--- a/hedgewars/uAI.pas Fri Feb 24 16:06:12 2006 +0000
+++ b/hedgewars/uAI.pas Wed Jun 14 15:50:22 2006 +0000
@@ -35,132 +35,79 @@
interface
{$INCLUDE options.inc}
procedure ProcessBot;
+procedure FreeActionsList;
implementation
-uses uAIActions, uAIMisc, uMisc, uTeams, uConsts, uAIAmmoTests, uGears, SDLh, uConsole;
+uses uTeams, uConsts, SDLh, uAIMisc, uGears, uAIAmmoTests, uAIActions, uMisc;
-procedure Think;
var Targets: TTargets;
- Angle, Power: integer;
- Time: Longword;
+ Actions, BestActions: TActions;
- procedure FindTarget(Flags: Longword);
- var t: integer;
- a, aa: TAmmoType;
- Me: TPoint;
- begin
- t:= 0;
- with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do
- begin
- Me.X:= round(Gear.X);
- Me.Y:= round(Gear.Y);
- end;
- repeat
- if isInMultiShoot or (CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog].AttacksNum > 0)
- then with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do
- a:= Ammo[CurSlot, CurAmmo].AmmoType
- else a:= TAmmoType(random(ord(High(TAmmoType))));
- aa:= a;
- repeat
- if Assigned(AmmoTests[a].Test)
- and ((Flags = 0) or ((Flags and AmmoTests[a].Flags) <> 0)) then
- if AmmoTests[a].Test(Me, Targets.ar[t], Flags, Time, Angle, Power) then
- begin
- AddAction(aia_Weapon, ord(a), 1000);
- if Time <> 0 then AddAction(aia_Timer, Time div 1000, 400);
- exit
- end;
- if a = High(TAmmoType) then a:= Low(TAmmoType)
- else inc(a)
- until isInMultiShoot or (a = aa) or (CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog].AttacksNum > 0);
- inc(t)
- until (t >= Targets.Count)
- end;
+procedure FreeActionsList;
+begin
+BestActions.Count:= 0;
+BestActions.Pos:= 0;
+end;
- procedure TryGo(lvl, Flags: Longword);
- var tmpGear: TGear;
- i, t: integer;
- begin
- with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do
- for t:= aia_Left to aia_Right do
- if IsActionListEmpty then
- begin
- tmpGear:= Gear^;
- i:= 0;
- Gear.Message:= t;
- while HHGo(Gear) do
- begin
- if (i mod 5 = 0) then
- begin
- FindTarget(Flags);
- if not IsActionListEmpty then
- begin
- if i > 0 then
- begin
- AddAction(t, aim_push, 1000);
- AddAction(aia_WaitX, round(Gear.X), 0);
- AddAction(t, aim_release, 0)
- end;
- Gear^:= tmpGear;
- exit
- end
- end;
- inc(i)
- end;
- Gear^:= tmpGear
- end
- end;
-
+procedure TestAmmos(Me: PGear);
+var MyPoint: TPoint;
+ Time: Longword;
+ Angle, Power, Score: integer;
+ i: integer;
begin
-with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do
- if ((Gear.State and (gstAttacked or gstAttacking or gstMoving or gstFalling)) <> 0)
- or isInMultiShoot then exit;
-
-FillTargets(Targets);
-
-TryGo(0, 0);
-
-if IsActionListEmpty then
- TryGo(0, ctfNotFull);
-if IsActionListEmpty then
- TryGo(0, ctfBreach);
-
-if IsActionListEmpty then
+Mypoint.x:= round(Me.X);
+Mypoint.y:= round(Me.Y);
+for i:= 0 to Pred(Targets.Count) do
+ begin
+ Score:= TestBazooka(MyPoint, Targets.ar[i].Point, Time, Angle, Power);
+ if Actions.Score + Score + Targets.ar[i].Score > BestActions.Score then
begin
- if CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog].AttacksNum = 0 then
+ BestActions:= Actions;
+ inc(BestActions.Score, Score + Targets.ar[i].Score);
+ AddAction(BestActions, aia_Weapon, Longword(amBazooka), 500);
+ if (Angle > 0) then AddAction(BestActions, aia_LookRight, 0, 200)
+ else if (Angle < 0) then AddAction(BestActions, aia_LookLeft, 0, 200);
+ 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)
+ end else if Angle < 0 then
begin
- AddAction(aia_Weapon, ord(amSkip), 1000);
- AddAction(aia_Attack, aim_push, 1000);
- end else ParseCommand('skip');
- exit
- end;
+ AddAction(BestActions, aia_Down, aim_push, 500);
+ AddAction(BestActions, aia_Down, aim_release, -Angle)
+ end;
+ AddAction(BestActions, aia_attack, aim_push, 300);
+ AddAction(BestActions, aia_attack, aim_release, Power);
+ end
+ end
+end;
-with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do
- begin
- if (Angle > 0) then AddAction(aia_LookRight, 0, 200)
- else if (Angle < 0) then AddAction(aia_LookLeft, 0, 200);
- Angle:= integer(Gear.Angle) - Abs(Angle);
- if Angle > 0 then
- begin
- AddAction(aia_Up, aim_push, 500);
- AddAction(aia_Up, aim_release, Angle)
- end else if Angle < 0 then
- begin
- AddAction(aia_Down, aim_push, 500);
- AddAction(aia_Down, aim_release, -Angle)
- end;
- AddAction(aia_attack, aim_push, 300);
- AddAction(aia_attack, aim_release, Power);
- end
+procedure Walk(Me: PGear);
+begin
+TestAmmos(Me)
+end;
+
+procedure Think(Me: PGear);
+begin
+FillTargets(Targets);
+Actions.Score:= 0;
+Actions.Count:= 0;
+Actions.Pos:= 0;
+BestActions.Score:= Low(integer);
+if Targets.Count > 0 then
+ Walk(Me)
end;
procedure ProcessBot;
+var Me: PGear;
begin
-with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do //HACK: v--- temp hack to make AI work
+with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do
if (Gear <> nil)and((Gear.State and gstHHDriven) <> 0) and (TurnTimeLeft < 29990) then
begin
- if IsActionListEmpty then Think;
- ProcessAction
+ Me:= CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog].Gear;
+ if BestActions.Count = BestActions.Pos then Think(Me);
+ ProcessAction(BestActions, Me)
end
end;