Basic test implementation of an ice flag. Allows for slick parts of terrain. Intended for ice gun, or "ice" mask on portions of land objects.
In this test variant it is triggered on girders/objects/bridges of the snow/christmas theme, or on a map that uses blue as a mask colour. Probably needs sheepluva's slope detection to make slopes more slippery to climb.
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2011 Andrey Korotaev <unC0Rr@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
*)
{$INCLUDE "options.inc"}
unit uAI;
interface
uses uFloat;
procedure initModule;
procedure freeModule;
procedure ProcessBot;
procedure FreeActionsList;
implementation
uses uConsts, SDLh, uAIMisc, uAIAmmoTests, uAIActions,
uAmmos, SysUtils{$IFDEF UNIX}, cthreads{$ENDIF}, uTypes,
uVariables, uCommands, uUtils, uDebug;
var BestActions: TActions;
CanUseAmmo: array [TAmmoType] of boolean;
StopThinking: boolean;
ThinkThread: TThreadID;
hasThread: LongInt;
procedure FreeActionsList;
begin
AddFileLog('FreeActionsList called');
if hasThread <> 0 then
begin
AddFileLog('Waiting AI thread to finish');
StopThinking:= true;
repeat
SDL_Delay(10)
until hasThread = 0
end;
with CurrentHedgehog^ do
if Gear <> nil then
if BotLevel <> 0 then
StopMessages(Gear^.Message);
BestActions.Count:= 0;
BestActions.Pos:= 0
end;
procedure TestAmmos(var Actions: TActions; Me: PGear; isMoved: boolean);
var BotLevel: Byte;
ap: TAttackParams;
Score, i: LongInt;
a, aa: TAmmoType;
begin
BotLevel:= Me^.Hedgehog^.BotLevel;
for i:= 0 to Pred(Targets.Count) do
if (Targets.ar[i].Score >= 0) and (not StopThinking) then
begin
with CurrentHedgehog^ do
a:= CurAmmoType;
aa:= a;
ThreadSwitch();
repeat
if (CanUseAmmo[a]) and
((not isMoved) or ((AmmoTests[a].flags and amtest_OnTurn) = 0)) then
begin
{$HINTS OFF}
Score:= AmmoTests[a].proc(Me, Targets.ar[i].Point, BotLevel, ap);
{$HINTS ON}
if Actions.Score + Score > BestActions.Score then
if (BestActions.Score < 0) or (Actions.Score + Score > BestActions.Score + Byte(BotLevel) * 2048) then
begin
BestActions:= Actions;
inc(BestActions.Score, Score);
if (ap.Angle > 0) then AddAction(BestActions, aia_LookRight, 0, 200, 0, 0)
else if (ap.Angle < 0) then AddAction(BestActions, aia_LookLeft, 0, 200, 0, 0);
AddAction(BestActions, aia_Weapon, Longword(a), 300 + random(400), 0, 0);
if (ap.Time <> 0) then AddAction(BestActions, aia_Timer, ap.Time div 1000, 400, 0, 0);
if (Ammoz[a].Ammo.Propz and ammoprop_NoCrosshair) = 0 then
begin
ap.Angle:= LongInt(Me^.Angle) - Abs(ap.Angle);
if ap.Angle > 0 then
begin
AddAction(BestActions, aia_Up, aim_push, 300 + random(250), 0, 0);
AddAction(BestActions, aia_Up, aim_release, ap.Angle, 0, 0)
end else if ap.Angle < 0 then
begin
AddAction(BestActions, aia_Down, aim_push, 300 + random(250), 0, 0);
AddAction(BestActions, aia_Down, aim_release, -ap.Angle, 0, 0)
end
end;
if (Ammoz[a].Ammo.Propz and ammoprop_NeedTarget) <> 0 then
begin
AddAction(BestActions, aia_Put, 0, 1, ap.AttackPutX, ap.AttackPutY)
end;
if (Ammoz[a].Ammo.Propz and ammoprop_AttackingPut) = 0 then
begin
AddAction(BestActions, aia_attack, aim_push, 650 + random(300), 0, 0);
AddAction(BestActions, aia_attack, aim_release, ap.Power, 0, 0);
end;
if ap.ExplR > 0 then
AddAction(BestActions, aia_AwareExpl, ap.ExplR, 10, ap.ExplX, ap.ExplY);
end
end;
if a = High(TAmmoType) then a:= Low(TAmmoType)
else inc(a)
until (a = aa) or
(CurrentHedgehog^.MultiShootAttacks > 0) or // shooting same weapon
StopThinking
end
end;
procedure Walk(Me: PGear);
const FallPixForBranching = cHHRadius * 2 + 8;
cBranchStackSize = 12;
type TStackEntry = record
WastedTicks: Longword;
MadeActions: TActions;
Hedgehog: TGear;
end;
var Stack: record
Count: Longword;
States: array[0..Pred(cBranchStackSize)] of TStackEntry;
end;
function Push(Ticks: Longword; const Actions: TActions; const Me: TGear; Dir: integer): boolean;
var bRes: boolean;
begin
bRes:= (Stack.Count < cBranchStackSize) and (Actions.Count < MAXACTIONS - 5);
if bRes then
with Stack.States[Stack.Count] do
begin
WastedTicks:= Ticks;
MadeActions:= Actions;
Hedgehog:= Me;
Hedgehog.Message:= Dir;
inc(Stack.Count)
end;
Push:= bRes
end;
procedure Pop(var Ticks: Longword; var Actions: TActions; var Me: TGear);
begin
dec(Stack.Count);
with Stack.States[Stack.Count] do
begin
Ticks:= WastedTicks;
Actions:= MadeActions;
Me:= Hedgehog
end
end;
var Actions: TActions;
ticks, maxticks, steps, tmp: Longword;
BaseRate, BestRate, Rate: integer;
GoInfo: TGoInfo;
CanGo: boolean;
AltMe: TGear;
BotLevel: Byte;
begin
ticks:= 0; // avoid compiler hint
Actions.Count:= 0;
Actions.Pos:= 0;
Actions.Score:= 0;
Stack.Count:= 0;
BotLevel:= Me^.Hedgehog^.BotLevel;
tmp:= random(2) + 1;
Push(0, Actions, Me^, tmp);
Push(0, Actions, Me^, tmp xor 3);
if (Me^.State and gstAttacked) = 0 then maxticks:= Max(0, TurnTimeLeft - 5000 - LongWord(4000 * BotLevel))
else maxticks:= TurnTimeLeft;
if (Me^.State and gstAttacked) = 0 then TestAmmos(Actions, Me, false);
BestRate:= RatePlace(Me);
BaseRate:= Max(BestRate, 0);
if (Ammoz[Me^.Hedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NeedTarget) <> 0 then
AddAction(Actions, aia_Weapon, Longword(amNothing), 100 + random(200), 0, 0);
while (Stack.Count > 0) and (not StopThinking) and (GameFlags and gfArtillery = 0) do
begin
Pop(ticks, Actions, Me^);
AddAction(Actions, Me^.Message, aim_push, 250, 0, 0);
if (Me^.Message and gmLeft) <> 0 then AddAction(Actions, aia_WaitXL, hwRound(Me^.X), 0, 0, 0)
else AddAction(Actions, aia_WaitXR, hwRound(Me^.X), 0, 0, 0);
steps:= 0;
while (not StopThinking) do
begin
{$HINTS OFF}
CanGo:= HHGo(Me, @AltMe, GoInfo);
{$HINTS ON}
inc(ticks, GoInfo.Ticks);
if ticks > maxticks then break;
if (BotLevel < 5) and (GoInfo.JumpType = jmpHJump) then // hjump support
if Push(ticks, Actions, AltMe, Me^.Message) then
with Stack.States[Pred(Stack.Count)] do
begin
if Me^.dX.isNegative then AddAction(MadeActions, aia_LookRight, 0, 200, 0, 0)
else AddAction(MadeActions, aia_LookLeft, 0, 200, 0, 0);
AddAction(MadeActions, aia_HJump, 0, 305 + random(50), 0, 0);
AddAction(MadeActions, aia_HJump, 0, 350, 0, 0);
if Me^.dX.isNegative then AddAction(MadeActions, aia_LookLeft, 0, 200, 0, 0)
else AddAction(MadeActions, aia_LookRight, 0, 200, 0, 0);
end;
if (BotLevel < 3) and (GoInfo.JumpType = jmpLJump) then // ljump support
if Push(ticks, Actions, AltMe, Me^.Message) then
with Stack.States[Pred(Stack.Count)] do
AddAction(MadeActions, aia_LJump, 0, 305 + random(50), 0, 0);
if not CanGo then break;
inc(steps);
Actions.actions[Pred(Actions.Count)].Param:= hwRound(Me^.X);
Rate:= RatePlace(Me);
if Rate > BestRate then
begin
BestActions:= Actions;
BestRate:= Rate;
Me^.State:= Me^.State or gstAttacked // we have better place, go there and do not use ammo
end
else if Rate < BestRate then break;
if ((Me^.State and gstAttacked) = 0)
and ((steps mod 4) = 0) then TestAmmos(Actions, Me, true);
if GoInfo.FallPix >= FallPixForBranching then
Push(ticks, Actions, Me^, Me^.Message xor 3); // aia_Left xor 3 = aia_Right
end;
if BestRate > BaseRate then exit
end
end;
function Think(Me: Pointer): ptrint;
var BackMe, WalkMe: TGear;
StartTicks: Longword;
begin
InterlockedIncrement(hasThread);
StartTicks:= GameTicks;
BackMe:= PGear(Me)^;
if (PGear(Me)^.State and gstAttacked) = 0 then
if Targets.Count > 0 then
begin
WalkMe:= BackMe;
Walk(@WalkMe);
if (StartTicks > GameTicks - 1500) and not StopThinking then SDL_Delay(1000);
if BestActions.Score < -1023 then
begin
BestActions.Count:= 0;
AddAction(BestActions, aia_Skip, 0, 250, 0, 0);
end;
end else
else begin
while (not StopThinking) and (BestActions.Count = 0) do
begin
FillBonuses(true);
WalkMe:= BackMe;
Walk(@WalkMe);
if not StopThinking then SDL_Delay(100)
end
end;
PGear(Me)^.State:= PGear(Me)^.State and not gstHHThinking;
Think:= 0;
InterlockedDecrement(hasThread)
end;
procedure StartThink(Me: PGear);
var a: TAmmoType;
begin
if ((Me^.State and (gstAttacking or gstHHJumping or gstMoving)) <> 0)
or isInMultiShoot then exit;
//DeleteCI(Me); // this might break demo
Me^.State:= Me^.State or gstHHThinking;
Me^.Message:= 0;
BestActions.Count:= 0;
BestActions.Pos:= 0;
BestActions.Score:= Low(LongInt);
StopThinking:= false;
ThinkingHH:= Me;
FillTargets;
if Targets.Count = 0 then
begin
OutError('AI: no targets!?', false);
exit
end;
FillBonuses((Me^.State and gstAttacked) <> 0);
for a:= Low(TAmmoType) to High(TAmmoType) do
CanUseAmmo[a]:= Assigned(AmmoTests[a].proc) and HHHasAmmo(Me^.Hedgehog^, a);
AddFileLog('Enter Think Thread');
BeginThread(@Think, Me, ThinkThread)
end;
procedure ProcessBot;
const StartTicks: Longword = 0;
cStopThinkTime = 40;
begin
with CurrentHedgehog^ do
if (Gear <> nil)
and ((Gear^.State and gstHHDriven) <> 0)
and (TurnTimeLeft < cHedgehogTurnTime - 50) then
if ((Gear^.State and gstHHThinking) = 0) then
if (BestActions.Pos >= BestActions.Count)
and (TurnTimeLeft > cStopThinkTime) then
begin
if Gear^.Message <> 0 then
begin
StopMessages(Gear^.Message);
TryDo((Gear^.Message and gmAllStoppable) = 0, 'Engine bug: AI may break demos playing', true);
end;
if Gear^.Message <> 0 then exit;
StartThink(Gear);
StartTicks:= GameTicks
end else ProcessAction(BestActions, Gear)
else if ((GameTicks - StartTicks) > cMaxAIThinkTime)
or (TurnTimeLeft <= cStopThinkTime) then StopThinking:= true
end;
procedure initModule;
begin
hasThread:= 0;
end;
procedure freeModule;
begin
end;
end.