hedgewars/uAI.pas
author nemo
Sun, 01 Nov 2015 15:08:39 -0500
changeset 11272 9621fdcad965
parent 11046 47a8c19ecb60
child 11342 ed5a6478e710
permissions -rw-r--r--
do the same thing for the chute/birdy/saucer block
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2015 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., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  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, 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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    StartTicks: Longword;
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    ThinkThread: PSDL_Thread;
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    ThreadLock: PSDL_Mutex;
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procedure FreeActionsList;
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begin
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    AddFileLog('FreeActionsList called');
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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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        end;
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    SDL_LockMutex(ThreadLock);
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    ThinkThread:= nil;
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    SDL_UnlockMutex(ThreadLock);
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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; rareChecks: boolean);
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var BotLevel: Byte;
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    ap: TAttackParams;
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    Score, i, t, n, dAngle: LongInt;
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    a, aa: TAmmoType;
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    useThisActions: boolean;
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begin
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BotLevel:= Me^.Hedgehog^.BotLevel;
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windSpeed:= hwFloat2Float(cWindSpeed);
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useThisActions:= false;
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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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        SDL_delay(0); // hint to let the context switch run
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        repeat
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        if (CanUseAmmo[a])
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            and ((not rareChecks) or ((AmmoTests[a].flags and amtest_Rare) = 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], BotLevel, ap);
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{$HINTS ON}
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            if (Score > BadTurn) and (Actions.Score + Score > BestActions.Score) then
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                if (BestActions.Score < 0) or (Actions.Score + Score > BestActions.Score + Byte(BotLevel - 1) * 2048) then
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                    begin
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                    if useThisActions then
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                        begin
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                        BestActions.Count:= Actions.Count
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                        end
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                    else
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                        begin
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                        BestActions:= Actions;
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                        BestActions.isWalkingToABetterPlace:= false;
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                        useThisActions:= true
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                        end;
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                    BestActions.Score:= Actions.Score + Score;
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                    // if not between shots, activate invulnerability/vampirism if available
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                    if CurrentHedgehog^.MultiShootAttacks = 0 then
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                        begin
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                        if HHHasAmmo(Me^.Hedgehog^, amInvulnerable) > 0 then
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                            begin
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                            AddAction(BestActions, aia_Weapon, Longword(amInvulnerable), 80, 0, 0);
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                            AddAction(BestActions, aia_attack, aim_push, 10, 0, 0);
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                            AddAction(BestActions, aia_attack, aim_release, 10, 0, 0);
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                            end;
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                        if HHHasAmmo(Me^.Hedgehog^, amExtraDamage) > 0 then
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                            begin
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                            AddAction(BestActions, aia_Weapon, Longword(amExtraDamage), 80, 0, 0);
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                            AddAction(BestActions, aia_attack, aim_push, 10, 0, 0);
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                            AddAction(BestActions, aia_attack, aim_release, 10, 0, 0);
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   164
                            end;
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                        end;
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   166
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                    AddAction(BestActions, aia_Weapon, Longword(a), 300 + random(400), 0, 0);
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   168
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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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   173
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                    if (Ammoz[a].Ammo.Propz and ammoprop_Timerable) <> 0 then
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                        AddAction(BestActions, aia_Timer, ap.Time div 1000, 400, 0, 0);
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   176
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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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                            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, -dAngle, 0, 0)
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                            end
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                        end;
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   191
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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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   196
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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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7453
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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;
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   207
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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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                        if (Ammoz[a].Ammo.Propz and ammoprop_AttackingPut) = 0 then
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                            begin
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                            if (AmmoTests[a].flags and amtest_MultipleAttacks) = 0 then
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                                n:= 1 else n:= ap.AttacksNum;
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   216
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                            AddAction(BestActions, aia_attack, aim_push, 650 + random(300), 0, 0);
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                            for t:= 2 to n do
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                                begin
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                                AddAction(BestActions, aia_attack, aim_push, 150, 0, 0);
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                                AddAction(BestActions, aia_attack, aim_release, ap.Power, 0, 0);
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   222
                                end;
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                            AddAction(BestActions, aia_attack, aim_release, ap.Power, 0, 0);
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                            end;
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                    if (Ammoz[a].Ammo.Propz and ammoprop_Track) <> 0 then
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                        begin
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                        AddAction(BestActions, aia_waitAmmoXY, 0, 12, ap.ExplX, ap.ExplY);
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                        AddAction(BestActions, aia_attack, aim_push, 1, 0, 0);
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                        AddAction(BestActions, aia_attack, aim_release, 7, 0, 0);
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   231
                        end;
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   232
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   233
                    if ap.ExplR > 0 then
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                        AddAction(BestActions, aia_AwareExpl, ap.ExplR, 10, ap.ExplX, ap.ExplY);
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   235
                    end
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   236
            end;
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        if a = High(TAmmoType) then
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            a:= Low(TAmmoType)
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   239
        else inc(a)
7178
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        until (a = aa) or (CurrentHedgehog^.MultiShootAttacks > 0) {shooting same weapon}
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   241
            or StopThinking
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   242
        end
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   243
end;
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   244
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   245
procedure Walk(Me: PGear; var Actions: TActions);
7433
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   246
const FallPixForBranching = cHHRadius;
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   247
var
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    ticks, maxticks, oldticks, steps, tmp: Longword;
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    BaseRate, BestRate, Rate: integer;
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   250
    GoInfo: TGoInfo;
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   251
    CanGo: boolean;
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   252
    AltMe: TGear;
3407
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   253
    BotLevel: Byte;
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    a: TAmmoType;
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   255
begin
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   256
ticks:= 0;
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   257
oldticks:= 0; // avoid compiler hint
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   258
Stack.Count:= 0;
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   259
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clearAllMarks;
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   261
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   262
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
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   263
    CanUseAmmo[a]:= Assigned(AmmoTests[a].proc) and (HHHasAmmo(Me^.Hedgehog^, a) > 0);
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   264
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   265
BotLevel:= Me^.Hedgehog^.BotLevel;
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   266
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if (Me^.State and gstAttacked) = 0 then
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   268
    maxticks:= Max(0, TurnTimeLeft - 5000 - LongWord(4000 * BotLevel))
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else
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    maxticks:= TurnTimeLeft;
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   271
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if (Me^.State and gstAttacked) = 0 then
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   273
    TestAmmos(Actions, Me, false);
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   274
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   275
BestRate:= RatePlace(Me);
4374
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unC0Rr
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   276
BaseRate:= Max(BestRate, 0);
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   277
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   278
// switch to 'skip' if we cannot 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
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   279
if (Ammoz[Me^.Hedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NeedTarget) <> 0 then
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   280
    AddAction(Actions, aia_Weapon, Longword(amSkip), 100 + random(200), 0, 0);
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   281
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if ((CurrentHedgehog^.MultiShootAttacks = 0) or ((Ammoz[Me^.Hedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NoMoveAfter) = 0))
9844
8f5b48525a03 quick sanity change for AI + zerog
nemo
parents: 9495
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   283
    and (GameFlags and gfArtillery = 0) and (cGravityf <> 0) then
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   284
    begin
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   285
    tmp:= random(2) + 1;
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   286
    Push(0, Actions, Me^, tmp);
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   287
    Push(0, Actions, Me^, tmp xor 3);
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   288
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   289
    while (Stack.Count > 0) and (not StopThinking) do
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   290
        begin
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   291
        Pop(ticks, Actions, Me^);
193
56885ea29202 Fix bots regressions
unc0rr
parents: 191
diff changeset
   292
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   293
        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
   294
        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
   295
            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
parents: 7178
diff changeset
   296
        else
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   297
            AddAction(Actions, aia_WaitXR, hwRound(Me^.X), 0, 0, 0);
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   298
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   299
        steps:= 0;
82
2f4f3236cccc - New fort
unc0rr
parents: 80
diff changeset
   300
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   301
        while (not StopThinking) do
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   302
            begin
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   303
    {$HINTS OFF}
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   304
            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
   305
    {$HINTS ON}
7789
838d2e06c377 Check cake and air attack again if walked far from initial position (not tested)
unc0rr
parents: 7787
diff changeset
   306
            oldticks:= ticks;
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   307
            inc(ticks, GoInfo.Ticks);
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   308
            if ticks > maxticks then
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   309
                break;
194
88652abdce9a Fixed weird bots behavior
unc0rr
parents: 193
diff changeset
   310
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   311
            if (BotLevel < 5)
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   312
                and (GoInfo.JumpType = jmpHJump)
7787
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   313
                and (not checkMark(hwRound(Me^.X), hwRound(Me^.Y), markHJumped))
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   314
                then // hjump support
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   315
                begin
7446
9ce6e2c35413 No more AI jumping lulz
unc0rr
parents: 7437
diff changeset
   316
                // 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
parents: 7453
diff changeset
   317
                addMark(hwRound(Me^.X), hwRound(Me^.Y), markHJumped);
7446
9ce6e2c35413 No more AI jumping lulz
unc0rr
parents: 7437
diff changeset
   318
                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
   319
                    begin
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   320
                    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
   321
                        begin
8036
89740f927254 Don't rely on hedgehog facing direction, check intentions instead. Should fix excessive turns around and weird jumps to water
unc0rr
parents: 8017
diff changeset
   322
                        if (Me^.Message and gmLeft) <> 0 then
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   323
                            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
   324
                        else
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   325
                            AddAction(MadeActions, aia_LookLeft, 0, 200, 0, 0);
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   326
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   327
                        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
   328
                        AddAction(MadeActions, aia_HJump, 0, 350, 0, 0);
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   329
                        end;
7446
9ce6e2c35413 No more AI jumping lulz
unc0rr
parents: 7437
diff changeset
   330
                    // but first check walking forward
9ce6e2c35413 No more AI jumping lulz
unc0rr
parents: 7437
diff changeset
   331
                    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
   332
                    end;
7787
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   333
                end;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   334
            if (BotLevel < 3)
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   335
                and (GoInfo.JumpType = jmpLJump)
7787
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   336
                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
   337
                then // ljump support
7250
304d3d98662e AI loves to jump
unc0rr
parents: 7216
diff changeset
   338
                begin
7787
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   339
                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
   340
                // 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
   341
                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
   342
                    with Stack.States[Pred(Stack.Count)] do
8017
70d386de989f Some tweaks to AI
unc0rr
parents: 7790
diff changeset
   343
                        begin
8036
89740f927254 Don't rely on hedgehog facing direction, check intentions instead. Should fix excessive turns around and weird jumps to water
unc0rr
parents: 8017
diff changeset
   344
                        if (Me^.Message and gmLeft) <> 0 then
8017
70d386de989f Some tweaks to AI
unc0rr
parents: 7790
diff changeset
   345
                            AddAction(MadeActions, aia_LookLeft, 0, 200, 0, 0)
70d386de989f Some tweaks to AI
unc0rr
parents: 7790
diff changeset
   346
                        else
70d386de989f Some tweaks to AI
unc0rr
parents: 7790
diff changeset
   347
                            AddAction(MadeActions, aia_LookRight, 0, 200, 0, 0);
70d386de989f Some tweaks to AI
unc0rr
parents: 7790
diff changeset
   348
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
   349
                        AddAction(MadeActions, aia_LJump, 0, 305 + random(50), 0, 0);
8017
70d386de989f Some tweaks to AI
unc0rr
parents: 7790
diff changeset
   350
                        end;
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
   351
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
                // 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
   353
                if CanGo then Push(ticks, Actions, Me^, Me^.Message);
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   354
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
   355
                // 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
   356
                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
   357
                    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
   358
                        AddAction(MadeActions, aia_LJump, 0, 305 + random(50), 0, 0);
7250
304d3d98662e AI loves to jump
unc0rr
parents: 7216
diff changeset
   359
                break
304d3d98662e AI loves to jump
unc0rr
parents: 7216
diff changeset
   360
                end;
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   361
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   362
            // 'not CanGO' means we cannot go straight, possible jumps are checked above
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   363
            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
   364
                break;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   365
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   366
             inc(steps);
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   367
             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
   368
             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
   369
             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
   370
                begin
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   371
                BestActions:= Actions;
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   372
                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
   373
                BestRate:= Rate;
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   374
                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
   375
                end
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   376
            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
   377
                break;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   378
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   379
            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
   380
                begin
7787
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   381
                if (steps > 4) and checkMark(hwRound(Me^.X), hwRound(Me^.Y), markWalkedHere) then
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   382
                    break;
7787
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   383
                addMark(hwRound(Me^.X), hwRound(Me^.Y), markWalkedHere);
7789
838d2e06c377 Check cake and air attack again if walked far from initial position (not tested)
unc0rr
parents: 7787
diff changeset
   384
838d2e06c377 Check cake and air attack again if walked far from initial position (not tested)
unc0rr
parents: 7787
diff changeset
   385
                TestAmmos(Actions, Me, ticks shr 12 = oldticks shr 12);
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   386
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
   387
                end;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   388
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   389
            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
   390
                Push(ticks, Actions, Me^, Me^.Message xor 3); // aia_Left xor 3 = aia_Right
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7790
diff changeset
   391
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7790
diff changeset
   392
            if (StartTicks > GameTicks - 1500) and (not StopThinking) then
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7790
diff changeset
   393
                SDL_Delay(1000);
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7790
diff changeset
   394
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   395
            end {while};
193
56885ea29202 Fix bots regressions
unc0rr
parents: 191
diff changeset
   396
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   397
        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
   398
            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
   399
        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
   400
    end {if}
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   401
end;
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   402
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   403
function Think(Me: PGear): LongInt; cdecl; export;
74
42257fee61ae - Unicode support for team and hedgehogs names
unc0rr
parents: 71
diff changeset
   404
var BackMe, WalkMe: TGear;
6992
b8f3d8991e92 marked a couple of functions as inline
koda
parents: 6982
diff changeset
   405
    switchCount: LongInt;
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7790
diff changeset
   406
    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
   407
    switchImmediatelyAvailable: boolean;
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   408
    Actions: TActions;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   409
begin
8884
08fe08651130 set translucency on fruit theme water, clamp size to even number (same sdl window resize) and honouring min size, reduce calls to dmgmod a bit
nemo
parents: 8865
diff changeset
   410
dmgMod:= 0.01 * hwFloat2Float(cDamageModifier) * cDamagePercent;
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   411
StartTicks:= GameTicks;
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7790
diff changeset
   412
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   413
currHedgehogIndex:= CurrentTeam^.CurrHedgehog;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   414
itHedgehog:= currHedgehogIndex;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   415
switchesNum:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   416
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   417
switchImmediatelyAvailable:= (CurAmmoGear <> nil) and (CurAmmoGear^.Kind = gtSwitcher);
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   418
if Me^.Hedgehog^.BotLevel <> 5 then
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
   419
    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
   420
else switchCount:= 0;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   421
10164
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10108
diff changeset
   422
if ((Me^.State and gstAttacked) = 0) or isInMultiShoot or bonuses.activity then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   423
    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
   424
        begin
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   425
        // iterate over current team hedgehogs
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   426
        repeat
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   427
            WalkMe:= CurrentTeam^.Hedgehogs[itHedgehog].Gear^;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   428
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   429
            Actions.Count:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   430
            Actions.Pos:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   431
            Actions.Score:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   432
            if switchesNum > 0 then
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   433
                begin
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7790
diff changeset
   434
                if (not switchImmediatelyAvailable)  then
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   435
                    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
   436
                    // 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
   437
                    if (switchCount < 10) then Actions.Score:= (-27+switchCount*3)*4000;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   438
                    AddAction(Actions, aia_Weapon, Longword(amSwitch), 300 + random(200), 0, 0);
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   439
                    AddAction(Actions, aia_attack, aim_push, 300 + random(300), 0, 0);
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   440
                    AddAction(Actions, aia_attack, aim_release, 1, 0, 0);
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   441
                    end;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   442
                for i:= 1 to switchesNum do
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   443
                    AddAction(Actions, aia_Switch, 0, 300 + random(200), 0, 0);
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   444
                end;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   445
            Walk(@WalkMe, Actions);
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   446
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   447
            // find another hog in team
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   448
            repeat
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   449
                itHedgehog:= Succ(itHedgehog) mod CurrentTeam^.HedgehogsNumber;
8677
afb2b467f801 skip frozen hogs in switch
nemo
parents: 8036
diff changeset
   450
            until (itHedgehog = currHedgehogIndex) or ((CurrentTeam^.Hedgehogs[itHedgehog].Gear <> nil) and (CurrentTeam^.Hedgehogs[itHedgehog].Effects[heFrozen]=0));
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   451
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   452
            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
   453
        until (not (switchImmediatelyAvailable or (switchCount > 0)))
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   454
            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
   455
            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
   456
            or BestActions.isWalkingToABetterPlace;
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   457
10015
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   458
            if (StartTicks > GameTicks - 1500) and (not StopThinking) then
10164
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10108
diff changeset
   459
                SDL_Delay(700);
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   460
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
   461
        if (BestActions.Score < -1023) and (not BestActions.isWalkingToABetterPlace) then
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   462
            begin
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   463
            BestActions.Count:= 0;
10164
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10108
diff changeset
   464
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10108
diff changeset
   465
            FillBonuses(false);
10510
9329dab04490 some whitespace fixes
sheepluva
parents: 10231
diff changeset
   466
10164
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10108
diff changeset
   467
            if not bonuses.activity then
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10108
diff changeset
   468
                AddAction(BestActions, aia_Skip, 0, 250, 0, 0);
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   469
            end;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   470
8017
70d386de989f Some tweaks to AI
unc0rr
parents: 7790
diff changeset
   471
        end else SDL_Delay(100)
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   472
else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   473
    begin
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   474
    BackMe:= Me^;
10164
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10108
diff changeset
   475
    i:= 4;
8946
3e07b8ff2ae1 Make AI more active in multiattack game mode
unc0rr
parents: 8938
diff changeset
   476
    while (not StopThinking) and (BestActions.Count = 0) and (i > 0) do
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   477
        begin
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7790
diff changeset
   478
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
   479
(*
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
   480
        // 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
   481
        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
   482
            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
   483
*)
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7790
diff changeset
   484
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   485
        FillBonuses(true);
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   486
        WalkMe:= BackMe;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   487
        Actions.Count:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   488
        Actions.Pos:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   489
        Actions.Score:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   490
        Walk(@WalkMe, Actions);
10164
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10108
diff changeset
   491
        if not bonuses.activity then dec(i);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   492
        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
   493
            SDL_Delay(100)
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   494
        end
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   495
    end;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   496
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   497
Me^.State:= Me^.State and (not gstHHThinking);
8908
d3033e3a4113 let's try to kill the thread right away and protect the thread variable with a mutex
koda
parents: 8884
diff changeset
   498
SDL_LockMutex(ThreadLock);
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   499
ThinkThread:= nil;
8908
d3033e3a4113 let's try to kill the thread right away and protect the thread variable with a mutex
koda
parents: 8884
diff changeset
   500
SDL_UnlockMutex(ThreadLock);
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   501
Think:= 0;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   502
end;
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   503
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   504
procedure StartThink(Me: PGear);
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   505
begin
542
ec26095f1bed - Get rid of ammoProp_AttackInFall and gstFalling
unc0rr
parents: 522
diff changeset
   506
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
   507
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
   508
    exit;
506
0889d833d47e - A good implementation of shotgun
unc0rr
parents: 500
diff changeset
   509
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
   510
//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
   511
369
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
   512
Me^.State:= Me^.State or gstHHThinking;
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
   513
Me^.Message:= 0;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   514
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   515
BestActions.Count:= 0;
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   516
BestActions.Pos:= 0;
5163
1620a02d5282 Fix test for water in airstrike handler
unc0rr
parents: 5162
diff changeset
   517
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
   518
BestActions.isWalkingToABetterPlace:= false;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   519
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   520
StopThinking:= false;
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   521
ThinkingHH:= Me;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   522
70
82d93eeecebe - Many AI improvements
unc0rr
parents: 66
diff changeset
   523
FillTargets;
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 75
diff changeset
   524
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
   525
    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   526
    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
   527
    exit
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   528
    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
   529
8946
3e07b8ff2ae1 Make AI more active in multiattack game mode
unc0rr
parents: 8938
diff changeset
   530
FillBonuses(((Me^.State and gstAttacked) <> 0) and (not isInMultiShoot));
8908
d3033e3a4113 let's try to kill the thread right away and protect the thread variable with a mutex
koda
parents: 8884
diff changeset
   531
d3033e3a4113 let's try to kill the thread right away and protect the thread variable with a mutex
koda
parents: 8884
diff changeset
   532
SDL_LockMutex(ThreadLock);
9317
a04c30940d2d use SDL2 as ifdef symbol because we're not really sdl1.3 compatible, change the compatibility layer, drop unused code, add some documentation
koda
parents: 9080
diff changeset
   533
ThinkThread:= SDL_CreateThread(@Think{$IFDEF SDL2}, 'think'{$ENDIF}, Me);
8908
d3033e3a4113 let's try to kill the thread right away and protect the thread variable with a mutex
koda
parents: 8884
diff changeset
   534
SDL_UnlockMutex(ThreadLock);
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   535
end;
191
a03c2d037e24 Bots are in the same thread as game. Fixes FreePascal issues.
unc0rr
parents: 183
diff changeset
   536
8965
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   537
{$IFDEF DEBUGAI}
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   538
var scoreShown: boolean = false;
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   539
{$ENDIF}
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
   540
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   541
procedure ProcessBot;
6982
8d41d22a291d breaking news, we don't support typed consts anymore
koda
parents: 6770
diff changeset
   542
const cStopThinkTime = 40;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   543
begin
602
f7628ebfccde Add CurrentHedgehog variable which simplifies code
unc0rr
parents: 599
diff changeset
   544
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
   545
    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
   546
    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
   547
    and (TurnTimeLeft < cHedgehogTurnTime - 50) then
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   548
        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
   549
            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
   550
            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
   551
                begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   552
                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
   553
                    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   554
                    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
   555
                    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
   556
                    end;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   557
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   558
                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
   559
                    exit;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   560
8965
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   561
{$IFDEF DEBUGAI}
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   562
                scoreShown:= false;
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   563
{$ENDIF}
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   564
                StartThink(Gear);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   565
                StartTicks:= GameTicks
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   566
7204
522f165cd2e7 - Fix damage calculation in TestSniperRifle, aim a bit lower to compensate initial angle shift in sniper rifle. As a result, AI seems to never fail sniper rifle shots.
unc0rr
parents: 7197
diff changeset
   567
            end else
522f165cd2e7 - Fix damage calculation in TestSniperRifle, aim a bit lower to compensate initial angle shift in sniper rifle. As a result, AI seems to never fail sniper rifle shots.
unc0rr
parents: 7197
diff changeset
   568
                begin
8965
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   569
{$IFDEF DEBUGAI}
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   570
                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
   571
                    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
   572
                    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
   573
                    scoreShown:= true
8965
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   574
                    end;
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   575
{$ENDIF}
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
   576
                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
   577
                end
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   578
        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
   579
            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
   580
                StopThinking:= true
369
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
   581
end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   582
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 2948
diff changeset
   583
procedure initModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   584
begin
6982
8d41d22a291d breaking news, we don't support typed consts anymore
koda
parents: 6770
diff changeset
   585
    StartTicks:= 0;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   586
    ThinkThread:= nil;
8908
d3033e3a4113 let's try to kill the thread right away and protect the thread variable with a mutex
koda
parents: 8884
diff changeset
   587
    ThreadLock:= SDL_CreateMutex();
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   588
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   589
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 2948
diff changeset
   590
procedure freeModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   591
begin
7026
8d1724e1337e split OnDestroy across the appropriate modules (this doen't cause leaks on mobile, right?)
koda
parents: 6992
diff changeset
   592
    FreeActionsList();
8908
d3033e3a4113 let's try to kill the thread right away and protect the thread variable with a mutex
koda
parents: 8884
diff changeset
   593
    SDL_DestroyMutex(ThreadLock);
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   594
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   595
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   596
end.