--- a/hedgewars/uAI.pas Fri Jan 26 18:39:40 2007 +0000
+++ b/hedgewars/uAI.pas Fri Jan 26 22:36:21 2007 +0000
@@ -24,7 +24,7 @@
procedure FreeActionsList;
implementation
-{uses uTeams, uConsts, SDLh, uAIMisc, uGears, uAIAmmoTests, uAIActions, uMisc,
+uses uTeams, uConsts, SDLh, uAIMisc, uGears, uAIAmmoTests, uAIActions, uMisc,
uAIThinkStack, uAmmos;
var BestActions: TActions;
@@ -32,26 +32,26 @@
AIThinkStart: Longword;
isThinking: boolean = false;
-}procedure FreeActionsList;
+procedure FreeActionsList;
begin
-{isThinking:= false;
+isThinking:= false;
BestActions.Count:= 0;
BestActions.Pos:= 0
-}end;
-{
+end;
+
procedure TestAmmos(var Actions: TActions; Me: PGear);
var Time, BotLevel: Longword;
Angle, Power, Score, ExplX, ExplY, ExplR: integer;
i: integer;
a, aa: TAmmoType;
begin
-BotLevel:= PHedgehog(Me.Hedgehog).BotLevel;
+BotLevel:= PHedgehog(Me^.Hedgehog)^.BotLevel;
for i:= 0 to Pred(Targets.Count) do
if (Targets.ar[i].Score >= 0) then
begin
- with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do
- a:= Ammo[CurSlot, CurAmmo].AmmoType;
+ with CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog] do
+ a:= Ammo^[CurSlot, CurAmmo].AmmoType;
aa:= a;
repeat
if CanUseAmmo[a] then
@@ -62,32 +62,32 @@
BestActions:= Actions;
inc(BestActions.Score, Score);
- AddAction(BestActions, aia_Weapon, Longword(a), 500);
- if Time <> 0 then AddAction(BestActions, aia_Timer, Time div 1000, 400);
- if (Angle > 0) then AddAction(BestActions, aia_LookRight, 0, 200)
- else if (Angle < 0) then AddAction(BestActions, aia_LookLeft, 0, 200);
+ AddAction(BestActions, aia_Weapon, Longword(a), 500, 0, 0);
+ if Time <> 0 then AddAction(BestActions, aia_Timer, Time div 1000, 400, 0, 0);
+ if (Angle > 0) then AddAction(BestActions, aia_LookRight, 0, 200, 0, 0)
+ else if (Angle < 0) then AddAction(BestActions, aia_LookLeft, 0, 200, 0, 0);
if (Ammoz[a].Ammo.Propz and ammoprop_NoCrosshair) = 0 then
begin
- Angle:= integer(Me.Angle) - Abs(Angle);
+ Angle:= integer(Me^.Angle) - Abs(Angle);
if Angle > 0 then
begin
- AddAction(BestActions, aia_Up, aim_push, 500);
- AddAction(BestActions, aia_Up, aim_release, Angle)
+ AddAction(BestActions, aia_Up, aim_push, 500, 0, 0);
+ AddAction(BestActions, aia_Up, aim_release, Angle, 0, 0)
end else if Angle < 0 then
begin
- AddAction(BestActions, aia_Down, aim_push, 500);
- AddAction(BestActions, aia_Down, aim_release, -Angle)
+ AddAction(BestActions, aia_Down, aim_push, 500, 0, 0);
+ AddAction(BestActions, aia_Down, aim_release, -Angle, 0, 0)
end
end;
- AddAction(BestActions, aia_attack, aim_push, 800);
- AddAction(BestActions, aia_attack, aim_release, Power);
+ AddAction(BestActions, aia_attack, aim_push, 800, 0, 0);
+ AddAction(BestActions, aia_attack, aim_release, Power, 0, 0);
if ExplR > 0 then
AddAction(BestActions, aia_AwareExpl, ExplR, 10, ExplX, ExplY);
end
end;
if a = High(TAmmoType) then a:= Low(TAmmoType)
else inc(a)
- until (a = aa) or (PHedgehog(Me.Hedgehog).AttacksNum > 0)
+ until (a = aa) or (PHedgehog(Me^.Hedgehog)^.AttacksNum > 0)
end
end;
@@ -101,9 +101,9 @@
CanGo: boolean;
AltMe: TGear;
begin
-BotLevel:= PHedgehog(Me.Hedgehog).BotLevel;
+BotLevel:= PHedgehog(Me^.Hedgehog)^.BotLevel;
-if (Me.State and gstAttacked) = 0 then maxticks:= max(0, TurnTimeLeft - 5000 - 4000 * BotLevel)
+if (Me^.State and gstAttacked) = 0 then maxticks:= max(0, TurnTimeLeft - 5000 - 4000 * BotLevel)
else maxticks:= TurnTimeLeft;
BaseRate:= RatePlace(Me);
@@ -115,12 +115,12 @@
exit
end;
- AddAction(Actions, Me.Message, aim_push, 10);
- if (Me.Message and gm_Left) <> 0 then AddAction(Actions, aia_WaitXL, round(Me.X), 0)
- else AddAction(Actions, aia_WaitXR, round(Me.X), 0);
- AddAction(Actions, Me.Message, aim_release, 0);
+ AddAction(Actions, Me^.Message, aim_push, 10, 0, 0);
+ if (Me^.Message and gm_Left) <> 0 then AddAction(Actions, aia_WaitXL, hwRound(Me^.X), 0, 0, 0)
+ else AddAction(Actions, aia_WaitXR, hwRound(Me^.X), 0, 0, 0);
+ AddAction(Actions, Me^.Message, aim_release, 0, 0, 0);
steps:= 0;
- if ((Me.State and gstAttacked) = 0) then TestAmmos(Actions, Me);
+ if ((Me^.State and gstAttacked) = 0) then TestAmmos(Actions, Me);
while not PosInThinkStack(Me) do
begin
@@ -132,23 +132,23 @@
if Push(ticks, Actions, AltMe, Me^.Message) then
with ThinkStack.States[Pred(ThinkStack.Count)] do
begin
- AddAction(MadeActions, aia_HJump, 0, 305);
- AddAction(MadeActions, aia_HJump, 0, 350);
- if (Me.dX < 0) then AddAction(MadeActions, aia_WaitXL, round(AltMe.X), 0)
- else AddAction(MadeActions, aia_WaitXR, round(AltMe.X), 0);
+ AddAction(MadeActions, aia_HJump, 0, 305, 0, 0);
+ AddAction(MadeActions, aia_HJump, 0, 350, 0, 0);
+ if (Me^.dX < 0) then AddAction(MadeActions, aia_WaitXL, hwRound(AltMe.X), 0, 0, 0)
+ else AddAction(MadeActions, aia_WaitXR, hwRound(AltMe.X), 0, 0, 0);
end;
if (BotLevel < 3) and (GoInfo.JumpType = jmpLJump) then // ljump support
if Push(ticks, Actions, AltMe, Me^.Message) then
with ThinkStack.States[Pred(ThinkStack.Count)] do
begin
- AddAction(MadeActions, aia_LJump, 0, 305);
- if (Me.dX < 0) then AddAction(MadeActions, aia_WaitXL, round(AltMe.X), 0)
- else AddAction(MadeActions, aia_WaitXR, round(AltMe.X), 0);
+ AddAction(MadeActions, aia_LJump, 0, 305, 0, 0);
+ if (Me^.dX < 0) then AddAction(MadeActions, aia_WaitXL, hwRound(AltMe.X), 0, 0, 0)
+ else AddAction(MadeActions, aia_WaitXR, hwRound(AltMe.X), 0, 0, 0);
end;
if not CanGo then break;
inc(steps);
- Actions.actions[Actions.Count - 2].Param:= round(Me.X);
+ Actions.actions[Actions.Count - 2].Param:= hwRound(Me^.X);
Rate:= RatePlace(Me);
if Rate > BaseRate then
begin
@@ -161,7 +161,7 @@
if GoInfo.FallPix >= FallPixForBranching then
Push(ticks, Actions, Me^, Me^.Message xor 3); // aia_Left xor 3 = aia_Right
- if ((Me.State and gstAttacked) = 0)
+ if ((Me^.State and gstAttacked) = 0)
and ((steps mod 4) = 0) then
begin
if SDL_GetTicks - AIThinkStart > 3 then
@@ -182,7 +182,7 @@
AIThinkStart:= SDL_GetTicks;
BackMe:= Me^;
WalkMe:= BackMe;
-if (Me.State and gstAttacked) = 0 then
+if (Me^.State and gstAttacked) = 0 then
if Targets.Count > 0 then
begin
Walk(@WalkMe);
@@ -191,15 +191,15 @@
if BestActions.Score < -1023 then
begin
BestActions.Count:= 0;
- AddAction(BestActions, aia_Skip, 0, 250);
+ AddAction(BestActions, aia_Skip, 0, 250, 0, 0);
end;
- Me.State:= Me.State and not gstHHThinking
+ Me^.State:= Me^.State and not gstHHThinking
end
end else
else begin
FillBonuses(true);
Walk(@WalkMe);
- AddAction(BestActions, aia_Wait, GameTicks + 100, 100);
+ AddAction(BestActions, aia_Wait, GameTicks + 100, 100, 0, 0);
end
end;
@@ -207,25 +207,25 @@
var a: TAmmoType;
tmp: integer;
begin
-if ((Me.State and gstAttacking) <> 0) or isInMultiShoot then exit;
+if ((Me^.State and gstAttacking) <> 0) or isInMultiShoot then exit;
ThinkingHH:= Me;
isThinking:= true;
ClearThinkStack;
-Me.State:= Me.State or gstHHThinking;
-Me.Message:= 0;
+Me^.State:= Me^.State or gstHHThinking;
+Me^.Message:= 0;
FillTargets;
if Targets.Count = 0 then
begin
- OutError('AI: no targets!?');
+ OutError('AI: no targets!?', false);
exit
end;
-FillBonuses((Me.State and gstAttacked) <> 0);
+FillBonuses((Me^.State and gstAttacked) <> 0);
for a:= Low(TAmmoType) to High(TAmmoType) do
- CanUseAmmo[a]:= Assigned(AmmoTests[a]) and HHHasAmmo(PHedgehog(Me.Hedgehog), a);
+ CanUseAmmo[a]:= Assigned(AmmoTests[a]) and HHHasAmmo(PHedgehog(Me^.Hedgehog), a);
BestActions.Count:= 0;
BestActions.Pos:= 0;
@@ -236,14 +236,14 @@
BestActions.Score:= Low(integer);
Think(Me)
-end; }
+end;
procedure ProcessBot(FrameNo: Longword);
-//const LastFrameNo: Longword = 0;
+const LastFrameNo: Longword = 0;
begin
-{with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do
+with CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog] do
if (Gear <> nil)
- and ((Gear.State and gstHHDriven) <> 0)
+ and ((Gear^.State and gstHHDriven) <> 0)
and (TurnTimeLeft < cHedgehogTurnTime - 50) then
if not isThinking then
if (BestActions.Pos >= BestActions.Count) then StartThink(Gear)
@@ -253,6 +253,6 @@
LastFrameNo:= FrameNo;
Think(Gear)
end;
-}end;
+end;
end.