hedgewars/uAI.pas
author unc0rr
Tue, 13 Feb 2007 18:16:03 +0000
changeset 439 c336ed82e76d
parent 434 2c6ccce17f39
child 441 f2920f08ea5f
permissions -rw-r--r--
Fix bugs: - ammocase impact - AI counting some values
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(*
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 * Hedgewars, a worms-like game
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 * Copyright (c) 2005-2007 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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unit uAI;
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interface
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uses uFloat;
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{$INCLUDE options.inc}
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procedure ProcessBot;
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procedure FreeActionsList;
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implementation
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uses uTeams, uConsts, SDLh, uAIMisc, uGears, uAIAmmoTests, uAIActions, uMisc,
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     uAmmos;
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var BestActions: TActions;
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    ThinkThread: PSDL_Thread = nil;
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    StopThinking: boolean;
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    CanUseAmmo: array [TAmmoType] of boolean;
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procedure FreeActionsList;
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begin
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{$IFDEF DEBUGFILE}AddFileLog('FreeActionsList called');{$ENDIF}
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if ThinkThread <> nil then
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   begin
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   {$IFDEF DEBUGFILE}AddFileLog('Waiting AI thread to finish');{$ENDIF}
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   StopThinking:= true;
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   SDL_WaitThread(ThinkThread, nil);
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   ThinkThread:= nil
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   end;
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with CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog] do
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     if Gear <> nil then Gear^.Message:= 0;
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BestActions.Count:= 0;
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BestActions.Pos:= 0
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end;
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procedure TestAmmos(var Actions: TActions; Me: PGear);
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var Time, BotLevel: Longword;
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    Angle, Power, Score, ExplX, ExplY, ExplR: LongInt;
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    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) then
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       begin
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       with CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog] 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] then
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           begin
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           Score:= AmmoTests[a](Me, Targets.ar[i].Point, BotLevel, Time, Angle, Power, ExplX, ExplY, ExplR);
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           if Actions.Score + Score > BestActions.Score 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), 500, 0, 0);
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              if Time <> 0 then AddAction(BestActions, aia_Timer, Time div 1000, 400, 0, 0);
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              if (Angle > 0) then AddAction(BestActions, aia_LookRight, 0, 200, 0, 0)
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              else if (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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                 Angle:= LongInt(Me^.Angle) - Abs(Angle);
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                 if Angle > 0 then
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                    begin
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                    AddAction(BestActions, aia_Up, aim_push, 500, 0, 0);
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                    AddAction(BestActions, aia_Up, aim_release, Angle, 0, 0)
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                    end else if Angle < 0 then
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                    begin
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                    AddAction(BestActions, aia_Down, aim_push, 500, 0, 0);
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                    AddAction(BestActions, aia_Down, aim_release, -Angle, 0, 0)
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                    end
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                 end;
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              AddAction(BestActions, aia_attack, aim_push, 800, 0, 0);
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              AddAction(BestActions, aia_attack, aim_release, Power, 0, 0);
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              if ExplR > 0 then
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                 AddAction(BestActions, aia_AwareExpl, ExplR, 10, ExplX, 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 (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].AttacksNum > 0)
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       end
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end;
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procedure Walk(Me: PGear);
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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 Result: boolean;
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    begin
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    Result:= (Stack.Count < cBranchStackSize) and (Actions.Count < MAXACTIONS - 5);
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    if Result 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:= Result
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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);
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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 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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    AddAction(Actions, Me^.Message, aim_release, 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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       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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                  AddAction(MadeActions, aia_HJump, 0, 305, 0, 0);
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                  AddAction(MadeActions, aia_HJump, 0, 350, 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, 0, 0);
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       if not CanGo then break;
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       inc(steps);
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       Actions.actions[Actions.Count - 2].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 don't 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);
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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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procedure Think(Me: PGear); cdecl;
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var BackMe, WalkMe: TGear;
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    StartTicks: Longword;
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begin
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StartTicks:= GameTicks;
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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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BackMe:= Me^;
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WalkMe:= BackMe;
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if (Me^.State and gstAttacked) = 0 then
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   if Targets.Count > 0 then
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      begin
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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
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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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      Walk(@WalkMe);
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      while (not StopThinking) and (BestActions.Count = 0) do
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            begin
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            SDL_Delay(100);
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            FillBonuses(true);
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            WalkMe:= BackMe;
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            Walk(@WalkMe)
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            end
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      end;
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Me^.State:= Me^.State and not gstHHThinking
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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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if ((Me^.State and (gstAttacking or gstHHJumping or gstFalling or gstMoving)) <> 0)
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   or isInMultiShoot then exit;
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Me^.State:= Me^.State or gstHHThinking;
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Me^.Message:= 0;
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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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   end;
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FillBonuses((Me^.State and gstAttacked) <> 0);
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for a:= Low(TAmmoType) to High(TAmmoType) do
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    CanUseAmmo[a]:= Assigned(AmmoTests[a]) and HHHasAmmo(PHedgehog(Me^.Hedgehog), a);
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{$IFDEF DEBUGFILE}AddFileLog('Enter Think Thread');{$ENDIF}
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ThinkThread:= SDL_CreateThread(@Think, Me)
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end;
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procedure ProcessBot;
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const StartTicks: Longword = 0;
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begin
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with CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog] do
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     if (Gear <> nil)
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        and ((Gear^.State and gstHHDriven) <> 0)
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        and (TurnTimeLeft < cHedgehogTurnTime - 50) then
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        if ((Gear^.State and gstHHThinking) = 0) then
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           if (BestActions.Pos >= BestActions.Count) then
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              begin
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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 then StopThinking:= true
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end;
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end.