hedgewars/uAI.pas
author nemo
Fri, 23 Mar 2012 18:20:59 -0400
changeset 6810 5337f554480e
parent 6770 7d2c6cdb816a
child 6982 8d41d22a291d
permissions -rw-r--r--
This has bugged me for a while. Since we are missing the source SVGs for this theme, removed the leaves crudely in GIMP. Also added some basic roots. Someone more artistic is encouraged to try and improve it.
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2012 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 *)
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{$INCLUDE "options.inc"}
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unit uAI;
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interface
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uses uFloat;
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procedure initModule;
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procedure freeModule;
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procedure ProcessBot;
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procedure FreeActionsList;
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implementation
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uses uConsts, SDLh, uAIMisc, uAIAmmoTests, uAIActions,
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    uAmmos, SysUtils{$IFNDEF USE_SDLTHREADS} {$IFDEF UNIX}, cthreads{$ENDIF} {$ENDIF}, uTypes,
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    uVariables, uCommands, uUtils, uDebug;
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var BestActions: TActions;
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    CanUseAmmo: array [TAmmoType] of boolean;
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    StopThinking: boolean;
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{$IFDEF USE_SDLTHREADS} 
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    ThinkThread: PSDL_Thread = nil;
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{$ELSE}
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    ThinkThread: TThreadID;
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{$ENDIF}
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    hasThread: LongInt;
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procedure FreeActionsList;
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begin
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AddFileLog('FreeActionsList called');
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if hasThread <> 0 then
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    begin
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    AddFileLog('Waiting AI thread to finish');
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    StopThinking:= true;
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    repeat
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        SDL_Delay(10)
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    until hasThread = 0
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    end;
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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; isMoved: boolean);
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var BotLevel: Byte;
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    ap: TAttackParams;
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    Score, i: LongInt;
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    a, aa: TAmmoType;
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begin
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BotLevel:= Me^.Hedgehog^.BotLevel;
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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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{$IFDEF USE_SDLTHREADS}
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        SDL_delay(0);    //ThreadSwitch was only a hint
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{$ELSE}
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        ThreadSwitch();
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{$ENDIF}       
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        repeat
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        if (CanUseAmmo[a]) and
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            ((not isMoved) or ((AmmoTests[a].flags and amtest_OnTurn) = 0)) then
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            begin
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{$HINTS OFF}
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            Score:= AmmoTests[a].proc(Me, Targets.ar[i].Point, BotLevel, ap);
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{$HINTS ON}
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            if Actions.Score + Score > BestActions.Score then
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                if (BestActions.Score < 0) or (Actions.Score + Score > BestActions.Score + Byte(BotLevel) * 2048) then
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                    begin
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                    BestActions:= Actions;
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                    inc(BestActions.Score, Score);
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                    BestActions.isWalkingToABetterPlace:= false;
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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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                AddAction(BestActions, aia_Weapon, Longword(a), 300 + random(400), 0, 0);
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                if (ap.Time <> 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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                    ap.Angle:= LongInt(Me^.Angle) - Abs(ap.Angle);
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                    if ap.Angle > 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, ap.Angle, 0, 0)
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                        end
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                    else if ap.Angle < 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, -ap.Angle, 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_AttackingPut) = 0 then
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                    begin
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                    AddAction(BestActions, aia_attack, aim_push, 650 + random(300), 0, 0);
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                    AddAction(BestActions, aia_attack, aim_release, ap.Power, 0, 0);
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   174
                    end;
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                if ap.ExplR > 0 then
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                    AddAction(BestActions, aia_AwareExpl, ap.ExplR, 10, ap.ExplX, ap.ExplY);
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                end
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            end;
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        if a = High(TAmmoType) then
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            a:= Low(TAmmoType)
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        else inc(a)
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        until (a = aa) or (CurrentHedgehog^.MultiShootAttacks > 0) or // shooting same weapon
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        StopThinking
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        end
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end;
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bcbd7adb4e4b - set svn:eol-style to native
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procedure Walk(Me: PGear; var Actions: TActions);
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const FallPixForBranching = cHHRadius * 2 + 8;
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var
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    ticks, maxticks, steps, tmp: Longword;
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    BaseRate, BestRate, Rate: integer;
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    GoInfo: TGoInfo;
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    CanGo: boolean;
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    AltMe: TGear;
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    BotLevel: Byte;
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    a: TAmmoType;
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begin
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ticks:= 0; // avoid compiler hint
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Stack.Count:= 0;
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for a:= Low(TAmmoType) to High(TAmmoType) do
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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.
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    CanUseAmmo[a]:= Assigned(AmmoTests[a].proc) and (HHHasAmmo(Me^.Hedgehog^, a) > 0);
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3836973380b9 remove some more PHedgehog casts
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BotLevel:= Me^.Hedgehog^.BotLevel;
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tmp:= random(2) + 1;
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Push(0, Actions, Me^, tmp);
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Push(0, Actions, Me^, tmp xor 3);
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if (Me^.State and gstAttacked) = 0 then
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    maxticks:= Max(0, TurnTimeLeft - 5000 - LongWord(4000 * BotLevel))
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else
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    maxticks:= TurnTimeLeft;
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if (Me^.State and gstAttacked) = 0 then
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    TestAmmos(Actions, Me, false);
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BestRate:= RatePlace(Me);
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bcefeeabaa33 Move some stuff from uMisc to uUtils
unC0Rr
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BaseRate:= Max(BestRate, 0);
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   220
5148
73b3b4b8359c Make AI switch to amNothing before trying to walk if it holds weapon which needs targeting (not tested)
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if (Ammoz[Me^.Hedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NeedTarget) <> 0 then
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    AddAction(Actions, aia_Weapon, Longword(amNothing), 100 + random(200), 0, 0);
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   223
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while (Stack.Count > 0) and (not StopThinking) and (GameFlags and gfArtillery = 0) do
433
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    begin
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    Pop(ticks, Actions, Me^);
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56885ea29202 Fix bots regressions
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   227
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    AddAction(Actions, Me^.Message, aim_push, 250, 0, 0);
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   229
    if (Me^.Message and gmLeft) <> 0 then
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   230
        AddAction(Actions, aia_WaitXL, hwRound(Me^.X), 0, 0, 0)
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   231
    else
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        AddAction(Actions, aia_WaitXR, hwRound(Me^.X), 0, 0, 0);
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   233
    
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    steps:= 0;
82
2f4f3236cccc - New fort
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   235
5600
c6da15eddab3 Remove PosInStack function, as bots behave better (they search more positions) without it
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   236
    while (not StopThinking) do
6580
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        begin
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   238
{$HINTS OFF}
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        CanGo:= HHGo(Me, @AltMe, GoInfo);
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{$HINTS ON}
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   241
        inc(ticks, GoInfo.Ticks);
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   242
        if ticks > maxticks then
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   243
            break;
194
88652abdce9a Fixed weird bots behavior
unc0rr
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   244
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        if (BotLevel < 5) and (GoInfo.JumpType = jmpHJump) then // hjump support
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   246
            if Push(ticks, Actions, AltMe, Me^.Message) then
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   247
                with Stack.States[Pred(Stack.Count)] do
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   248
                    begin
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   249
                    if Me^.dX.isNegative then
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   250
                        AddAction(MadeActions, aia_LookRight, 0, 200, 0, 0)
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   251
                    else
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   252
                        AddAction(MadeActions, aia_LookLeft, 0, 200, 0, 0);
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   253
                        
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   254
                    AddAction(MadeActions, aia_HJump, 0, 305 + random(50), 0, 0);
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   255
                    AddAction(MadeActions, aia_HJump, 0, 350, 0, 0);
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   256
                    
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   257
                    if Me^.dX.isNegative then
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   258
                        AddAction(MadeActions, aia_LookLeft, 0, 200, 0, 0)
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   259
                    else
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   260
                        AddAction(MadeActions, aia_LookRight, 0, 200, 0, 0);
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   261
                    end;
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   262
        if (BotLevel < 3) and (GoInfo.JumpType = jmpLJump) then // ljump support
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   263
            if Push(ticks, Actions, AltMe, Me^.Message) then
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lovelacer
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   264
                with Stack.States[Pred(Stack.Count)] do
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   265
                    AddAction(MadeActions, aia_LJump, 0, 305 + random(50), 0, 0);
433
9f8f22094c0e AI thinks in separate thread
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   266
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   267
        if not CanGo then
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   268
            break;
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   269
        inc(steps);
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   270
         Actions.actions[Pred(Actions.Count)].Param:= hwRound(Me^.X);
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   271
         Rate:= RatePlace(Me);
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   272
         if Rate > BestRate then
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   273
            begin
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   274
            BestActions:= Actions;
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   275
            BestActions.isWalkingToABetterPlace:= true;
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   276
            BestRate:= Rate;
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   277
            Me^.State:= Me^.State or gstAttacked // we have better place, go there and do not use ammo
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   278
            end
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   279
        else if Rate < BestRate then
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   280
            break;
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   281
        if ((Me^.State and gstAttacked) = 0) and ((steps mod 4) = 0) then
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   282
            TestAmmos(Actions, Me, true);
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lovelacer
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   283
        if GoInfo.FallPix >= FallPixForBranching then
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   284
            Push(ticks, Actions, Me^, Me^.Message xor 3); // aia_Left xor 3 = aia_Right
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lovelacer
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   285
        end;
193
56885ea29202 Fix bots regressions
unc0rr
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diff changeset
   286
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   287
    if BestRate > BaseRate then
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   288
        exit
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   289
        end
66
9643d75baf1e Many AI improvements, bots do think in separate thread
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   290
end;
9643d75baf1e Many AI improvements, bots do think in separate thread
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diff changeset
   291
508
f5473c50adbd Now really fix compilation
unc0rr
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   292
function Think(Me: Pointer): ptrint;
74
42257fee61ae - Unicode support for team and hedgehogs names
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   293
var BackMe, WalkMe: TGear;
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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   294
    StartTicks, currHedgehogIndex, itHedgehog, switchesNum, i, switchCount: Longword;
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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   295
    switchImmediatelyAvailable: boolean;
6393
701eb3f3556a Make AI use switcher when:
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   296
    Actions: TActions;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   297
begin
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   298
InterlockedIncrement(hasThread);
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   299
StartTicks:= GameTicks;
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   300
currHedgehogIndex:= CurrentTeam^.CurrHedgehog;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   301
itHedgehog:= currHedgehogIndex;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   302
switchesNum:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   303
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   304
switchImmediatelyAvailable:= (CurAmmoGear <> nil) and (CurAmmoGear^.Kind = gtSwitcher);
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
   305
switchCount:= HHHasAmmo(PGear(Me)^.Hedgehog^, amSwitch);
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   306
500
d9b140e9d2c2 Use freepascal's routines to manipulate threads
unc0rr
parents: 498
diff changeset
   307
if (PGear(Me)^.State and gstAttacked) = 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
   308
    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
   309
        begin
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   310
        // iterate over current team hedgehogs
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   311
        repeat
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   312
            WalkMe:= CurrentTeam^.Hedgehogs[itHedgehog].Gear^;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   313
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   314
            Actions.Count:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   315
            Actions.Pos:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   316
            Actions.Score:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   317
            if switchesNum > 0 then
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   318
                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
   319
                if not switchImmediatelyAvailable  then
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   320
                    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
   321
                    // when AI has to use switcher, make it cost smth unless they have a lot of switches
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
   322
                    if (SwitchCount < 10) then Actions.Score:= (-27+SwitchCount*3)*4000;
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   323
                    AddAction(Actions, aia_Weapon, Longword(amSwitch), 300 + random(200), 0, 0);                    
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   324
                    AddAction(Actions, aia_attack, aim_push, 300 + random(300), 0, 0);
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   325
                    AddAction(Actions, aia_attack, aim_release, 1, 0, 0);
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   326
                    end;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   327
                for i:= 1 to switchesNum do
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   328
                    AddAction(Actions, aia_Switch, 0, 300 + random(200), 0, 0);
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   329
                end;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   330
            Walk(@WalkMe, Actions);
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   331
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   332
            // find another hog in team
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   333
            repeat
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   334
                itHedgehog:= Succ(itHedgehog) mod CurrentTeam^.HedgehogsNumber;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   335
            until (itHedgehog = currHedgehogIndex) or (CurrentTeam^.Hedgehogs[itHedgehog].Gear <> nil);
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   336
6748
9d8763deee42 don't use currenthedgehog
nemo
parents: 6700
diff changeset
   337
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   338
            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
   339
        until (not (switchImmediatelyAvailable or (switchCount > 0)))
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   340
            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
   341
            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
   342
            or BestActions.isWalkingToABetterPlace;
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   343
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   344
        if (StartTicks > GameTicks - 1500) and (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
   345
            SDL_Delay(1000);
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   346
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
   347
        if (BestActions.Score < -1023) and (not BestActions.isWalkingToABetterPlace) then
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   348
            begin
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   349
            BestActions.Count:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   350
            AddAction(BestActions, aia_Skip, 0, 250, 0, 0);
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   351
            end;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   352
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   353
        end else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   354
else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   355
    begin
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   356
    BackMe:= PGear(Me)^;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   357
    while (not StopThinking) and (BestActions.Count = 0) do
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   358
        begin
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   359
        FillBonuses(true);
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   360
        WalkMe:= BackMe;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   361
        Actions.Count:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   362
        Actions.Pos:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   363
        Actions.Score:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   364
        Walk(@WalkMe, Actions);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   365
        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
   366
            SDL_Delay(100)
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   367
        end
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   368
    end;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   369
500
d9b140e9d2c2 Use freepascal's routines to manipulate threads
unc0rr
parents: 498
diff changeset
   370
PGear(Me)^.State:= PGear(Me)^.State and not gstHHThinking;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   371
Think:= 0;
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   372
InterlockedDecrement(hasThread)
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   373
end;
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   374
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   375
procedure StartThink(Me: PGear);
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   376
begin
542
ec26095f1bed - Get rid of ammoProp_AttackInFall and gstFalling
unc0rr
parents: 522
diff changeset
   377
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
   378
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
   379
    exit;
506
0889d833d47e - A good implementation of shotgun
unc0rr
parents: 500
diff changeset
   380
2376
ece7b87f1334 Strip trailing spaces
nemo
parents: 2289
diff changeset
   381
//DeleteCI(Me); // this might break demo
369
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
   382
Me^.State:= Me^.State or gstHHThinking;
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
   383
Me^.Message:= 0;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   384
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   385
BestActions.Count:= 0;
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   386
BestActions.Pos:= 0;
5163
1620a02d5282 Fix test for water in airstrike handler
unc0rr
parents: 5162
diff changeset
   387
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
   388
BestActions.isWalkingToABetterPlace:= false;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   389
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   390
StopThinking:= false;
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   391
ThinkingHH:= Me;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   392
70
82d93eeecebe - Many AI improvements
unc0rr
parents: 66
diff changeset
   393
FillTargets;
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 75
diff changeset
   394
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
   395
    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   396
    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
   397
    exit
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   398
    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
   399
369
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
   400
FillBonuses((Me^.State and gstAttacked) <> 0);
4900
8ad0e23e6d63 addfilelog <3 debugfile
koda
parents: 4403
diff changeset
   401
AddFileLog('Enter Think Thread');
6460
e3cc8ec51cd3 added a switch USE_SDLTHREADS
Xeli
parents: 6416
diff changeset
   402
{$IFDEF USE_SDLTHREADS}
e3cc8ec51cd3 added a switch USE_SDLTHREADS
Xeli
parents: 6416
diff changeset
   403
ThinkThread := SDL_CreateThread(@Think{$IFDEF SDL13}, nil{$ENDIF}, Me);
e3cc8ec51cd3 added a switch USE_SDLTHREADS
Xeli
parents: 6416
diff changeset
   404
{$ELSE}
6027
302408e45052 code working on ios now
koda
parents: 6025
diff changeset
   405
BeginThread(@Think, Me, ThinkThread);
302408e45052 code working on ios now
koda
parents: 6025
diff changeset
   406
{$ENDIF}
5504
96d735b83d43 AI thread is now an SDL_Thread rather than pthread
Xeli
parents: 5495
diff changeset
   407
AddFileLog('Thread started');
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   408
end;
191
a03c2d037e24 Bots are in the same thread as game. Fixes FreePascal issues.
unc0rr
parents: 183
diff changeset
   409
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   410
procedure ProcessBot;
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   411
const StartTicks: Longword = 0;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   412
      cStopThinkTime = 40;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   413
begin
602
f7628ebfccde Add CurrentHedgehog variable which simplifies code
unc0rr
parents: 599
diff changeset
   414
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
   415
    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
   416
    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
   417
    and (TurnTimeLeft < cHedgehogTurnTime - 50) then
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   418
        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
   419
            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
   420
            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
   421
                begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   422
                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
   423
                    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   424
                    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
   425
                    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
   426
                    end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   427
                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
   428
                    exit;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   429
                StartThink(Gear);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   430
                StartTicks:= GameTicks
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   431
                
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   432
                end else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   433
                    ProcessAction(BestActions, Gear)
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   434
        else if ((GameTicks - StartTicks) > cMaxAIThinkTime)
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   435
        or (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
   436
            StopThinking:= true
369
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
   437
end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   438
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 2948
diff changeset
   439
procedure initModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   440
begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
   441
    hasThread:= 0;
6025
cac1d5601d7c reviewed the build system and parts of the previous merge, performed some code cleanup
koda
parents: 5611
diff changeset
   442
    ThinkThread:= ThinkThread;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   443
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   444
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 2948
diff changeset
   445
procedure freeModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   446
begin
3617
1df21e06b8ba a couple of fixes i missed previously
koda
parents: 3615
diff changeset
   447
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   448
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   449
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   450
end.