- Many AI improvements
- New 'spray objects' on generated land
- Many small fixes
unit uAIActions;
interface
uses uGears;
const MAXACTIONS = 256;
aia_none = 0;
aia_Left = 1;
aia_Right = 2;
aia_Timer = 3;
aia_attack = 4;
aia_Up = 5;
aia_Down = 6;
aia_Weapon = $80000000;
aia_WaitX = $80000001;
aia_WaitY = $80000002;
aia_LookLeft = $80000003;
aia_LookRight = $80000004;
aim_push = $80000000;
aim_release = $80000001;
ai_specmask = $80000000;
type TAction = record
Action, Param: Longword;
Time: Longword;
end;
TActions = record
Count, Pos: Longword;
actions: array[0..Pred(MAXACTIONS)] of TAction;
Score: integer;
end;
procedure AddAction(var Actions: TActions; Action, Param, TimeDelta: Longword);
procedure ProcessAction(var Actions: TActions; Me: PGear);
implementation
uses uMisc, uTeams, uConsts, uConsole;
const ActionIdToStr: array[0..6] of string[16] = (
{aia_none} '',
{aia_Left} 'left',
{aia_Right} 'right',
{aia_Timer} 'timer',
{aia_attack} 'attack',
{aia_Up} 'up',
{aia_Down} 'down'
);
procedure AddAction(var Actions: TActions; Action, Param, TimeDelta: Longword);
begin
with Actions do
begin
actions[Count].Action:= Action;
actions[Count].Param:= Param;
if Count > 0 then actions[Count].Time:= TimeDelta
else actions[Count].Time:= GameTicks + TimeDelta;
inc(Count);
TryDo(Count < MAXACTIONS, 'AI: actions overflow', true);
end
end;
procedure SetWeapon(weap: Longword);
begin
with CurrentTeam^ do
with Hedgehogs[CurrHedgehog] do
while Ammo[CurSlot, CurAmmo].AmmoType <> TAmmoType(weap) do
ParseCommand('/slot ' + chr(49 + Ammoz[TAmmoType(weap)].Slot));
end;
procedure ProcessAction(var Actions: TActions; Me: PGear);
var s: shortstring;
begin
if Actions.Pos >= Actions.Count then exit;
with Actions.actions[Actions.Pos] do
begin
if Time > GameTicks then exit;
if (Action and ai_specmask) <> 0 then
case Action of
aia_Weapon: SetWeapon(Param);
aia_WaitX: if round(Me.X) = Param then Time:= GameTicks
else exit;
aia_WaitY: if round(Me.Y) = Param then Time:= GameTicks
else exit;
aia_LookLeft: if Me.dX >= 0 then
begin
ParseCommand('+left');
exit
end else ParseCommand('-left');
aia_LookRight: if Me.dX < 0 then
begin
ParseCommand('+right');
exit
end else ParseCommand('-right');
end else
begin
s:= ActionIdToStr[Action];
if (Param and ai_specmask) <> 0 then
case Param of
aim_push: s:= '+' + s;
aim_release: s:= '-' + s;
end
else if Param <> 0 then s:= s + ' ' + inttostr(Param);
ParseCommand(s)
end
end;
inc(Actions.Pos);
if Actions.Pos <= Actions.Count then
inc(Actions.actions[Actions.Pos].Time, GameTicks)
end;
end.