author | unc0rr |
Thu, 20 Jul 2006 20:11:32 +0000 | |
changeset 80 | 3c3dc6a148ca |
parent 75 | d2b737858ff7 |
child 82 | 2f4f3236cccc |
permissions | -rw-r--r-- |
4 | 1 |
(* |
2 |
* Hedgewars, a worms-like game |
|
51 | 3 |
* Copyright (c) 2005, 2006 Andrey Korotaev <unC0Rr@gmail.com> |
4 | 4 |
* |
5 |
* Distributed under the terms of the BSD-modified licence: |
|
6 |
* |
|
7 |
* Permission is hereby granted, free of charge, to any person obtaining a copy |
|
8 |
* of this software and associated documentation files (the "Software"), to deal |
|
9 |
* with the Software without restriction, including without limitation the |
|
10 |
* rights to use, copy, modify, merge, publish, distribute, sublicense, and/or |
|
11 |
* sell copies of the Software, and to permit persons to whom the Software is |
|
12 |
* furnished to do so, subject to the following conditions: |
|
13 |
* |
|
14 |
* 1. Redistributions of source code must retain the above copyright notice, |
|
15 |
* this list of conditions and the following disclaimer. |
|
16 |
* 2. Redistributions in binary form must reproduce the above copyright notice, |
|
17 |
* this list of conditions and the following disclaimer in the documentation |
|
18 |
* and/or other materials provided with the distribution. |
|
19 |
* 3. The name of the author may not be used to endorse or promote products |
|
20 |
* derived from this software without specific prior written permission. |
|
21 |
* |
|
22 |
* THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED |
|
23 |
* WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF |
|
24 |
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO |
|
25 |
* EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
|
26 |
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
|
27 |
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; |
|
28 |
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, |
|
29 |
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR |
|
30 |
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF |
|
31 |
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
|
32 |
*) |
|
33 |
||
34 |
unit uAI; |
|
35 |
interface |
|
36 |
{$INCLUDE options.inc} |
|
37 |
procedure ProcessBot; |
|
64 | 38 |
procedure FreeActionsList; |
4 | 39 |
|
40 |
implementation |
|
64 | 41 |
uses uTeams, uConsts, SDLh, uAIMisc, uGears, uAIAmmoTests, uAIActions, uMisc; |
4 | 42 |
|
66
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
43 |
var BestActions: TActions; |
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
44 |
ThinkThread: PSDL_Thread = nil; |
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
45 |
StopThinking: boolean; |
75 | 46 |
CanUseAmmo: array [TAmmoType] of boolean; |
4 | 47 |
|
64 | 48 |
procedure FreeActionsList; |
49 |
begin |
|
66
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
50 |
if ThinkThread <> nil then |
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
51 |
begin |
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
52 |
StopThinking:= true; |
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
53 |
SDL_WaitThread(ThinkThread, nil); |
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
54 |
ThinkThread:= nil |
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
55 |
end; |
64 | 56 |
BestActions.Count:= 0; |
66
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
57 |
BestActions.Pos:= 0 |
64 | 58 |
end; |
4 | 59 |
|
66
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
60 |
procedure TestAmmos(var Actions: TActions; Me: PGear); |
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
61 |
var Time: Longword; |
71 | 62 |
Angle, Power, Score, ExplX, ExplY, ExplR: integer; |
64 | 63 |
i: integer; |
66
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
64 |
a, aa: TAmmoType; |
4 | 65 |
begin |
64 | 66 |
for i:= 0 to Pred(Targets.Count) do |
80 | 67 |
if (Targets.ar[i].Score >= 0) then |
66
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
68 |
begin |
75 | 69 |
with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do |
70 |
a:= Ammo[CurSlot, CurAmmo].AmmoType; |
|
66
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
71 |
aa:= a; |
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
72 |
repeat |
75 | 73 |
if CanUseAmmo[a] then |
66
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
74 |
begin |
71 | 75 |
Score:= AmmoTests[a](Me, Targets.ar[i].Point, Time, Angle, Power, ExplX, ExplY, ExplR); |
66
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
76 |
if Actions.Score + Score + Targets.ar[i].Score > BestActions.Score then |
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
77 |
begin |
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
78 |
BestActions:= Actions; |
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
79 |
inc(BestActions.Score, Score + Targets.ar[i].Score); |
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
80 |
AddAction(BestActions, aia_Weapon, Longword(a), 500); |
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
81 |
if Time <> 0 then AddAction(BestActions, aia_Timer, Time div 1000, 400); |
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
82 |
if (Angle > 0) then AddAction(BestActions, aia_LookRight, 0, 200) |
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
83 |
else if (Angle < 0) then AddAction(BestActions, aia_LookLeft, 0, 200); |
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
84 |
Angle:= integer(Me.Angle) - Abs(Angle); |
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
85 |
if Angle > 0 then |
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
86 |
begin |
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
87 |
AddAction(BestActions, aia_Up, aim_push, 500); |
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
88 |
AddAction(BestActions, aia_Up, aim_release, Angle) |
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
89 |
end else if Angle < 0 then |
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
90 |
begin |
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
91 |
AddAction(BestActions, aia_Down, aim_push, 500); |
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
92 |
AddAction(BestActions, aia_Down, aim_release, -Angle) |
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
93 |
end; |
70 | 94 |
AddAction(BestActions, aia_attack, aim_push, 800); |
66
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
95 |
AddAction(BestActions, aia_attack, aim_release, Power); |
71 | 96 |
if ExplR > 0 then |
97 |
AddAction(BestActions, aia_AwareExpl, ExplR, 10, ExplX, ExplY); |
|
66
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
98 |
end |
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
99 |
end; |
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
100 |
if a = High(TAmmoType) then a:= Low(TAmmoType) |
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
101 |
else inc(a) |
70 | 102 |
until (a = aa) or (CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog].AttacksNum > 0) |
66
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
103 |
end |
64 | 104 |
end; |
4 | 105 |
|
64 | 106 |
procedure Walk(Me: PGear); |
80 | 107 |
const FallPixForBranching = cHHRadius * 2 + 8; |
108 |
cBranchStackSize = 12; |
|
75 | 109 |
|
110 |
type TStackEntry = record |
|
111 |
WastedTicks: Longword; |
|
112 |
MadeActions: TActions; |
|
113 |
Hedgehog: TGear; |
|
114 |
end; |
|
115 |
||
116 |
var Stack: record |
|
117 |
Count: Longword; |
|
118 |
States: array[0..Pred(cBranchStackSize)] of TStackEntry; |
|
119 |
end; |
|
120 |
||
80 | 121 |
function Push(Ticks: Longword; const Actions: TActions; const Me: TGear; Dir: integer): boolean; |
75 | 122 |
begin |
80 | 123 |
Result:= (Stack.Count < cBranchStackSize) and (Actions.Count < MAXACTIONS - 5); |
124 |
if Result then |
|
75 | 125 |
with Stack.States[Stack.Count] do |
126 |
begin |
|
127 |
WastedTicks:= Ticks; |
|
128 |
MadeActions:= Actions; |
|
129 |
Hedgehog:= Me; |
|
130 |
Hedgehog.Message:= Dir; |
|
131 |
inc(Stack.Count) |
|
132 |
end |
|
133 |
end; |
|
134 |
||
135 |
procedure Pop(out Ticks: Longword; out Actions: TActions; out Me: TGear); |
|
136 |
begin |
|
137 |
dec(Stack.Count); |
|
138 |
with Stack.States[Stack.Count] do |
|
139 |
begin |
|
140 |
Ticks:= WastedTicks; |
|
141 |
Actions:= MadeActions; |
|
142 |
Me:= Hedgehog |
|
143 |
end |
|
144 |
end; |
|
145 |
||
146 |
||
66
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
147 |
var Actions: TActions; |
75 | 148 |
ticks, maxticks, steps: Longword; |
149 |
BaseRate, BestRate, Rate: integer; |
|
150 |
GoInfo: TGoInfo; |
|
80 | 151 |
CanGo: boolean; |
152 |
AltMe: TGear; |
|
64 | 153 |
begin |
154 |
Actions.Count:= 0; |
|
155 |
Actions.Pos:= 0; |
|
75 | 156 |
Actions.Score:= 0; |
157 |
Stack.Count:= 0; |
|
158 |
||
159 |
Push(0, Actions, Me^, aia_Left); |
|
160 |
Push(0, Actions, Me^, aia_Right); |
|
161 |
||
80 | 162 |
if (Me.State and gstAttacked) = 0 then maxticks:= max(0, integer(TurnTimeLeft) - 10000) |
75 | 163 |
else maxticks:= TurnTimeLeft; |
164 |
||
66
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
165 |
if (Me.State and gstAttacked) = 0 then TestAmmos(Actions, Me); |
70 | 166 |
BestRate:= RatePlace(Me); |
75 | 167 |
BaseRate:= max(BestRate, 0); |
168 |
||
169 |
while (Stack.Count > 0) and not StopThinking do |
|
66
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
170 |
begin |
75 | 171 |
Pop(ticks, Actions, Me^); |
172 |
AddAction(Actions, Me.Message, aim_push, 250); |
|
173 |
AddAction(Actions, aia_WaitX, round(Me.X), 0); |
|
174 |
AddAction(Actions, Me.Message, aim_release, 0); |
|
66
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
175 |
steps:= 0; |
75 | 176 |
|
80 | 177 |
while true do |
66
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
178 |
begin |
80 | 179 |
CanGo:= HHGo(Me, @AltMe, GoInfo); |
75 | 180 |
inc(ticks, GoInfo.Ticks); |
181 |
if ticks > maxticks then break; |
|
80 | 182 |
if GoInfo.JumpType = jmpHJump then // hjump support |
183 |
if Push(ticks, Actions, AltMe, Me^.Message) then |
|
184 |
with Stack.States[Pred(Stack.Count)] do |
|
185 |
begin |
|
186 |
AddAction(MadeActions, aia_HJump, 0, 305); |
|
187 |
AddAction(MadeActions, aia_HJump, 0, 350); |
|
188 |
end; |
|
189 |
if GoInfo.JumpType = jmpLJump then // ljump support |
|
190 |
if Push(ticks, Actions, AltMe, Me^.Message) then |
|
191 |
with Stack.States[Pred(Stack.Count)] do |
|
192 |
AddAction(MadeActions, aia_LJump, 0, 305); |
|
193 |
if not CanGo then break; |
|
66
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
194 |
inc(steps); |
75 | 195 |
Actions.actions[Actions.Count - 2].Param:= round(Me.X); |
70 | 196 |
Rate:= RatePlace(Me); |
197 |
if Rate > BestRate then |
|
198 |
begin |
|
199 |
BestActions:= Actions; |
|
200 |
BestRate:= Rate; |
|
74 | 201 |
Me.State:= Me.State or gstAttacked // we have better place, go there and don't use ammo |
70 | 202 |
end |
75 | 203 |
else if Rate < BestRate then break; |
66
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
204 |
if ((Me.State and gstAttacked) = 0) |
70 | 205 |
and ((steps mod 4) = 0) then TestAmmos(Actions, Me); |
80 | 206 |
if GoInfo.FallPix >= FallPixForBranching then |
75 | 207 |
Push(ticks, Actions, Me^, Me^.Message xor 3); // aia_Left xor 3 = aia_Right |
208 |
if StopThinking then exit |
|
66
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
209 |
end; |
75 | 210 |
|
211 |
if BestRate > BaseRate then exit |
|
66
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
212 |
end |
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
213 |
end; |
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
214 |
|
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
215 |
procedure Think(Me: PGear); cdecl; |
74 | 216 |
var BackMe, WalkMe: TGear; |
66
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
217 |
StartTicks: Longword; |
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
218 |
begin |
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
219 |
StartTicks:= GameTicks; |
74 | 220 |
BestActions.Count:= 0; |
221 |
BestActions.Pos:= 0; |
|
64 | 222 |
BestActions.Score:= Low(integer); |
74 | 223 |
BackMe:= Me^; |
224 |
WalkMe:= BackMe; |
|
225 |
if (Me.State and gstAttacked) = 0 then |
|
226 |
if Targets.Count > 0 then |
|
227 |
begin |
|
228 |
Walk(@WalkMe); |
|
229 |
if (StartTicks > GameTicks - 1500) then SDL_Delay(2000); |
|
80 | 230 |
end else |
74 | 231 |
else begin |
232 |
Walk(@WalkMe); |
|
233 |
while (not StopThinking) and (BestActions.Count = 0) do |
|
234 |
begin |
|
235 |
SDL_Delay(100); |
|
236 |
FillBonuses(true); |
|
237 |
WalkMe:= BackMe; |
|
238 |
Walk(@WalkMe) |
|
75 | 239 |
end |
74 | 240 |
end; |
241 |
||
242 |
Me.State:= Me.State and not gstHHThinking; |
|
66
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
243 |
ThinkThread:= nil |
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
244 |
end; |
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
245 |
|
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
246 |
procedure StartThink(Me: PGear); |
75 | 247 |
var a: TAmmoType; |
66
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
248 |
begin |
70 | 249 |
if ((Me.State and gstAttacking) <> 0) or isInMultiShoot then exit; |
66
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
250 |
Me.State:= Me.State or gstHHThinking; |
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
251 |
StopThinking:= false; |
70 | 252 |
ThinkingHH:= Me; |
253 |
FillTargets; |
|
80 | 254 |
if Targets.Count = 0 then |
255 |
begin |
|
256 |
OutError('AI: no targets!?'); |
|
257 |
exit |
|
258 |
end; |
|
70 | 259 |
FillBonuses((Me.State and gstAttacked) <> 0); |
75 | 260 |
for a:= Low(TAmmoType) to High(TAmmoType) do |
261 |
CanUseAmmo[a]:= Assigned(AmmoTests[a]) and HHHasAmmo(PHedgehog(Me.Hedgehog), a); |
|
70 | 262 |
{$IFDEF DEBUGFILE}AddFileLog('Enter Think Thread');{$ENDIF} |
66
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
263 |
ThinkThread:= SDL_CreateThread(@Think, Me) |
4 | 264 |
end; |
265 |
||
266 |
procedure ProcessBot; |
|
267 |
begin |
|
64 | 268 |
with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do |
66
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
269 |
if (Gear <> nil) |
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
270 |
and ((Gear.State and gstHHDriven) <> 0) |
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
271 |
and (TurnTimeLeft < 29990) |
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
272 |
and ((Gear.State and gstHHThinking) = 0) then |
75 | 273 |
if (BestActions.Pos >= BestActions.Count) then StartThink(Gear) |
274 |
else ProcessAction(BestActions, Gear) |
|
4 | 275 |
end; |
276 |
||
277 |
end. |