author | unc0rr |
Sun, 04 Dec 2011 00:52:47 +0300 | |
changeset 6490 | 531bf083e8db |
parent 6462 | 0758fbec9b9f |
child 6580 | 6155187bf599 |
permissions | -rw-r--r-- |
4 | 1 |
(* |
1066 | 2 |
* Hedgewars, a free turn based strategy game |
4976 | 3 |
* Copyright (c) 2004-2011 Andrey Korotaev <unC0Rr@gmail.com> |
4 | 4 |
* |
183 | 5 |
* This program is free software; you can redistribute it and/or modify |
6 |
* it under the terms of the GNU General Public License as published by |
|
7 |
* the Free Software Foundation; version 2 of the License |
|
4 | 8 |
* |
183 | 9 |
* This program is distributed in the hope that it will be useful, |
10 |
* but WITHOUT ANY WARRANTY; without even the implied warranty of |
|
11 |
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
|
12 |
* GNU General Public License for more details. |
|
4 | 13 |
* |
183 | 14 |
* You should have received a copy of the GNU General Public License |
15 |
* along with this program; if not, write to the Free Software |
|
16 |
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA |
|
4 | 17 |
*) |
18 |
||
2630 | 19 |
{$INCLUDE "options.inc"} |
20 |
||
4 | 21 |
unit uAI; |
22 |
interface |
|
351 | 23 |
uses uFloat; |
2630 | 24 |
|
3038 | 25 |
procedure initModule; |
26 |
procedure freeModule; |
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|
433 | 28 |
procedure ProcessBot; |
64 | 29 |
procedure FreeActionsList; |
4 | 30 |
|
31 |
implementation |
|
4377 | 32 |
uses uConsts, SDLh, uAIMisc, uAIAmmoTests, uAIActions, |
6460 | 33 |
uAmmos, SysUtils{$IFNDEF USE_SDLTHREADS} {$IFDEF UNIX}, cthreads{$ENDIF} {$ENDIF}, uTypes, |
4403 | 34 |
uVariables, uCommands, uUtils, uDebug; |
4 | 35 |
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var BestActions: TActions; |
509 | 37 |
CanUseAmmo: array [TAmmoType] of boolean; |
433 | 38 |
StopThinking: boolean; |
6462 | 39 |
{$IFDEF USE_SDLTHREADS} |
5504 | 40 |
ThinkThread: PSDL_Thread = nil; |
6460 | 41 |
{$ELSE} |
42 |
ThinkThread: TThreadID; |
|
43 |
{$ENDIF} |
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hasThread: LongInt; |
599 | 45 |
|
369 | 46 |
procedure FreeActionsList; |
64 | 47 |
begin |
4900 | 48 |
AddFileLog('FreeActionsList called'); |
509 | 49 |
if hasThread <> 0 then |
433 | 50 |
begin |
4900 | 51 |
AddFileLog('Waiting AI thread to finish'); |
433 | 52 |
StopThinking:= true; |
509 | 53 |
repeat |
54 |
SDL_Delay(10) |
|
55 |
until hasThread = 0 |
|
433 | 56 |
end; |
434 | 57 |
|
602 | 58 |
with CurrentHedgehog^ do |
445 | 59 |
if Gear <> nil then |
60 |
if BotLevel <> 0 then |
|
2289 | 61 |
StopMessages(Gear^.Message); |
740 | 62 |
|
64 | 63 |
BestActions.Count:= 0; |
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64 |
BestActions.Pos:= 0 |
369 | 65 |
end; |
66 |
||
6392 | 67 |
|
68 |
||
69 |
const cBranchStackSize = 12; |
|
70 |
type TStackEntry = record |
|
71 |
WastedTicks: Longword; |
|
72 |
MadeActions: TActions; |
|
73 |
Hedgehog: TGear; |
|
74 |
end; |
|
75 |
||
76 |
var Stack: record |
|
77 |
Count: Longword; |
|
78 |
States: array[0..Pred(cBranchStackSize)] of TStackEntry; |
|
79 |
end; |
|
80 |
||
81 |
function Push(Ticks: Longword; const Actions: TActions; const Me: TGear; Dir: integer): boolean; |
|
82 |
var bRes: boolean; |
|
83 |
begin |
|
84 |
bRes:= (Stack.Count < cBranchStackSize) and (Actions.Count < MAXACTIONS - 5); |
|
85 |
if bRes then |
|
86 |
with Stack.States[Stack.Count] do |
|
87 |
begin |
|
88 |
WastedTicks:= Ticks; |
|
89 |
MadeActions:= Actions; |
|
90 |
Hedgehog:= Me; |
|
91 |
Hedgehog.Message:= Dir; |
|
92 |
inc(Stack.Count) |
|
93 |
end; |
|
94 |
Push:= bRes |
|
95 |
end; |
|
96 |
||
97 |
procedure Pop(var Ticks: Longword; var Actions: TActions; var Me: TGear); |
|
98 |
begin |
|
99 |
dec(Stack.Count); |
|
100 |
with Stack.States[Stack.Count] do |
|
101 |
begin |
|
102 |
Ticks:= WastedTicks; |
|
103 |
Actions:= MadeActions; |
|
104 |
Me:= Hedgehog |
|
105 |
end |
|
106 |
end; |
|
107 |
||
108 |
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109 |
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110 |
procedure TestAmmos(var Actions: TActions; Me: PGear; isMoved: boolean); |
3407 | 111 |
var BotLevel: Byte; |
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ap: TAttackParams; |
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Score, i: LongInt; |
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a, aa: TAmmoType; |
4 | 115 |
begin |
4372 | 116 |
BotLevel:= Me^.Hedgehog^.BotLevel; |
433 | 117 |
|
64 | 118 |
for i:= 0 to Pred(Targets.Count) do |
509 | 119 |
if (Targets.ar[i].Score >= 0) and (not StopThinking) then |
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120 |
begin |
602 | 121 |
with CurrentHedgehog^ do |
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a:= CurAmmoType; |
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123 |
aa:= a; |
6460 | 124 |
{$IFDEF USE_SDLTHREADS} |
6027 | 125 |
SDL_delay(0); //ThreadSwitch was only a hint |
6460 | 126 |
{$ELSE} |
127 |
ThreadSwitch(); |
|
128 |
{$ENDIF} |
|
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129 |
repeat |
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if (CanUseAmmo[a]) and |
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131 |
((not isMoved) or ((AmmoTests[a].flags and amtest_OnTurn) = 0)) then |
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132 |
begin |
3407 | 133 |
{$HINTS OFF} |
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134 |
Score:= AmmoTests[a].proc(Me, Targets.ar[i].Point, BotLevel, ap); |
3407 | 135 |
{$HINTS ON} |
139 | 136 |
if Actions.Score + Score > BestActions.Score then |
3407 | 137 |
if (BestActions.Score < 0) or (Actions.Score + Score > BestActions.Score + Byte(BotLevel) * 2048) then |
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138 |
begin |
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139 |
BestActions:= Actions; |
136 | 140 |
inc(BestActions.Score, Score); |
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141 |
BestActions.isWalkingToABetterPlace:= false; |
194 | 142 |
|
5162 | 143 |
if (ap.Angle > 0) then AddAction(BestActions, aia_LookRight, 0, 200, 0, 0) |
144 |
else if (ap.Angle < 0) then AddAction(BestActions, aia_LookLeft, 0, 200, 0, 0); |
|
145 |
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AddAction(BestActions, aia_Weapon, Longword(a), 300 + random(400), 0, 0); |
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if (ap.Time <> 0) then AddAction(BestActions, aia_Timer, ap.Time div 1000, 400, 0, 0); |
83 | 148 |
if (Ammoz[a].Ammo.Propz and ammoprop_NoCrosshair) = 0 then |
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149 |
begin |
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150 |
ap.Angle:= LongInt(Me^.Angle) - Abs(ap.Angle); |
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151 |
if ap.Angle > 0 then |
83 | 152 |
begin |
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153 |
AddAction(BestActions, aia_Up, aim_push, 300 + random(250), 0, 0); |
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AddAction(BestActions, aia_Up, aim_release, ap.Angle, 0, 0) |
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155 |
end else if ap.Angle < 0 then |
83 | 156 |
begin |
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157 |
AddAction(BestActions, aia_Down, aim_push, 300 + random(250), 0, 0); |
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158 |
AddAction(BestActions, aia_Down, aim_release, -ap.Angle, 0, 0) |
83 | 159 |
end |
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160 |
end; |
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161 |
if (Ammoz[a].Ammo.Propz and ammoprop_NeedTarget) <> 0 then |
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162 |
begin |
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163 |
AddAction(BestActions, aia_Put, 0, 1, ap.AttackPutX, ap.AttackPutY) |
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164 |
end; |
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165 |
if (Ammoz[a].Ammo.Propz and ammoprop_AttackingPut) = 0 then |
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166 |
begin |
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167 |
AddAction(BestActions, aia_attack, aim_push, 650 + random(300), 0, 0); |
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168 |
AddAction(BestActions, aia_attack, aim_release, ap.Power, 0, 0); |
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169 |
end; |
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170 |
if ap.ExplR > 0 then |
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171 |
AddAction(BestActions, aia_AwareExpl, ap.ExplR, 10, ap.ExplX, ap.ExplY); |
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172 |
end |
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173 |
end; |
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174 |
if a = High(TAmmoType) then a:= Low(TAmmoType) |
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175 |
else inc(a) |
509 | 176 |
until (a = aa) or |
2608 | 177 |
(CurrentHedgehog^.MultiShootAttacks > 0) or // shooting same weapon |
509 | 178 |
StopThinking |
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|
179 |
end |
64 | 180 |
end; |
4 | 181 |
|
6393 | 182 |
procedure Walk(Me: PGear; var Actions: TActions); |
80 | 183 |
const FallPixForBranching = cHHRadius * 2 + 8; |
6393 | 184 |
var |
3407 | 185 |
ticks, maxticks, steps, tmp: Longword; |
433 | 186 |
BaseRate, BestRate, Rate: integer; |
75 | 187 |
GoInfo: TGoInfo; |
80 | 188 |
CanGo: boolean; |
189 |
AltMe: TGear; |
|
3407 | 190 |
BotLevel: Byte; |
6392 | 191 |
a: TAmmoType; |
64 | 192 |
begin |
3407 | 193 |
ticks:= 0; // avoid compiler hint |
433 | 194 |
Stack.Count:= 0; |
6392 | 195 |
|
196 |
for a:= Low(TAmmoType) to High(TAmmoType) do |
|
197 |
CanUseAmmo[a]:= Assigned(AmmoTests[a].proc) and HHHasAmmo(Me^.Hedgehog^, a); |
|
198 |
||
4372 | 199 |
BotLevel:= Me^.Hedgehog^.BotLevel; |
75 | 200 |
|
433 | 201 |
tmp:= random(2) + 1; |
202 |
Push(0, Actions, Me^, tmp); |
|
203 |
Push(0, Actions, Me^, tmp xor 3); |
|
204 |
||
4374 | 205 |
if (Me^.State and gstAttacked) = 0 then maxticks:= Max(0, TurnTimeLeft - 5000 - LongWord(4000 * BotLevel)) |
433 | 206 |
else maxticks:= TurnTimeLeft; |
75 | 207 |
|
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208 |
if (Me^.State and gstAttacked) = 0 then TestAmmos(Actions, Me, false); |
433 | 209 |
BestRate:= RatePlace(Me); |
4374 | 210 |
BaseRate:= Max(BestRate, 0); |
75 | 211 |
|
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212 |
if (Ammoz[Me^.Hedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NeedTarget) <> 0 then |
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213 |
AddAction(Actions, aia_Weapon, Longword(amNothing), 100 + random(200), 0, 0); |
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214 |
|
2605 | 215 |
while (Stack.Count > 0) and (not StopThinking) and (GameFlags and gfArtillery = 0) do |
433 | 216 |
begin |
217 |
Pop(ticks, Actions, Me^); |
|
193 | 218 |
|
433 | 219 |
AddAction(Actions, Me^.Message, aim_push, 250, 0, 0); |
3894 | 220 |
if (Me^.Message and gmLeft) <> 0 then AddAction(Actions, aia_WaitXL, hwRound(Me^.X), 0, 0, 0) |
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221 |
else AddAction(Actions, aia_WaitXR, hwRound(Me^.X), 0, 0, 0); |
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222 |
steps:= 0; |
82 | 223 |
|
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224 |
while (not StopThinking) do |
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|
225 |
begin |
3407 | 226 |
{$HINTS OFF} |
80 | 227 |
CanGo:= HHGo(Me, @AltMe, GoInfo); |
3407 | 228 |
{$HINTS ON} |
75 | 229 |
inc(ticks, GoInfo.Ticks); |
230 |
if ticks > maxticks then break; |
|
194 | 231 |
|
136 | 232 |
if (BotLevel < 5) and (GoInfo.JumpType = jmpHJump) then // hjump support |
80 | 233 |
if Push(ticks, Actions, AltMe, Me^.Message) then |
433 | 234 |
with Stack.States[Pred(Stack.Count)] do |
80 | 235 |
begin |
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|
236 |
if Me^.dX.isNegative then AddAction(MadeActions, aia_LookRight, 0, 200, 0, 0) |
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237 |
else AddAction(MadeActions, aia_LookLeft, 0, 200, 0, 0); |
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|
238 |
AddAction(MadeActions, aia_HJump, 0, 305 + random(50), 0, 0); |
369 | 239 |
AddAction(MadeActions, aia_HJump, 0, 350, 0, 0); |
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240 |
if Me^.dX.isNegative then AddAction(MadeActions, aia_LookLeft, 0, 200, 0, 0) |
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|
241 |
else AddAction(MadeActions, aia_LookRight, 0, 200, 0, 0); |
80 | 242 |
end; |
136 | 243 |
if (BotLevel < 3) and (GoInfo.JumpType = jmpLJump) then // ljump support |
80 | 244 |
if Push(ticks, Actions, AltMe, Me^.Message) then |
433 | 245 |
with Stack.States[Pred(Stack.Count)] do |
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|
246 |
AddAction(MadeActions, aia_LJump, 0, 305 + random(50), 0, 0); |
433 | 247 |
|
80 | 248 |
if not CanGo then break; |
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|
249 |
inc(steps); |
544 | 250 |
Actions.actions[Pred(Actions.Count)].Param:= hwRound(Me^.X); |
70 | 251 |
Rate:= RatePlace(Me); |
433 | 252 |
if Rate > BestRate then |
70 | 253 |
begin |
254 |
BestActions:= Actions; |
|
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|
255 |
BestActions.isWalkingToABetterPlace:= true; |
433 | 256 |
BestRate:= Rate; |
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|
257 |
Me^.State:= Me^.State or gstAttacked // we have better place, go there and do not use ammo |
70 | 258 |
end |
433 | 259 |
else if Rate < BestRate then break; |
260 |
if ((Me^.State and gstAttacked) = 0) |
|
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|
261 |
and ((steps mod 4) = 0) then TestAmmos(Actions, Me, true); |
193 | 262 |
if GoInfo.FallPix >= FallPixForBranching then |
263 |
Push(ticks, Actions, Me^, Me^.Message xor 3); // aia_Left xor 3 = aia_Right |
|
433 | 264 |
end; |
193 | 265 |
|
433 | 266 |
if BestRate > BaseRate then exit |
267 |
end |
|
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|
268 |
end; |
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
269 |
|
508 | 270 |
function Think(Me: Pointer): ptrint; |
74 | 271 |
var BackMe, WalkMe: TGear; |
6393 | 272 |
StartTicks, currHedgehogIndex, itHedgehog, switchesNum, i: Longword; |
273 |
switchImmediatelyAvailable, switchAvailable: boolean; |
|
274 |
Actions: TActions; |
|
66
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Many AI improvements, bots do think in separate thread
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parents:
64
diff
changeset
|
275 |
begin |
509 | 276 |
InterlockedIncrement(hasThread); |
433 | 277 |
StartTicks:= GameTicks; |
6393 | 278 |
currHedgehogIndex:= CurrentTeam^.CurrHedgehog; |
279 |
itHedgehog:= currHedgehogIndex; |
|
280 |
switchesNum:= 0; |
|
281 |
||
282 |
switchImmediatelyAvailable:= (CurAmmoGear <> nil) and (CurAmmoGear^.Kind = gtSwitcher); |
|
283 |
switchAvailable:= HHHasAmmo(PGear(Me)^.Hedgehog^, amSwitch); |
|
509 | 284 |
|
500 | 285 |
if (PGear(Me)^.State and gstAttacked) = 0 then |
74 | 286 |
if Targets.Count > 0 then |
287 |
begin |
|
6393 | 288 |
// iterate over current team hedgehogs |
289 |
repeat |
|
290 |
WalkMe:= CurrentTeam^.Hedgehogs[itHedgehog].Gear^; |
|
291 |
||
292 |
Actions.Count:= 0; |
|
293 |
Actions.Pos:= 0; |
|
294 |
Actions.Score:= 0; |
|
295 |
if switchesNum > 0 then |
|
296 |
begin |
|
297 |
if not switchImmediatelyAvailable then |
|
298 |
begin |
|
299 |
// when AI has to use switcher, make it cost smth |
|
300 |
Actions.Score:= -20000; |
|
301 |
AddAction(Actions, aia_Weapon, Longword(amSwitch), 300 + random(200), 0, 0); |
|
302 |
AddAction(Actions, aia_attack, aim_push, 300 + random(300), 0, 0); |
|
303 |
AddAction(Actions, aia_attack, aim_release, 1, 0, 0); |
|
304 |
end; |
|
305 |
for i:= 1 to switchesNum do |
|
306 |
AddAction(Actions, aia_Switch, 0, 300 + random(200), 0, 0); |
|
307 |
end; |
|
308 |
Walk(@WalkMe, Actions); |
|
309 |
||
310 |
// find another hog in team |
|
311 |
repeat |
|
312 |
itHedgehog:= Succ(itHedgehog) mod CurrentTeam^.HedgehogsNumber; |
|
313 |
until (itHedgehog = currHedgehogIndex) or (CurrentTeam^.Hedgehogs[itHedgehog].Gear <> nil); |
|
314 |
||
315 |
inc(switchesNum); |
|
316 |
until (not (switchImmediatelyAvailable or switchAvailable)) |
|
317 |
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
|
318 |
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
|
319 |
or BestActions.isWalkingToABetterPlace; |
6393 | 320 |
|
321 |
if (StartTicks > GameTicks - 1500) and (not StopThinking) then SDL_Delay(1000); |
|
322 |
||
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
|
323 |
if (BestActions.Score < -1023) and (not BestActions.isWalkingToABetterPlace) then |
6393 | 324 |
begin |
325 |
BestActions.Count:= 0; |
|
326 |
AddAction(BestActions, aia_Skip, 0, 250, 0, 0); |
|
327 |
end; |
|
328 |
||
80 | 329 |
end else |
74 | 330 |
else begin |
6393 | 331 |
BackMe:= PGear(Me)^; |
332 |
while (not StopThinking) and (BestActions.Count = 0) do |
|
333 |
begin |
|
334 |
FillBonuses(true); |
|
335 |
WalkMe:= BackMe; |
|
336 |
Actions.Count:= 0; |
|
337 |
Actions.Pos:= 0; |
|
338 |
Actions.Score:= 0; |
|
339 |
Walk(@WalkMe, Actions); |
|
340 |
if not StopThinking then SDL_Delay(100) |
|
341 |
end |
|
342 |
end; |
|
343 |
||
500 | 344 |
PGear(Me)^.State:= PGear(Me)^.State and not gstHHThinking; |
509 | 345 |
Think:= 0; |
346 |
InterlockedDecrement(hasThread) |
|
66
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
347 |
end; |
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
348 |
|
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
349 |
procedure StartThink(Me: PGear); |
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
350 |
begin |
542 | 351 |
if ((Me^.State and (gstAttacking or gstHHJumping or gstMoving)) <> 0) |
439 | 352 |
or isInMultiShoot then exit; |
506 | 353 |
|
2376 | 354 |
//DeleteCI(Me); // this might break demo |
369 | 355 |
Me^.State:= Me^.State or gstHHThinking; |
356 |
Me^.Message:= 0; |
|
509 | 357 |
|
358 |
BestActions.Count:= 0; |
|
359 |
BestActions.Pos:= 0; |
|
5163 | 360 |
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
|
361 |
BestActions.isWalkingToABetterPlace:= false; |
509 | 362 |
|
433 | 363 |
StopThinking:= false; |
364 |
ThinkingHH:= Me; |
|
509 | 365 |
|
70 | 366 |
FillTargets; |
80 | 367 |
if Targets.Count = 0 then |
368 |
begin |
|
369 | 369 |
OutError('AI: no targets!?', false); |
80 | 370 |
exit |
371 |
end; |
|
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
|
372 |
|
369 | 373 |
FillBonuses((Me^.State and gstAttacked) <> 0); |
4900 | 374 |
AddFileLog('Enter Think Thread'); |
6460 | 375 |
{$IFDEF USE_SDLTHREADS} |
376 |
ThinkThread := SDL_CreateThread(@Think{$IFDEF SDL13}, nil{$ENDIF}, Me); |
|
377 |
{$ELSE} |
|
6027 | 378 |
BeginThread(@Think, Me, ThinkThread); |
379 |
{$ENDIF} |
|
5504 | 380 |
AddFileLog('Thread started'); |
433 | 381 |
end; |
191
a03c2d037e24
Bots are in the same thread as game. Fixes FreePascal issues.
unc0rr
parents:
183
diff
changeset
|
382 |
|
433 | 383 |
procedure ProcessBot; |
384 |
const StartTicks: Longword = 0; |
|
509 | 385 |
cStopThinkTime = 40; |
4 | 386 |
begin |
602 | 387 |
with CurrentHedgehog^ do |
66
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
388 |
if (Gear <> nil) |
369 | 389 |
and ((Gear^.State and gstHHDriven) <> 0) |
4225
ce9e2b05e9c1
Revert yet again for breaking stuff. No more chances on this. If there'd been a release, this would have been twice with serious breakage. P.S. - as per koda's complaint last time, only reverted the non-iphone, probably means iphone is now broken. Oh well.
nemo
parents:
4211
diff
changeset
|
390 |
and (TurnTimeLeft < cHedgehogTurnTime - 50) then |
433 | 391 |
if ((Gear^.State and gstHHThinking) = 0) then |
509 | 392 |
if (BestActions.Pos >= BestActions.Count) |
393 |
and (TurnTimeLeft > cStopThinkTime) then |
|
433 | 394 |
begin |
936
ba582673db7d
Fix 'AI may break demos playing' message while loading saves
unc0rr
parents:
883
diff
changeset
|
395 |
if Gear^.Message <> 0 then |
ba582673db7d
Fix 'AI may break demos playing' message while loading saves
unc0rr
parents:
883
diff
changeset
|
396 |
begin |
ba582673db7d
Fix 'AI may break demos playing' message while loading saves
unc0rr
parents:
883
diff
changeset
|
397 |
StopMessages(Gear^.Message); |
ba582673db7d
Fix 'AI may break demos playing' message while loading saves
unc0rr
parents:
883
diff
changeset
|
398 |
TryDo((Gear^.Message and gmAllStoppable) = 0, 'Engine bug: AI may break demos playing', true); |
ba582673db7d
Fix 'AI may break demos playing' message while loading saves
unc0rr
parents:
883
diff
changeset
|
399 |
end; |
ba582673db7d
Fix 'AI may break demos playing' message while loading saves
unc0rr
parents:
883
diff
changeset
|
400 |
if Gear^.Message <> 0 then exit; |
433 | 401 |
StartThink(Gear); |
402 |
StartTicks:= GameTicks |
|
403 |
end else ProcessAction(BestActions, Gear) |
|
509 | 404 |
else if ((GameTicks - StartTicks) > cMaxAIThinkTime) |
405 |
or (TurnTimeLeft <= cStopThinkTime) then StopThinking:= true |
|
369 | 406 |
end; |
4 | 407 |
|
3038 | 408 |
procedure initModule; |
2716
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2695
diff
changeset
|
409 |
begin |
2948
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2716
diff
changeset
|
410 |
hasThread:= 0; |
6025
cac1d5601d7c
reviewed the build system and parts of the previous merge, performed some code cleanup
koda
parents:
5611
diff
changeset
|
411 |
ThinkThread:= ThinkThread; |
2716
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2695
diff
changeset
|
412 |
end; |
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2695
diff
changeset
|
413 |
|
3038 | 414 |
procedure freeModule; |
2716
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2695
diff
changeset
|
415 |
begin |
3617 | 416 |
|
2716
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2695
diff
changeset
|
417 |
end; |
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2695
diff
changeset
|
418 |
|
4 | 419 |
end. |