hedgewars/uAI.pas
author koda
Fri, 18 Nov 2011 00:32:52 +0100
changeset 6394 f0a9042e7387
parent 6393 701eb3f3556a
child 6395 bb04d7a9f7e2
permissions -rw-r--r--
yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.

(*
 * 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;



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; 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; var Actions: TActions);
const FallPixForBranching = cHHRadius * 2 + 8;
var
    ticks, maxticks, steps, tmp: Longword;
    BaseRate, BestRate, Rate: integer;
    GoInfo: TGoInfo;
    CanGo: boolean;
    AltMe: TGear;
    BotLevel: Byte;
    a: TAmmoType;
begin
ticks:= 0; // avoid compiler hint
Stack.Count:= 0;

for a:= Low(TAmmoType) to High(TAmmoType) do
    CanUseAmmo[a]:= Assigned(AmmoTests[a].proc) and HHHasAmmo(Me^.Hedgehog^, a);

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, currHedgehogIndex, itHedgehog, switchesNum, i: Longword;
    switchImmediatelyAvailable, switchAvailable: boolean;
    Actions: TActions;
begin
InterlockedIncrement(hasThread);
StartTicks:= GameTicks;
currHedgehogIndex:= CurrentTeam^.CurrHedgehog;
itHedgehog:= currHedgehogIndex;
switchesNum:= 0;

switchImmediatelyAvailable:= (CurAmmoGear <> nil) and (CurAmmoGear^.Kind = gtSwitcher);
switchAvailable:= HHHasAmmo(PGear(Me)^.Hedgehog^, amSwitch);

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
                    Actions.Score:= -20000;
                    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 switchAvailable))
            or StopThinking 
            or (itHedgehog = currHedgehogIndex);

        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
    BackMe:= PGear(Me)^;
    while (not StopThinking) and (BestActions.Count = 0) do
        begin
        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 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);
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.