hedgewars/uAI.pas
author unc0rr
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parent 196 993cf173218b
child 250 d7f744a9bf28
permissions -rw-r--r--
Better crosshair
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(*
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 * Hedgewars, a worms-like game
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 * Copyright (c) 2005, 2006 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 *)
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unit uAI;
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interface
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{$INCLUDE options.inc}
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procedure ProcessBot(FrameNo: Longword);
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procedure FreeActionsList;
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implementation
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uses uTeams, uConsts, SDLh, uAIMisc, uGears, uAIAmmoTests, uAIActions, uMisc,
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     uAIThinkStack;
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var BestActions: TActions;
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    CanUseAmmo: array [TAmmoType] of boolean;
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    AIThinkStart: Longword;
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    isThinking: boolean = false;
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procedure FreeActionsList;
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begin
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isThinking:= false;
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BestActions.Count:= 0;
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BestActions.Pos:= 0
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end;
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procedure TestAmmos(var Actions: TActions; Me: PGear);
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var Time, BotLevel: Longword;
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    Angle, Power, Score, ExplX, ExplY, ExplR: integer;
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    i: integer;
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    a, aa: TAmmoType;
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begin
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BotLevel:= PHedgehog(Me.Hedgehog).BotLevel;
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for i:= 0 to Pred(Targets.Count) do
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    if (Targets.ar[i].Score >= 0) then
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       begin
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       with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do
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            a:= Ammo[CurSlot, CurAmmo].AmmoType;
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       aa:= a;
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       repeat
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        if CanUseAmmo[a] then
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           begin
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           Score:= AmmoTests[a](Me, Targets.ar[i].Point, BotLevel, Time, Angle, Power, ExplX, ExplY, ExplR);
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           if Actions.Score + Score > BestActions.Score then
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              begin
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              BestActions:= Actions;
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              inc(BestActions.Score, Score);
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              AddAction(BestActions, aia_Weapon, Longword(a), 500);
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              if Time <> 0 then AddAction(BestActions, aia_Timer, Time div 1000, 400);
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              if (Angle > 0) then AddAction(BestActions, aia_LookRight, 0, 200)
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              else if (Angle < 0) then AddAction(BestActions, aia_LookLeft, 0, 200);
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              if (Ammoz[a].Ammo.Propz and ammoprop_NoCrosshair) = 0 then
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                 begin
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                 Angle:= integer(Me.Angle) - Abs(Angle);
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                 if Angle > 0 then
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                    begin
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                    AddAction(BestActions, aia_Up, aim_push, 500);
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                    AddAction(BestActions, aia_Up, aim_release, Angle)
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                    end else if Angle < 0 then
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                    begin
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                    AddAction(BestActions, aia_Down, aim_push, 500);
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                    AddAction(BestActions, aia_Down, aim_release, -Angle)
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                    end
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                 end;
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              AddAction(BestActions, aia_attack, aim_push, 800);
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              AddAction(BestActions, aia_attack, aim_release, Power);
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              if ExplR > 0 then
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                 AddAction(BestActions, aia_AwareExpl, ExplR, 10, ExplX, ExplY);
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              end
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           end;
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        if a = High(TAmmoType) then a:= Low(TAmmoType)
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                               else inc(a)
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       until (a = aa) or (PHedgehog(Me.Hedgehog).AttacksNum > 0)
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       end
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end;
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procedure Walk(Me: PGear);
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const FallPixForBranching = cHHRadius * 2 + 8;
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var Actions: TActions;
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    ticks, maxticks, steps, BotLevel: Longword;
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    BaseRate, Rate: integer;
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    GoInfo: TGoInfo;
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    CanGo: boolean;
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    AltMe: TGear;
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begin
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BotLevel:= PHedgehog(Me.Hedgehog).BotLevel;
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if (Me.State and gstAttacked) = 0 then maxticks:= max(0, TurnTimeLeft - 5000 - 4000 * BotLevel)
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                                  else maxticks:= TurnTimeLeft;
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BaseRate:= RatePlace(Me);
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repeat
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    if not Pop(ticks, Actions, Me^) then
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       begin
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       isThinking:= false;
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       exit
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       end;
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    AddAction(Actions, Me.Message, aim_push, 10);
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    if (Me.Message and gm_Left) <> 0 then AddAction(Actions, aia_WaitXL, round(Me.X), 0)
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                                     else AddAction(Actions, aia_WaitXR, round(Me.X), 0);
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    AddAction(Actions, Me.Message, aim_release, 0);
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    steps:= 0;
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    if ((Me.State and gstAttacked) = 0) then TestAmmos(Actions, Me);
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    while not PosInThinkStack(Me) do
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       begin
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       CanGo:= HHGo(Me, @AltMe, GoInfo);
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       inc(ticks, GoInfo.Ticks);
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       if ticks > maxticks then break;
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       if (BotLevel < 5) and (GoInfo.JumpType = jmpHJump) then // hjump support
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          if Push(ticks, Actions, AltMe, Me^.Message) then
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             with ThinkStack.States[Pred(ThinkStack.Count)] do
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                  begin
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                  AddAction(MadeActions, aia_HJump, 0, 305);
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                  AddAction(MadeActions, aia_HJump, 0, 350);
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                  end;
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       if (BotLevel < 3) and (GoInfo.JumpType = jmpLJump) then // ljump support
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          if Push(ticks, Actions, AltMe, Me^.Message) then
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             with ThinkStack.States[Pred(ThinkStack.Count)] do
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                  AddAction(MadeActions, aia_LJump, 0, 305);
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       if not CanGo then break;
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       inc(steps);
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       Actions.actions[Actions.Count - 2].Param:= round(Me.X);
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       Rate:= RatePlace(Me);
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       if Rate > BaseRate then
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          begin
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          BestActions:= Actions;
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          BestActions.Score:= 1;
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          isThinking:= false;
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          exit
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          end
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       else if Rate < BaseRate then break;
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       if GoInfo.FallPix >= FallPixForBranching then
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          Push(ticks, Actions, Me^, Me^.Message xor 3); // aia_Left xor 3 = aia_Right
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       if ((Me.State and gstAttacked) = 0)
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           and ((steps mod 4) = 0) then
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           begin
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           if SDL_GetTicks - AIThinkStart > 3 then
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              begin
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              dec(Actions.Count, 3);
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              Push(ticks, Actions, Me^, Me^.Message);
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              exit
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              end;
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           TestAmmos(Actions, Me)
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           end
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       end;
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until false
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end;
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procedure Think(Me: PGear);
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var BackMe, WalkMe: TGear;
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begin
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AIThinkStart:= SDL_GetTicks;
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BackMe:= Me^;
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WalkMe:= BackMe;
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if (Me.State and gstAttacked) = 0 then
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   if Targets.Count > 0 then
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      begin
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      Walk(@WalkMe);
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      if not isThinking then
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         begin
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         if BestActions.Score < -1023 then
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            begin
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            BestActions.Count:= 0;
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            AddAction(BestActions, aia_Skip, 0, 250);
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            end;
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         Me.State:= Me.State and not gstHHThinking
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         end
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      end else
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else begin
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      FillBonuses(true);
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      Walk(@WalkMe);
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      AddAction(BestActions, aia_Wait, GameTicks + 100, 100);
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      end
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end;
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procedure StartThink(Me: PGear);
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var a: TAmmoType;
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    tmp: integer;
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begin
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if ((Me.State and gstAttacking) <> 0) or isInMultiShoot then exit;
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ThinkingHH:= Me;
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isThinking:= true;
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ClearThinkStack;
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Me.State:= Me.State or gstHHThinking;
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Me.Message:= 0;
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FillTargets;
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if Targets.Count = 0 then
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   begin
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   OutError('AI: no targets!?');
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   exit
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   end;
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FillBonuses((Me.State and gstAttacked) <> 0);
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for a:= Low(TAmmoType) to High(TAmmoType) do
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    CanUseAmmo[a]:= Assigned(AmmoTests[a]) and HHHasAmmo(PHedgehog(Me.Hedgehog), a);
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BestActions.Count:= 0;
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BestActions.Pos:= 0;
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BestActions.Score:= 0;
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tmp:= random(2) + 1;
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Push(0, BestActions, Me^, tmp);
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Push(0, BestActions, Me^, tmp xor 3);
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BestActions.Score:= Low(integer);
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Think(Me)
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end;
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procedure ProcessBot(FrameNo: Longword);
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const LastFrameNo: Longword = 0;
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begin
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with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do
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     if (Gear <> nil)
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        and ((Gear.State and gstHHDriven) <> 0)
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        and (TurnTimeLeft < cHedgehogTurnTime - 50) then
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        if not isThinking then
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           if (BestActions.Pos >= BestActions.Count) then StartThink(Gear)
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                                                     else ProcessAction(BestActions, Gear)
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        else if FrameNo <> LastFrameNo then
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                begin
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                LastFrameNo:= FrameNo;
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                Think(Gear)
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                end;
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end;
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end.