hedgewars/uAI.pas
author unc0rr
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permissions -rw-r--r--
Mark places where tried to jump, avoid too much of thinking
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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} {$ENDIF}, uTypes,
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    uVariables, uCommands, uUtils, uDebug, uAILandMarks;
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var BestActions: TActions;
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    CanUseAmmo: array [TAmmoType] of boolean;
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    StopThinking: boolean;
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{$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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    StartTicks: Longword;
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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, dAngle: 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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windSpeed:= hwFloat2Float(cWindSpeed);
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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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{$ENDIF}       
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        repeat
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        if (CanUseAmmo[a]) 
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            and ((not isMoved) or ((AmmoTests[a].flags and amtest_OnTurn) = 0)) 
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            and ((i = 0) or ((AmmoTests[a].flags and amtest_NoTarget) = 0)) 
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            then
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            begin
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{$HINTS OFF}
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            Score:= AmmoTests[a].proc(Me, Targets.ar[i].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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                    AddAction(BestActions, aia_Weapon, Longword(a), 300 + random(400), 0, 0);
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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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                    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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                        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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   166
                            begin
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                            AddAction(BestActions, aia_Down, aim_push, 300 + random(250), 0, 0);
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   168
                            AddAction(BestActions, aia_Down, aim_release, -dAngle, 0, 0)
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                            end
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                        end;
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   171
                        
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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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                        if abs(ap.Angle) > 32 then
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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;
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
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   187
                        
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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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   192
                        if (Ammoz[a].Ammo.Propz and ammoprop_AttackingPut) = 0 then
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   193
                            begin
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   194
                            AddAction(BestActions, aia_attack, aim_push, 650 + random(300), 0, 0);
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   195
                            AddAction(BestActions, aia_attack, aim_release, ap.Power, 0, 0);
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   196
                            end;
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                    if (Ammoz[a].Ammo.Propz and ammoprop_Track) <> 0 then
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   199
                        begin
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unc0rr
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   200
                        AddAction(BestActions, aia_waitAmmoXY, 0, 12, ap.ExplX, ap.ExplY);
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unc0rr
parents: 7375
diff changeset
   201
                        AddAction(BestActions, aia_attack, aim_push, 1, 0, 0);
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unc0rr
parents: 7375
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   202
                        AddAction(BestActions, aia_attack, aim_release, 7, 0, 0);
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   203
                        end;
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   204
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   205
                    if ap.ExplR > 0 then
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   206
                        AddAction(BestActions, aia_AwareExpl, ap.ExplR, 10, ap.ExplX, ap.ExplY);
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   207
                    end
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   208
            end;
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   209
        if a = High(TAmmoType) then
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   210
            a:= Low(TAmmoType)
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   211
        else inc(a)
7178
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unc0rr
parents: 7164
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        until (a = aa) or (CurrentHedgehog^.MultiShootAttacks > 0) {shooting same weapon}
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   213
            or StopThinking
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        end
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   215
end;
4
bcbd7adb4e4b - set svn:eol-style to native
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   216
6393
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   217
procedure Walk(Me: PGear; var Actions: TActions);
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)
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   218
const FallPixForBranching = cHHRadius;
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   219
var
3407
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   220
    ticks, maxticks, steps, tmp: Longword;
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   221
    BaseRate, BestRate, Rate: integer;
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   222
    GoInfo: TGoInfo;
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
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   223
    CanGo: boolean;
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   224
    AltMe: TGear;
3407
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   225
    BotLevel: Byte;
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   226
    a: TAmmoType;
64
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   227
begin
3407
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   228
ticks:= 0; // avoid compiler hint
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   229
Stack.Count:= 0;
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   230
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clearAllMarks;
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   232
6392
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   233
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
parents: 6748
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   234
    CanUseAmmo[a]:= Assigned(AmmoTests[a].proc) and (HHHasAmmo(Me^.Hedgehog^, a) > 0);
6392
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   235
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3836973380b9 remove some more PHedgehog casts
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parents: 4368
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   236
BotLevel:= Me^.Hedgehog^.BotLevel;
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   237
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   238
if (Me^.State and gstAttacked) = 0 then
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lovelacer
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   239
    maxticks:= Max(0, TurnTimeLeft - 5000 - LongWord(4000 * BotLevel))
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   240
else
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   241
    maxticks:= TurnTimeLeft;
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   242
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   243
if (Me^.State and gstAttacked) = 0 then
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lovelacer
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   244
    TestAmmos(Actions, Me, false);
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   245
    
433
9f8f22094c0e AI thinks in separate thread
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   246
BestRate:= RatePlace(Me);
4374
bcefeeabaa33 Move some stuff from uMisc to uUtils
unC0Rr
parents: 4373
diff changeset
   247
BaseRate:= Max(BestRate, 0);
75
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diff changeset
   248
7197
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   249
// switch to 'skip' if we can't 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
parents: 4976
diff changeset
   250
if (Ammoz[Me^.Hedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NeedTarget) <> 0 then
7132
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diff changeset
   251
    AddAction(Actions, aia_Weapon, Longword(amSkip), 100 + random(200), 0, 0);
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   252
    
7197
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   253
if ((CurrentHedgehog^.MultiShootAttacks = 0) or ((Ammoz[Me^.Hedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NoMoveAfter) = 0)) 
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
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   254
    and (GameFlags and gfArtillery = 0) then
433
9f8f22094c0e AI thinks in separate thread
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   255
    begin
7197
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   256
    tmp:= random(2) + 1;
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
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   257
    Push(0, Actions, Me^, tmp);
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unc0rr
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diff changeset
   258
    Push(0, Actions, Me^, tmp xor 3);
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diff changeset
   259
    
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unc0rr
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   260
    while (Stack.Count > 0) and (not StopThinking) do
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   261
        begin
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
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   262
        Pop(ticks, Actions, Me^);
193
56885ea29202 Fix bots regressions
unc0rr
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diff changeset
   263
7197
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   264
        AddAction(Actions, Me^.Message, aim_push, 250, 0, 0);
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   265
        if (Me^.Message and gmLeft) <> 0 then
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   266
            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
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   267
        else
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unc0rr
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   268
            AddAction(Actions, aia_WaitXR, hwRound(Me^.X), 0, 0, 0);
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   269
        
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   270
        steps:= 0;
82
2f4f3236cccc - New fort
unc0rr
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diff changeset
   271
7197
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   272
        while (not StopThinking) do
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
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   273
            begin
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diff changeset
   274
    {$HINTS OFF}
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unc0rr
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diff changeset
   275
            CanGo:= HHGo(Me, @AltMe, GoInfo);
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   276
    {$HINTS ON}
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unc0rr
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diff changeset
   277
            inc(ticks, GoInfo.Ticks);
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
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diff changeset
   278
            if ticks > maxticks then
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unc0rr
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diff changeset
   279
                break;
194
88652abdce9a Fixed weird bots behavior
unc0rr
parents: 193
diff changeset
   280
7787
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   281
            if (BotLevel < 5) 
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   282
                and (GoInfo.JumpType = jmpHJump) 
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diff changeset
   283
                and (not checkMark(hwRound(Me^.X), hwRound(Me^.Y), markHJumped))
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
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diff changeset
   284
                then // hjump support
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   285
                begin
7446
9ce6e2c35413 No more AI jumping lulz
unc0rr
parents: 7437
diff changeset
   286
                // 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
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diff changeset
   287
                addMark(hwRound(Me^.X), hwRound(Me^.Y), markHJumped);
7446
9ce6e2c35413 No more AI jumping lulz
unc0rr
parents: 7437
diff changeset
   288
                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
   289
                    begin
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   290
                    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
   291
                        begin
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   292
                        if Me^.dX.isNegative then
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   293
                            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
   294
                        else
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   295
                            AddAction(MadeActions, aia_LookLeft, 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
   296
                            
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   297
                        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
   298
                        AddAction(MadeActions, aia_HJump, 0, 350, 0, 0);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   299
                        
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   300
                        if Me^.dX.isNegative then
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   301
                            AddAction(MadeActions, aia_LookLeft, 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
   302
                        else
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   303
                            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
   304
                        end;
7446
9ce6e2c35413 No more AI jumping lulz
unc0rr
parents: 7437
diff changeset
   305
                    // but first check walking forward
9ce6e2c35413 No more AI jumping lulz
unc0rr
parents: 7437
diff changeset
   306
                    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
   307
                    end;
7787
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   308
                end;
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   309
            if (BotLevel < 3) 
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   310
                and (GoInfo.JumpType = jmpLJump) 
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   311
                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
   312
                then // ljump support
7250
304d3d98662e AI loves to jump
unc0rr
parents: 7216
diff changeset
   313
                begin
7787
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   314
                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
   315
                // 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
   316
                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
   317
                    with Stack.States[Pred(Stack.Count)] do
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
   318
                        AddAction(MadeActions, aia_LJump, 0, 305 + random(50), 0, 0);
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
   319
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
   320
                // 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
   321
                if CanGo then Push(ticks, Actions, Me^, 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
   322
                
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
   323
                // 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
   324
                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
   325
                    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
   326
                        AddAction(MadeActions, aia_LJump, 0, 305 + random(50), 0, 0);
7250
304d3d98662e AI loves to jump
unc0rr
parents: 7216
diff changeset
   327
                break
304d3d98662e AI loves to jump
unc0rr
parents: 7216
diff changeset
   328
                end;
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   329
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   330
            // 'not CanGO' means we can't go straight, possible jumps are checked above
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   331
            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
   332
                break;
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   333
            
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   334
             inc(steps);
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   335
             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
   336
             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
   337
             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
   338
                begin
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   339
                BestActions:= Actions;
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   340
                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
   341
                BestRate:= Rate;
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   342
                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
   343
                end
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   344
            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
   345
                break;
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
   346
                
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   347
            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
   348
                begin
7787
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   349
                if (steps > 4) and checkMark(hwRound(Me^.X), hwRound(Me^.Y), markWalkedHere) 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
   350
                    break;                    
7787
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   351
                addMark(hwRound(Me^.X), hwRound(Me^.Y), markWalkedHere);
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
   352
                
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   353
                TestAmmos(Actions, Me, true);
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
   354
                end;
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
   355
                
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   356
            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
   357
                Push(ticks, Actions, Me^, Me^.Message xor 3); // aia_Left xor 3 = aia_Right
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   358
            end {while};
193
56885ea29202 Fix bots regressions
unc0rr
parents: 191
diff changeset
   359
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   360
        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
   361
            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
   362
        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
   363
    end {if}
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   364
end;
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   365
508
f5473c50adbd Now really fix compilation
unc0rr
parents: 507
diff changeset
   366
function Think(Me: Pointer): ptrint;
74
42257fee61ae - Unicode support for team and hedgehogs names
unc0rr
parents: 71
diff changeset
   367
var BackMe, WalkMe: TGear;
6992
b8f3d8991e92 marked a couple of functions as inline
koda
parents: 6982
diff changeset
   368
    switchCount: LongInt;
b8f3d8991e92 marked a couple of functions as inline
koda
parents: 6982
diff changeset
   369
    StartTicks, 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
   370
    switchImmediatelyAvailable: boolean;
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   371
    Actions: TActions;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   372
begin
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   373
InterlockedIncrement(hasThread);
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   374
StartTicks:= GameTicks;
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   375
currHedgehogIndex:= CurrentTeam^.CurrHedgehog;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   376
itHedgehog:= currHedgehogIndex;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   377
switchesNum:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   378
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   379
switchImmediatelyAvailable:= (CurAmmoGear <> nil) and (CurAmmoGear^.Kind = gtSwitcher);
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
   380
if PGear(Me)^.Hedgehog^.BotLevel <> 5 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
   381
    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
   382
else switchCount:= 0;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   383
500
d9b140e9d2c2 Use freepascal's routines to manipulate threads
unc0rr
parents: 498
diff changeset
   384
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
   385
    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
   386
        begin
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   387
        // iterate over current team hedgehogs
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   388
        repeat
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   389
            WalkMe:= CurrentTeam^.Hedgehogs[itHedgehog].Gear^;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   390
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   391
            Actions.Count:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   392
            Actions.Pos:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   393
            Actions.Score:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   394
            if switchesNum > 0 then
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   395
                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
   396
                if not switchImmediatelyAvailable  then
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   397
                    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
   398
                    // 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
   399
                    if (switchCount < 10) then Actions.Score:= (-27+switchCount*3)*4000;
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   400
                    AddAction(Actions, aia_Weapon, Longword(amSwitch), 300 + random(200), 0, 0);                    
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   401
                    AddAction(Actions, aia_attack, aim_push, 300 + random(300), 0, 0);
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   402
                    AddAction(Actions, aia_attack, aim_release, 1, 0, 0);
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   403
                    end;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   404
                for i:= 1 to switchesNum do
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   405
                    AddAction(Actions, aia_Switch, 0, 300 + random(200), 0, 0);
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   406
                end;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   407
            Walk(@WalkMe, Actions);
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   408
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   409
            // find another hog in team
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   410
            repeat
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   411
                itHedgehog:= Succ(itHedgehog) mod CurrentTeam^.HedgehogsNumber;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   412
            until (itHedgehog = currHedgehogIndex) or (CurrentTeam^.Hedgehogs[itHedgehog].Gear <> nil);
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   413
6748
9d8763deee42 don't use currenthedgehog
nemo
parents: 6700
diff changeset
   414
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   415
            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
   416
        until (not (switchImmediatelyAvailable or (switchCount > 0)))
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   417
            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
   418
            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
   419
            or BestActions.isWalkingToABetterPlace;
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   420
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   421
        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
   422
            SDL_Delay(1000);
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   423
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
   424
        if (BestActions.Score < -1023) and (not BestActions.isWalkingToABetterPlace) then
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   425
            begin
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   426
            BestActions.Count:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   427
            AddAction(BestActions, aia_Skip, 0, 250, 0, 0);
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   428
            end;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   429
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   430
        end else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   431
else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   432
    begin
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   433
    BackMe:= PGear(Me)^;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   434
    while (not StopThinking) and (BestActions.Count = 0) do
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   435
        begin
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
   436
(*
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
   437
        // 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
   438
        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
   439
            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
   440
*)
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   441
        FillBonuses(true);
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   442
        WalkMe:= BackMe;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   443
        Actions.Count:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   444
        Actions.Pos:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   445
        Actions.Score:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   446
        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
   447
        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
   448
            SDL_Delay(100)
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   449
        end
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   450
    end;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   451
7426
55b49cc1f33a Changes for the benefit of pas2c. Use downto in for loops to avoid repeated calls of Random/GetRandom. Wrap nots.
nemo
parents: 7416
diff changeset
   452
PGear(Me)^.State:= PGear(Me)^.State and (not gstHHThinking);
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   453
Think:= 0;
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   454
InterlockedDecrement(hasThread)
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   455
end;
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   456
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   457
procedure StartThink(Me: PGear);
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   458
begin
542
ec26095f1bed - Get rid of ammoProp_AttackInFall and gstFalling
unc0rr
parents: 522
diff changeset
   459
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
   460
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
   461
    exit;
506
0889d833d47e - A good implementation of shotgun
unc0rr
parents: 500
diff changeset
   462
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
   463
//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
   464
369
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
   465
Me^.State:= Me^.State or gstHHThinking;
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
   466
Me^.Message:= 0;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   467
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   468
BestActions.Count:= 0;
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   469
BestActions.Pos:= 0;
5163
1620a02d5282 Fix test for water in airstrike handler
unc0rr
parents: 5162
diff changeset
   470
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
   471
BestActions.isWalkingToABetterPlace:= false;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   472
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   473
StopThinking:= false;
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   474
ThinkingHH:= Me;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   475
70
82d93eeecebe - Many AI improvements
unc0rr
parents: 66
diff changeset
   476
FillTargets;
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 75
diff changeset
   477
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
   478
    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   479
    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
   480
    exit
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   481
    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
   482
369
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
   483
FillBonuses((Me^.State and gstAttacked) <> 0);
4900
8ad0e23e6d63 addfilelog <3 debugfile
koda
parents: 4403
diff changeset
   484
AddFileLog('Enter Think Thread');
6460
e3cc8ec51cd3 added a switch USE_SDLTHREADS
Xeli
parents: 6416
diff changeset
   485
{$IFDEF USE_SDLTHREADS}
e3cc8ec51cd3 added a switch USE_SDLTHREADS
Xeli
parents: 6416
diff changeset
   486
ThinkThread := SDL_CreateThread(@Think{$IFDEF SDL13}, nil{$ENDIF}, Me);
e3cc8ec51cd3 added a switch USE_SDLTHREADS
Xeli
parents: 6416
diff changeset
   487
{$ELSE}
6027
302408e45052 code working on ios now
koda
parents: 6025
diff changeset
   488
BeginThread(@Think, Me, ThinkThread);
302408e45052 code working on ios now
koda
parents: 6025
diff changeset
   489
{$ENDIF}
5504
96d735b83d43 AI thread is now an SDL_Thread rather than pthread
Xeli
parents: 5495
diff changeset
   490
AddFileLog('Thread started');
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   491
end;
191
a03c2d037e24 Bots are in the same thread as game. Fixes FreePascal issues.
unc0rr
parents: 183
diff changeset
   492
7216
53f5e48b8375 disable this debug too
nemo
parents: 7204
diff changeset
   493
//var scoreShown: boolean = false;
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
   494
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   495
procedure ProcessBot;
6982
8d41d22a291d breaking news, we don't support typed consts anymore
koda
parents: 6770
diff changeset
   496
const cStopThinkTime = 40;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   497
begin
602
f7628ebfccde Add CurrentHedgehog variable which simplifies code
unc0rr
parents: 599
diff changeset
   498
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
   499
    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
   500
    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
   501
    and (TurnTimeLeft < cHedgehogTurnTime - 50) then
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   502
        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
   503
            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
   504
            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
   505
                begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   506
                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
   507
                    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   508
                    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
   509
                    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
   510
                    end;
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
   511
                    
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   512
                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
   513
                    exit;
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
   514
                    
7216
53f5e48b8375 disable this debug too
nemo
parents: 7204
diff changeset
   515
                //scoreShown:= false;   
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   516
                StartThink(Gear);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   517
                StartTicks:= GameTicks
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   518
                
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
   519
            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
   520
                begin
7416
2f2f78fc65a3 AI uses cake! Known issues: AI could damage itself for no reason, could let cake go looping in a hole with exit closed by AI hog.
unc0rr
parents: 7375
diff changeset
   521
                {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
   522
                    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
   523
                    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
   524
                    scoreShown:= true
7416
2f2f78fc65a3 AI uses cake! Known issues: AI could damage itself for no reason, could let cake go looping in a hole with exit closed by AI hog.
unc0rr
parents: 7375
diff changeset
   525
                    end;}
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
   526
                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
   527
                end
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   528
        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
   529
            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
   530
                StopThinking:= true
369
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
   531
end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   532
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 2948
diff changeset
   533
procedure initModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   534
begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
   535
    hasThread:= 0;
6982
8d41d22a291d breaking news, we don't support typed consts anymore
koda
parents: 6770
diff changeset
   536
    StartTicks:= 0;
6025
cac1d5601d7c reviewed the build system and parts of the previous merge, performed some code cleanup
koda
parents: 5611
diff changeset
   537
    ThinkThread:= ThinkThread;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   538
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   539
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 2948
diff changeset
   540
procedure freeModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   541
begin
7026
8d1724e1337e split OnDestroy across the appropriate modules (this doen't cause leaks on mobile, right?)
koda
parents: 6992
diff changeset
   542
    FreeActionsList();
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   543
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   544
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   545
end.