author | unc0rr |
Sun, 14 Jan 2007 15:58:18 +0000 | |
changeset 330 | 09cfe028a629 |
parent 280 | 4d6e365befc1 |
child 351 | 29bc9c36ad5f |
permissions | -rw-r--r-- |
71 | 1 |
(* |
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* Hedgewars, a worms-like game |
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* Copyright (c) 2005, 2006 Andrey Korotaev <unC0Rr@gmail.com> |
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* |
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* This program is free software; you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation; version 2 of the License |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with this program; if not, write to the Free Software |
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA |
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*) |
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||
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unit uAIActions; |
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interface |
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64 | 21 |
uses uGears; |
80 | 22 |
{$INCLUDE options.inc} |
75 | 23 |
const MAXACTIONS = 96; |
64 | 24 |
aia_none = 0; |
4 | 25 |
aia_Left = 1; |
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aia_Right = 2; |
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aia_Timer = 3; |
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aia_attack = 4; |
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aia_Up = 5; |
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aia_Down = 6; |
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4 | 31 |
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aia_Weapon = $8000; |
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aia_WaitXL = $8001; |
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aia_WaitXR = $8002; |
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aia_LookLeft = $8003; |
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aia_LookRight = $8004; |
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aia_AwareExpl = $8005; |
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aia_HJump = $8006; |
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aia_LJump = $8007; |
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aia_Skip = $8008; |
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aia_Wait = $8009; |
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aim_push = $8000; |
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aim_release = $8001; |
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ai_specmask = $8000; |
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type TAction = record |
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Action, Param: Longword; |
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X, Y: integer; |
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Time: Longword; |
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end; |
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TActions = record |
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Count, Pos: Longword; |
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actions: array[0..Pred(MAXACTIONS)] of TAction; |
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Score: integer; |
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end; |
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procedure AddAction(var Actions: TActions; Action, Param, TimeDelta: Longword; const X: integer = 0; Y: integer = 0); |
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procedure ProcessAction(var Actions: TActions; Me: PGear); |
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implementation |
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uses uMisc, uTeams, uConsts, uConsole, uAIMisc; |
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const ActionIdToStr: array[0..6] of string[16] = ( |
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{aia_none} '', |
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{aia_Left} 'left', |
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{aia_Right} 'right', |
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{aia_Timer} 'timer', |
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{aia_attack} 'attack', |
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{aia_Up} 'up', |
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{aia_Down} 'down' |
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); |
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{$IFDEF TRACEAIACTIONS} |
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const SpecActionIdToStr: array[$8000..$8009] of string[16] = ( |
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{aia_Weapon} 'aia_Weapon', |
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{aia_WaitX} 'aia_WaitX', |
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{aia_WaitY} 'aia_WaitY', |
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{aia_LookLeft} 'aia_LookLeft', |
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{aia_LookRight} 'aia_LookRight', |
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{aia_AwareExpl} 'aia_AwareExpl', |
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{aia_HJump} 'aia_HJump', |
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{aia_LJump} 'aia_LJump', |
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{aia_Skip} 'aia_Skip', |
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{aia_Wait} 'aia_Wait' |
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); |
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procedure DumpAction(Action: TAction; Me: PGear); |
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begin |
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if (Action.Action and ai_specmask) = 0 then |
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WriteLnToConsole('AI action: '+ActionIdToStr[Action.Action]) |
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else begin |
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WriteLnToConsole('AI action: '+SpecActionIdToStr[Action.Action]); |
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if (Action.Action = aia_WaitXL) or (Action.Action = aia_WaitXR) then |
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WriteLnToConsole('AI action Wait X = '+inttostr(Action.Param)+', current X = '+inttostr(round(Me.X))); |
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end |
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end; |
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{$ENDIF} |
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||
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procedure AddAction(var Actions: TActions; Action, Param, TimeDelta: Longword; const X: integer = 0; Y: integer = 0); |
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begin |
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with Actions do |
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begin |
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actions[Count].Action:= Action; |
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actions[Count].Param:= Param; |
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actions[Count].X:= X; |
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actions[Count].Y:= Y; |
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if Count > 0 then actions[Count].Time:= TimeDelta |
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else actions[Count].Time:= GameTicks + TimeDelta; |
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inc(Count); |
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TryDo(Count < MAXACTIONS, 'AI: actions overflow', true); |
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end |
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end; |
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procedure ProcessAction(var Actions: TActions; Me: PGear); |
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var s: shortstring; |
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procedure CheckHang; |
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const PrevX: integer = 0; |
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timedelta: Longword = 0; |
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begin |
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if Round(Me.X) <> PrevX then |
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begin |
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PrevX:= Round(Me.X); |
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timedelta:= 0 |
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end else |
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begin |
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inc(timedelta); |
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if timedelta > 2500 then |
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begin |
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timedelta:= 0; |
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Actions.Count:= 0 |
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end |
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end |
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end; |
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4 | 137 |
begin |
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repeat |
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if Actions.Pos >= Actions.Count then exit; |
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with Actions.actions[Actions.Pos] do |
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begin |
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if Time > GameTicks then exit; |
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{$IFDEF TRACEAIACTIONS} |
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DumpAction(Actions.actions[Actions.Pos], Me); |
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{$ENDIF} |
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if (Action and ai_specmask) <> 0 then |
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case Action of |
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aia_Weapon: SetWeapon(TAmmoType(Param)); |
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aia_WaitXL: if round(Me.X) = Param then Time:= GameTicks |
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else if Round(Me.X) < Param then |
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begin |
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OutError('AI: WaitXL assert'); |
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Actions.Count:= 0 |
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end |
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else begin CheckHang; exit end; |
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aia_WaitXR: if round(Me.X) = Param then Time:= GameTicks |
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else if Round(Me.X) > Param then |
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begin |
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OutError('AI: WaitXR assert'); |
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Actions.Count:= 0 |
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end |
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else begin CheckHang; exit end; |
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aia_LookLeft: if Me.dX >= 0 then |
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begin |
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ParseCommand('+left'); |
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exit |
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end else ParseCommand('-left'); |
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aia_LookRight: if Me.dX < 0 then |
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begin |
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ParseCommand('+right'); |
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exit |
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end else ParseCommand('-right'); |
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aia_AwareExpl: AwareOfExplosion(X, Y, Param); |
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aia_HJump: ParseCommand('hjump'); |
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aia_LJump: ParseCommand('ljump'); |
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aia_Skip: ParseCommand('skip'); |
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end else |
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begin |
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s:= ActionIdToStr[Action]; |
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if (Param and ai_specmask) <> 0 then |
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case Param of |
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aim_push: s:= '+' + s; |
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aim_release: s:= '-' + s; |
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end |
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else if Param <> 0 then s:= s + ' ' + inttostr(Param); |
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ParseCommand(s) |
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end |
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end; |
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inc(Actions.Pos); |
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if Actions.Pos <= Actions.Count then |
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inc(Actions.actions[Actions.Pos].Time, GameTicks); |
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until false |
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4 | 193 |
end; |
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end. |