author | sheepluva |
Thu, 29 Sep 2011 16:04:07 +0200 | |
changeset 6064 | f2b16be53a66 |
parent 5600 | c6da15eddab3 |
child 5611 | 099868c5bba5 |
child 6317 | 83b93a2d2741 |
permissions | -rw-r--r-- |
4 | 1 |
(* |
1066 | 2 |
* Hedgewars, a free turn based strategy game |
4976 | 3 |
* Copyright (c) 2004-2011 Andrey Korotaev <unC0Rr@gmail.com> |
4 | 4 |
* |
183 | 5 |
* This program is free software; you can redistribute it and/or modify |
6 |
* it under the terms of the GNU General Public License as published by |
|
7 |
* the Free Software Foundation; version 2 of the License |
|
4 | 8 |
* |
183 | 9 |
* 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. |
|
4 | 13 |
* |
183 | 14 |
* You should have received a copy of the GNU General Public License |
15 |
* along with this program; if not, write to the Free Software |
|
16 |
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA |
|
4 | 17 |
*) |
18 |
||
2630 | 19 |
{$INCLUDE "options.inc"} |
20 |
||
4 | 21 |
unit uAI; |
22 |
interface |
|
351 | 23 |
uses uFloat; |
2630 | 24 |
|
3038 | 25 |
procedure initModule; |
26 |
procedure freeModule; |
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procedure ProcessBot; |
64 | 29 |
procedure FreeActionsList; |
4 | 30 |
|
31 |
implementation |
|
4377 | 32 |
uses uConsts, SDLh, uAIMisc, uAIAmmoTests, uAIActions, |
4373 | 33 |
uAmmos, SysUtils{$IFDEF UNIX}, cthreads{$ENDIF}, uTypes, |
4403 | 34 |
uVariables, uCommands, uUtils, uDebug; |
4 | 35 |
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var BestActions: TActions; |
509 | 37 |
CanUseAmmo: array [TAmmoType] of boolean; |
433 | 38 |
StopThinking: boolean; |
599 | 39 |
ThinkThread: TThreadID; |
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hasThread: LongInt; |
599 | 41 |
|
369 | 42 |
procedure FreeActionsList; |
64 | 43 |
begin |
4900 | 44 |
AddFileLog('FreeActionsList called'); |
509 | 45 |
if hasThread <> 0 then |
433 | 46 |
begin |
4900 | 47 |
AddFileLog('Waiting AI thread to finish'); |
433 | 48 |
StopThinking:= true; |
509 | 49 |
repeat |
50 |
SDL_Delay(10) |
|
51 |
until hasThread = 0 |
|
433 | 52 |
end; |
434 | 53 |
|
602 | 54 |
with CurrentHedgehog^ do |
445 | 55 |
if Gear <> nil then |
56 |
if BotLevel <> 0 then |
|
2289 | 57 |
StopMessages(Gear^.Message); |
740 | 58 |
|
64 | 59 |
BestActions.Count:= 0; |
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BestActions.Pos:= 0 |
369 | 61 |
end; |
62 |
||
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63 |
procedure TestAmmos(var Actions: TActions; Me: PGear; isMoved: boolean); |
3407 | 64 |
var BotLevel: Byte; |
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ap: TAttackParams; |
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Score, i: LongInt; |
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a, aa: TAmmoType; |
4 | 68 |
begin |
4372 | 69 |
BotLevel:= Me^.Hedgehog^.BotLevel; |
433 | 70 |
|
64 | 71 |
for i:= 0 to Pred(Targets.Count) do |
509 | 72 |
if (Targets.ar[i].Score >= 0) and (not StopThinking) then |
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73 |
begin |
602 | 74 |
with CurrentHedgehog^ do |
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a:= CurAmmoType; |
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aa:= a; |
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|
78 |
ThreadSwitch(); |
|
79 |
||
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repeat |
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if (CanUseAmmo[a]) and |
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82 |
((not isMoved) or ((AmmoTests[a].flags and amtest_OnTurn) = 0)) then |
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83 |
begin |
3407 | 84 |
{$HINTS OFF} |
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85 |
Score:= AmmoTests[a].proc(Me, Targets.ar[i].Point, BotLevel, ap); |
3407 | 86 |
{$HINTS ON} |
139 | 87 |
if Actions.Score + Score > BestActions.Score then |
3407 | 88 |
if (BestActions.Score < 0) or (Actions.Score + Score > BestActions.Score + Byte(BotLevel) * 2048) then |
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89 |
begin |
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90 |
BestActions:= Actions; |
136 | 91 |
inc(BestActions.Score, Score); |
194 | 92 |
|
5162 | 93 |
if (ap.Angle > 0) then AddAction(BestActions, aia_LookRight, 0, 200, 0, 0) |
94 |
else if (ap.Angle < 0) then AddAction(BestActions, aia_LookLeft, 0, 200, 0, 0); |
|
95 |
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96 |
AddAction(BestActions, aia_Weapon, Longword(a), 300 + random(400), 0, 0); |
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97 |
if (ap.Time <> 0) then AddAction(BestActions, aia_Timer, ap.Time div 1000, 400, 0, 0); |
83 | 98 |
if (Ammoz[a].Ammo.Propz and ammoprop_NoCrosshair) = 0 then |
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99 |
begin |
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100 |
ap.Angle:= LongInt(Me^.Angle) - Abs(ap.Angle); |
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101 |
if ap.Angle > 0 then |
83 | 102 |
begin |
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103 |
AddAction(BestActions, aia_Up, aim_push, 300 + random(250), 0, 0); |
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AddAction(BestActions, aia_Up, aim_release, ap.Angle, 0, 0) |
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end else if ap.Angle < 0 then |
83 | 106 |
begin |
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107 |
AddAction(BestActions, aia_Down, aim_push, 300 + random(250), 0, 0); |
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AddAction(BestActions, aia_Down, aim_release, -ap.Angle, 0, 0) |
83 | 109 |
end |
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110 |
end; |
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if (Ammoz[a].Ammo.Propz and ammoprop_NeedTarget) <> 0 then |
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112 |
begin |
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113 |
AddAction(BestActions, aia_Put, 0, 1, ap.AttackPutX, ap.AttackPutY) |
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114 |
end; |
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if (Ammoz[a].Ammo.Propz and ammoprop_AttackingPut) = 0 then |
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116 |
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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119 |
end; |
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if ap.ExplR > 0 then |
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AddAction(BestActions, aia_AwareExpl, ap.ExplR, 10, ap.ExplX, ap.ExplY); |
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122 |
end |
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end; |
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if a = High(TAmmoType) then a:= Low(TAmmoType) |
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125 |
else inc(a) |
509 | 126 |
until (a = aa) or |
2608 | 127 |
(CurrentHedgehog^.MultiShootAttacks > 0) or // shooting same weapon |
509 | 128 |
StopThinking |
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129 |
end |
64 | 130 |
end; |
4 | 131 |
|
64 | 132 |
procedure Walk(Me: PGear); |
80 | 133 |
const FallPixForBranching = cHHRadius * 2 + 8; |
433 | 134 |
cBranchStackSize = 12; |
135 |
||
136 |
type TStackEntry = record |
|
137 |
WastedTicks: Longword; |
|
138 |
MadeActions: TActions; |
|
139 |
Hedgehog: TGear; |
|
140 |
end; |
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141 |
|
433 | 142 |
var Stack: record |
143 |
Count: Longword; |
|
144 |
States: array[0..Pred(cBranchStackSize)] of TStackEntry; |
|
145 |
end; |
|
146 |
||
147 |
function Push(Ticks: Longword; const Actions: TActions; const Me: TGear; Dir: integer): boolean; |
|
2695 | 148 |
var bRes: boolean; |
433 | 149 |
begin |
2695 | 150 |
bRes:= (Stack.Count < cBranchStackSize) and (Actions.Count < MAXACTIONS - 5); |
151 |
if bRes then |
|
433 | 152 |
with Stack.States[Stack.Count] do |
153 |
begin |
|
154 |
WastedTicks:= Ticks; |
|
155 |
MadeActions:= Actions; |
|
156 |
Hedgehog:= Me; |
|
157 |
Hedgehog.Message:= Dir; |
|
158 |
inc(Stack.Count) |
|
159 |
end; |
|
2695 | 160 |
Push:= bRes |
433 | 161 |
end; |
162 |
||
163 |
procedure Pop(var Ticks: Longword; var Actions: TActions; var Me: TGear); |
|
164 |
begin |
|
165 |
dec(Stack.Count); |
|
166 |
with Stack.States[Stack.Count] do |
|
167 |
begin |
|
168 |
Ticks:= WastedTicks; |
|
169 |
Actions:= MadeActions; |
|
170 |
Me:= Hedgehog |
|
171 |
end |
|
172 |
end; |
|
173 |
||
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174 |
var Actions: TActions; |
3407 | 175 |
ticks, maxticks, steps, tmp: Longword; |
433 | 176 |
BaseRate, BestRate, Rate: integer; |
75 | 177 |
GoInfo: TGoInfo; |
80 | 178 |
CanGo: boolean; |
179 |
AltMe: TGear; |
|
3407 | 180 |
BotLevel: Byte; |
64 | 181 |
begin |
3407 | 182 |
ticks:= 0; // avoid compiler hint |
433 | 183 |
Actions.Count:= 0; |
184 |
Actions.Pos:= 0; |
|
185 |
Actions.Score:= 0; |
|
186 |
Stack.Count:= 0; |
|
4372 | 187 |
BotLevel:= Me^.Hedgehog^.BotLevel; |
75 | 188 |
|
433 | 189 |
tmp:= random(2) + 1; |
190 |
Push(0, Actions, Me^, tmp); |
|
191 |
Push(0, Actions, Me^, tmp xor 3); |
|
192 |
||
4374 | 193 |
if (Me^.State and gstAttacked) = 0 then maxticks:= Max(0, TurnTimeLeft - 5000 - LongWord(4000 * BotLevel)) |
433 | 194 |
else maxticks:= TurnTimeLeft; |
75 | 195 |
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196 |
if (Me^.State and gstAttacked) = 0 then TestAmmos(Actions, Me, false); |
433 | 197 |
BestRate:= RatePlace(Me); |
4374 | 198 |
BaseRate:= Max(BestRate, 0); |
75 | 199 |
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200 |
if (Ammoz[Me^.Hedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NeedTarget) <> 0 then |
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201 |
AddAction(Actions, aia_Weapon, Longword(amNothing), 100 + random(200), 0, 0); |
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202 |
|
2605 | 203 |
while (Stack.Count > 0) and (not StopThinking) and (GameFlags and gfArtillery = 0) do |
433 | 204 |
begin |
205 |
Pop(ticks, Actions, Me^); |
|
193 | 206 |
|
433 | 207 |
AddAction(Actions, Me^.Message, aim_push, 250, 0, 0); |
3894 | 208 |
if (Me^.Message and gmLeft) <> 0 then AddAction(Actions, aia_WaitXL, hwRound(Me^.X), 0, 0, 0) |
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209 |
else AddAction(Actions, aia_WaitXR, hwRound(Me^.X), 0, 0, 0); |
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210 |
steps:= 0; |
82 | 211 |
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212 |
while (not StopThinking) do |
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213 |
begin |
3407 | 214 |
{$HINTS OFF} |
80 | 215 |
CanGo:= HHGo(Me, @AltMe, GoInfo); |
3407 | 216 |
{$HINTS ON} |
75 | 217 |
inc(ticks, GoInfo.Ticks); |
218 |
if ticks > maxticks then break; |
|
194 | 219 |
|
136 | 220 |
if (BotLevel < 5) and (GoInfo.JumpType = jmpHJump) then // hjump support |
80 | 221 |
if Push(ticks, Actions, AltMe, Me^.Message) then |
433 | 222 |
with Stack.States[Pred(Stack.Count)] do |
80 | 223 |
begin |
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224 |
if Me^.dX.isNegative then AddAction(MadeActions, aia_LookRight, 0, 200, 0, 0) |
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225 |
else AddAction(MadeActions, aia_LookLeft, 0, 200, 0, 0); |
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226 |
AddAction(MadeActions, aia_HJump, 0, 305 + random(50), 0, 0); |
369 | 227 |
AddAction(MadeActions, aia_HJump, 0, 350, 0, 0); |
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228 |
if Me^.dX.isNegative then AddAction(MadeActions, aia_LookLeft, 0, 200, 0, 0) |
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229 |
else AddAction(MadeActions, aia_LookRight, 0, 200, 0, 0); |
80 | 230 |
end; |
136 | 231 |
if (BotLevel < 3) and (GoInfo.JumpType = jmpLJump) then // ljump support |
80 | 232 |
if Push(ticks, Actions, AltMe, Me^.Message) then |
433 | 233 |
with Stack.States[Pred(Stack.Count)] do |
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234 |
AddAction(MadeActions, aia_LJump, 0, 305 + random(50), 0, 0); |
433 | 235 |
|
80 | 236 |
if not CanGo then break; |
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237 |
inc(steps); |
544 | 238 |
Actions.actions[Pred(Actions.Count)].Param:= hwRound(Me^.X); |
70 | 239 |
Rate:= RatePlace(Me); |
433 | 240 |
if Rate > BestRate then |
70 | 241 |
begin |
242 |
BestActions:= Actions; |
|
433 | 243 |
BestRate:= Rate; |
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244 |
Me^.State:= Me^.State or gstAttacked // we have better place, go there and do not use ammo |
70 | 245 |
end |
433 | 246 |
else if Rate < BestRate then break; |
247 |
if ((Me^.State and gstAttacked) = 0) |
|
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248 |
and ((steps mod 4) = 0) then TestAmmos(Actions, Me, true); |
193 | 249 |
if GoInfo.FallPix >= FallPixForBranching then |
250 |
Push(ticks, Actions, Me^, Me^.Message xor 3); // aia_Left xor 3 = aia_Right |
|
433 | 251 |
end; |
193 | 252 |
|
433 | 253 |
if BestRate > BaseRate then exit |
254 |
end |
|
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255 |
end; |
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256 |
|
508 | 257 |
function Think(Me: Pointer): ptrint; |
74 | 258 |
var BackMe, WalkMe: TGear; |
433 | 259 |
StartTicks: Longword; |
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260 |
begin |
509 | 261 |
InterlockedIncrement(hasThread); |
433 | 262 |
StartTicks:= GameTicks; |
500 | 263 |
BackMe:= PGear(Me)^; |
509 | 264 |
|
500 | 265 |
if (PGear(Me)^.State and gstAttacked) = 0 then |
74 | 266 |
if Targets.Count > 0 then |
267 |
begin |
|
509 | 268 |
WalkMe:= BackMe; |
74 | 269 |
Walk(@WalkMe); |
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924584407e01
This should improve performance on singlecore computers
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270 |
if (StartTicks > GameTicks - 1500) and not StopThinking then SDL_Delay(1000); |
433 | 271 |
if BestActions.Score < -1023 then |
146 | 272 |
begin |
433 | 273 |
BestActions.Count:= 0; |
274 |
AddAction(BestActions, aia_Skip, 0, 250, 0, 0); |
|
275 |
end; |
|
80 | 276 |
end else |
74 | 277 |
else begin |
433 | 278 |
while (not StopThinking) and (BestActions.Count = 0) do |
279 |
begin |
|
280 |
FillBonuses(true); |
|
281 |
WalkMe:= BackMe; |
|
509 | 282 |
Walk(@WalkMe); |
283 |
if not StopThinking then SDL_Delay(100) |
|
433 | 284 |
end |
285 |
end; |
|
500 | 286 |
PGear(Me)^.State:= PGear(Me)^.State and not gstHHThinking; |
509 | 287 |
Think:= 0; |
288 |
InterlockedDecrement(hasThread) |
|
66
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|
289 |
end; |
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Many AI improvements, bots do think in separate thread
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|
290 |
|
9643d75baf1e
Many AI improvements, bots do think in separate thread
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diff
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|
291 |
procedure StartThink(Me: PGear); |
75 | 292 |
var a: TAmmoType; |
66
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Many AI improvements, bots do think in separate thread
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diff
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293 |
begin |
542 | 294 |
if ((Me^.State and (gstAttacking or gstHHJumping or gstMoving)) <> 0) |
439 | 295 |
or isInMultiShoot then exit; |
506 | 296 |
|
2376 | 297 |
//DeleteCI(Me); // this might break demo |
369 | 298 |
Me^.State:= Me^.State or gstHHThinking; |
299 |
Me^.Message:= 0; |
|
509 | 300 |
|
301 |
BestActions.Count:= 0; |
|
302 |
BestActions.Pos:= 0; |
|
5163 | 303 |
BestActions.Score:= Low(LongInt); |
509 | 304 |
|
433 | 305 |
StopThinking:= false; |
306 |
ThinkingHH:= Me; |
|
509 | 307 |
|
70 | 308 |
FillTargets; |
80 | 309 |
if Targets.Count = 0 then |
310 |
begin |
|
369 | 311 |
OutError('AI: no targets!?', false); |
80 | 312 |
exit |
313 |
end; |
|
941
b5222ddafe1f
- Fix bug with picking up ammos from cases, when total ammo count may become more than AMMO_INFINITE
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diff
changeset
|
314 |
|
369 | 315 |
FillBonuses((Me^.State and gstAttacked) <> 0); |
75 | 316 |
for a:= Low(TAmmoType) to High(TAmmoType) do |
4372 | 317 |
CanUseAmmo[a]:= Assigned(AmmoTests[a].proc) and HHHasAmmo(Me^.Hedgehog^, a); |
4900 | 318 |
AddFileLog('Enter Think Thread'); |
500 | 319 |
BeginThread(@Think, Me, ThinkThread) |
433 | 320 |
end; |
191
a03c2d037e24
Bots are in the same thread as game. Fixes FreePascal issues.
unc0rr
parents:
183
diff
changeset
|
321 |
|
433 | 322 |
procedure ProcessBot; |
323 |
const StartTicks: Longword = 0; |
|
509 | 324 |
cStopThinkTime = 40; |
4 | 325 |
begin |
602 | 326 |
with CurrentHedgehog^ do |
66
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Many AI improvements, bots do think in separate thread
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parents:
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diff
changeset
|
327 |
if (Gear <> nil) |
369 | 328 |
and ((Gear^.State and gstHHDriven) <> 0) |
4225
ce9e2b05e9c1
Revert yet again for breaking stuff. No more chances on this. If there'd been a release, this would have been twice with serious breakage. P.S. - as per koda's complaint last time, only reverted the non-iphone, probably means iphone is now broken. Oh well.
nemo
parents:
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diff
changeset
|
329 |
and (TurnTimeLeft < cHedgehogTurnTime - 50) then |
433 | 330 |
if ((Gear^.State and gstHHThinking) = 0) then |
509 | 331 |
if (BestActions.Pos >= BestActions.Count) |
332 |
and (TurnTimeLeft > cStopThinkTime) then |
|
433 | 333 |
begin |
936
ba582673db7d
Fix 'AI may break demos playing' message while loading saves
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diff
changeset
|
334 |
if Gear^.Message <> 0 then |
ba582673db7d
Fix 'AI may break demos playing' message while loading saves
unc0rr
parents:
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diff
changeset
|
335 |
begin |
ba582673db7d
Fix 'AI may break demos playing' message while loading saves
unc0rr
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diff
changeset
|
336 |
StopMessages(Gear^.Message); |
ba582673db7d
Fix 'AI may break demos playing' message while loading saves
unc0rr
parents:
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diff
changeset
|
337 |
TryDo((Gear^.Message and gmAllStoppable) = 0, 'Engine bug: AI may break demos playing', true); |
ba582673db7d
Fix 'AI may break demos playing' message while loading saves
unc0rr
parents:
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diff
changeset
|
338 |
end; |
ba582673db7d
Fix 'AI may break demos playing' message while loading saves
unc0rr
parents:
883
diff
changeset
|
339 |
if Gear^.Message <> 0 then exit; |
433 | 340 |
StartThink(Gear); |
341 |
StartTicks:= GameTicks |
|
342 |
end else ProcessAction(BestActions, Gear) |
|
509 | 343 |
else if ((GameTicks - StartTicks) > cMaxAIThinkTime) |
344 |
or (TurnTimeLeft <= cStopThinkTime) then StopThinking:= true |
|
369 | 345 |
end; |
4 | 346 |
|
3038 | 347 |
procedure initModule; |
2716
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complete the replacement of init/free wrappers for every unit
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parents:
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diff
changeset
|
348 |
begin |
2948
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Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
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diff
changeset
|
349 |
hasThread:= 0; |
2716
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2695
diff
changeset
|
350 |
end; |
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2695
diff
changeset
|
351 |
|
3038 | 352 |
procedure freeModule; |
2716
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2695
diff
changeset
|
353 |
begin |
3617 | 354 |
|
2716
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2695
diff
changeset
|
355 |
end; |
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2695
diff
changeset
|
356 |
|
4 | 357 |
end. |