hedgewars/uAI.pas
author unc0rr
Fri, 23 Jun 2006 20:02:41 +0000
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parent 66 9643d75baf1e
child 71 5f56c6979496
permissions -rw-r--r--
- Many AI improvements - New 'spray objects' on generated land - Many small fixes
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(*
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 * Hedgewars, a worms-like game
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 * Copyright (c) 2005, 2006 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * Distributed under the terms of the BSD-modified licence:
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 *
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 * Permission is hereby granted, free of charge, to any person obtaining a copy
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 * of this software and associated documentation files (the "Software"), to deal
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 * with the Software without restriction, including without limitation the
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 * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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 * sell copies of the Software, and to permit persons to whom the Software is
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 * furnished to do so, subject to the following conditions:
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 *
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 * 1. Redistributions of source code must retain the above copyright notice,
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 *    this list of conditions and the following disclaimer.
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 * 2. Redistributions in binary form must reproduce the above copyright notice,
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 *    this list of conditions and the following disclaimer in the documentation
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 *    and/or other materials provided with the distribution.
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 * 3. The name of the author may not be used to endorse or promote products
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 *    derived from this software without specific prior written permission.
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 *
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 * THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED
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 * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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 * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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 * EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
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 * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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 * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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 * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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 * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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 *)
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unit uAI;
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interface
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{$INCLUDE options.inc}
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procedure ProcessBot;
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procedure FreeActionsList;
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implementation
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uses uTeams, uConsts, SDLh, uAIMisc, uGears, uAIAmmoTests, uAIActions, uMisc;
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var BestActions: TActions;
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    ThinkThread: PSDL_Thread = nil;
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    StopThinking: boolean;
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procedure FreeActionsList;
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begin
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if ThinkThread <> nil then
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   begin
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   StopThinking:= true;
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   SDL_WaitThread(ThinkThread, nil);
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   ThinkThread:= nil
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   end;
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BestActions.Count:= 0;
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BestActions.Pos:= 0
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end;
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procedure TestAmmos(var Actions: TActions; Me: PGear);
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var Time: Longword;
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    Angle, Power, Score: integer;
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    i: integer;
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    a, aa: TAmmoType;
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begin
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for i:= 0 to Pred(Targets.Count) do
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    if Targets.ar[i].Score >= 0 then
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       begin
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       if (CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog].AttacksNum > 0)
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          then with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do
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                    a:= Ammo[CurSlot, CurAmmo].AmmoType
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          else a:= Low(TAmmoType);
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       aa:= a;
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       repeat
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        if Assigned(AmmoTests[a]) then
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           begin
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           Score:= AmmoTests[a](Me, Targets.ar[i].Point, Time, Angle, Power);
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           if Actions.Score + Score + Targets.ar[i].Score > BestActions.Score then
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              begin
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              BestActions:= Actions;
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              inc(BestActions.Score, Score + Targets.ar[i].Score);
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              AddAction(BestActions, aia_Weapon, Longword(a), 500);
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              if Time <> 0 then AddAction(BestActions, aia_Timer, Time div 1000, 400);
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              if (Angle > 0) then AddAction(BestActions, aia_LookRight, 0, 200)
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              else if (Angle < 0) then AddAction(BestActions, aia_LookLeft, 0, 200);
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              Angle:= integer(Me.Angle) - Abs(Angle);
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              if Angle > 0 then
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                 begin
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                 AddAction(BestActions, aia_Up, aim_push, 500);
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                 AddAction(BestActions, aia_Up, aim_release, Angle)
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                 end else if Angle < 0 then
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                 begin
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                 AddAction(BestActions, aia_Down, aim_push, 500);
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                 AddAction(BestActions, aia_Down, aim_release, -Angle)
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                 end;
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              AddAction(BestActions, aia_attack, aim_push, 800);
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              AddAction(BestActions, aia_attack, aim_release, Power);
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              end
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           end;
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        if a = High(TAmmoType) then a:= Low(TAmmoType)
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                               else inc(a)
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       until (a = aa) or (CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog].AttacksNum > 0)
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       end
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end;
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procedure Walk(Me: PGear);
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var Actions: TActions;
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    BackMe: TGear;
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    Dir, steps, maxsteps: integer;
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    BestRate, Rate: integer;
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begin
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Actions.Score:= 0;
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Actions.Count:= 0;
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Actions.Pos:= 0;
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BestActions.Count:= 0;
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if (Me.State and gstAttacked) = 0 then maxsteps:= (TurnTimeLeft - 4000) div cHHStepTicks
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                                  else maxsteps:= 3000;
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BackMe:= Me^;
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if (Me.State and gstAttacked) = 0 then TestAmmos(Actions, Me);
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BestRate:= RatePlace(Me);
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for Dir:= aia_Left to aia_Right do
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    begin
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    Me.Message:= Dir;
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    steps:= 0;
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    while HHGo(Me) and (steps < maxsteps) do
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       begin
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       inc(steps);
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       Actions.Count:= 0;
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       AddAction(Actions, Dir, aim_push, 250);
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       AddAction(Actions, aia_WaitX, round(Me.X), 0);
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       AddAction(Actions, Dir, aim_release, 0);
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       Rate:= RatePlace(Me);
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       if Rate > BestRate then
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          begin
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          BestActions:= Actions;
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          BestRate:= Rate;
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          Me.State:= Me.State or gstAttacked // we have better place, go to it and don't use ammo
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          end
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       else if Rate < BestRate then
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               if BestRate > 0 then exit
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                               else break;
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       if ((Me.State and gstAttacked) = 0)
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           and ((steps mod 4) = 0) then TestAmmos(Actions, Me);
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       if StopThinking then exit;
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       end;
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    Me^:= BackMe
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    end
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end;
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procedure Think(Me: PGear); cdecl;
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var BackMe: TGear;
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    StartTicks: Longword;
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begin
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StartTicks:= GameTicks;
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BestActions.Score:= Low(integer);
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if Targets.Count > 0 then
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   begin
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   BackMe:= Me^;
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   Walk(@BackMe);
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   end;
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if ((Me.State and gstAttacked) = 0)
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    and (StartTicks > GameTicks - 1000) then SDL_Delay(1000);
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if BestActions.Count > 0 then Me.State:= Me.State and not gstHHThinking;
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ThinkThread:= nil
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end;
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procedure StartThink(Me: PGear);
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begin
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if ((Me.State and gstAttacking) <> 0) or isInMultiShoot then exit;
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Me.State:= Me.State or gstHHThinking;
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StopThinking:= false;
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ThinkingHH:= Me;
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FillTargets;
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FillBonuses((Me.State and gstAttacked) <> 0);
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{$IFDEF DEBUGFILE}AddFileLog('Enter Think Thread');{$ENDIF}
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ThinkThread:= SDL_CreateThread(@Think, Me)
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end;
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procedure ProcessBot;
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begin
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with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do
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     if (Gear <> nil)
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        and ((Gear.State and gstHHDriven) <> 0)
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        and (TurnTimeLeft < 29990)
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        and ((Gear.State and gstHHThinking) = 0) then
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           if (BestActions.Pos = BestActions.Count) then StartThink(Gear)
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                                                    else ProcessAction(BestActions, Gear)
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end;
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end.