hedgewars/uAI.pas
author Wuzzy <Wuzzy2@mail.ru>
Thu, 25 Jun 2020 17:44:22 +0200
changeset 15658 34c32a11203e
parent 15654 25132742a948
child 15659 fd1a580a35d6
permissions -rw-r--r--
Teach AI to use laser sight
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2015 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., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
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 *)
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{$INCLUDE "options.inc"}
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unit uAI;
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interface
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uses uFloat;
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procedure initModule;
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procedure freeModule;
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procedure ProcessBot;
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procedure FreeActionsList;
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implementation
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uses uConsts, SDLh, uAIMisc, uAIAmmoTests, uAIActions,
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    uAmmos, uTypes,
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    uVariables, uCommands, uUtils, uDebug, uAILandMarks,
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    uGearsUtils;
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var BestActions: TActions;
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    CanUseAmmo: array [TAmmoType] of boolean;
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    StopThinking: boolean;
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    StartTicks: Longword;
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    ThreadSem: PSDL_Sem;
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procedure FreeActionsList;
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begin
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    AddFileLog('FreeActionsList called');
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    StopThinking:= true;
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    SDL_SemWait(ThreadSem);
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    SDL_SemPost(ThreadSem);
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    if CurrentHedgehog <> nil then
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        with CurrentHedgehog^ do
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            if Gear <> nil then
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                if BotLevel <> 0 then
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                    StopMessages(Gear^.Message);
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    BestActions.Count:= 0;
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    BestActions.Pos:= 0
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end;
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const cBranchStackSize = 12;
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type TStackEntry = record
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                   MadeActions: TActions;
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                   Hedgehog: TGear;
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                   end;
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var Stack: record
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           Count: Longword;
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           States: array[0..Pred(cBranchStackSize)] of TStackEntry;
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           end;
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function Push(const Actions: TActions; const Me: TGear; Dir: integer): boolean;
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var bRes: boolean;
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begin
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    bRes:= (Stack.Count < cBranchStackSize) and (Actions.Count < MAXACTIONS - 5);
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    if bRes then
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        with Stack.States[Stack.Count] do
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            begin
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            MadeActions:= Actions;
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            Hedgehog:= Me;
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            Hedgehog.Message:= Dir;
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            inc(Stack.Count)
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            end;
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    Push:= bRes
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end;
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procedure Pop(var Actions: TActions; var Me: TGear);
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begin
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    dec(Stack.Count);
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    with Stack.States[Stack.Count] do
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        begin
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        Actions:= MadeActions;
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        Me:= Hedgehog
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        end
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end;
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procedure TestAmmos(var Actions: TActions; Me: PGear; rareChecks: boolean);
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var BotLevel: Byte;
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    ap: TAttackParams;
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    Score, i, t, n, dAngle: LongInt;
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    a, aa: TAmmoType;
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    useThisActions: boolean;
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begin
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BotLevel:= Me^.Hedgehog^.BotLevel;
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windSpeed:= hwFloat2Float(cWindSpeed);
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aiLaserSighting:= (cLaserSighting) or (HHHasAmmo(Me^.Hedgehog^, amLaserSight) > 0);
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useThisActions:= false;
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Me^.AIHints:= Me^.AIHints and (not aihAmmosChanged);
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for i:= 0 to Pred(Targets.Count) do
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    if (Targets.ar[i].Score >= 0) and (not StopThinking) then
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        begin
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        with Me^.Hedgehog^ do
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            a:= CurAmmoType;
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        aa:= a;
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        SDL_delay(0); // hint to let the context switch run
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        repeat
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        if (CanUseAmmo[a])
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            and ((not rareChecks) or ((AmmoTests[a].flags and amtest_Rare) = 0))
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            and ((i = 0) or ((AmmoTests[a].flags and amtest_NoTarget) = 0))
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            then
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            begin
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{$HINTS OFF}
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            Score:= AmmoTests[a].proc(Me, Targets.ar[i], BotLevel, ap, AmmoTests[a].flags);
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{$HINTS ON}
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            if (Score > BadTurn) and (Actions.Score + Score > BestActions.Score) then
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                if (BestActions.Score < 0) or (Actions.Score + Score > BestActions.Score + Byte(BotLevel - 1) * 2048) then
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                    begin
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                    if useThisActions then
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                        begin
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                        BestActions.Count:= Actions.Count
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                        end
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                    else
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                        begin
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                        BestActions:= Actions;
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                        BestActions.isWalkingToABetterPlace:= false;
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                        useThisActions:= true
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                        end;
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                    BestActions.Score:= Actions.Score + Score;
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                    // if not between shots, activate invulnerability/vampirism/etc. if available
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                    if CurrentHedgehog^.MultiShootAttacks = 0 then
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                        begin
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                        if (not cLaserSighting) and (HHHasAmmo(Me^.Hedgehog^, amLaserSight) > 0) and ((AmmoTests[a].flags and amtest_LaserSight) <> 0) then
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                            begin
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                            AddAction(BestActions, aia_Weapon, Longword(amLaserSight), 80, 0, 0);
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                            AddAction(BestActions, aia_attack, aim_push, 10, 0, 0);
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                            AddAction(BestActions, aia_attack, aim_release, 10, 0, 0);
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                            end;
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                        if (HHHasAmmo(Me^.Hedgehog^, amInvulnerable) > 0) and (Me^.Hedgehog^.Effects[heInvulnerable] = 0) then
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b2a68e75e55c Don't activate invulnerability/vampirism between shots of multiattack weapon
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diff changeset
   155
                            begin
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   156
                            AddAction(BestActions, aia_Weapon, Longword(amInvulnerable), 80, 0, 0);
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diff changeset
   157
                            AddAction(BestActions, aia_attack, aim_push, 10, 0, 0);
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diff changeset
   158
                            AddAction(BestActions, aia_attack, aim_release, 10, 0, 0);
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diff changeset
   159
                            end;
12709
8673892ebf24 AI doesn't use extra damage/vampirism/invulnerable again if already active
Wuzzy <almikes@aol.com>
parents: 11825
diff changeset
   160
                        if (HHHasAmmo(Me^.Hedgehog^, amExtraDamage) > 0) and (cDamageModifier <> _1_5) then
10231
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diff changeset
   161
                            begin
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   162
                            AddAction(BestActions, aia_Weapon, Longword(amExtraDamage), 80, 0, 0);
b2a68e75e55c Don't activate invulnerability/vampirism between shots of multiattack weapon
unc0rr
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diff changeset
   163
                            AddAction(BestActions, aia_attack, aim_push, 10, 0, 0);
b2a68e75e55c Don't activate invulnerability/vampirism between shots of multiattack weapon
unc0rr
parents: 10164
diff changeset
   164
                            AddAction(BestActions, aia_attack, aim_release, 10, 0, 0);
10510
9329dab04490 some whitespace fixes
sheepluva
parents: 10231
diff changeset
   165
                            end;
12709
8673892ebf24 AI doesn't use extra damage/vampirism/invulnerable again if already active
Wuzzy <almikes@aol.com>
parents: 11825
diff changeset
   166
                        if (HHHasAmmo(Me^.Hedgehog^, amVampiric) > 0) and (not cVampiric) then
11608
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nemo
parents: 11538
diff changeset
   167
                            begin
ed70d59479d7 copypasta to make AI use vampirism too
nemo
parents: 11538
diff changeset
   168
                            AddAction(BestActions, aia_Weapon, Longword(amVampiric), 80, 0, 0);
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nemo
parents: 11538
diff changeset
   169
                            AddAction(BestActions, aia_attack, aim_push, 10, 0, 0);
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nemo
parents: 11538
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   170
                            AddAction(BestActions, aia_attack, aim_release, 10, 0, 0);
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nemo
parents: 11538
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   171
                            end;
10084
83156a03e574 AI always activates invulnerability and extra damage if it has them
unc0rr
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   172
                        end;
194
88652abdce9a Fixed weird bots behavior
unc0rr
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   173
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   174
                    AddAction(BestActions, aia_Weapon, Longword(a), 300 + random(400), 0, 0);
5162
60bc1af75c82 Fix AI trying to turn around in targeting mode
unc0rr
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diff changeset
   175
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   176
                    if (ap.Angle > 0) then
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   177
                        AddAction(BestActions, aia_LookRight, 0, 200, 0, 0)
baf3351646f4 - Fix some AI stupidness factors
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   178
                    else if (ap.Angle < 0) then
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   179
                        AddAction(BestActions, aia_LookLeft, 0, 200, 0, 0);
8865
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koda
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   180
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unc0rr
parents: 7789
diff changeset
   181
                    if (Ammoz[a].Ammo.Propz and ammoprop_Timerable) <> 0 then
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   182
                        AddAction(BestActions, aia_Timer, ap.Time div 1000, 400, 0, 0);
8865
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koda
parents: 8677
diff changeset
   183
15625
583080b0272b AI: Refactor bounce handling
Wuzzy <Wuzzy2@mail.ru>
parents: 15624
diff changeset
   184
                    if ((Ammoz[a].Ammo.Propz and ammoprop_SetBounce) > 0) and (ap.Bounce > 0) then
15624
30ad3fd974f1 Teach AI to set minimum mine bounce for improved aiming
Wuzzy <Wuzzy2@mail.ru>
parents: 15622
diff changeset
   185
                        begin
30ad3fd974f1 Teach AI to set minimum mine bounce for improved aiming
Wuzzy <Wuzzy2@mail.ru>
parents: 15622
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   186
                        AddAction(BestActions, aia_Precise, aim_push, 10, 0, 0);
15625
583080b0272b AI: Refactor bounce handling
Wuzzy <Wuzzy2@mail.ru>
parents: 15624
diff changeset
   187
                        AddAction(BestActions, aia_Timer, ap.Bounce, 200, 0, 0);
15624
30ad3fd974f1 Teach AI to set minimum mine bounce for improved aiming
Wuzzy <Wuzzy2@mail.ru>
parents: 15622
diff changeset
   188
                        AddAction(BestActions, aia_Precise, aim_release, 10, 0, 0);
30ad3fd974f1 Teach AI to set minimum mine bounce for improved aiming
Wuzzy <Wuzzy2@mail.ru>
parents: 15622
diff changeset
   189
                        end;
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Wuzzy <Wuzzy2@mail.ru>
parents: 15622
diff changeset
   190
15626
ac44dae6425e Teach AI to use drill strike
Wuzzy <Wuzzy2@mail.ru>
parents: 15625
diff changeset
   191
                    if (Ammoz[a].Ammo.Propz and ammoprop_NeedTarget) <> 0 then
ac44dae6425e Teach AI to use drill strike
Wuzzy <Wuzzy2@mail.ru>
parents: 15625
diff changeset
   192
                        begin
ac44dae6425e Teach AI to use drill strike
Wuzzy <Wuzzy2@mail.ru>
parents: 15625
diff changeset
   193
                        AddAction(BestActions, aia_Put, 0, 8, ap.AttackPutX, ap.AttackPutY)
ac44dae6425e Teach AI to use drill strike
Wuzzy <Wuzzy2@mail.ru>
parents: 15625
diff changeset
   194
                        end;
ac44dae6425e Teach AI to use drill strike
Wuzzy <Wuzzy2@mail.ru>
parents: 15625
diff changeset
   195
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parents: 7078
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   196
                    if (Ammoz[a].Ammo.Propz and ammoprop_NoCrosshair) = 0 then
6580
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lovelacer
parents: 6462
diff changeset
   197
                        begin
7197
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unc0rr
parents: 7178
diff changeset
   198
                        dAngle:= LongInt(Me^.Angle) - Abs(ap.Angle);
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unc0rr
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diff changeset
   199
                        if dAngle > 0 then
7132
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unc0rr
parents: 7078
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   200
                            begin
baf3351646f4 - Fix some AI stupidness factors
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   201
                            AddAction(BestActions, aia_Up, aim_push, 300 + random(250), 0, 0);
7197
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unc0rr
parents: 7178
diff changeset
   202
                            AddAction(BestActions, aia_Up, aim_release, dAngle, 0, 0)
7132
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diff changeset
   203
                            end
7197
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   204
                        else if dAngle < 0 then
7132
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   205
                            begin
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diff changeset
   206
                            AddAction(BestActions, aia_Down, aim_push, 300 + random(250), 0, 0);
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   207
                            AddAction(BestActions, aia_Down, aim_release, -dAngle, 0, 0)
7132
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diff changeset
   208
                            end
baf3351646f4 - Fix some AI stupidness factors
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   209
                        end;
8865
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koda
parents: 8677
diff changeset
   210
7197
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unc0rr
parents: 7178
diff changeset
   211
                    if (Ammoz[a].Ammo.Propz and ammoprop_OscAim) <> 0 then
7132
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unc0rr
parents: 7078
diff changeset
   212
                        begin
7197
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unc0rr
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diff changeset
   213
                        AddAction(BestActions, aia_attack, aim_push, 350 + random(200), 0, 0);
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unc0rr
parents: 7178
diff changeset
   214
                        AddAction(BestActions, aia_attack, aim_release, 1, 0, 0);
8865
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koda
parents: 8677
diff changeset
   215
7453
unc0rr
parents: 7450
diff changeset
   216
                        if abs(ap.Angle) > 32 then
7450
4be946b65a85 Fix edge case problems with sniper rifle
unc0rr
parents: 7446
diff changeset
   217
                           begin
4be946b65a85 Fix edge case problems with sniper rifle
unc0rr
parents: 7446
diff changeset
   218
                           AddAction(BestActions, aia_Down, aim_push, 100 + random(150), 0, 0);
4be946b65a85 Fix edge case problems with sniper rifle
unc0rr
parents: 7446
diff changeset
   219
                           AddAction(BestActions, aia_Down, aim_release, 32, 0, 0);
4be946b65a85 Fix edge case problems with sniper rifle
unc0rr
parents: 7446
diff changeset
   220
                           end;
8865
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koda
parents: 8677
diff changeset
   221
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   222
                        AddAction(BestActions, aia_waitAngle, ap.Angle, 250, 0, 0);
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   223
                        AddAction(BestActions, aia_attack, aim_push, 1, 0, 0);
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   224
                        AddAction(BestActions, aia_attack, aim_release, 1, 0, 0);
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   225
                        end else
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   226
                        if (Ammoz[a].Ammo.Propz and ammoprop_AttackingPut) = 0 then
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   227
                            begin
9495
2fc346fadae3 - AI quickly shoots with desert eagle till hits the target
unc0rr
parents: 9317
diff changeset
   228
                            if (AmmoTests[a].flags and amtest_MultipleAttacks) = 0 then
2fc346fadae3 - AI quickly shoots with desert eagle till hits the target
unc0rr
parents: 9317
diff changeset
   229
                                n:= 1 else n:= ap.AttacksNum;
2fc346fadae3 - AI quickly shoots with desert eagle till hits the target
unc0rr
parents: 9317
diff changeset
   230
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   231
                            AddAction(BestActions, aia_attack, aim_push, 650 + random(300), 0, 0);
9495
2fc346fadae3 - AI quickly shoots with desert eagle till hits the target
unc0rr
parents: 9317
diff changeset
   232
                            for t:= 2 to n do
2fc346fadae3 - AI quickly shoots with desert eagle till hits the target
unc0rr
parents: 9317
diff changeset
   233
                                begin
2fc346fadae3 - AI quickly shoots with desert eagle till hits the target
unc0rr
parents: 9317
diff changeset
   234
                                AddAction(BestActions, aia_attack, aim_push, 150, 0, 0);
2fc346fadae3 - AI quickly shoots with desert eagle till hits the target
unc0rr
parents: 9317
diff changeset
   235
                                AddAction(BestActions, aia_attack, aim_release, ap.Power, 0, 0);
2fc346fadae3 - AI quickly shoots with desert eagle till hits the target
unc0rr
parents: 9317
diff changeset
   236
                                end;
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   237
                            AddAction(BestActions, aia_attack, aim_release, ap.Power, 0, 0);
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   238
                            end;
7416
2f2f78fc65a3 AI uses cake! Known issues: AI could damage itself for no reason, could let cake go looping in a hole with exit closed by AI hog.
unc0rr
parents: 7375
diff changeset
   239
2f2f78fc65a3 AI uses cake! Known issues: AI could damage itself for no reason, could let cake go looping in a hole with exit closed by AI hog.
unc0rr
parents: 7375
diff changeset
   240
                    if (Ammoz[a].Ammo.Propz and ammoprop_Track) <> 0 then
2f2f78fc65a3 AI uses cake! Known issues: AI could damage itself for no reason, could let cake go looping in a hole with exit closed by AI hog.
unc0rr
parents: 7375
diff changeset
   241
                        begin
2f2f78fc65a3 AI uses cake! Known issues: AI could damage itself for no reason, could let cake go looping in a hole with exit closed by AI hog.
unc0rr
parents: 7375
diff changeset
   242
                        AddAction(BestActions, aia_waitAmmoXY, 0, 12, ap.ExplX, ap.ExplY);
2f2f78fc65a3 AI uses cake! Known issues: AI could damage itself for no reason, could let cake go looping in a hole with exit closed by AI hog.
unc0rr
parents: 7375
diff changeset
   243
                        AddAction(BestActions, aia_attack, aim_push, 1, 0, 0);
2f2f78fc65a3 AI uses cake! Known issues: AI could damage itself for no reason, could let cake go looping in a hole with exit closed by AI hog.
unc0rr
parents: 7375
diff changeset
   244
                        AddAction(BestActions, aia_attack, aim_release, 7, 0, 0);
2f2f78fc65a3 AI uses cake! Known issues: AI could damage itself for no reason, could let cake go looping in a hole with exit closed by AI hog.
unc0rr
parents: 7375
diff changeset
   245
                        end;
2f2f78fc65a3 AI uses cake! Known issues: AI could damage itself for no reason, could let cake go looping in a hole with exit closed by AI hog.
unc0rr
parents: 7375
diff changeset
   246
7132
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parents: 7078
diff changeset
   247
                    if ap.ExplR > 0 then
baf3351646f4 - Fix some AI stupidness factors
unc0rr
parents: 7078
diff changeset
   248
                        AddAction(BestActions, aia_AwareExpl, ap.ExplR, 10, ap.ExplX, ap.ExplY);
baf3351646f4 - Fix some AI stupidness factors
unc0rr
parents: 7078
diff changeset
   249
                    end
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   250
            end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   251
        if a = High(TAmmoType) then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   252
            a:= Low(TAmmoType)
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   253
        else inc(a)
7178
c61cfc9eb29d Don't make unnecessary calls to TestWhip, TestFirePunch, TestBaseballBat and TestHammer functions as they have no need to take Targ parameter into account and thus may only be called once per position
unc0rr
parents: 7164
diff changeset
   254
        until (a = aa) or (CurrentHedgehog^.MultiShootAttacks > 0) {shooting same weapon}
c61cfc9eb29d Don't make unnecessary calls to TestWhip, TestFirePunch, TestBaseballBat and TestHammer functions as they have no need to take Targ parameter into account and thus may only be called once per position
unc0rr
parents: 7164
diff changeset
   255
            or StopThinking
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   256
        end
64
9df467527ae5 - Start AI rewrite
unc0rr
parents: 53
diff changeset
   257
end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   258
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   259
procedure Walk(Me: PGear; var Actions: TActions);
7433
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   260
const FallPixForBranching = cHHRadius;
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   261
var
14528
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   262
    maxticks, oldticks, steps, tmp: Longword;
15622
dc62f1c13bb2 Teach AI to spam extra time if infinite
Wuzzy <Wuzzy2@mail.ru>
parents: 15546
diff changeset
   263
    BaseRate, BestRate, Rate, i: LongInt;
75
d2b737858ff7 - New First Aid powerup
unc0rr
parents: 74
diff changeset
   264
    GoInfo: TGoInfo;
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 75
diff changeset
   265
    CanGo: boolean;
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 75
diff changeset
   266
    AltMe: TGear;
3407
dcc129c4352e Engine:
smxx
parents: 3236
diff changeset
   267
    BotLevel: Byte;
6392
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
   268
    a: TAmmoType;
14528
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parents: 14527
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   269
    isAfterAttack: boolean;
64
9df467527ae5 - Start AI rewrite
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parents: 53
diff changeset
   270
begin
14528
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   271
Actions.ticks:= 0;
7789
838d2e06c377 Check cake and air attack again if walked far from initial position (not tested)
unc0rr
parents: 7787
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   272
oldticks:= 0; // avoid compiler hint
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   273
Stack.Count:= 0;
6392
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
   274
7787
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
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   275
clearAllMarks;
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
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diff changeset
   276
6392
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
   277
for a:= Low(TAmmoType) to High(TAmmoType) do
6770
7d2c6cdb816a Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
parents: 6748
diff changeset
   278
    CanUseAmmo[a]:= Assigned(AmmoTests[a].proc) and (HHHasAmmo(Me^.Hedgehog^, a) > 0);
6392
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
   279
4372
3836973380b9 remove some more PHedgehog casts
nemo
parents: 4368
diff changeset
   280
BotLevel:= Me^.Hedgehog^.BotLevel;
75
d2b737858ff7 - New First Aid powerup
unc0rr
parents: 74
diff changeset
   281
14528
184df3900ec4 - Bots activate extra time if needed
unc0rr
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   282
isAfterAttack:= ((Me^.State and gstAttacked) <> 0) and ((GameFlags and gfInfAttack) = 0);
184df3900ec4 - Bots activate extra time if needed
unc0rr
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diff changeset
   283
if isAfterAttack then
184df3900ec4 - Bots activate extra time if needed
unc0rr
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diff changeset
   284
    maxticks:= Max(0, TurnTimeLeft - 500)
6580
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lovelacer
parents: 6462
diff changeset
   285
else
14528
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   286
    maxticks:= Max(0, TurnTimeLeft - 5000 - LongWord(4000 * BotLevel));
75
d2b737858ff7 - New First Aid powerup
unc0rr
parents: 74
diff changeset
   287
14528
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   288
if not isAfterAttack then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   289
    TestAmmos(Actions, Me, false);
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   290
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   291
BestRate:= RatePlace(Me);
4374
bcefeeabaa33 Move some stuff from uMisc to uUtils
unC0Rr
parents: 4373
diff changeset
   292
BaseRate:= Max(BestRate, 0);
75
d2b737858ff7 - New First Aid powerup
unc0rr
parents: 74
diff changeset
   293
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   294
// switch to 'skip' if we cannot move because of mouse cursor being shown
5148
73b3b4b8359c Make AI switch to amNothing before trying to walk if it holds weapon which needs targeting (not tested)
unc0rr
parents: 4976
diff changeset
   295
if (Ammoz[Me^.Hedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NeedTarget) <> 0 then
7132
baf3351646f4 - Fix some AI stupidness factors
unc0rr
parents: 7078
diff changeset
   296
    AddAction(Actions, aia_Weapon, Longword(amSkip), 100 + random(200), 0, 0);
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   297
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   298
if ((CurrentHedgehog^.MultiShootAttacks = 0) or ((Ammoz[Me^.Hedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NoMoveAfter) = 0))
13096
d78e65c66573 Add hedgehog effect heArtillery, allows to set per-hedgehog artillery mode
Wuzzy <Wuzzy2@mail.ru>
parents: 12713
diff changeset
   299
    and (CurrentHedgehog^.Effects[heArtillery] = 0) and (cGravityf <> 0) then
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   300
    begin
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   301
    tmp:= random(2) + 1;
14528
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   302
    Push(Actions, Me^, tmp);
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   303
    Push(Actions, Me^, tmp xor 3);
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   304
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   305
    while (Stack.Count > 0) and (not StopThinking) do
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   306
        begin
14528
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   307
        Pop(Actions, Me^);
193
56885ea29202 Fix bots regressions
unc0rr
parents: 191
diff changeset
   308
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   309
        AddAction(Actions, Me^.Message, aim_push, 250, 0, 0);
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   310
        if (Me^.Message and gmLeft) <> 0 then
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   311
            AddAction(Actions, aia_WaitXL, hwRound(Me^.X), 0, 0, 0)
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   312
        else
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   313
            AddAction(Actions, aia_WaitXR, hwRound(Me^.X), 0, 0, 0);
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   314
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   315
        steps:= 0;
82
2f4f3236cccc - New fort
unc0rr
parents: 80
diff changeset
   316
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   317
        while (not StopThinking) do
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   318
            begin
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   319
    {$HINTS OFF}
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   320
            CanGo:= HHGo(Me, @AltMe, GoInfo);
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   321
    {$HINTS ON}
14528
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   322
            oldticks:= Actions.ticks;
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   323
            inc(Actions.ticks, GoInfo.Ticks);
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   324
            if (Actions.ticks > maxticks) or (TurnTimeLeft < BestActions.ticks + 5000) then
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   325
            begin
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   326
                if (BotLevel < 5)
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   327
                        and (not isAfterAttack)
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   328
                        and (BestActions.Score > 0) // we have a good move
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   329
                        and (TurnTimeLeft < BestActions.ticks + 5000) // we won't have a lot of time after attack
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   330
                        and (HHHasAmmo(Me^.Hedgehog^, amExtraTime) > 0) // but can use extra time
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   331
                then
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   332
                begin
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   333
                    BestActions.Count:= 0;
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   334
                    AddAction(BestActions, aia_Weapon, Longword(amExtraTime), 80, 0, 0);
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   335
                    AddAction(BestActions, aia_attack, aim_push, 10, 0, 0);
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   336
                    AddAction(BestActions, aia_attack, aim_release, 10, 0, 0);
15622
dc62f1c13bb2 Teach AI to spam extra time if infinite
Wuzzy <Wuzzy2@mail.ru>
parents: 15546
diff changeset
   337
                    // Better bot levels know they can spam extra time if infinite
dc62f1c13bb2 Teach AI to spam extra time if infinite
Wuzzy <Wuzzy2@mail.ru>
parents: 15546
diff changeset
   338
                    if (BotLevel < 3) and (HHHasAmmo(Me^.Hedgehog^, amExtraTime) = AMMO_INFINITE) then
dc62f1c13bb2 Teach AI to spam extra time if infinite
Wuzzy <Wuzzy2@mail.ru>
parents: 15546
diff changeset
   339
                        for i:= 1 to 3 do
dc62f1c13bb2 Teach AI to spam extra time if infinite
Wuzzy <Wuzzy2@mail.ru>
parents: 15546
diff changeset
   340
                            begin
dc62f1c13bb2 Teach AI to spam extra time if infinite
Wuzzy <Wuzzy2@mail.ru>
parents: 15546
diff changeset
   341
                            AddAction(BestActions, aia_attack, aim_push, 100, 0, 0);
dc62f1c13bb2 Teach AI to spam extra time if infinite
Wuzzy <Wuzzy2@mail.ru>
parents: 15546
diff changeset
   342
                            AddAction(BestActions, aia_attack, aim_release, 100, 0, 0);
dc62f1c13bb2 Teach AI to spam extra time if infinite
Wuzzy <Wuzzy2@mail.ru>
parents: 15546
diff changeset
   343
                            end;
14528
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   344
                end;
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   345
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   346
                break;
14528
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   347
            end;
194
88652abdce9a Fixed weird bots behavior
unc0rr
parents: 193
diff changeset
   348
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   349
            if (BotLevel < 5)
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   350
                and (GoInfo.JumpType = jmpHJump)
7787
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   351
                and (not checkMark(hwRound(Me^.X), hwRound(Me^.Y), markHJumped))
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   352
                then // hjump support
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   353
                begin
7446
9ce6e2c35413 No more AI jumping lulz
unc0rr
parents: 7437
diff changeset
   354
                // check if we could go backwards and maybe ljump over a gap after this hjump
7787
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   355
                addMark(hwRound(Me^.X), hwRound(Me^.Y), markHJumped);
14528
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   356
                if Push(Actions, AltMe, Me^.Message xor 3) then
7433
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   357
                    begin
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   358
                    with Stack.States[Pred(Stack.Count)] do
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   359
                        begin
8036
89740f927254 Don't rely on hedgehog facing direction, check intentions instead. Should fix excessive turns around and weird jumps to water
unc0rr
parents: 8017
diff changeset
   360
                        if (Me^.Message and gmLeft) <> 0 then
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   361
                            AddAction(MadeActions, aia_LookRight, 0, 200, 0, 0)
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   362
                        else
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   363
                            AddAction(MadeActions, aia_LookLeft, 0, 200, 0, 0);
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   364
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   365
                        AddAction(MadeActions, aia_HJump, 0, 305 + random(50), 0, 0);
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   366
                        AddAction(MadeActions, aia_HJump, 0, 350, 0, 0);
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   367
                        end;
7446
9ce6e2c35413 No more AI jumping lulz
unc0rr
parents: 7437
diff changeset
   368
                    // but first check walking forward
14528
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   369
                    Push(Stack.States[Pred(Stack.Count)].MadeActions, AltMe, Me^.Message)
7433
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   370
                    end;
7787
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   371
                end;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   372
            if (BotLevel < 3)
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   373
                and (GoInfo.JumpType = jmpLJump)
7787
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   374
                and (not checkMark(hwRound(Me^.X), hwRound(Me^.Y), markLJumped))
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   375
                then // ljump support
7250
304d3d98662e AI loves to jump
unc0rr
parents: 7216
diff changeset
   376
                begin
7787
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   377
                addMark(hwRound(Me^.X), hwRound(Me^.Y), markLJumped);
7433
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   378
                // at final check where we go after jump walking backward
14528
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   379
                if Push(Actions, AltMe, Me^.Message xor 3) then
7433
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   380
                    with Stack.States[Pred(Stack.Count)] do
8017
70d386de989f Some tweaks to AI
unc0rr
parents: 7790
diff changeset
   381
                        begin
8036
89740f927254 Don't rely on hedgehog facing direction, check intentions instead. Should fix excessive turns around and weird jumps to water
unc0rr
parents: 8017
diff changeset
   382
                        if (Me^.Message and gmLeft) <> 0 then
8017
70d386de989f Some tweaks to AI
unc0rr
parents: 7790
diff changeset
   383
                            AddAction(MadeActions, aia_LookLeft, 0, 200, 0, 0)
70d386de989f Some tweaks to AI
unc0rr
parents: 7790
diff changeset
   384
                        else
70d386de989f Some tweaks to AI
unc0rr
parents: 7790
diff changeset
   385
                            AddAction(MadeActions, aia_LookRight, 0, 200, 0, 0);
70d386de989f Some tweaks to AI
unc0rr
parents: 7790
diff changeset
   386
7433
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   387
                        AddAction(MadeActions, aia_LJump, 0, 305 + random(50), 0, 0);
8017
70d386de989f Some tweaks to AI
unc0rr
parents: 7790
diff changeset
   388
                        end;
7433
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   389
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   390
                // push current position so we proceed from it after checking jump+forward walk opportunities
14528
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   391
                if CanGo then Push(Actions, Me^, Me^.Message);
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   392
7433
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   393
                // first check where we go after jump walking forward
14528
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   394
                if Push(Actions, AltMe, Me^.Message) then
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   395
                    with Stack.States[Pred(Stack.Count)] do
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   396
                        AddAction(MadeActions, aia_LJump, 0, 305 + random(50), 0, 0);
14528
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   397
7250
304d3d98662e AI loves to jump
unc0rr
parents: 7216
diff changeset
   398
                break
304d3d98662e AI loves to jump
unc0rr
parents: 7216
diff changeset
   399
                end;
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   400
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   401
            // 'not CanGO' means we cannot go straight, possible jumps are checked above
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   402
            if not CanGo then
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   403
                break;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   404
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   405
             inc(steps);
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   406
             Actions.actions[Pred(Actions.Count)].Param:= hwRound(Me^.X);
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   407
             Rate:= RatePlace(Me);
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   408
             if Rate > BestRate then
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   409
                begin
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   410
                BestActions:= Actions;
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   411
                BestActions.isWalkingToABetterPlace:= true;
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   412
                BestRate:= Rate;
14528
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   413
                isAfterAttack:= true // we have better place, go there and do not use ammo
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   414
                end
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   415
            else if Rate < BestRate then
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   416
                break;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   417
14528
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   418
            if (not isAfterAttack) and ((steps mod 4) = 0) then
7433
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   419
                begin
7787
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   420
                if (steps > 4) and checkMark(hwRound(Me^.X), hwRound(Me^.Y), markWalkedHere) then
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   421
                    break;
7787
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   422
                addMark(hwRound(Me^.X), hwRound(Me^.Y), markWalkedHere);
7789
838d2e06c377 Check cake and air attack again if walked far from initial position (not tested)
unc0rr
parents: 7787
diff changeset
   423
14528
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   424
                TestAmmos(Actions, Me, Actions.ticks shr 12 = oldticks shr 12);
7433
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   425
                end;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   426
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   427
            if GoInfo.FallPix >= FallPixForBranching then
14528
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   428
                Push(Actions, Me^, Me^.Message xor 3); // aia_Left xor 3 = aia_Right
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   429
            end {while};
193
56885ea29202 Fix bots regressions
unc0rr
parents: 191
diff changeset
   430
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   431
        if BestRate > BaseRate then
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   432
            exit
7164
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7132
diff changeset
   433
        end {while}
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   434
    end {if}
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   435
end;
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   436
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   437
function Think(Me: PGear): LongInt; cdecl; export;
74
42257fee61ae - Unicode support for team and hedgehogs names
unc0rr
parents: 71
diff changeset
   438
var BackMe, WalkMe: TGear;
6992
b8f3d8991e92 marked a couple of functions as inline
koda
parents: 6982
diff changeset
   439
    switchCount: LongInt;
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7790
diff changeset
   440
    currHedgehogIndex, itHedgehog, switchesNum, i: Longword;
6770
7d2c6cdb816a Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
parents: 6748
diff changeset
   441
    switchImmediatelyAvailable: boolean;
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   442
    Actions: TActions;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   443
begin
8884
08fe08651130 set translucency on fruit theme water, clamp size to even number (same sdl window resize) and honouring min size, reduce calls to dmgmod a bit
nemo
parents: 8865
diff changeset
   444
dmgMod:= 0.01 * hwFloat2Float(cDamageModifier) * cDamagePercent;
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   445
StartTicks:= GameTicks;
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7790
diff changeset
   446
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   447
currHedgehogIndex:= CurrentTeam^.CurrHedgehog;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   448
itHedgehog:= currHedgehogIndex;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   449
switchesNum:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   450
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   451
switchImmediatelyAvailable:= (CurAmmoGear <> nil) and (CurAmmoGear^.Kind = gtSwitcher);
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   452
if Me^.Hedgehog^.BotLevel <> 5 then
7375
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7250
diff changeset
   453
    switchCount:= HHHasAmmo(PGear(Me)^.Hedgehog^, amSwitch)
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7250
diff changeset
   454
else switchCount:= 0;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   455
15466
6031c0cfec89 Make sure AI doesn't skip after collecting ammo. Fixes bug 796
Wuzzy <Wuzzy2@mail.ru>
parents: 15386
diff changeset
   456
if ((Me^.State and gstAttacked) = 0) or isInMultiShoot or bonuses.activity or ((Me^.AIHints and aihAmmosChanged) <> 0) then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   457
    if Targets.Count > 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   458
        begin
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   459
        // iterate over current team hedgehogs
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   460
        repeat
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   461
            WalkMe:= CurrentTeam^.Hedgehogs[itHedgehog].Gear^;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   462
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   463
            Actions.Count:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   464
            Actions.Pos:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   465
            Actions.Score:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   466
            if switchesNum > 0 then
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   467
                begin
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7790
diff changeset
   468
                if (not switchImmediatelyAvailable)  then
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   469
                    begin
6770
7d2c6cdb816a Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
parents: 6748
diff changeset
   470
                    // when AI has to use switcher, make it cost smth unless they have a lot of switches
6992
b8f3d8991e92 marked a couple of functions as inline
koda
parents: 6982
diff changeset
   471
                    if (switchCount < 10) then Actions.Score:= (-27+switchCount*3)*4000;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   472
                    AddAction(Actions, aia_Weapon, Longword(amSwitch), 300 + random(200), 0, 0);
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   473
                    AddAction(Actions, aia_attack, aim_push, 300 + random(300), 0, 0);
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   474
                    AddAction(Actions, aia_attack, aim_release, 1, 0, 0);
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   475
                    end;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   476
                for i:= 1 to switchesNum do
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   477
                    AddAction(Actions, aia_Switch, 0, 300 + random(200), 0, 0);
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   478
                end;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   479
            Walk(@WalkMe, Actions);
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   480
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   481
            // find another hog in team
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   482
            repeat
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   483
                itHedgehog:= Succ(itHedgehog) mod CurrentTeam^.HedgehogsNumber;
8677
afb2b467f801 skip frozen hogs in switch
nemo
parents: 8036
diff changeset
   484
            until (itHedgehog = currHedgehogIndex) or ((CurrentTeam^.Hedgehogs[itHedgehog].Gear <> nil) and (CurrentTeam^.Hedgehogs[itHedgehog].Effects[heFrozen]=0));
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   485
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   486
            inc(switchesNum);
6770
7d2c6cdb816a Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
parents: 6748
diff changeset
   487
        until (not (switchImmediatelyAvailable or (switchCount > 0)))
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   488
            or StopThinking
6395
bb04d7a9f7e2 Make AI be less scared by crates. Actually, now it starts using switcher just to pick a crate up.
unc0rr
parents: 6393
diff changeset
   489
            or (itHedgehog = currHedgehogIndex)
bb04d7a9f7e2 Make AI be less scared by crates. Actually, now it starts using switcher just to pick a crate up.
unc0rr
parents: 6393
diff changeset
   490
            or BestActions.isWalkingToABetterPlace;
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   491
14528
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   492
        if (StartTicks > GameTicks - 1500) and (not StopThinking) then
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   493
            SDL_Delay(700);
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   494
6395
bb04d7a9f7e2 Make AI be less scared by crates. Actually, now it starts using switcher just to pick a crate up.
unc0rr
parents: 6393
diff changeset
   495
        if (BestActions.Score < -1023) and (not BestActions.isWalkingToABetterPlace) then
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   496
            begin
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   497
            BestActions.Count:= 0;
10164
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10108
diff changeset
   498
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10108
diff changeset
   499
            FillBonuses(false);
10510
9329dab04490 some whitespace fixes
sheepluva
parents: 10231
diff changeset
   500
12710
1ab53b945140 AI hogs use timebox instead of skip if clueless what to do
Wuzzy <almikes@aol.com>
parents: 12709
diff changeset
   501
            // Hog has no idea what to do. Use tardis or skip
15466
6031c0cfec89 Make sure AI doesn't skip after collecting ammo. Fixes bug 796
Wuzzy <Wuzzy2@mail.ru>
parents: 15386
diff changeset
   502
            if (not bonuses.activity) and ((Me^.AIHints and aihAmmosChanged) = 0) then
14690
fd22b6d474e7 Fix AI trying to use tardis during multishoot
Wuzzy <Wuzzy2@mail.ru>
parents: 14607
diff changeset
   503
                if (((GameFlags and gfInfAttack) <> 0) or (CurrentHedgehog^.MultiShootAttacks = 0)) and (HHHasAmmo(Me^.Hedgehog^, amTardis) > 0) and (CanUseTardis(Me^.Hedgehog^.Gear)) and (random(4) < 3) then
12710
1ab53b945140 AI hogs use timebox instead of skip if clueless what to do
Wuzzy <almikes@aol.com>
parents: 12709
diff changeset
   504
                    // Tardis brings hog to a random place. Perfect for clueless AI
1ab53b945140 AI hogs use timebox instead of skip if clueless what to do
Wuzzy <almikes@aol.com>
parents: 12709
diff changeset
   505
                    begin
1ab53b945140 AI hogs use timebox instead of skip if clueless what to do
Wuzzy <almikes@aol.com>
parents: 12709
diff changeset
   506
                    AddAction(BestActions, aia_Weapon, Longword(amTardis), 80, 0, 0);
1ab53b945140 AI hogs use timebox instead of skip if clueless what to do
Wuzzy <almikes@aol.com>
parents: 12709
diff changeset
   507
                    AddAction(BestActions, aia_attack, aim_push, 10, 0, 0);
1ab53b945140 AI hogs use timebox instead of skip if clueless what to do
Wuzzy <almikes@aol.com>
parents: 12709
diff changeset
   508
                    AddAction(BestActions, aia_attack, aim_release, 10, 0, 0);
1ab53b945140 AI hogs use timebox instead of skip if clueless what to do
Wuzzy <almikes@aol.com>
parents: 12709
diff changeset
   509
                    end
1ab53b945140 AI hogs use timebox instead of skip if clueless what to do
Wuzzy <almikes@aol.com>
parents: 12709
diff changeset
   510
                else
1ab53b945140 AI hogs use timebox instead of skip if clueless what to do
Wuzzy <almikes@aol.com>
parents: 12709
diff changeset
   511
                    AddAction(BestActions, aia_Skip, 0, 250, 0, 0);
15466
6031c0cfec89 Make sure AI doesn't skip after collecting ammo. Fixes bug 796
Wuzzy <Wuzzy2@mail.ru>
parents: 15386
diff changeset
   512
            Me^.AIHints := ME^.AIHints and (not aihAmmosChanged);
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   513
            end;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   514
15654
25132742a948 Fix AI thread erroring out when there are no targets
Wuzzy <Wuzzy2@mail.ru>
parents: 15626
diff changeset
   515
        end
25132742a948 Fix AI thread erroring out when there are no targets
Wuzzy <Wuzzy2@mail.ru>
parents: 15626
diff changeset
   516
    else
25132742a948 Fix AI thread erroring out when there are no targets
Wuzzy <Wuzzy2@mail.ru>
parents: 15626
diff changeset
   517
        begin
25132742a948 Fix AI thread erroring out when there are no targets
Wuzzy <Wuzzy2@mail.ru>
parents: 15626
diff changeset
   518
        // No target found, skip turn
25132742a948 Fix AI thread erroring out when there are no targets
Wuzzy <Wuzzy2@mail.ru>
parents: 15626
diff changeset
   519
        BestActions.Count:= 0;
25132742a948 Fix AI thread erroring out when there are no targets
Wuzzy <Wuzzy2@mail.ru>
parents: 15626
diff changeset
   520
        AddAction(BestActions, aia_Skip, 0, 250, 0, 0);
25132742a948 Fix AI thread erroring out when there are no targets
Wuzzy <Wuzzy2@mail.ru>
parents: 15626
diff changeset
   521
        Me^.AIHints := ME^.AIHints and (not aihAmmosChanged);
25132742a948 Fix AI thread erroring out when there are no targets
Wuzzy <Wuzzy2@mail.ru>
parents: 15626
diff changeset
   522
        end
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   523
else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   524
    begin
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   525
    BackMe:= Me^;
10164
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10108
diff changeset
   526
    i:= 4;
8946
3e07b8ff2ae1 Make AI more active in multiattack game mode
unc0rr
parents: 8938
diff changeset
   527
    while (not StopThinking) and (BestActions.Count = 0) and (i > 0) do
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   528
        begin
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7790
diff changeset
   529
7375
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7250
diff changeset
   530
(*
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7250
diff changeset
   531
        // 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
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7250
diff changeset
   532
        if SuddenDeathDmg and ((hwRound(BackMe.Y)+cWaterRise*2) > cWaterLine) then
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7250
diff changeset
   533
            AddBonus(hwRound(BackMe.X), hwRound(BackMe.Y), 250, -40);
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7250
diff changeset
   534
*)
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7790
diff changeset
   535
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   536
        FillBonuses(true);
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   537
        WalkMe:= BackMe;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   538
        Actions.Count:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   539
        Actions.Pos:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   540
        Actions.Score:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   541
        Walk(@WalkMe, Actions);
10164
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10108
diff changeset
   542
        if not bonuses.activity then dec(i);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   543
        if not StopThinking then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   544
            SDL_Delay(100)
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   545
        end
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   546
    end;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   547
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   548
Me^.State:= Me^.State and (not gstHHThinking);
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   549
Think:= 0;
15386
fcdb6e3a9d36 Prevent leaking of thread objects
unC0Rr
parents: 14690
diff changeset
   550
SDL_SemPost(ThreadSem);
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   551
end;
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   552
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   553
procedure StartThink(Me: PGear);
15386
fcdb6e3a9d36 Prevent leaking of thread objects
unC0Rr
parents: 14690
diff changeset
   554
var ThinkThread: PSDL_Thread;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   555
begin
542
ec26095f1bed - Get rid of ammoProp_AttackInFall and gstFalling
unc0rr
parents: 522
diff changeset
   556
if ((Me^.State and (gstAttacking or gstHHJumping or gstMoving)) <> 0)
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   557
or isInMultiShoot then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   558
    exit;
506
0889d833d47e - A good implementation of shotgun
unc0rr
parents: 500
diff changeset
   559
15386
fcdb6e3a9d36 Prevent leaking of thread objects
unC0Rr
parents: 14690
diff changeset
   560
SDL_SemWait(ThreadSem);
7433
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   561
//DeleteCI(Me); // this will break demo/netplay
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   562
369
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
   563
Me^.State:= Me^.State or gstHHThinking;
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
   564
Me^.Message:= 0;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   565
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   566
BestActions.Count:= 0;
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   567
BestActions.Pos:= 0;
5163
1620a02d5282 Fix test for water in airstrike handler
unc0rr
parents: 5162
diff changeset
   568
BestActions.Score:= Low(LongInt);
6395
bb04d7a9f7e2 Make AI be less scared by crates. Actually, now it starts using switcher just to pick a crate up.
unc0rr
parents: 6393
diff changeset
   569
BestActions.isWalkingToABetterPlace:= false;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   570
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   571
StopThinking:= false;
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   572
ThinkingHH:= Me;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   573
70
82d93eeecebe - Many AI improvements
unc0rr
parents: 66
diff changeset
   574
FillTargets;
941
b5222ddafe1f - Fix bug with picking up ammos from cases, when total ammo count may become more than AMMO_INFINITE
unc0rr
parents: 936
diff changeset
   575
14527
a4d560aeda96 - Never consider a bot in inf attacks mode being in after attack mode, helps action in inf attack
unc0rr
parents: 14247
diff changeset
   576
FillBonuses(((Me^.State and gstAttacked) <> 0) and (not isInMultiShoot) and ((GameFlags and gfInfAttack) = 0));
8908
d3033e3a4113 let's try to kill the thread right away and protect the thread variable with a mutex
koda
parents: 8884
diff changeset
   577
11367
a91c4c4fd85c add pchar casts to make pas2c happy
sheepluva
parents: 11362
diff changeset
   578
ThinkThread:= SDL_CreateThread(@Think, PChar('think'), Me);
15386
fcdb6e3a9d36 Prevent leaking of thread objects
unC0Rr
parents: 14690
diff changeset
   579
SDL_DetachThread(ThinkThread);
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   580
end;
191
a03c2d037e24 Bots are in the same thread as game. Fixes FreePascal issues.
unc0rr
parents: 183
diff changeset
   581
8965
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   582
{$IFDEF DEBUGAI}
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   583
var scoreShown: boolean = false;
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   584
{$ENDIF}
7204
522f165cd2e7 - Fix damage calculation in TestSniperRifle, aim a bit lower to compensate initial angle shift in sniper rifle. As a result, AI seems to never fail sniper rifle shots.
unc0rr
parents: 7197
diff changeset
   585
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   586
procedure ProcessBot;
6982
8d41d22a291d breaking news, we don't support typed consts anymore
koda
parents: 6770
diff changeset
   587
const cStopThinkTime = 40;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   588
begin
602
f7628ebfccde Add CurrentHedgehog variable which simplifies code
unc0rr
parents: 599
diff changeset
   589
with CurrentHedgehog^ do
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   590
    if (Gear <> nil)
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   591
    and ((Gear^.State and gstHHDriven) <> 0)
14527
a4d560aeda96 - Never consider a bot in inf attacks mode being in after attack mode, helps action in inf attack
unc0rr
parents: 14247
diff changeset
   592
    and ((TurnTimeLeft < cHedgehogTurnTime - 50) or (TurnTimeLeft > cHedgehogTurnTime)) then
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   593
        if ((Gear^.State and gstHHThinking) = 0) then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   594
            if (BestActions.Pos >= BestActions.Count)
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   595
            and (TurnTimeLeft > cStopThinkTime) then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   596
                begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   597
                if Gear^.Message <> 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   598
                    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   599
                    StopMessages(Gear^.Message);
11532
bf86c6cb9341 Bye-bye TryDo
unc0rr
parents: 11475
diff changeset
   600
                    if checkFails((Gear^.Message and gmAllStoppable) = 0, 'Engine bug: AI may break demos playing', true) then exit;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   601
                    end;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   602
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   603
                if Gear^.Message <> 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   604
                    exit;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   605
8965
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   606
{$IFDEF DEBUGAI}
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   607
                scoreShown:= false;
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   608
{$ENDIF}
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   609
                StartThink(Gear);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   610
                StartTicks:= GameTicks
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   611
7204
522f165cd2e7 - Fix damage calculation in TestSniperRifle, aim a bit lower to compensate initial angle shift in sniper rifle. As a result, AI seems to never fail sniper rifle shots.
unc0rr
parents: 7197
diff changeset
   612
            end else
522f165cd2e7 - Fix damage calculation in TestSniperRifle, aim a bit lower to compensate initial angle shift in sniper rifle. As a result, AI seems to never fail sniper rifle shots.
unc0rr
parents: 7197
diff changeset
   613
                begin
8965
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   614
{$IFDEF DEBUGAI}
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   615
                if not scoreShown then
7204
522f165cd2e7 - Fix damage calculation in TestSniperRifle, aim a bit lower to compensate initial angle shift in sniper rifle. As a result, AI seems to never fail sniper rifle shots.
unc0rr
parents: 7197
diff changeset
   616
                    begin
522f165cd2e7 - Fix damage calculation in TestSniperRifle, aim a bit lower to compensate initial angle shift in sniper rifle. As a result, AI seems to never fail sniper rifle shots.
unc0rr
parents: 7197
diff changeset
   617
                    if BestActions.Score > 0 then ParseCommand('/say Expected score = ' + inttostr(BestActions.Score div 1024), true);
522f165cd2e7 - Fix damage calculation in TestSniperRifle, aim a bit lower to compensate initial angle shift in sniper rifle. As a result, AI seems to never fail sniper rifle shots.
unc0rr
parents: 7197
diff changeset
   618
                    scoreShown:= true
8965
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   619
                    end;
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   620
{$ENDIF}
7204
522f165cd2e7 - Fix damage calculation in TestSniperRifle, aim a bit lower to compensate initial angle shift in sniper rifle. As a result, AI seems to never fail sniper rifle shots.
unc0rr
parents: 7197
diff changeset
   621
                ProcessAction(BestActions, Gear)
522f165cd2e7 - Fix damage calculation in TestSniperRifle, aim a bit lower to compensate initial angle shift in sniper rifle. As a result, AI seems to never fail sniper rifle shots.
unc0rr
parents: 7197
diff changeset
   622
                end
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   623
        else if ((GameTicks - StartTicks) > cMaxAIThinkTime)
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   624
            or (TurnTimeLeft <= cStopThinkTime) then
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   625
                StopThinking:= true
369
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
   626
end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   627
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 2948
diff changeset
   628
procedure initModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   629
begin
6982
8d41d22a291d breaking news, we don't support typed consts anymore
koda
parents: 6770
diff changeset
   630
    StartTicks:= 0;
15386
fcdb6e3a9d36 Prevent leaking of thread objects
unC0Rr
parents: 14690
diff changeset
   631
    ThreadSem:= SDL_CreateSemaphore(1);
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   632
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   633
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 2948
diff changeset
   634
procedure freeModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   635
begin
7026
8d1724e1337e split OnDestroy across the appropriate modules (this doen't cause leaks on mobile, right?)
koda
parents: 6992
diff changeset
   636
    FreeActionsList();
15386
fcdb6e3a9d36 Prevent leaking of thread objects
unC0Rr
parents: 14690
diff changeset
   637
    SDL_DestroySemaphore(ThreadSem);
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   638
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   639
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   640
end.