hedgewars/uAI.pas
author unc0rr
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2012 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 *)
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{$INCLUDE "options.inc"}
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unit uAI;
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interface
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uses uFloat;
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procedure initModule;
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procedure freeModule;
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procedure ProcessBot;
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procedure FreeActionsList;
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implementation
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uses uConsts, SDLh, uAIMisc, uAIAmmoTests, uAIActions,
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    uAmmos, SysUtils{$IFNDEF USE_SDLTHREADS} {$IFDEF UNIX}, cthreads{$ENDIF} {$ENDIF}, uTypes,
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    uVariables, uCommands, uUtils, uDebug;
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var BestActions: TActions;
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    CanUseAmmo: array [TAmmoType] of boolean;
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    StopThinking: boolean;
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{$IFDEF USE_SDLTHREADS} 
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    ThinkThread: PSDL_Thread = nil;
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{$ELSE}
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    ThinkThread: TThreadID;
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{$ENDIF}
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    hasThread: LongInt;
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    StartTicks: Longword;
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procedure FreeActionsList;
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begin
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    AddFileLog('FreeActionsList called');
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    if hasThread <> 0 then
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    begin
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        AddFileLog('Waiting AI thread to finish');
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        StopThinking:= true;
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        repeat
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            SDL_Delay(10)
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        until hasThread = 0
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    end;
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    with CurrentHedgehog^ do
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        if Gear <> nil then
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            if BotLevel <> 0 then
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                StopMessages(Gear^.Message);
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    BestActions.Count:= 0;
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    BestActions.Pos:= 0
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end;
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const cBranchStackSize = 12;
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type TStackEntry = record
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                   WastedTicks: Longword;
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                   MadeActions: TActions;
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                   Hedgehog: TGear;
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                   end;
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var Stack: record
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           Count: Longword;
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           States: array[0..Pred(cBranchStackSize)] of TStackEntry;
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           end;
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function Push(Ticks: Longword; const Actions: TActions; const Me: TGear; Dir: integer): boolean;
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var bRes: boolean;
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begin
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    bRes:= (Stack.Count < cBranchStackSize) and (Actions.Count < MAXACTIONS - 5);
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    if bRes then
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        with Stack.States[Stack.Count] do
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            begin
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            WastedTicks:= Ticks;
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            MadeActions:= Actions;
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            Hedgehog:= Me;
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            Hedgehog.Message:= Dir;
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            inc(Stack.Count)
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            end;
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    Push:= bRes
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end;
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procedure Pop(var Ticks: Longword; var Actions: TActions; var Me: TGear);
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begin
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    dec(Stack.Count);
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    with Stack.States[Stack.Count] do
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        begin
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        Ticks:= WastedTicks;
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        Actions:= MadeActions;
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        Me:= Hedgehog
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        end
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end;
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procedure TestAmmos(var Actions: TActions; Me: PGear; isMoved: boolean);
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var BotLevel: Byte;
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    ap: TAttackParams;
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    Score, i: LongInt;
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    a, aa: TAmmoType;
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begin
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BotLevel:= Me^.Hedgehog^.BotLevel;
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windSpeed:= hwFloat2Float(cWindSpeed);
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for i:= 0 to Pred(Targets.Count) do
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    if (Targets.ar[i].Score >= 0) and (not StopThinking) then
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        begin
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        with Me^.Hedgehog^ do
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            a:= CurAmmoType;
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        aa:= a;
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{$IFDEF USE_SDLTHREADS}
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        SDL_delay(0);    //ThreadSwitch was only a hint
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{$ELSE}
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        ThreadSwitch();
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{$ENDIF}       
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        repeat
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        if (CanUseAmmo[a]) 
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            and ((not isMoved) or ((AmmoTests[a].flags and amtest_OnTurn) = 0)) 
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            and ((i = 0) or ((AmmoTests[a].flags and amtest_NoTarget) = 0)) 
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            then
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            begin
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{$HINTS OFF}
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            Score:= AmmoTests[a].proc(Me, Targets.ar[i].Point, BotLevel, ap);
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{$HINTS ON}
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            if Actions.Score + Score > BestActions.Score then
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                if (BestActions.Score < 0) or (Actions.Score + Score > BestActions.Score + Byte(BotLevel) * 2048) then
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                    begin
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                    BestActions:= Actions;
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                    inc(BestActions.Score, Score);
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                    BestActions.isWalkingToABetterPlace:= false;
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                    AddAction(BestActions, aia_Weapon, Longword(a), 300 + random(400), 0, 0);
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                    if (ap.Angle > 0) then
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                        AddAction(BestActions, aia_LookRight, 0, 200, 0, 0)
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                    else if (ap.Angle < 0) then
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                        AddAction(BestActions, aia_LookLeft, 0, 200, 0, 0);
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                    if (ap.Time <> 0) then
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                        AddAction(BestActions, aia_Timer, ap.Time div 1000, 400, 0, 0);
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                    if (Ammoz[a].Ammo.Propz and ammoprop_NoCrosshair) = 0 then
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                        begin
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                        ap.Angle:= LongInt(Me^.Angle) - Abs(ap.Angle);
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   159
                        if ap.Angle > 0 then
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                            begin
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                            AddAction(BestActions, aia_Up, aim_push, 300 + random(250), 0, 0);
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                            AddAction(BestActions, aia_Up, aim_release, ap.Angle, 0, 0)
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                            end
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                        else if ap.Angle < 0 then
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                            begin
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   166
                            AddAction(BestActions, aia_Down, aim_push, 300 + random(250), 0, 0);
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   167
                            AddAction(BestActions, aia_Down, aim_release, -ap.Angle, 0, 0)
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                            end
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   169
                        end;
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                    if (Ammoz[a].Ammo.Propz and ammoprop_NeedTarget) <> 0 then
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                        begin
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                        AddAction(BestActions, aia_Put, 0, 1, ap.AttackPutX, ap.AttackPutY)
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   173
                        end;
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   174
                    if (Ammoz[a].Ammo.Propz and ammoprop_AttackingPut) = 0 then
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   175
                        begin
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                        AddAction(BestActions, aia_attack, aim_push, 650 + random(300), 0, 0);
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                        AddAction(BestActions, aia_attack, aim_release, ap.Power, 0, 0);
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                        end;
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   179
                    if ap.ExplR > 0 then
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                        AddAction(BestActions, aia_AwareExpl, ap.ExplR, 10, ap.ExplX, ap.ExplY);
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   181
                    end
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            end;
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   183
        if a = High(TAmmoType) then
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            a:= Low(TAmmoType)
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        else inc(a)
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c61cfc9eb29d Don't make unnecessary calls to TestWhip, TestFirePunch, TestBaseballBat and TestHammer functions as they have no need to take Targ parameter into account and thus may only be called once per position
unc0rr
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        until (a = aa) or (CurrentHedgehog^.MultiShootAttacks > 0) {shooting same weapon}
c61cfc9eb29d Don't make unnecessary calls to TestWhip, TestFirePunch, TestBaseballBat and TestHammer functions as they have no need to take Targ parameter into account and thus may only be called once per position
unc0rr
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            or StopThinking
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        end
64
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   189
end;
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bcbd7adb4e4b - set svn:eol-style to native
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   190
6393
701eb3f3556a Make AI use switcher when:
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   191
procedure Walk(Me: PGear; var Actions: TActions);
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3c3dc6a148ca - Fixed bug with hedgehog under water using rope
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const FallPixForBranching = cHHRadius * 2 + 8;
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701eb3f3556a Make AI use switcher when:
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var
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    ticks, maxticks, steps, tmp: Longword;
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    BaseRate, BestRate, Rate: integer;
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   196
    GoInfo: TGoInfo;
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   197
    CanGo: boolean;
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    AltMe: TGear;
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    BotLevel: Byte;
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    a: TAmmoType;
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begin
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ticks:= 0; // avoid compiler hint
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   203
Stack.Count:= 0;
6392
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   204
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   205
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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    CanUseAmmo[a]:= Assigned(AmmoTests[a].proc) and (HHHasAmmo(Me^.Hedgehog^, a) > 0);
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   207
4372
3836973380b9 remove some more PHedgehog casts
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   208
BotLevel:= Me^.Hedgehog^.BotLevel;
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   209
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if (Me^.State and gstAttacked) = 0 then
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   211
    maxticks:= Max(0, TurnTimeLeft - 5000 - LongWord(4000 * BotLevel))
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   212
else
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    maxticks:= TurnTimeLeft;
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d2b737858ff7 - New First Aid powerup
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   214
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   215
if (Me^.State and gstAttacked) = 0 then
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   216
    TestAmmos(Actions, Me, false);
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   217
    
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   218
BestRate:= RatePlace(Me);
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bcefeeabaa33 Move some stuff from uMisc to uUtils
unC0Rr
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   219
BaseRate:= Max(BestRate, 0);
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unc0rr
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   220
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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   221
if (Ammoz[Me^.Hedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NeedTarget) <> 0 then
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   222
    AddAction(Actions, aia_Weapon, Longword(amSkip), 100 + random(200), 0, 0);
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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diff changeset
   223
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   224
tmp:= random(2) + 1;
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   225
Push(0, Actions, Me^, tmp);
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   226
Push(0, Actions, Me^, tmp xor 3);
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   227
    
2605
a40a7c90ffd8 AI knows what artillery mode is
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   228
while (Stack.Count > 0) and (not StopThinking) and (GameFlags and gfArtillery = 0) do
433
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   229
    begin
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   230
    Pop(ticks, Actions, Me^);
193
56885ea29202 Fix bots regressions
unc0rr
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diff changeset
   231
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   232
    AddAction(Actions, Me^.Message, aim_push, 250, 0, 0);
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lovelacer
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   233
    if (Me^.Message and gmLeft) <> 0 then
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lovelacer
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   234
        AddAction(Actions, aia_WaitXL, hwRound(Me^.X), 0, 0, 0)
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lovelacer
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   235
    else
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   236
        AddAction(Actions, aia_WaitXR, hwRound(Me^.X), 0, 0, 0);
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lovelacer
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   237
    
66
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   238
    steps:= 0;
82
2f4f3236cccc - New fort
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   239
5600
c6da15eddab3 Remove PosInStack function, as bots behave better (they search more positions) without it
unc0rr
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   240
    while (not StopThinking) do
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   241
        begin
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   242
{$HINTS OFF}
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   243
        CanGo:= HHGo(Me, @AltMe, GoInfo);
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   244
{$HINTS ON}
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   245
        inc(ticks, GoInfo.Ticks);
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   246
        if ticks > maxticks then
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   247
            break;
194
88652abdce9a Fixed weird bots behavior
unc0rr
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diff changeset
   248
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   249
        if (BotLevel < 5) and (GoInfo.JumpType = jmpHJump) then // hjump support
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lovelacer
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   250
            if Push(ticks, Actions, AltMe, Me^.Message) then
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lovelacer
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   251
                with Stack.States[Pred(Stack.Count)] do
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lovelacer
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   252
                    begin
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lovelacer
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   253
                    if Me^.dX.isNegative then
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lovelacer
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   254
                        AddAction(MadeActions, aia_LookRight, 0, 200, 0, 0)
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lovelacer
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diff changeset
   255
                    else
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lovelacer
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diff changeset
   256
                        AddAction(MadeActions, aia_LookLeft, 0, 200, 0, 0);
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lovelacer
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   257
                        
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lovelacer
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   258
                    AddAction(MadeActions, aia_HJump, 0, 305 + random(50), 0, 0);
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lovelacer
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   259
                    AddAction(MadeActions, aia_HJump, 0, 350, 0, 0);
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lovelacer
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diff changeset
   260
                    
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lovelacer
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diff changeset
   261
                    if Me^.dX.isNegative then
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lovelacer
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diff changeset
   262
                        AddAction(MadeActions, aia_LookLeft, 0, 200, 0, 0)
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lovelacer
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diff changeset
   263
                    else
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lovelacer
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diff changeset
   264
                        AddAction(MadeActions, aia_LookRight, 0, 200, 0, 0);
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lovelacer
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diff changeset
   265
                    end;
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lovelacer
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   266
        if (BotLevel < 3) and (GoInfo.JumpType = jmpLJump) then // ljump support
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lovelacer
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diff changeset
   267
            if Push(ticks, Actions, AltMe, Me^.Message) then
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lovelacer
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diff changeset
   268
                with Stack.States[Pred(Stack.Count)] do
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lovelacer
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diff changeset
   269
                    AddAction(MadeActions, aia_LJump, 0, 305 + random(50), 0, 0);
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   270
7164
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unc0rr
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   271
        // 'not CanGO' means we can't go straight, possible jumps are checked above
6580
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lovelacer
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   272
        if not CanGo then
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lovelacer
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   273
            break;
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
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diff changeset
   274
        
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
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diff changeset
   275
         inc(steps);
6580
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lovelacer
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   276
         Actions.actions[Pred(Actions.Count)].Param:= hwRound(Me^.X);
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lovelacer
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   277
         Rate:= RatePlace(Me);
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lovelacer
parents: 6462
diff changeset
   278
         if Rate > BestRate then
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lovelacer
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   279
            begin
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lovelacer
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   280
            BestActions:= Actions;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
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   281
            BestActions.isWalkingToABetterPlace:= true;
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lovelacer
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   282
            BestRate:= Rate;
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lovelacer
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   283
            Me^.State:= Me^.State or gstAttacked // we have better place, go there and do not use ammo
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lovelacer
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diff changeset
   284
            end
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lovelacer
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diff changeset
   285
        else if Rate < BestRate then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
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diff changeset
   286
            break;
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lovelacer
parents: 6462
diff changeset
   287
        if ((Me^.State and gstAttacked) = 0) and ((steps mod 4) = 0) then
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lovelacer
parents: 6462
diff changeset
   288
            TestAmmos(Actions, Me, true);
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lovelacer
parents: 6462
diff changeset
   289
        if GoInfo.FallPix >= FallPixForBranching then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   290
            Push(ticks, Actions, Me^, Me^.Message xor 3); // aia_Left xor 3 = aia_Right
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
   291
        end {while};
193
56885ea29202 Fix bots regressions
unc0rr
parents: 191
diff changeset
   292
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   293
    if BestRate > BaseRate then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
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   294
        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
   295
        end {while}
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
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diff changeset
   296
end;
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
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diff changeset
   297
508
f5473c50adbd Now really fix compilation
unc0rr
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diff changeset
   298
function Think(Me: Pointer): ptrint;
74
42257fee61ae - Unicode support for team and hedgehogs names
unc0rr
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   299
var BackMe, WalkMe: TGear;
6992
b8f3d8991e92 marked a couple of functions as inline
koda
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   300
    switchCount: LongInt;
b8f3d8991e92 marked a couple of functions as inline
koda
parents: 6982
diff changeset
   301
    StartTicks, currHedgehogIndex, itHedgehog, switchesNum, i: Longword;
6770
7d2c6cdb816a Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
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   302
    switchImmediatelyAvailable: boolean;
6393
701eb3f3556a Make AI use switcher when:
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   303
    Actions: TActions;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
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diff changeset
   304
begin
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
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diff changeset
   305
InterlockedIncrement(hasThread);
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   306
StartTicks:= GameTicks;
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   307
currHedgehogIndex:= CurrentTeam^.CurrHedgehog;
701eb3f3556a Make AI use switcher when:
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parents: 6392
diff changeset
   308
itHedgehog:= currHedgehogIndex;
701eb3f3556a Make AI use switcher when:
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diff changeset
   309
switchesNum:= 0;
701eb3f3556a Make AI use switcher when:
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diff changeset
   310
701eb3f3556a Make AI use switcher when:
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   311
switchImmediatelyAvailable:= (CurAmmoGear <> nil) and (CurAmmoGear^.Kind = gtSwitcher);
6770
7d2c6cdb816a Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
parents: 6748
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   312
switchCount:= HHHasAmmo(PGear(Me)^.Hedgehog^, amSwitch);
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
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diff changeset
   313
500
d9b140e9d2c2 Use freepascal's routines to manipulate threads
unc0rr
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diff changeset
   314
if (PGear(Me)^.State and gstAttacked) = 0 then
6580
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lovelacer
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diff changeset
   315
    if Targets.Count > 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
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diff changeset
   316
        begin
6393
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diff changeset
   317
        // iterate over current team hedgehogs
701eb3f3556a Make AI use switcher when:
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diff changeset
   318
        repeat
701eb3f3556a Make AI use switcher when:
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diff changeset
   319
            WalkMe:= CurrentTeam^.Hedgehogs[itHedgehog].Gear^;
701eb3f3556a Make AI use switcher when:
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diff changeset
   320
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   321
            Actions.Count:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
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diff changeset
   322
            Actions.Pos:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   323
            Actions.Score:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   324
            if switchesNum > 0 then
701eb3f3556a Make AI use switcher when:
unc0rr
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diff changeset
   325
                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
   326
                if not switchImmediatelyAvailable  then
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   327
                    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
   328
                    // 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
   329
                    if (switchCount < 10) then Actions.Score:= (-27+switchCount*3)*4000;
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   330
                    AddAction(Actions, aia_Weapon, Longword(amSwitch), 300 + random(200), 0, 0);                    
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   331
                    AddAction(Actions, aia_attack, aim_push, 300 + random(300), 0, 0);
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   332
                    AddAction(Actions, aia_attack, aim_release, 1, 0, 0);
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   333
                    end;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   334
                for i:= 1 to switchesNum do
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   335
                    AddAction(Actions, aia_Switch, 0, 300 + random(200), 0, 0);
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   336
                end;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   337
            Walk(@WalkMe, Actions);
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   338
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   339
            // find another hog in team
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   340
            repeat
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   341
                itHedgehog:= Succ(itHedgehog) mod CurrentTeam^.HedgehogsNumber;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   342
            until (itHedgehog = currHedgehogIndex) or (CurrentTeam^.Hedgehogs[itHedgehog].Gear <> nil);
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   343
6748
9d8763deee42 don't use currenthedgehog
nemo
parents: 6700
diff changeset
   344
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   345
            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
   346
        until (not (switchImmediatelyAvailable or (switchCount > 0)))
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   347
            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
   348
            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
   349
            or BestActions.isWalkingToABetterPlace;
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   350
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   351
        if (StartTicks > GameTicks - 1500) and (not StopThinking) then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   352
            SDL_Delay(1000);
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   353
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
   354
        if (BestActions.Score < -1023) and (not BestActions.isWalkingToABetterPlace) then
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   355
            begin
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   356
            BestActions.Count:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   357
            AddAction(BestActions, aia_Skip, 0, 250, 0, 0);
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   358
            end;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   359
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   360
        end else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   361
else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   362
    begin
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   363
    BackMe:= PGear(Me)^;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   364
    while (not StopThinking) and (BestActions.Count = 0) do
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   365
        begin
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   366
        FillBonuses(true);
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   367
        WalkMe:= BackMe;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   368
        Actions.Count:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   369
        Actions.Pos:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   370
        Actions.Score:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   371
        Walk(@WalkMe, Actions);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   372
        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
   373
            SDL_Delay(100)
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   374
        end
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   375
    end;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   376
500
d9b140e9d2c2 Use freepascal's routines to manipulate threads
unc0rr
parents: 498
diff changeset
   377
PGear(Me)^.State:= PGear(Me)^.State and not gstHHThinking;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   378
Think:= 0;
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   379
InterlockedDecrement(hasThread)
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   380
end;
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   381
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   382
procedure StartThink(Me: PGear);
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   383
begin
542
ec26095f1bed - Get rid of ammoProp_AttackInFall and gstFalling
unc0rr
parents: 522
diff changeset
   384
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
   385
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
   386
    exit;
506
0889d833d47e - A good implementation of shotgun
unc0rr
parents: 500
diff changeset
   387
2376
ece7b87f1334 Strip trailing spaces
nemo
parents: 2289
diff changeset
   388
//DeleteCI(Me); // this might break demo
369
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
   389
Me^.State:= Me^.State or gstHHThinking;
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
   390
Me^.Message:= 0;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   391
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   392
BestActions.Count:= 0;
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   393
BestActions.Pos:= 0;
5163
1620a02d5282 Fix test for water in airstrike handler
unc0rr
parents: 5162
diff changeset
   394
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
   395
BestActions.isWalkingToABetterPlace:= false;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   396
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   397
StopThinking:= false;
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   398
ThinkingHH:= Me;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   399
70
82d93eeecebe - Many AI improvements
unc0rr
parents: 66
diff changeset
   400
FillTargets;
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 75
diff changeset
   401
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
   402
    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   403
    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
   404
    exit
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   405
    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
   406
369
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
   407
FillBonuses((Me^.State and gstAttacked) <> 0);
4900
8ad0e23e6d63 addfilelog <3 debugfile
koda
parents: 4403
diff changeset
   408
AddFileLog('Enter Think Thread');
6460
e3cc8ec51cd3 added a switch USE_SDLTHREADS
Xeli
parents: 6416
diff changeset
   409
{$IFDEF USE_SDLTHREADS}
e3cc8ec51cd3 added a switch USE_SDLTHREADS
Xeli
parents: 6416
diff changeset
   410
ThinkThread := SDL_CreateThread(@Think{$IFDEF SDL13}, nil{$ENDIF}, Me);
e3cc8ec51cd3 added a switch USE_SDLTHREADS
Xeli
parents: 6416
diff changeset
   411
{$ELSE}
6027
302408e45052 code working on ios now
koda
parents: 6025
diff changeset
   412
BeginThread(@Think, Me, ThinkThread);
302408e45052 code working on ios now
koda
parents: 6025
diff changeset
   413
{$ENDIF}
5504
96d735b83d43 AI thread is now an SDL_Thread rather than pthread
Xeli
parents: 5495
diff changeset
   414
AddFileLog('Thread started');
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   415
end;
191
a03c2d037e24 Bots are in the same thread as game. Fixes FreePascal issues.
unc0rr
parents: 183
diff changeset
   416
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   417
procedure ProcessBot;
6982
8d41d22a291d breaking news, we don't support typed consts anymore
koda
parents: 6770
diff changeset
   418
const cStopThinkTime = 40;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   419
begin
602
f7628ebfccde Add CurrentHedgehog variable which simplifies code
unc0rr
parents: 599
diff changeset
   420
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
   421
    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
   422
    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
   423
    and (TurnTimeLeft < cHedgehogTurnTime - 50) then
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   424
        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
   425
            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
   426
            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
   427
                begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   428
                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
   429
                    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   430
                    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
   431
                    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
   432
                    end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   433
                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
   434
                    exit;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   435
                StartThink(Gear);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   436
                StartTicks:= GameTicks
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   437
                
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   438
                end else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   439
                    ProcessAction(BestActions, Gear)
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   440
        else if ((GameTicks - StartTicks) > cMaxAIThinkTime)
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   441
        or (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
   442
            StopThinking:= true
369
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
   443
end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   444
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 2948
diff changeset
   445
procedure initModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   446
begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
   447
    hasThread:= 0;
6982
8d41d22a291d breaking news, we don't support typed consts anymore
koda
parents: 6770
diff changeset
   448
    StartTicks:= 0;
6025
cac1d5601d7c reviewed the build system and parts of the previous merge, performed some code cleanup
koda
parents: 5611
diff changeset
   449
    ThinkThread:= ThinkThread;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   450
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   451
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 2948
diff changeset
   452
procedure freeModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   453
begin
7026
8d1724e1337e split OnDestroy across the appropriate modules (this doen't cause leaks on mobile, right?)
koda
parents: 6992
diff changeset
   454
    FreeActionsList();
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   455
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   456
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   457
end.