hedgewars/uAI.pas
author nemo
Tue, 30 Mar 2010 13:33:01 +0000
changeset 3173 909b28b1b61a
parent 3038 4e48c276a468
child 3236 4ab3917d7d44
permissions -rw-r--r--
This map has always been broken. This variant makes it slightly less broken (although something changed on the ceiling might prevent hiding on pixels on the slope). What will finally fix it is either moving nets closer together or adding angle bounce to hedgehogs or some other layout that prevents hiding.
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2005-2008 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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{$INCLUDE "options.inc"}
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unit uAI;
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interface
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uses uFloat;
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procedure initModule;
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procedure freeModule;
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procedure ProcessBot;
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procedure FreeActionsList;
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implementation
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uses uTeams, uConsts, SDLh, uAIMisc, uGears, uAIAmmoTests, uAIActions, uMisc,
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     uAmmos, uConsole, uCollisions, SysUtils{$IFDEF UNIX}, cthreads{$ENDIF};
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var BestActions: TActions;
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    CanUseAmmo: array [TAmmoType] of boolean;
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    StopThinking: boolean;
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    ThinkThread: TThreadID;
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    hasThread: LongInt;
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procedure FreeActionsList;
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begin
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{$IFDEF DEBUGFILE}AddFileLog('FreeActionsList called');{$ENDIF}
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if hasThread <> 0 then
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   begin
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   {$IFDEF DEBUGFILE}AddFileLog('Waiting AI thread to finish');{$ENDIF}
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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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procedure TestAmmos(var Actions: TActions; Me: PGear; isMoved: boolean);
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var BotLevel: Longword;
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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:= PHedgehog(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 CurrentHedgehog^ do
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            a:= Ammo^[CurSlot, CurAmmo].AmmoType;
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       aa:= a;
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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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           Score:= AmmoTests[a].proc(Me, Targets.ar[i].Point, BotLevel, ap);
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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 + LongInt(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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              AddAction(BestActions, aia_Weapon, Longword(a), 300 + random(400), 0, 0);
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              if (ap.Time <> 0) then AddAction(BestActions, aia_Timer, ap.Time div 1000, 400, 0, 0);
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              if (ap.Angle > 0) then AddAction(BestActions, aia_LookRight, 0, 200, 0, 0)
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              else if (ap.Angle < 0) then AddAction(BestActions, aia_LookLeft, 0, 200, 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 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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                 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 a:= Low(TAmmoType)
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                               else inc(a)
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       until (a = aa) or
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             (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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procedure Walk(Me: PGear);
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const FallPixForBranching = cHHRadius * 2 + 8;
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      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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    function PosInThinkStack(Me: PGear): boolean;
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    var i: Longword;
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    begin
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    i:= 0;
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    while (i < Stack.Count) do
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          begin
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          if(not(hwAbs(Stack.States[i].Hedgehog.X - Me^.X) +
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                 hwAbs(Stack.States[i].Hedgehog.Y - Me^.Y) > _2)) and
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              (Stack.States[i].Hedgehog.Message = Me^.Message) then exit(true);
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          inc(i)
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          end;
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    PosInThinkStack:= false
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    end;
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var Actions: TActions;
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    ticks, maxticks, steps, BotLevel, 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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begin
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Actions.Count:= 0;
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Actions.Pos:= 0;
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Actions.Score:= 0;
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Stack.Count:= 0;
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BotLevel:= PHedgehog(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 maxticks:= max(0, TurnTimeLeft - 5000 - 4000 * BotLevel)
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                                   else maxticks:= TurnTimeLeft;
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if (Me^.State and gstAttacked) = 0 then TestAmmos(Actions, Me, false);
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BestRate:= RatePlace(Me);
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BaseRate:= max(BestRate, 0);
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while (Stack.Count > 0) and (not StopThinking) and (GameFlags and gfArtillery = 0) do
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    begin
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    Pop(ticks, Actions, Me^);
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    AddAction(Actions, Me^.Message, aim_push, 250, 0, 0);
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    if (Me^.Message and gm_Left) <> 0 then AddAction(Actions, aia_WaitXL, hwRound(Me^.X), 0, 0, 0)
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                                      else AddAction(Actions, aia_WaitXR, hwRound(Me^.X), 0, 0, 0);
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    steps:= 0;
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    while (not StopThinking) and (not PosInThinkStack(Me)) do
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       begin
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       CanGo:= HHGo(Me, @AltMe, GoInfo);
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       inc(ticks, GoInfo.Ticks);
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       if ticks > maxticks then break;
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136
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       if (BotLevel < 5) and (GoInfo.JumpType = jmpHJump) then // hjump support
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          if Push(ticks, Actions, AltMe, Me^.Message) then
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             with Stack.States[Pred(Stack.Count)] do
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                  begin
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                  if Me^.dX.isNegative then AddAction(MadeActions, aia_LookRight, 0, 200, 0, 0)
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                                       else AddAction(MadeActions, aia_LookLeft, 0, 200, 0, 0);
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                  AddAction(MadeActions, aia_HJump, 0, 305 + random(50), 0, 0);
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                  AddAction(MadeActions, aia_HJump, 0, 350, 0, 0);
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                  if Me^.dX.isNegative then AddAction(MadeActions, aia_LookLeft, 0, 200, 0, 0)
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                                       else AddAction(MadeActions, aia_LookRight, 0, 200, 0, 0);
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                  end;
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       if (BotLevel < 3) and (GoInfo.JumpType = jmpLJump) then // ljump support
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          if Push(ticks, Actions, AltMe, Me^.Message) then
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             with Stack.States[Pred(Stack.Count)] do
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                  AddAction(MadeActions, aia_LJump, 0, 305 + random(50), 0, 0);
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       if not CanGo then break;
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       inc(steps);
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       Actions.actions[Pred(Actions.Count)].Param:= hwRound(Me^.X);
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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 there and do not use ammo
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          end
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       else if Rate < BestRate then break;
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       if ((Me^.State and gstAttacked) = 0)
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           and ((steps mod 4) = 0) then TestAmmos(Actions, Me, true);
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       if GoInfo.FallPix >= FallPixForBranching then
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          Push(ticks, Actions, Me^, Me^.Message xor 3); // aia_Left xor 3 = aia_Right
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       end;
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    if BestRate > BaseRate then exit
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    end
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end;
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f5473c50adbd Now really fix compilation
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function Think(Me: Pointer): ptrint;
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var BackMe, WalkMe: TGear;
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    StartTicks: Longword;
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begin
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InterlockedIncrement(hasThread);
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StartTicks:= GameTicks;
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BackMe:= PGear(Me)^;
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if (PGear(Me)^.State and gstAttacked) = 0 then
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   if Targets.Count > 0 then
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      begin
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      WalkMe:= BackMe;
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      Walk(@WalkMe);
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      if (StartTicks > GameTicks - 1500) and not StopThinking then SDL_Delay(2000);
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      if BestActions.Score < -1023 then
146
458f4f58c1b6 - Fix AI not to damage self hedgehogs
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         begin
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         BestActions.Count:= 0;
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         AddAction(BestActions, aia_Skip, 0, 250, 0, 0);
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         end;
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      end else
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else begin
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      while (not StopThinking) and (BestActions.Count = 0) do
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            begin
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            FillBonuses(true);
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            WalkMe:= BackMe;
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            Walk(@WalkMe);
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            if not StopThinking then SDL_Delay(100)
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            end
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      end;
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d9b140e9d2c2 Use freepascal's routines to manipulate threads
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PGear(Me)^.State:= PGear(Me)^.State and not gstHHThinking;
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Think:= 0;
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InterlockedDecrement(hasThread)
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end;
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procedure StartThink(Me: PGear);
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var a: TAmmoType;
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begin
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ec26095f1bed - Get rid of ammoProp_AttackInFall and gstFalling
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if ((Me^.State and (gstAttacking or gstHHJumping or gstMoving)) <> 0)
439
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   or isInMultiShoot then exit;
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ece7b87f1334 Strip trailing spaces
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//DeleteCI(Me); // this might break demo
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Me^.State:= Me^.State or gstHHThinking;
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Me^.Message:= 0;
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BestActions.Count:= 0;
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BestActions.Pos:= 0;
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BestActions.Score:= Low(integer);
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StopThinking:= false;
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ThinkingHH:= Me;
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FillTargets;
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if Targets.Count = 0 then
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   begin
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   OutError('AI: no targets!?', false);
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   exit
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   314
   end;
941
b5222ddafe1f - Fix bug with picking up ammos from cases, when total ammo count may become more than AMMO_INFINITE
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2aed85310727 AI compiles, but doesn't work
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FillBonuses((Me^.State and gstAttacked) <> 0);
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for a:= Low(TAmmoType) to High(TAmmoType) do
553
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    CanUseAmmo[a]:= Assigned(AmmoTests[a].proc) and HHHasAmmo(PHedgehog(Me^.Hedgehog)^, a);
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{$IFDEF DEBUGFILE}AddFileLog('Enter Think Thread');{$ENDIF}
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BeginThread(@Think, Me, ThinkThread)
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   321
end;
191
a03c2d037e24 Bots are in the same thread as game. Fixes FreePascal issues.
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   322
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procedure ProcessBot;
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const StartTicks: Longword = 0;
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      cStopThinkTime = 40;
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begin
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with CurrentHedgehog^ do
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     if (Gear <> nil)
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        and ((Gear^.State and gstHHDriven) <> 0)
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        and (TurnTimeLeft < cHedgehogTurnTime - 50) then
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        if ((Gear^.State and gstHHThinking) = 0) then
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           if (BestActions.Pos >= BestActions.Count)
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              and (TurnTimeLeft > cStopThinkTime) then
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              begin
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              if Gear^.Message <> 0 then
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                 begin
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                 StopMessages(Gear^.Message);
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                 TryDo((Gear^.Message and gmAllStoppable) = 0, 'Engine bug: AI may break demos playing', true);
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                 end;
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              if Gear^.Message <> 0 then exit;
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              StartThink(Gear);
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              StartTicks:= GameTicks
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              end else ProcessAction(BestActions, Gear)
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        else if ((GameTicks - StartTicks) > cMaxAIThinkTime)
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                or (TurnTimeLeft <= cStopThinkTime) then StopThinking:= true
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end;
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procedure initModule;
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begin
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    hasThread:= 0;
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end;
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procedure freeModule;
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begin
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end;
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end.