var i: Longword;
+    begin
+    i:= 0;
+    while (i < Stack.Count) do
+          begin
+          if(not(hwAbs(Stack.States[i].Hedgehog.X - Me^.X) +
+                 hwAbs(Stack.States[i].Hedgehog.Y - Me^.Y) > 2)) and
+              (Stack.States[i].Hedgehog.Message = Me^.Message) then exit(true);
+          inc(i)
+          end;
+    PosInThinkStack:= false
+    end;
+
+
 var Actions: TActions;
-    ticks, maxticks, steps, BotLevel: Longword;
-    BaseRate, Rate: LongInt;
+    ticks, maxticks, steps, BotLevel, tmp: Longword;
+    BaseRate, BestRate, Rate: integer;
     GoInfo: TGoInfo;
     CanGo: boolean;
     AltMe: TGear;
 begin
+Actions.Count:= 0;
+Actions.Pos:= 0;
+Actions.Score:= 0;
+Stack.Count:= 0;
 BotLevel:= PHedgehog(Me^.Hedgehog)^.BotLevel;
 
+tmp:= random(2) + 1;
+Push(0, Actions, Me^, tmp);
+Push(0, Actions, Me^, tmp xor 3);
+
 if (Me^.State and gstAttacked) = 0 then maxticks:= max(0, TurnTimeLeft - 5000 - 4000 * BotLevel)
-                                  else maxticks:= TurnTimeLeft;
+                                   else maxticks:= TurnTimeLeft;
 
-BaseRate:= RatePlace(Me);
+if (Me^.State and gstAttacked) = 0 then TestAmmos(Actions, Me);
+BestRate:= RatePlace(Me);
+BaseRate:= max(BestRate, 0);
 
-repeat
-    if not Pop(ticks, Actions, Me^) then
-       begin
-       isThinking:= false;
-       exit
-       end;
+while (Stack.Count > 0) and not StopThinking do
+    begin
+    Pop(ticks, Actions, Me^);
 
-    AddAction(Actions, Me^.Message, aim_push, 10, 0, 0);
+    AddAction(Actions, Me^.Message, aim_push, 250, 0, 0);
     if (Me^.Message and gm_Left) <> 0 then AddAction(Actions, aia_WaitXL, hwRound(Me^.X), 0, 0, 0)
                                       else AddAction(Actions, aia_WaitXR, hwRound(Me^.X), 0, 0, 0);
     AddAction(Actions, Me^.Message, aim_release, 0, 0, 0);
     steps:= 0;
-    if ((Me^.State and gstAttacked) = 0) then TestAmmos(Actions, Me);
 
-    while not PosInThinkStack(Me) do
+    while (not StopThinking) and (not PosInThinkStack(Me)) do
        begin
        CanGo:= HHGo(Me, @AltMe, GoInfo);
        inc(ticks, GoInfo.Ticks);
@@ -129,128 +197,107 @@
 
        if (BotLevel < 5) and (GoInfo.JumpType = jmpHJump) then // hjump support
           if Push(ticks, Actions, AltMe, Me^.Message) then
-             with ThinkStack.States[Pred(ThinkStack.Count)] do
+             with Stack.States[Pred(Stack.Count)] do
                   begin
                   AddAction(MadeActions, aia_HJump, 0, 305, 0, 0);
                   AddAction(MadeActions, aia_HJump, 0, 350, 0, 0);
-                  if (Me^.dX < 0) then AddAction(MadeActions, aia_WaitXL, hwRound(AltMe.X), 0, 0, 0)
-                                  else AddAction(MadeActions, aia_WaitXR, hwRound(AltMe.X), 0, 0, 0);
                   end;
        if (BotLevel < 3) and (GoInfo.JumpType = jmpLJump) then // ljump support
           if Push(ticks, Actions, AltMe, Me^.Message) then
-             with ThinkStack.States[Pred(ThinkStack.Count)] do
-                  begin
+             with Stack.States[Pred(Stack.Count)] do
                   AddAction(MadeActions, aia_LJump, 0, 305, 0, 0);
-                  if (Me^.dX < 0) then AddAction(MadeActions, aia_WaitXL, hwRound(AltMe.X), 0, 0, 0)
-                                  else AddAction(MadeActions, aia_WaitXR, hwRound(AltMe.X), 0, 0, 0);
-                  end;
+
        if not CanGo then break;
        inc(steps);
        Actions.actions[Actions.Count - 2].Param:= hwRound(Me^.X);
        Rate:= RatePlace(Me);
-       if Rate > BaseRate then
+       if Rate > BestRate then
           begin
           BestActions:= Actions;
-          BestActions.Score:= 1;
-          isThinking:= false;
-          exit
+          BestRate:= Rate;
+          Me^.State:= Me^.State or gstAttacked // we have better place, go there and don't use ammo
           end
-       else if Rate < BaseRate then break;
+       else if Rate < BestRate then break;
+       if ((Me^.State and gstAttacked) = 0)
+           and ((steps mod 4) = 0) then TestAmmos(Actions, Me);
        if GoInfo.FallPix >= FallPixForBranching then
           Push(ticks, Actions, Me^, Me^.Message xor 3); // aia_Left xor 3 = aia_Right
+       end;
 
-       if ((Me^.State and gstAttacked) = 0)
-           and ((steps mod 4) = 0) then
-           begin
-           TestAmmos(Actions, Me);
-           if SDL_GetTicks - AIThinkStart >= Pred(cTimerInterval) then
-              begin
-              dec(Actions.Count, 3);
-              Push(ticks, Actions, Me^, Me^.Message);
-              exit
-              end
-           end
-       end;
-until false
+    if BestRate > BaseRate then exit
+    end
 end;
 
-procedure Think(Me: PGear);
+procedure Think(Me: PGear); cdecl;
 var BackMe, WalkMe: TGear;
+    StartTicks: Longword;
 begin
-AIThinkStart:= SDL_GetTicks;
+StartTicks:= GameTicks;
+BestActions.Count:= 0;
+BestActions.Pos:= 0;
+BestActions.Score:= Low(integer);
 BackMe:= Me^;
 WalkMe:= BackMe;
 if (Me^.State and gstAttacked) = 0 then
    if Targets.Count > 0 then
       begin
       Walk(@WalkMe);
-      if not isThinking then
+      if (StartTicks > GameTicks - 1500) and not StopThinking then SDL_Delay(2000);
+      if BestActions.Score < -1023 then
          begin
-         if BestActions.Score < -1023 then
-            begin
-            BestActions.Count:= 0;
-            AddAction(BestActions, aia_Skip, 0, 250, 0, 0);
-            end;
-         Me^.State:= Me^.State and not gstHHThinking
-         end
+         BestActions.Count:= 0;
+         AddAction(BestActions, aia_Skip, 0, 250, 0, 0);
+         end;
       end else
 else begin
-      FillBonuses(true);
       Walk(@WalkMe);
-      AddAction(BestActions, aia_Wait, GameTicks + 100, 100, 0, 0);
-      end
+      while (not StopThinking) and (BestActions.Count = 0) do
+            begin
+            SDL_Delay(100);
+            FillBonuses(true);
+            WalkMe:= BackMe;
+            Walk(@WalkMe)
+            end
+      end;
+Me^.State:= Me^.State and not gstHHThinking
 end;
 
 procedure StartThink(Me: PGear);
 var a: TAmmoType;
-    tmp: LongInt;
 begin
 if ((Me^.State and gstAttacking) <> 0) or isInMultiShoot then exit;
-ThinkingHH:= Me;
-isThinking:= true;
-
-ClearThinkStack;
-
 Me^.State:= Me^.State or gstHHThinking;
 Me^.Message:= 0;
+StopThinking:= false;
+ThinkingHH:= Me;
 FillTargets;
 if Targets.Count = 0 then
    begin
    OutError('AI: no targets!?', false);
    exit
    end;
-
 FillBonuses((Me^.State and gstAttacked) <> 0);
-
 for a:= Low(TAmmoType) to High(TAmmoType) do
     CanUseAmmo[a]:= Assigned(AmmoTests[a]) and HHHasAmmo(PHedgehog(Me^.Hedgehog), a);
+{$IFDEF DEBUGFILE}AddFileLog('Enter Think Thread');{$ENDIF}
+ThinkThread:= SDL_CreateThread(@Think, Me)
+end;
 
-BestActions.Count:= 0;
-BestActions.Pos:= 0;
-BestActions.Score:= 0;
-tmp:= random(2) + 1;
-Push(0, BestActions, Me^, tmp);
-Push(0, BestActions, Me^, tmp xor 3);
-BestActions.Score:= Low(LongInt);
-
-Think(Me)
-end; 
-
-procedure ProcessBot(FrameNo: Longword);
-const LastFrameNo: Longword = 0;
+procedure ProcessBot;
+const StartTicks: Longword = 0;
 begin
 with CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog] do
      if (Gear <> nil)
         and ((Gear^.State and gstHHDriven) <> 0)
         and (TurnTimeLeft < cHedgehogTurnTime - 50) then
-        if not isThinking then
-           if (BestActions.Pos >= BestActions.Count) then StartThink(Gear)
-                                                     else ProcessAction(BestActions, Gear)
-        else if FrameNo <> LastFrameNo then
-                begin
-                LastFrameNo:= FrameNo;
-                Think(Gear)
-                end;
+        if ((Gear^.State and gstHHThinking) = 0) then
+           if (BestActions.Pos >= BestActions.Count) then
+              begin
+              StartThink(Gear);
+              StartTicks:= GameTicks
+              end else ProcessAction(BestActions, Gear)
+        else if (GameTicks - StartTicks) > cMaxAIThinkTime then StopThinking:= true
 end;
 
+
 end.
--- a/hedgewars/uAIActions.pas	Sun Feb 11 12:27:45 2007 +0000
+++ b/hedgewars/uAIActions.pas	Sun Feb 11 15:33:19 2007 +0000
@@ -59,7 +59,7 @@
 procedure ProcessAction(var Actions: TActions; Me: PGear);
 
 implementation
-uses uMisc, uTeams, uConsts, uConsole, uAIMisc;
+uses uMisc, uTeams, uConsts, uConsole, uAIMisc, uAI;
 
 const ActionIdToStr: array[0..6] of string[16] = (
 {aia_none}           '',
@@ -150,14 +150,16 @@
                           else if hwRound(Me^.X) < Param then
                                begin
                                OutError('AI: WaitXL assert', false);
-                               Actions.Count:= 0
+                               FreeActionsList;
+                               exit
                                end
                           else begin CheckHang; exit end;
            aia_WaitXR: if hwRound(Me^.X) = Param then Time:= GameTicks
                           else if hwRound(Me^.X) > Param then
                                begin
                                OutError('AI: WaitXR assert', false);
-                               Actions.Count:= 0
+                               FreeActionsList;
+                               exit
                                end
                           else begin CheckHang; exit end;
          aia_LookLeft: if not Me^.dX.isNegative then
--- a/hedgewars/uAIAmmoTests.pas	Sun Feb 11 12:27:45 2007 +0000
+++ b/hedgewars/uAIAmmoTests.pas	Sun Feb 11 15:33:19 2007 +0000
@@ -24,9 +24,10 @@
 function TestGrenade(Me: PGear; Targ: TPoint; Level: LongInt; var Time: Longword; var Angle, Power: LongInt; var ExplX, ExplY, ExplR: LongInt): LongInt;
 function TestShotgun(Me: PGear; Targ: TPoint; Level: LongInt; var Time: Longword; var Angle, Power: LongInt; var ExplX, ExplY, ExplR: LongInt): LongInt;
 (*function TestDesertEagle(Me: PGear; Targ: TPoint; Level: LongInt; var Time: Longword; var Angle, Power: LongInt; var ExplX, ExplY, ExplR: LongInt): LongInt;
+*)
 function TestBaseballBat(Me: PGear; Targ: TPoint; Level: LongInt; var Time: Longword; var Angle, Power: LongInt; var ExplX, ExplY, ExplR: LongInt): LongInt;
 function TestFirePunch(Me: PGear; Targ: TPoint; Level: LongInt; var Time: Longword; var Angle, Power: LongInt; var ExplX, ExplY, ExplR: LongInt): LongInt;
-*)
+
 type TAmmoTestProc = function (Me: PGear; Targ: TPoint; Level: LongInt; var Time: Longword; var Angle, Power: LongInt; var ExplX, ExplY, ExplR: LongInt): LongInt;
 const AmmoTests: array[TAmmoType] of TAmmoTestProc =
                  (
@@ -34,15 +35,15 @@
 {amClusterBomb}   nil,
 {amBazooka}       @TestBazooka,
 {amUFO}           nil,
-{amShotgun}       @TestShotgun,
+{amShotgun}       nil,//@TestShotgun,
 {amPickHammer}    nil,
 {amSkip}          nil,
 {amRope}          nil,
 {amMine}          nil,
 {amDEagle}        nil,//TestDesertEagle,
 {amDynamite}      nil,
-{amFirePunch}     nil,//TestFirePunch,
-{amBaseballBat}   nil,//TestBaseballBat,
+{amFirePunch}     @TestFirePunch,
+{amBaseballBat}   @TestBaseballBat,
 {amParachute}     nil,
 {amAirAttack}     nil,
 {amMineStrike}    nil,
@@ -106,8 +107,8 @@
      Score:= CheckTrace;
      if Result <= Score then
         begin
-        Angle:= DxDy2AttackAngle(Vx, Vy) + AIrndSign(random((Level - 1) * 8));
-        Power:= hwRound(r * cMaxPower) - random((Level - 1) * 15 + 1);
+        Angle:= DxDy2AttackAngle(Vx, Vy) + AIrndSign(random((Level - 1) * 11));
+        Power:= hwRound(r * cMaxPower) - random((Level - 1) * 17 + 1);
         ExplR:= 100;
         ExplX:= EX;
         ExplY:= EY;
@@ -159,7 +160,7 @@
      if Result < Score then
         begin
         Angle:= DxDy2AttackAngle(Vx, Vy) + AIrndSign(random(Level));
-        Power:= hwRound(r * cMaxPower) + AIrndSign(random(Level) * 12);
+        Power:= hwRound(r * cMaxPower) + AIrndSign(random(Level) * 15);
         Time:= TestTime;
         ExplR:= 100;
         ExplX:= EX;
@@ -232,38 +233,37 @@
 if abs(Targ.X - x) + abs(Targ.Y - y) < 2 then Result:= max(0, (4 - d div 50) * 7 * 1024)
                                          else Result:= Low(LongInt)
 end;
-
+}
 function TestBaseballBat(Me: PGear; Targ: TPoint; Level: LongInt; var Time: Longword; var Angle, Power: LongInt; var ExplX, ExplY, ExplR: LongInt): LongInt;
+var Result: LongInt;
 begin
 ExplR:= 0;
-if (Level > 2) and (abs(Me.X - Targ.X) + abs(Me.Y - Targ.Y) >= 25) then
-   begin
-   Result:= BadTurn;
-   exit
-   end;
+if (Level > 2) and not (hwAbs(Me^.X - Targ.X) + hwAbs(Me^.Y - Targ.Y) < 25) then
+   exit(BadTurn);
+
 Time:= 0;
 Power:= 1;
-Angle:= DxDy2AttackAngle(hwSign(Targ.X - Me.X), 1);
-Result:= RateShove(Me, round(Me.X) + 10 * hwSign(Targ.X - Me.X), round(Me.Y), 15, 30);
-if Result <= 0 then Result:= BadTurn
+Angle:= DxDy2AttackAngle(hwSign(Targ.X - Me^.X), 1);
+Result:= RateShove(Me, hwRound(Me^.X) + 10 * hwSign(Targ.X - Me^.X), hwRound(Me^.Y), 15, 30);
+if Result <= 0 then Result:= BadTurn else inc(Result);
+TestBaseballBat:= Result
 end;
 
 function TestFirePunch(Me: PGear; Targ: TPoint; Level: LongInt; var Time: Longword; var Angle, Power: LongInt; var ExplX, ExplY, ExplR: LongInt): LongInt;
-var i: LongInt;
+var i, Result: LongInt;
 begin
 ExplR:= 0;
-if (abs(Me.X - Targ.X) > 25) or (abs(Me.Y - 50 - Targ.Y) > 50) then
-   begin
-   Result:= BadTurn;
-   exit
-   end;
 Time:= 0;
 Power:= 1;
-Angle:= DxDy2AttackAngle(hwSign(Targ.X - Me.X), 1);
+Angle:= 0;
+if (hwAbs(Me^.X - Targ.X) > 25) or (hwAbs(Me^.Y - 50 - Targ.Y) > 50) then
+   exit(BadTurn);
+
 Result:= 0;
 for i:= 0 to 4 do
-    Result:= Result + RateShove(Me, round(Me.X) + 10 * hwSign(Targ.X - Me.X), round(Me.Y) - 20 * i - 5, 10, 30);
-if Result <= 0 then Result:= BadTurn
+    Result:= Result + RateShove(Me, hwRound(Me^.X) + 10 * hwSign(Targ.X - Me^.X), hwRound(Me^.Y) - 20 * i - 5, 10, 30);
+if Result <= 0 then Result:= BadTurn;
+TestFirePunch:= Result
 end;
-}
+
 end.
--- a/hedgewars/uAIMisc.pas	Sun Feb 11 12:27:45 2007 +0000
+++ b/hedgewars/uAIMisc.pas	Sun Feb 11 15:33:19 2007 +0000
@@ -199,7 +199,7 @@
 var i, dmg, Result: LongInt;
 begin
 Result:= 0;
-for i:= 0 to Targets.Count do
+for i:= 0 to Pred(Targets.Count) do
     with Targets.ar[i] do
          begin
          dmg:= r - hwRound(Distance(Point.x - x, Point.y - y));
@@ -241,7 +241,7 @@
               if not (TestCollisionXwithGear(Gear, hwSign(Gear^.dX))
                  or   TestCollisionYwithGear(Gear, -1)) then
                  begin
-                 Gear^.dY:= _0_15;
+                 Gear^.dY:= -_0_15;
                  Gear^.dX:= hwSign(Gear^.dX) * _0_15;
                  Gear^.State:= Gear^.State or gstFalling or gstHHJumping
                  end else exit(Result)
@@ -253,7 +253,7 @@
 if (Gear^.State and gstFalling) <> 0 then
    begin
    if (GoInfo.Ticks = 350) then
-      if (hwAbs(Gear^.dX) < cLittle + cLittle) and (Gear^.dY < -_0_02) then
+      if (not (hwAbs(Gear^.dX) > cLittle)) and (Gear^.dY < -_0_02) then
          begin
          Gear^.dY:= -_0_25;
          Gear^.dX:= hwSign(Gear^.dX) * _0_02
--- a/hedgewars/uAIThinkStack.pas	Sun Feb 11 12:27:45 2007 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,94 +0,0 @@
-(*
- * Hedgewars, a worms-like game
- * Copyright (c) 2006 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
- *)
-
-unit uAIThinkStack;
-interface
-uses uAIActions, uGears, uFloat;
-{$INCLUDE options.inc}
-const cBranchStackSize = 12;
-type TStackEntry = record
-                   WastedTicks: Longword;
-                   MadeActions: TActions;
-                   Hedgehog: TGear;
-                   end;
-
-var ThinkStack: record
-                Count: Longword;
-                States: array[0..Pred(cBranchStackSize)] of TStackEntry;
-                end;
-
-function  Push(Ticks: Longword; const Actions: TActions; const Me: TGear; Dir: LongInt): boolean;
-function  Pop(var Ticks: Longword; var Actions: TActions; var Me: TGear): boolean;
-function  PosInThinkStack(Me: PGear): boolean;
-procedure ClearThinkStack;
-
-implementation
-
-function Push(Ticks: Longword; const Actions: TActions; const Me: TGear; Dir: LongInt): boolean;
-var Result: boolean;
-begin
-Result:= (ThinkStack.Count < cBranchStackSize) and (Actions.Count < MAXACTIONS - 5);
-if Result then
-   with ThinkStack.States[ThinkStack.Count] do
-        begin
-        WastedTicks:= Ticks;
-        MadeActions:= Actions;
-        Hedgehog:= Me;
-        Hedgehog.Message:= Dir;
-        inc(ThinkStack.Count)
-        end;
-Push:= Result
-end;
-
-function  Pop(var Ticks: Longword; var Actions: TActions; var Me: TGear): boolean;
-var Result: boolean;
-begin
-Result:= ThinkStack.Count > 0;
-if Result then
-   begin
-   dec(ThinkStack.Count);
-   with ThinkStack.States[ThinkStack.Count] do
-        begin
-        Ticks:= WastedTicks;
-        Actions:= MadeActions;
-        Me:= Hedgehog
-        end
-   end;
-Pop:= Result
-end;
-
-function PosInThinkStack(Me: PGear): boolean;
-var i: Longword;
-begin
-i:= 0;
-while (i < ThinkStack.Count) do
-      begin
-      if (not (2 < hwAbs(ThinkStack.States[i].Hedgehog.X - Me^.X) +
-                   hwAbs(ThinkStack.States[i].Hedgehog.Y - Me^.Y)))
-          and (ThinkStack.States[i].Hedgehog.Message = Me^.Message) then exit(true);
-      inc(i)
-      end;
-PosInThinkStack:= false
-end;
-
-procedure ClearThinkStack;
-begin
-ThinkStack.Count:= 0
-end;
-
-end.
--- a/hedgewars/uGame.pas	Sun Feb 11 12:27:45 2007 +0000
+++ b/hedgewars/uGame.pas	Sun Feb 11 15:33:19 2007 +0000
@@ -53,7 +53,7 @@
     if not CurrentTeam^.ExtDriven then
        begin
        with CurrentTeam^ do
-           if Hedgehogs[CurrHedgehog].BotLevel <> 0 then ProcessBot(Frames);
+           if Hedgehogs[CurrHedgehog].BotLevel <> 0 then ProcessBot;
        ProcessGears
        end else
        begin
--- a/hedgewars/uMisc.pas	Sun Feb 11 12:27:45 2007 +0000
+++ b/hedgewars/uMisc.pas	Sun Feb 11 15:33:19 2007 +0000
@@ -33,7 +33,7 @@
     GameFlags     : Longword = 0;
     TurnTimeLeft  : Longword = 0;
     cHedgehogTurnTime: Longword = 45000;
-    cMaxAIThinkTime  : Longword = 5000;
+    cMaxAIThinkTime  : Longword = 9000;
 
     cCloudsNumber    : LongInt = 9;
     cConsoleHeight   : LongInt = 320;