hedgewars/uAI.pas
author unc0rr
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2014 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., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
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 *)
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{$INCLUDE "options.inc"}
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unit uAI;
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interface
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uses uFloat;
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procedure initModule;
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procedure freeModule;
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procedure ProcessBot;
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procedure FreeActionsList;
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implementation
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uses uConsts, SDLh, uAIMisc, uAIAmmoTests, uAIActions,
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    uAmmos, SysUtils, uTypes,
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    uVariables, uCommands, uUtils, uDebug, uAILandMarks;
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var BestActions: TActions;
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    CanUseAmmo: array [TAmmoType] of boolean;
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    StopThinking: boolean;
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    StartTicks: Longword;
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    ThinkThread: PSDL_Thread;
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    ThreadLock: PSDL_Mutex;
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procedure FreeActionsList;
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begin
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    AddFileLog('FreeActionsList called');
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    if (ThinkThread <> nil) then
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        begin
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        StopThinking:= true;
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        SDL_WaitThread(ThinkThread, nil);
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        end;
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    SDL_LockMutex(ThreadLock);
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    ThinkThread:= nil;
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    SDL_UnlockMutex(ThreadLock);
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    with CurrentHedgehog^ do
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        if Gear <> nil then
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            if BotLevel <> 0 then
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                StopMessages(Gear^.Message);
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    BestActions.Count:= 0;
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    BestActions.Pos:= 0
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end;
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const cBranchStackSize = 12;
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type TStackEntry = record
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                   WastedTicks: Longword;
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                   MadeActions: TActions;
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                   Hedgehog: TGear;
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                   end;
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var Stack: record
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           Count: Longword;
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           States: array[0..Pred(cBranchStackSize)] of TStackEntry;
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           end;
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function Push(Ticks: Longword; const Actions: TActions; const Me: TGear; Dir: integer): boolean;
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var bRes: boolean;
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begin
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    bRes:= (Stack.Count < cBranchStackSize) and (Actions.Count < MAXACTIONS - 5);
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    if bRes then
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        with Stack.States[Stack.Count] do
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            begin
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            WastedTicks:= Ticks;
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            MadeActions:= Actions;
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            Hedgehog:= Me;
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            Hedgehog.Message:= Dir;
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            inc(Stack.Count)
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            end;
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    Push:= bRes
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end;
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procedure Pop(var Ticks: Longword; var Actions: TActions; var Me: TGear);
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begin
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    dec(Stack.Count);
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    with Stack.States[Stack.Count] do
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        begin
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        Ticks:= WastedTicks;
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        Actions:= MadeActions;
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        Me:= Hedgehog
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        end
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end;
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procedure TestAmmos(var Actions: TActions; Me: PGear; rareChecks: boolean);
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var BotLevel: Byte;
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    ap: TAttackParams;
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    Score, i, t, n, dAngle: LongInt;
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    a, aa: TAmmoType;
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    useThisActions: boolean;
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begin
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BotLevel:= Me^.Hedgehog^.BotLevel;
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windSpeed:= hwFloat2Float(cWindSpeed);
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useThisActions:= false;
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for i:= 0 to Pred(Targets.Count) do
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    if (Targets.ar[i].Score >= 0) and (not StopThinking) then
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        begin
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        with Me^.Hedgehog^ do
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            a:= CurAmmoType;
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        aa:= a;
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        SDL_delay(0); // hint to let the context switch run
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        repeat
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        if (CanUseAmmo[a])
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            and ((not rareChecks) or ((AmmoTests[a].flags and amtest_Rare) = 0))
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            and ((i = 0) or ((AmmoTests[a].flags and amtest_NoTarget) = 0))
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            then
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            begin
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{$HINTS OFF}
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            Score:= AmmoTests[a].proc(Me, Targets.ar[i], BotLevel, ap);
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{$HINTS ON}
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            if (Score > BadTurn) and (Actions.Score + Score > BestActions.Score) then
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                if (BestActions.Score < 0) or (Actions.Score + Score > BestActions.Score + Byte(BotLevel - 1) * 2048) then
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                    begin
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                    if useThisActions then 
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                        begin
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                        BestActions.Count:= Actions.Count
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                        end
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                    else
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                        begin
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                        BestActions:= Actions;
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                        BestActions.isWalkingToABetterPlace:= false;
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                        useThisActions:= true
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                        end;
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                    BestActions.Score:= Actions.Score + Score;
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                    if HHHasAmmo(Me^.Hedgehog^, amInvulnerable) > 0 then
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                        begin
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                        AddAction(BestActions, aia_Weapon, Longword(amInvulnerable), 80, 0, 0);
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                        AddAction(BestActions, aia_attack, aim_push, 10, 0, 0);
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                        AddAction(BestActions, aia_attack, aim_release, 10, 0, 0);
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                        end;
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                    if HHHasAmmo(Me^.Hedgehog^, amExtraDamage) > 0 then
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                        begin
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                        AddAction(BestActions, aia_Weapon, Longword(amExtraDamage), 80, 0, 0);
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                        AddAction(BestActions, aia_attack, aim_push, 10, 0, 0);
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                        AddAction(BestActions, aia_attack, aim_release, 10, 0, 0);
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                        end; 
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                    AddAction(BestActions, aia_Weapon, Longword(a), 300 + random(400), 0, 0);
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   164
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                    if (ap.Angle > 0) then
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                        AddAction(BestActions, aia_LookRight, 0, 200, 0, 0)
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                    else if (ap.Angle < 0) then
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                        AddAction(BestActions, aia_LookLeft, 0, 200, 0, 0);
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   169
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                    if (Ammoz[a].Ammo.Propz and ammoprop_Timerable) <> 0 then
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                        AddAction(BestActions, aia_Timer, ap.Time div 1000, 400, 0, 0);
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                    if (Ammoz[a].Ammo.Propz and ammoprop_NoCrosshair) = 0 then
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                        begin
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                        dAngle:= LongInt(Me^.Angle) - Abs(ap.Angle);
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                        if dAngle > 0 then
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                            begin
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                            AddAction(BestActions, aia_Up, aim_push, 300 + random(250), 0, 0);
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                            AddAction(BestActions, aia_Up, aim_release, dAngle, 0, 0)
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                            end
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                        else if dAngle < 0 then
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                            begin
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                            AddAction(BestActions, aia_Down, aim_push, 300 + random(250), 0, 0);
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                            AddAction(BestActions, aia_Down, aim_release, -dAngle, 0, 0)
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                            end
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                        end;
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                    if (Ammoz[a].Ammo.Propz and ammoprop_NeedTarget) <> 0 then
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                        begin
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                        AddAction(BestActions, aia_Put, 0, 1, ap.AttackPutX, ap.AttackPutY)
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                        end;
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                    if (Ammoz[a].Ammo.Propz and ammoprop_OscAim) <> 0 then
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                        begin
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                        AddAction(BestActions, aia_attack, aim_push, 350 + random(200), 0, 0);
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                        AddAction(BestActions, aia_attack, aim_release, 1, 0, 0);
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7453
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                        if abs(ap.Angle) > 32 then
7450
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                           begin
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                           AddAction(BestActions, aia_Down, aim_push, 100 + random(150), 0, 0);
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                           AddAction(BestActions, aia_Down, aim_release, 32, 0, 0);
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                           end;
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   203
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                        AddAction(BestActions, aia_waitAngle, ap.Angle, 250, 0, 0);
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                        AddAction(BestActions, aia_attack, aim_push, 1, 0, 0);
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                        AddAction(BestActions, aia_attack, aim_release, 1, 0, 0);
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                        end else
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                        if (Ammoz[a].Ammo.Propz and ammoprop_AttackingPut) = 0 then
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                            begin
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                            if (AmmoTests[a].flags and amtest_MultipleAttacks) = 0 then
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                                n:= 1 else n:= ap.AttacksNum;
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                            AddAction(BestActions, aia_attack, aim_push, 650 + random(300), 0, 0);
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                            for t:= 2 to n do
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   215
                                begin
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                                AddAction(BestActions, aia_attack, aim_push, 150, 0, 0);
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                                AddAction(BestActions, aia_attack, aim_release, ap.Power, 0, 0);
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                                end;
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                            AddAction(BestActions, aia_attack, aim_release, ap.Power, 0, 0);
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   220
                            end;
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                    if (Ammoz[a].Ammo.Propz and ammoprop_Track) <> 0 then
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   223
                        begin
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unc0rr
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   224
                        AddAction(BestActions, aia_waitAmmoXY, 0, 12, ap.ExplX, ap.ExplY);
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   225
                        AddAction(BestActions, aia_attack, aim_push, 1, 0, 0);
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                        AddAction(BestActions, aia_attack, aim_release, 7, 0, 0);
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                        end;
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   228
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   229
                    if ap.ExplR > 0 then
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   230
                        AddAction(BestActions, aia_AwareExpl, ap.ExplR, 10, ap.ExplX, ap.ExplY);
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   231
                    end
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   232
            end;
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        if a = High(TAmmoType) then
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            a:= Low(TAmmoType)
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        else inc(a)
7178
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        until (a = aa) or (CurrentHedgehog^.MultiShootAttacks > 0) {shooting same weapon}
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   237
            or StopThinking
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   238
        end
64
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   239
end;
4
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   240
6393
701eb3f3556a Make AI use switcher when:
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   241
procedure Walk(Me: PGear; var Actions: TActions);
7433
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   242
const FallPixForBranching = cHHRadius;
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   243
var
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    ticks, maxticks, oldticks, steps, tmp: Longword;
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    BaseRate, BestRate, Rate: integer;
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   246
    GoInfo: TGoInfo;
80
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   247
    CanGo: boolean;
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   248
    AltMe: TGear;
3407
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   249
    BotLevel: Byte;
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   250
    a: TAmmoType;
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   251
begin
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ticks:= 0;
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   253
oldticks:= 0; // avoid compiler hint
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   254
Stack.Count:= 0;
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   255
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67c96b9c179c Mark places where tried to jump, avoid too much of thinking
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   256
clearAllMarks;
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   257
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   258
for a:= Low(TAmmoType) to High(TAmmoType) do
6770
7d2c6cdb816a Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
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   259
    CanUseAmmo[a]:= Assigned(AmmoTests[a].proc) and (HHHasAmmo(Me^.Hedgehog^, a) > 0);
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   260
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   261
BotLevel:= Me^.Hedgehog^.BotLevel;
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   262
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   263
if (Me^.State and gstAttacked) = 0 then
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   264
    maxticks:= Max(0, TurnTimeLeft - 5000 - LongWord(4000 * BotLevel))
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   265
else
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    maxticks:= TurnTimeLeft;
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   267
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   268
if (Me^.State and gstAttacked) = 0 then
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   269
    TestAmmos(Actions, Me, false);
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   270
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9f8f22094c0e AI thinks in separate thread
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   271
BestRate:= RatePlace(Me);
4374
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unC0Rr
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   272
BaseRate:= Max(BestRate, 0);
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   273
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   274
// switch to 'skip' if we cannot move because of mouse cursor being shown
5148
73b3b4b8359c Make AI switch to amNothing before trying to walk if it holds weapon which needs targeting (not tested)
unc0rr
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   275
if (Ammoz[Me^.Hedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NeedTarget) <> 0 then
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   276
    AddAction(Actions, aia_Weapon, Longword(amSkip), 100 + random(200), 0, 0);
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   277
dd4035ee0f12 use SDL_Threads everywhere
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   278
if ((CurrentHedgehog^.MultiShootAttacks = 0) or ((Ammoz[Me^.Hedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NoMoveAfter) = 0))
9844
8f5b48525a03 quick sanity change for AI + zerog
nemo
parents: 9495
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   279
    and (GameFlags and gfArtillery = 0) and (cGravityf <> 0) then
433
9f8f22094c0e AI thinks in separate thread
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   280
    begin
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   281
    tmp:= random(2) + 1;
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   282
    Push(0, Actions, Me^, tmp);
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unc0rr
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   283
    Push(0, Actions, Me^, tmp xor 3);
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   284
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   285
    while (Stack.Count > 0) and (not StopThinking) do
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   286
        begin
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   287
        Pop(ticks, Actions, Me^);
193
56885ea29202 Fix bots regressions
unc0rr
parents: 191
diff changeset
   288
7197
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   289
        AddAction(Actions, Me^.Message, aim_push, 250, 0, 0);
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unc0rr
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   290
        if (Me^.Message and gmLeft) <> 0 then
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unc0rr
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diff changeset
   291
            AddAction(Actions, aia_WaitXL, hwRound(Me^.X), 0, 0, 0)
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   292
        else
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   293
            AddAction(Actions, aia_WaitXR, hwRound(Me^.X), 0, 0, 0);
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   294
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   295
        steps:= 0;
82
2f4f3236cccc - New fort
unc0rr
parents: 80
diff changeset
   296
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   297
        while (not StopThinking) do
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   298
            begin
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   299
    {$HINTS OFF}
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   300
            CanGo:= HHGo(Me, @AltMe, GoInfo);
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   301
    {$HINTS ON}
7789
838d2e06c377 Check cake and air attack again if walked far from initial position (not tested)
unc0rr
parents: 7787
diff changeset
   302
            oldticks:= ticks;
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   303
            inc(ticks, GoInfo.Ticks);
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   304
            if ticks > maxticks then
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   305
                break;
194
88652abdce9a Fixed weird bots behavior
unc0rr
parents: 193
diff changeset
   306
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   307
            if (BotLevel < 5)
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   308
                and (GoInfo.JumpType = jmpHJump)
7787
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   309
                and (not checkMark(hwRound(Me^.X), hwRound(Me^.Y), markHJumped))
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   310
                then // hjump support
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   311
                begin
7446
9ce6e2c35413 No more AI jumping lulz
unc0rr
parents: 7437
diff changeset
   312
                // check if we could go backwards and maybe ljump over a gap after this hjump
7787
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   313
                addMark(hwRound(Me^.X), hwRound(Me^.Y), markHJumped);
7446
9ce6e2c35413 No more AI jumping lulz
unc0rr
parents: 7437
diff changeset
   314
                if Push(ticks, Actions, AltMe, Me^.Message xor 3) then
7433
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   315
                    begin
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   316
                    with Stack.States[Pred(Stack.Count)] do
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   317
                        begin
8036
89740f927254 Don't rely on hedgehog facing direction, check intentions instead. Should fix excessive turns around and weird jumps to water
unc0rr
parents: 8017
diff changeset
   318
                        if (Me^.Message and gmLeft) <> 0 then
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   319
                            AddAction(MadeActions, aia_LookRight, 0, 200, 0, 0)
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   320
                        else
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   321
                            AddAction(MadeActions, aia_LookLeft, 0, 200, 0, 0);
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   322
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   323
                        AddAction(MadeActions, aia_HJump, 0, 305 + random(50), 0, 0);
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   324
                        AddAction(MadeActions, aia_HJump, 0, 350, 0, 0);
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   325
                        end;
7446
9ce6e2c35413 No more AI jumping lulz
unc0rr
parents: 7437
diff changeset
   326
                    // but first check walking forward
9ce6e2c35413 No more AI jumping lulz
unc0rr
parents: 7437
diff changeset
   327
                    Push(ticks, Stack.States[Pred(Stack.Count)].MadeActions, AltMe, Me^.Message)
7433
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   328
                    end;
7787
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   329
                end;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   330
            if (BotLevel < 3)
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   331
                and (GoInfo.JumpType = jmpLJump)
7787
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   332
                and (not checkMark(hwRound(Me^.X), hwRound(Me^.Y), markLJumped))
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   333
                then // ljump support
7250
304d3d98662e AI loves to jump
unc0rr
parents: 7216
diff changeset
   334
                begin
7787
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   335
                addMark(hwRound(Me^.X), hwRound(Me^.Y), markLJumped);
7433
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   336
                // at final check where we go after jump walking backward
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   337
                if Push(ticks, Actions, AltMe, Me^.Message xor 3) then
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   338
                    with Stack.States[Pred(Stack.Count)] do
8017
70d386de989f Some tweaks to AI
unc0rr
parents: 7790
diff changeset
   339
                        begin
8036
89740f927254 Don't rely on hedgehog facing direction, check intentions instead. Should fix excessive turns around and weird jumps to water
unc0rr
parents: 8017
diff changeset
   340
                        if (Me^.Message and gmLeft) <> 0 then
8017
70d386de989f Some tweaks to AI
unc0rr
parents: 7790
diff changeset
   341
                            AddAction(MadeActions, aia_LookLeft, 0, 200, 0, 0)
70d386de989f Some tweaks to AI
unc0rr
parents: 7790
diff changeset
   342
                        else
70d386de989f Some tweaks to AI
unc0rr
parents: 7790
diff changeset
   343
                            AddAction(MadeActions, aia_LookRight, 0, 200, 0, 0);
70d386de989f Some tweaks to AI
unc0rr
parents: 7790
diff changeset
   344
7433
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   345
                        AddAction(MadeActions, aia_LJump, 0, 305 + random(50), 0, 0);
8017
70d386de989f Some tweaks to AI
unc0rr
parents: 7790
diff changeset
   346
                        end;
7433
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   347
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   348
                // push current position so we proceed from it after checking jump+forward walk opportunities
7250
304d3d98662e AI loves to jump
unc0rr
parents: 7216
diff changeset
   349
                if CanGo then Push(ticks, Actions, Me^, Me^.Message);
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   350
7433
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   351
                // first check where we go after jump walking forward
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   352
                if Push(ticks, Actions, AltMe, Me^.Message) then
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   353
                    with Stack.States[Pred(Stack.Count)] do
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   354
                        AddAction(MadeActions, aia_LJump, 0, 305 + random(50), 0, 0);
7250
304d3d98662e AI loves to jump
unc0rr
parents: 7216
diff changeset
   355
                break
304d3d98662e AI loves to jump
unc0rr
parents: 7216
diff changeset
   356
                end;
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   357
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   358
            // 'not CanGO' means we cannot go straight, possible jumps are checked above
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   359
            if not CanGo then
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   360
                break;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   361
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   362
             inc(steps);
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   363
             Actions.actions[Pred(Actions.Count)].Param:= hwRound(Me^.X);
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   364
             Rate:= RatePlace(Me);
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   365
             if Rate > BestRate then
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   366
                begin
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   367
                BestActions:= Actions;
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   368
                BestActions.isWalkingToABetterPlace:= true;
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   369
                BestRate:= Rate;
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   370
                Me^.State:= Me^.State or gstAttacked // we have better place, go there and do not use ammo
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   371
                end
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   372
            else if Rate < BestRate then
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   373
                break;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   374
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   375
            if ((Me^.State and gstAttacked) = 0) and ((steps mod 4) = 0) then
7433
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   376
                begin
7787
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   377
                if (steps > 4) and checkMark(hwRound(Me^.X), hwRound(Me^.Y), markWalkedHere) then
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   378
                    break;
7787
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   379
                addMark(hwRound(Me^.X), hwRound(Me^.Y), markWalkedHere);
7789
838d2e06c377 Check cake and air attack again if walked far from initial position (not tested)
unc0rr
parents: 7787
diff changeset
   380
838d2e06c377 Check cake and air attack again if walked far from initial position (not tested)
unc0rr
parents: 7787
diff changeset
   381
                TestAmmos(Actions, Me, ticks shr 12 = oldticks shr 12);
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   382
7433
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   383
                end;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   384
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   385
            if GoInfo.FallPix >= FallPixForBranching then
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   386
                Push(ticks, Actions, Me^, Me^.Message xor 3); // aia_Left xor 3 = aia_Right
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7790
diff changeset
   387
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7790
diff changeset
   388
            if (StartTicks > GameTicks - 1500) and (not StopThinking) then
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7790
diff changeset
   389
                SDL_Delay(1000);
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7790
diff changeset
   390
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   391
            end {while};
193
56885ea29202 Fix bots regressions
unc0rr
parents: 191
diff changeset
   392
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   393
        if BestRate > BaseRate then
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   394
            exit
7164
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7132
diff changeset
   395
        end {while}
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   396
    end {if}
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   397
end;
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   398
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   399
function Think(Me: PGear): LongInt; cdecl; export;
74
42257fee61ae - Unicode support for team and hedgehogs names
unc0rr
parents: 71
diff changeset
   400
var BackMe, WalkMe: TGear;
6992
b8f3d8991e92 marked a couple of functions as inline
koda
parents: 6982
diff changeset
   401
    switchCount: LongInt;
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7790
diff changeset
   402
    currHedgehogIndex, itHedgehog, switchesNum, i: Longword;
6770
7d2c6cdb816a Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
parents: 6748
diff changeset
   403
    switchImmediatelyAvailable: boolean;
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   404
    Actions: TActions;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   405
begin
8884
08fe08651130 set translucency on fruit theme water, clamp size to even number (same sdl window resize) and honouring min size, reduce calls to dmgmod a bit
nemo
parents: 8865
diff changeset
   406
dmgMod:= 0.01 * hwFloat2Float(cDamageModifier) * cDamagePercent;
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   407
StartTicks:= GameTicks;
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7790
diff changeset
   408
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   409
currHedgehogIndex:= CurrentTeam^.CurrHedgehog;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   410
itHedgehog:= currHedgehogIndex;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   411
switchesNum:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   412
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   413
switchImmediatelyAvailable:= (CurAmmoGear <> nil) and (CurAmmoGear^.Kind = gtSwitcher);
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   414
if Me^.Hedgehog^.BotLevel <> 5 then
7375
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7250
diff changeset
   415
    switchCount:= HHHasAmmo(PGear(Me)^.Hedgehog^, amSwitch)
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7250
diff changeset
   416
else switchCount:= 0;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   417
10164
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10108
diff changeset
   418
if ((Me^.State and gstAttacked) = 0) or isInMultiShoot or bonuses.activity then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   419
    if Targets.Count > 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   420
        begin
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   421
        // iterate over current team hedgehogs
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   422
        repeat
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   423
            WalkMe:= CurrentTeam^.Hedgehogs[itHedgehog].Gear^;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   424
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   425
            Actions.Count:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   426
            Actions.Pos:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   427
            Actions.Score:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   428
            if switchesNum > 0 then
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   429
                begin
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7790
diff changeset
   430
                if (not switchImmediatelyAvailable)  then
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   431
                    begin
6770
7d2c6cdb816a Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
parents: 6748
diff changeset
   432
                    // when AI has to use switcher, make it cost smth unless they have a lot of switches
6992
b8f3d8991e92 marked a couple of functions as inline
koda
parents: 6982
diff changeset
   433
                    if (switchCount < 10) then Actions.Score:= (-27+switchCount*3)*4000;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   434
                    AddAction(Actions, aia_Weapon, Longword(amSwitch), 300 + random(200), 0, 0);
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   435
                    AddAction(Actions, aia_attack, aim_push, 300 + random(300), 0, 0);
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   436
                    AddAction(Actions, aia_attack, aim_release, 1, 0, 0);
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   437
                    end;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   438
                for i:= 1 to switchesNum do
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   439
                    AddAction(Actions, aia_Switch, 0, 300 + random(200), 0, 0);
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   440
                end;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   441
            Walk(@WalkMe, Actions);
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   442
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   443
            // find another hog in team
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   444
            repeat
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   445
                itHedgehog:= Succ(itHedgehog) mod CurrentTeam^.HedgehogsNumber;
8677
afb2b467f801 skip frozen hogs in switch
nemo
parents: 8036
diff changeset
   446
            until (itHedgehog = currHedgehogIndex) or ((CurrentTeam^.Hedgehogs[itHedgehog].Gear <> nil) and (CurrentTeam^.Hedgehogs[itHedgehog].Effects[heFrozen]=0));
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   447
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   448
            inc(switchesNum);
6770
7d2c6cdb816a Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
parents: 6748
diff changeset
   449
        until (not (switchImmediatelyAvailable or (switchCount > 0)))
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   450
            or StopThinking
6395
bb04d7a9f7e2 Make AI be less scared by crates. Actually, now it starts using switcher just to pick a crate up.
unc0rr
parents: 6393
diff changeset
   451
            or (itHedgehog = currHedgehogIndex)
bb04d7a9f7e2 Make AI be less scared by crates. Actually, now it starts using switcher just to pick a crate up.
unc0rr
parents: 6393
diff changeset
   452
            or BestActions.isWalkingToABetterPlace;
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   453
10015
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   454
            if (StartTicks > GameTicks - 1500) and (not StopThinking) then
10164
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10108
diff changeset
   455
                SDL_Delay(700);
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   456
6395
bb04d7a9f7e2 Make AI be less scared by crates. Actually, now it starts using switcher just to pick a crate up.
unc0rr
parents: 6393
diff changeset
   457
        if (BestActions.Score < -1023) and (not BestActions.isWalkingToABetterPlace) then
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   458
            begin
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   459
            BestActions.Count:= 0;
10164
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10108
diff changeset
   460
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10108
diff changeset
   461
            FillBonuses(false);
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10108
diff changeset
   462
            
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10108
diff changeset
   463
            if not bonuses.activity then
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10108
diff changeset
   464
                AddAction(BestActions, aia_Skip, 0, 250, 0, 0);
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   465
            end;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   466
8017
70d386de989f Some tweaks to AI
unc0rr
parents: 7790
diff changeset
   467
        end else SDL_Delay(100)
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   468
else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   469
    begin
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   470
    BackMe:= Me^;
10164
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10108
diff changeset
   471
    i:= 4;
8946
3e07b8ff2ae1 Make AI more active in multiattack game mode
unc0rr
parents: 8938
diff changeset
   472
    while (not StopThinking) and (BestActions.Count = 0) and (i > 0) do
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   473
        begin
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7790
diff changeset
   474
7375
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7250
diff changeset
   475
(*
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7250
diff changeset
   476
        // 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
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7250
diff changeset
   477
        if SuddenDeathDmg and ((hwRound(BackMe.Y)+cWaterRise*2) > cWaterLine) then
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7250
diff changeset
   478
            AddBonus(hwRound(BackMe.X), hwRound(BackMe.Y), 250, -40);
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7250
diff changeset
   479
*)
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7790
diff changeset
   480
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   481
        FillBonuses(true);
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   482
        WalkMe:= BackMe;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   483
        Actions.Count:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   484
        Actions.Pos:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   485
        Actions.Score:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   486
        Walk(@WalkMe, Actions);
10164
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10108
diff changeset
   487
        if not bonuses.activity then dec(i);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   488
        if not StopThinking then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   489
            SDL_Delay(100)
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   490
        end
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   491
    end;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   492
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   493
Me^.State:= Me^.State and (not gstHHThinking);
8908
d3033e3a4113 let's try to kill the thread right away and protect the thread variable with a mutex
koda
parents: 8884
diff changeset
   494
SDL_LockMutex(ThreadLock);
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   495
ThinkThread:= nil;
8908
d3033e3a4113 let's try to kill the thread right away and protect the thread variable with a mutex
koda
parents: 8884
diff changeset
   496
SDL_UnlockMutex(ThreadLock);
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   497
Think:= 0;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   498
end;
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   499
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   500
procedure StartThink(Me: PGear);
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   501
begin
542
ec26095f1bed - Get rid of ammoProp_AttackInFall and gstFalling
unc0rr
parents: 522
diff changeset
   502
if ((Me^.State and (gstAttacking or gstHHJumping or gstMoving)) <> 0)
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   503
or isInMultiShoot then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   504
    exit;
506
0889d833d47e - A good implementation of shotgun
unc0rr
parents: 500
diff changeset
   505
7433
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   506
//DeleteCI(Me); // this will break demo/netplay
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   507
369
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
   508
Me^.State:= Me^.State or gstHHThinking;
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
   509
Me^.Message:= 0;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   510
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   511
BestActions.Count:= 0;
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   512
BestActions.Pos:= 0;
5163
1620a02d5282 Fix test for water in airstrike handler
unc0rr
parents: 5162
diff changeset
   513
BestActions.Score:= Low(LongInt);
6395
bb04d7a9f7e2 Make AI be less scared by crates. Actually, now it starts using switcher just to pick a crate up.
unc0rr
parents: 6393
diff changeset
   514
BestActions.isWalkingToABetterPlace:= false;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   515
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   516
StopThinking:= false;
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   517
ThinkingHH:= Me;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   518
70
82d93eeecebe - Many AI improvements
unc0rr
parents: 66
diff changeset
   519
FillTargets;
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 75
diff changeset
   520
if Targets.Count = 0 then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   521
    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   522
    OutError('AI: no targets!?', false);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   523
    exit
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   524
    end;
941
b5222ddafe1f - Fix bug with picking up ammos from cases, when total ammo count may become more than AMMO_INFINITE
unc0rr
parents: 936
diff changeset
   525
8946
3e07b8ff2ae1 Make AI more active in multiattack game mode
unc0rr
parents: 8938
diff changeset
   526
FillBonuses(((Me^.State and gstAttacked) <> 0) and (not isInMultiShoot));
8908
d3033e3a4113 let's try to kill the thread right away and protect the thread variable with a mutex
koda
parents: 8884
diff changeset
   527
d3033e3a4113 let's try to kill the thread right away and protect the thread variable with a mutex
koda
parents: 8884
diff changeset
   528
SDL_LockMutex(ThreadLock);
9317
a04c30940d2d use SDL2 as ifdef symbol because we're not really sdl1.3 compatible, change the compatibility layer, drop unused code, add some documentation
koda
parents: 9080
diff changeset
   529
ThinkThread:= SDL_CreateThread(@Think{$IFDEF SDL2}, 'think'{$ENDIF}, Me);
8908
d3033e3a4113 let's try to kill the thread right away and protect the thread variable with a mutex
koda
parents: 8884
diff changeset
   530
SDL_UnlockMutex(ThreadLock);
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   531
end;
191
a03c2d037e24 Bots are in the same thread as game. Fixes FreePascal issues.
unc0rr
parents: 183
diff changeset
   532
8965
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   533
{$IFDEF DEBUGAI}
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   534
var scoreShown: boolean = false;
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   535
{$ENDIF}
7204
522f165cd2e7 - Fix damage calculation in TestSniperRifle, aim a bit lower to compensate initial angle shift in sniper rifle. As a result, AI seems to never fail sniper rifle shots.
unc0rr
parents: 7197
diff changeset
   536
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   537
procedure ProcessBot;
6982
8d41d22a291d breaking news, we don't support typed consts anymore
koda
parents: 6770
diff changeset
   538
const cStopThinkTime = 40;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   539
begin
602
f7628ebfccde Add CurrentHedgehog variable which simplifies code
unc0rr
parents: 599
diff changeset
   540
with CurrentHedgehog^ do
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   541
    if (Gear <> nil)
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   542
    and ((Gear^.State and gstHHDriven) <> 0)
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   543
    and (TurnTimeLeft < cHedgehogTurnTime - 50) then
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   544
        if ((Gear^.State and gstHHThinking) = 0) then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   545
            if (BestActions.Pos >= BestActions.Count)
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   546
            and (TurnTimeLeft > cStopThinkTime) then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   547
                begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   548
                if Gear^.Message <> 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   549
                    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   550
                    StopMessages(Gear^.Message);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   551
                    TryDo((Gear^.Message and gmAllStoppable) = 0, 'Engine bug: AI may break demos playing', true);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   552
                    end;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   553
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   554
                if Gear^.Message <> 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   555
                    exit;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   556
8965
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   557
{$IFDEF DEBUGAI}
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   558
                scoreShown:= false;
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   559
{$ENDIF}
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   560
                StartThink(Gear);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   561
                StartTicks:= GameTicks
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   562
7204
522f165cd2e7 - Fix damage calculation in TestSniperRifle, aim a bit lower to compensate initial angle shift in sniper rifle. As a result, AI seems to never fail sniper rifle shots.
unc0rr
parents: 7197
diff changeset
   563
            end else
522f165cd2e7 - Fix damage calculation in TestSniperRifle, aim a bit lower to compensate initial angle shift in sniper rifle. As a result, AI seems to never fail sniper rifle shots.
unc0rr
parents: 7197
diff changeset
   564
                begin
8965
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   565
{$IFDEF DEBUGAI}
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   566
                if not scoreShown then
7204
522f165cd2e7 - Fix damage calculation in TestSniperRifle, aim a bit lower to compensate initial angle shift in sniper rifle. As a result, AI seems to never fail sniper rifle shots.
unc0rr
parents: 7197
diff changeset
   567
                    begin
522f165cd2e7 - Fix damage calculation in TestSniperRifle, aim a bit lower to compensate initial angle shift in sniper rifle. As a result, AI seems to never fail sniper rifle shots.
unc0rr
parents: 7197
diff changeset
   568
                    if BestActions.Score > 0 then ParseCommand('/say Expected score = ' + inttostr(BestActions.Score div 1024), true);
522f165cd2e7 - Fix damage calculation in TestSniperRifle, aim a bit lower to compensate initial angle shift in sniper rifle. As a result, AI seems to never fail sniper rifle shots.
unc0rr
parents: 7197
diff changeset
   569
                    scoreShown:= true
8965
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   570
                    end;
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   571
{$ENDIF}
7204
522f165cd2e7 - Fix damage calculation in TestSniperRifle, aim a bit lower to compensate initial angle shift in sniper rifle. As a result, AI seems to never fail sniper rifle shots.
unc0rr
parents: 7197
diff changeset
   572
                ProcessAction(BestActions, Gear)
522f165cd2e7 - Fix damage calculation in TestSniperRifle, aim a bit lower to compensate initial angle shift in sniper rifle. As a result, AI seems to never fail sniper rifle shots.
unc0rr
parents: 7197
diff changeset
   573
                end
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   574
        else if ((GameTicks - StartTicks) > cMaxAIThinkTime)
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   575
            or (TurnTimeLeft <= cStopThinkTime) then
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   576
                StopThinking:= true
369
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
   577
end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   578
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 2948
diff changeset
   579
procedure initModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   580
begin
6982
8d41d22a291d breaking news, we don't support typed consts anymore
koda
parents: 6770
diff changeset
   581
    StartTicks:= 0;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   582
    ThinkThread:= nil;
8908
d3033e3a4113 let's try to kill the thread right away and protect the thread variable with a mutex
koda
parents: 8884
diff changeset
   583
    ThreadLock:= SDL_CreateMutex();
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   584
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   585
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 2948
diff changeset
   586
procedure freeModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   587
begin
7026
8d1724e1337e split OnDestroy across the appropriate modules (this doen't cause leaks on mobile, right?)
koda
parents: 6992
diff changeset
   588
    FreeActionsList();
8908
d3033e3a4113 let's try to kill the thread right away and protect the thread variable with a mutex
koda
parents: 8884
diff changeset
   589
    SDL_DestroyMutex(ThreadLock);
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   590
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   591
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   592
end.