Fix QSettings problems:
- Reopen file in ReadOnly mode if it was open in ReadWrite mode
and is being read. This is needed for stupid QSettings which
opens file in ReadWrite mode just to call readAll() on it.
- Implement setSize(0)
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2012 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
*)
{$INCLUDE "options.inc"}
unit uAI;
interface
uses uFloat;
procedure initModule;
procedure freeModule;
procedure ProcessBot;
procedure FreeActionsList;
implementation
uses uConsts, SDLh, uAIMisc, uAIAmmoTests, uAIActions,
uAmmos, SysUtils{$IFNDEF USE_SDLTHREADS} {$IFDEF UNIX}, cthreads{$ENDIF} {$ENDIF}, uTypes,
uVariables, uCommands, uUtils, uDebug, uAILandMarks;
var BestActions: TActions;
CanUseAmmo: array [TAmmoType] of boolean;
StopThinking: boolean;
{$IFDEF USE_SDLTHREADS}
ThinkThread: PSDL_Thread = nil;
{$ELSE}
ThinkThread: TThreadID;
{$ENDIF}
hasThread: LongInt;
StartTicks: Longword;
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;
const 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;
procedure TestAmmos(var Actions: TActions; Me: PGear; rareChecks: boolean);
var BotLevel: Byte;
ap: TAttackParams;
Score, i, dAngle: LongInt;
a, aa: TAmmoType;
begin
BotLevel:= Me^.Hedgehog^.BotLevel;
windSpeed:= hwFloat2Float(cWindSpeed);
for i:= 0 to Pred(Targets.Count) do
if (Targets.ar[i].Score >= 0) and (not StopThinking) then
begin
with Me^.Hedgehog^ do
a:= CurAmmoType;
aa:= a;
{$IFDEF USE_SDLTHREADS}
SDL_delay(0); //ThreadSwitch was only a hint
{$ELSE}
ThreadSwitch();
{$ENDIF}
repeat
if (CanUseAmmo[a])
and ((not rareChecks) or ((AmmoTests[a].flags and amtest_Rare) = 0))
and ((i = 0) or ((AmmoTests[a].flags and amtest_NoTarget) = 0))
then
begin
{$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);
BestActions.isWalkingToABetterPlace:= false;
AddAction(BestActions, aia_Weapon, Longword(a), 300 + random(400), 0, 0);
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);
if (Ammoz[a].Ammo.Propz and ammoprop_Timerable) <> 0 then
AddAction(BestActions, aia_Timer, ap.Time div 1000, 400, 0, 0);
if (Ammoz[a].Ammo.Propz and ammoprop_NoCrosshair) = 0 then
begin
dAngle:= LongInt(Me^.Angle) - Abs(ap.Angle);
if dAngle > 0 then
begin
AddAction(BestActions, aia_Up, aim_push, 300 + random(250), 0, 0);
AddAction(BestActions, aia_Up, aim_release, dAngle, 0, 0)
end
else if dAngle < 0 then
begin
AddAction(BestActions, aia_Down, aim_push, 300 + random(250), 0, 0);
AddAction(BestActions, aia_Down, aim_release, -dAngle, 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_OscAim) <> 0 then
begin
AddAction(BestActions, aia_attack, aim_push, 350 + random(200), 0, 0);
AddAction(BestActions, aia_attack, aim_release, 1, 0, 0);
if abs(ap.Angle) > 32 then
begin
AddAction(BestActions, aia_Down, aim_push, 100 + random(150), 0, 0);
AddAction(BestActions, aia_Down, aim_release, 32, 0, 0);
end;
AddAction(BestActions, aia_waitAngle, ap.Angle, 250, 0, 0);
AddAction(BestActions, aia_attack, aim_push, 1, 0, 0);
AddAction(BestActions, aia_attack, aim_release, 1, 0, 0);
end else
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 (Ammoz[a].Ammo.Propz and ammoprop_Track) <> 0 then
begin
AddAction(BestActions, aia_waitAmmoXY, 0, 12, ap.ExplX, ap.ExplY);
AddAction(BestActions, aia_attack, aim_push, 1, 0, 0);
AddAction(BestActions, aia_attack, aim_release, 7, 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) {shooting same weapon}
or StopThinking
end
end;
procedure Walk(Me: PGear; var Actions: TActions);
const FallPixForBranching = cHHRadius;
var
ticks, maxticks, oldticks, steps, tmp: Longword;
BaseRate, BestRate, Rate: integer;
GoInfo: TGoInfo;
CanGo: boolean;
AltMe: TGear;
BotLevel: Byte;
a: TAmmoType;
begin
ticks:= 0;
oldticks:= 0; // avoid compiler hint
Stack.Count:= 0;
clearAllMarks;
for a:= Low(TAmmoType) to High(TAmmoType) do
CanUseAmmo[a]:= Assigned(AmmoTests[a].proc) and (HHHasAmmo(Me^.Hedgehog^, a) > 0);
BotLevel:= Me^.Hedgehog^.BotLevel;
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);
// switch to 'skip' if we can't move because of mouse cursor being shown
if (Ammoz[Me^.Hedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NeedTarget) <> 0 then
AddAction(Actions, aia_Weapon, Longword(amSkip), 100 + random(200), 0, 0);
if ((CurrentHedgehog^.MultiShootAttacks = 0) or ((Ammoz[Me^.Hedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NoMoveAfter) = 0))
and (GameFlags and gfArtillery = 0) then
begin
tmp:= random(2) + 1;
Push(0, Actions, Me^, tmp);
Push(0, Actions, Me^, tmp xor 3);
while (Stack.Count > 0) and (not StopThinking) 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}
oldticks:= ticks;
inc(ticks, GoInfo.Ticks);
if ticks > maxticks then
break;
if (BotLevel < 5)
and (GoInfo.JumpType = jmpHJump)
and (not checkMark(hwRound(Me^.X), hwRound(Me^.Y), markHJumped))
then // hjump support
begin
// check if we could go backwards and maybe ljump over a gap after this hjump
addMark(hwRound(Me^.X), hwRound(Me^.Y), markHJumped);
if Push(ticks, Actions, AltMe, Me^.Message xor 3) then
begin
with Stack.States[Pred(Stack.Count)] do
begin
if (Me^.Message and gmLeft) <> 0 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);
end;
// but first check walking forward
Push(ticks, Stack.States[Pred(Stack.Count)].MadeActions, AltMe, Me^.Message)
end;
end;
if (BotLevel < 3)
and (GoInfo.JumpType = jmpLJump)
and (not checkMark(hwRound(Me^.X), hwRound(Me^.Y), markLJumped))
then // ljump support
begin
addMark(hwRound(Me^.X), hwRound(Me^.Y), markLJumped);
// at final check where we go after jump walking backward
if Push(ticks, Actions, AltMe, Me^.Message xor 3) then
with Stack.States[Pred(Stack.Count)] do
begin
if (Me^.Message and gmLeft) <> 0 then
AddAction(MadeActions, aia_LookLeft, 0, 200, 0, 0)
else
AddAction(MadeActions, aia_LookRight, 0, 200, 0, 0);
AddAction(MadeActions, aia_LJump, 0, 305 + random(50), 0, 0);
end;
// push current position so we proceed from it after checking jump+forward walk opportunities
if CanGo then Push(ticks, Actions, Me^, Me^.Message);
// first check where we go after jump walking forward
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);
break
end;
// 'not CanGO' means we can't go straight, possible jumps are checked above
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;
BestActions.isWalkingToABetterPlace:= true;
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
begin
if (steps > 4) and checkMark(hwRound(Me^.X), hwRound(Me^.Y), markWalkedHere) then
break;
addMark(hwRound(Me^.X), hwRound(Me^.Y), markWalkedHere);
TestAmmos(Actions, Me, ticks shr 12 = oldticks shr 12);
end;
if GoInfo.FallPix >= FallPixForBranching then
Push(ticks, Actions, Me^, Me^.Message xor 3); // aia_Left xor 3 = aia_Right
end {while};
if BestRate > BaseRate then
exit
end {while}
end {if}
end;
function Think(Me: Pointer): ptrint;
var BackMe, WalkMe: TGear;
switchCount: LongInt;
StartTicks, currHedgehogIndex, itHedgehog, switchesNum, i: Longword;
switchImmediatelyAvailable: boolean;
Actions: TActions;
begin
InterlockedIncrement(hasThread);
StartTicks:= GameTicks;
currHedgehogIndex:= CurrentTeam^.CurrHedgehog;
itHedgehog:= currHedgehogIndex;
switchesNum:= 0;
switchImmediatelyAvailable:= (CurAmmoGear <> nil) and (CurAmmoGear^.Kind = gtSwitcher);
if PGear(Me)^.Hedgehog^.BotLevel <> 5 then
switchCount:= HHHasAmmo(PGear(Me)^.Hedgehog^, amSwitch)
else switchCount:= 0;
if (PGear(Me)^.State and gstAttacked) = 0 then
if Targets.Count > 0 then
begin
// iterate over current team hedgehogs
repeat
WalkMe:= CurrentTeam^.Hedgehogs[itHedgehog].Gear^;
Actions.Count:= 0;
Actions.Pos:= 0;
Actions.Score:= 0;
if switchesNum > 0 then
begin
if not switchImmediatelyAvailable then
begin
// when AI has to use switcher, make it cost smth unless they have a lot of switches
if (switchCount < 10) then Actions.Score:= (-27+switchCount*3)*4000;
AddAction(Actions, aia_Weapon, Longword(amSwitch), 300 + random(200), 0, 0);
AddAction(Actions, aia_attack, aim_push, 300 + random(300), 0, 0);
AddAction(Actions, aia_attack, aim_release, 1, 0, 0);
end;
for i:= 1 to switchesNum do
AddAction(Actions, aia_Switch, 0, 300 + random(200), 0, 0);
end;
Walk(@WalkMe, Actions);
// find another hog in team
repeat
itHedgehog:= Succ(itHedgehog) mod CurrentTeam^.HedgehogsNumber;
until (itHedgehog = currHedgehogIndex) or (CurrentTeam^.Hedgehogs[itHedgehog].Gear <> nil);
inc(switchesNum);
until (not (switchImmediatelyAvailable or (switchCount > 0)))
or StopThinking
or (itHedgehog = currHedgehogIndex)
or BestActions.isWalkingToABetterPlace;
if (StartTicks > GameTicks - 1500) and (not StopThinking) then
SDL_Delay(1000);
if (BestActions.Score < -1023) and (not BestActions.isWalkingToABetterPlace) then
begin
BestActions.Count:= 0;
AddAction(BestActions, aia_Skip, 0, 250, 0, 0);
end;
end else SDL_Delay(100)
else
begin
BackMe:= PGear(Me)^;
while (not StopThinking) and (BestActions.Count = 0) do
begin
(*
// Maybe this would get a bit of movement out of them? Hopefully not *toward* water. Need to check how often he'd choose that strategy
if SuddenDeathDmg and ((hwRound(BackMe.Y)+cWaterRise*2) > cWaterLine) then
AddBonus(hwRound(BackMe.X), hwRound(BackMe.Y), 250, -40);
*)
FillBonuses(true);
WalkMe:= BackMe;
Actions.Count:= 0;
Actions.Pos:= 0;
Actions.Score:= 0;
Walk(@WalkMe, Actions);
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);
begin
if ((Me^.State and (gstAttacking or gstHHJumping or gstMoving)) <> 0)
or isInMultiShoot then
exit;
//DeleteCI(Me); // this will break demo/netplay
Me^.State:= Me^.State or gstHHThinking;
Me^.Message:= 0;
BestActions.Count:= 0;
BestActions.Pos:= 0;
BestActions.Score:= Low(LongInt);
BestActions.isWalkingToABetterPlace:= false;
StopThinking:= false;
ThinkingHH:= Me;
FillTargets;
if Targets.Count = 0 then
begin
OutError('AI: no targets!?', false);
exit
end;
FillBonuses((Me^.State and gstAttacked) <> 0);
AddFileLog('Enter Think Thread');
{$IFDEF USE_SDLTHREADS}
ThinkThread := SDL_CreateThread(@Think{$IFDEF SDL13}, nil{$ENDIF}, Me);
{$ELSE}
BeginThread(@Think, Me, ThinkThread);
{$ENDIF}
AddFileLog('Thread started');
end;
//var scoreShown: boolean = false;
procedure ProcessBot;
const 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;
//scoreShown:= false;
StartThink(Gear);
StartTicks:= GameTicks
end else
begin
{if not scoreShown then
begin
if BestActions.Score > 0 then ParseCommand('/say Expected score = ' + inttostr(BestActions.Score div 1024), true);
scoreShown:= true
end;}
ProcessAction(BestActions, Gear)
end
else if ((GameTicks - StartTicks) > cMaxAIThinkTime)
or (TurnTimeLeft <= cStopThinkTime) then
StopThinking:= true
end;
procedure initModule;
begin
hasThread:= 0;
StartTicks:= 0;
ThinkThread:= ThinkThread;
end;
procedure freeModule;
begin
FreeActionsList();
end;
end.