hedgewars/uAI.pas
author sheepluva
Sun, 05 Jul 2020 14:53:44 +0200
changeset 15695 74ede02bc882
parent 15659 fd1a580a35d6
child 15703 a92220611821
permissions -rw-r--r--
[NOOP] Merge branch ui-scaling (with backports) into default to avoid future merging issues
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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 ((AmmoTests[a].flags and amtest_NoInvulnerable) = 0) and
fd1a580a35d6 AI: Don't use vamp/invuln for kamikaze, piano and other weapons
Wuzzy <Wuzzy2@mail.ru>
parents: 15658
diff changeset
   155
                            (HHHasAmmo(Me^.Hedgehog^, amInvulnerable) > 0) and (Me^.Hedgehog^.Effects[heInvulnerable] = 0) then
10231
b2a68e75e55c Don't activate invulnerability/vampirism between shots of multiattack weapon
unc0rr
parents: 10164
diff changeset
   156
                            begin
b2a68e75e55c Don't activate invulnerability/vampirism between shots of multiattack weapon
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parents: 10164
diff changeset
   157
                            AddAction(BestActions, aia_Weapon, Longword(amInvulnerable), 80, 0, 0);
b2a68e75e55c Don't activate invulnerability/vampirism between shots of multiattack weapon
unc0rr
parents: 10164
diff changeset
   158
                            AddAction(BestActions, aia_attack, aim_push, 10, 0, 0);
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unc0rr
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diff changeset
   159
                            AddAction(BestActions, aia_attack, aim_release, 10, 0, 0);
b2a68e75e55c Don't activate invulnerability/vampirism between shots of multiattack weapon
unc0rr
parents: 10164
diff changeset
   160
                            end;
12709
8673892ebf24 AI doesn't use extra damage/vampirism/invulnerable again if already active
Wuzzy <almikes@aol.com>
parents: 11825
diff changeset
   161
                        if (HHHasAmmo(Me^.Hedgehog^, amExtraDamage) > 0) and (cDamageModifier <> _1_5) then
10231
b2a68e75e55c Don't activate invulnerability/vampirism between shots of multiattack weapon
unc0rr
parents: 10164
diff changeset
   162
                            begin
b2a68e75e55c Don't activate invulnerability/vampirism between shots of multiattack weapon
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diff changeset
   163
                            AddAction(BestActions, aia_Weapon, Longword(amExtraDamage), 80, 0, 0);
b2a68e75e55c Don't activate invulnerability/vampirism between shots of multiattack weapon
unc0rr
parents: 10164
diff changeset
   164
                            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
   165
                            AddAction(BestActions, aia_attack, aim_release, 10, 0, 0);
10510
9329dab04490 some whitespace fixes
sheepluva
parents: 10231
diff changeset
   166
                            end;
15659
fd1a580a35d6 AI: Don't use vamp/invuln for kamikaze, piano and other weapons
Wuzzy <Wuzzy2@mail.ru>
parents: 15658
diff changeset
   167
                        if (not cVampiric) and ((AmmoTests[a].flags and amtest_NoVampiric) = 0) and
fd1a580a35d6 AI: Don't use vamp/invuln for kamikaze, piano and other weapons
Wuzzy <Wuzzy2@mail.ru>
parents: 15658
diff changeset
   168
                            (HHHasAmmo(Me^.Hedgehog^, amVampiric) > 0) then
11608
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nemo
parents: 11538
diff changeset
   169
                            begin
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nemo
parents: 11538
diff changeset
   170
                            AddAction(BestActions, aia_Weapon, Longword(amVampiric), 80, 0, 0);
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nemo
parents: 11538
diff changeset
   171
                            AddAction(BestActions, aia_attack, aim_push, 10, 0, 0);
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nemo
parents: 11538
diff changeset
   172
                            AddAction(BestActions, aia_attack, aim_release, 10, 0, 0);
ed70d59479d7 copypasta to make AI use vampirism too
nemo
parents: 11538
diff changeset
   173
                            end;
10084
83156a03e574 AI always activates invulnerability and extra damage if it has them
unc0rr
parents: 10015
diff changeset
   174
                        end;
194
88652abdce9a Fixed weird bots behavior
unc0rr
parents: 193
diff changeset
   175
7132
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unc0rr
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   176
                    AddAction(BestActions, aia_Weapon, Longword(a), 300 + random(400), 0, 0);
5162
60bc1af75c82 Fix AI trying to turn around in targeting mode
unc0rr
parents: 5148
diff changeset
   177
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   178
                    if (ap.Angle > 0) then
baf3351646f4 - Fix some AI stupidness factors
unc0rr
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   179
                        AddAction(BestActions, aia_LookRight, 0, 200, 0, 0)
baf3351646f4 - Fix some AI stupidness factors
unc0rr
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   180
                    else if (ap.Angle < 0) then
baf3351646f4 - Fix some AI stupidness factors
unc0rr
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   181
                        AddAction(BestActions, aia_LookLeft, 0, 200, 0, 0);
8865
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koda
parents: 8677
diff changeset
   182
7790
040fc517fece - Fix desyncs triggered by AI
unc0rr
parents: 7789
diff changeset
   183
                    if (Ammoz[a].Ammo.Propz and ammoprop_Timerable) <> 0 then
7132
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unc0rr
parents: 7078
diff changeset
   184
                        AddAction(BestActions, aia_Timer, ap.Time div 1000, 400, 0, 0);
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   185
15625
583080b0272b AI: Refactor bounce handling
Wuzzy <Wuzzy2@mail.ru>
parents: 15624
diff changeset
   186
                    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
   187
                        begin
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_push, 10, 0, 0);
15625
583080b0272b AI: Refactor bounce handling
Wuzzy <Wuzzy2@mail.ru>
parents: 15624
diff changeset
   189
                        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
   190
                        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
   191
                        end;
30ad3fd974f1 Teach AI to set minimum mine bounce for improved aiming
Wuzzy <Wuzzy2@mail.ru>
parents: 15622
diff changeset
   192
15626
ac44dae6425e Teach AI to use drill strike
Wuzzy <Wuzzy2@mail.ru>
parents: 15625
diff changeset
   193
                    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
   194
                        begin
ac44dae6425e Teach AI to use drill strike
Wuzzy <Wuzzy2@mail.ru>
parents: 15625
diff changeset
   195
                        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
   196
                        end;
ac44dae6425e Teach AI to use drill strike
Wuzzy <Wuzzy2@mail.ru>
parents: 15625
diff changeset
   197
7132
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unc0rr
parents: 7078
diff changeset
   198
                    if (Ammoz[a].Ammo.Propz and ammoprop_NoCrosshair) = 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
   199
                        begin
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   200
                        dAngle:= LongInt(Me^.Angle) - Abs(ap.Angle);
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unc0rr
parents: 7178
diff changeset
   201
                        if dAngle > 0 then
7132
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unc0rr
parents: 7078
diff changeset
   202
                            begin
baf3351646f4 - Fix some AI stupidness factors
unc0rr
parents: 7078
diff changeset
   203
                            AddAction(BestActions, aia_Up, 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
   204
                            AddAction(BestActions, aia_Up, aim_release, dAngle, 0, 0)
7132
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unc0rr
parents: 7078
diff changeset
   205
                            end
7197
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unc0rr
parents: 7178
diff changeset
   206
                        else if dAngle < 0 then
7132
baf3351646f4 - Fix some AI stupidness factors
unc0rr
parents: 7078
diff changeset
   207
                            begin
baf3351646f4 - Fix some AI stupidness factors
unc0rr
parents: 7078
diff changeset
   208
                            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
   209
                            AddAction(BestActions, aia_Down, aim_release, -dAngle, 0, 0)
7132
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parents: 7078
diff changeset
   210
                            end
baf3351646f4 - Fix some AI stupidness factors
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parents: 7078
diff changeset
   211
                        end;
8865
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koda
parents: 8677
diff changeset
   212
7197
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unc0rr
parents: 7178
diff changeset
   213
                    if (Ammoz[a].Ammo.Propz and ammoprop_OscAim) <> 0 then
7132
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unc0rr
parents: 7078
diff changeset
   214
                        begin
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   215
                        AddAction(BestActions, aia_attack, aim_push, 350 + random(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
   216
                        AddAction(BestActions, aia_attack, aim_release, 1, 0, 0);
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   217
7453
unc0rr
parents: 7450
diff changeset
   218
                        if abs(ap.Angle) > 32 then
7450
4be946b65a85 Fix edge case problems with sniper rifle
unc0rr
parents: 7446
diff changeset
   219
                           begin
4be946b65a85 Fix edge case problems with sniper rifle
unc0rr
parents: 7446
diff changeset
   220
                           AddAction(BestActions, aia_Down, aim_push, 100 + random(150), 0, 0);
4be946b65a85 Fix edge case problems with sniper rifle
unc0rr
parents: 7446
diff changeset
   221
                           AddAction(BestActions, aia_Down, aim_release, 32, 0, 0);
4be946b65a85 Fix edge case problems with sniper rifle
unc0rr
parents: 7446
diff changeset
   222
                           end;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   223
7197
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_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
   225
                        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
   226
                        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
   227
                        end else
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   228
                        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
   229
                            begin
9495
2fc346fadae3 - AI quickly shoots with desert eagle till hits the target
unc0rr
parents: 9317
diff changeset
   230
                            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
   231
                                n:= 1 else n:= ap.AttacksNum;
2fc346fadae3 - AI quickly shoots with desert eagle till hits the target
unc0rr
parents: 9317
diff changeset
   232
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   233
                            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
   234
                            for t:= 2 to n do
2fc346fadae3 - AI quickly shoots with desert eagle till hits the target
unc0rr
parents: 9317
diff changeset
   235
                                begin
2fc346fadae3 - AI quickly shoots with desert eagle till hits the target
unc0rr
parents: 9317
diff changeset
   236
                                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
   237
                                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
   238
                                end;
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   239
                            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
   240
                            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
   241
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
                    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
   243
                        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
   244
                        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
   245
                        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
   246
                        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
   247
                        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
   248
7132
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unc0rr
parents: 7078
diff changeset
   249
                    if ap.ExplR > 0 then
baf3351646f4 - Fix some AI stupidness factors
unc0rr
parents: 7078
diff changeset
   250
                        AddAction(BestActions, aia_AwareExpl, ap.ExplR, 10, ap.ExplX, ap.ExplY);
baf3351646f4 - Fix some AI stupidness factors
unc0rr
parents: 7078
diff changeset
   251
                    end
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   252
            end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   253
        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
   254
            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
   255
        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
   256
        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
   257
            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
   258
        end
64
9df467527ae5 - Start AI rewrite
unc0rr
parents: 53
diff changeset
   259
end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   260
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   261
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
   262
const FallPixForBranching = cHHRadius;
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   263
var
14528
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   264
    maxticks, oldticks, steps, tmp: Longword;
15622
dc62f1c13bb2 Teach AI to spam extra time if infinite
Wuzzy <Wuzzy2@mail.ru>
parents: 15546
diff changeset
   265
    BaseRate, BestRate, Rate, i: LongInt;
75
d2b737858ff7 - New First Aid powerup
unc0rr
parents: 74
diff changeset
   266
    GoInfo: TGoInfo;
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 75
diff changeset
   267
    CanGo: boolean;
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 75
diff changeset
   268
    AltMe: TGear;
3407
dcc129c4352e Engine:
smxx
parents: 3236
diff changeset
   269
    BotLevel: Byte;
6392
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
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   270
    a: TAmmoType;
14528
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parents: 14527
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   271
    isAfterAttack: boolean;
64
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parents: 53
diff changeset
   272
begin
14528
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diff changeset
   273
Actions.ticks:= 0;
7789
838d2e06c377 Check cake and air attack again if walked far from initial position (not tested)
unc0rr
parents: 7787
diff changeset
   274
oldticks:= 0; // avoid compiler hint
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   275
Stack.Count:= 0;
6392
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
   276
7787
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
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   277
clearAllMarks;
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
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diff changeset
   278
6392
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
   279
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
   280
    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
   281
4372
3836973380b9 remove some more PHedgehog casts
nemo
parents: 4368
diff changeset
   282
BotLevel:= Me^.Hedgehog^.BotLevel;
75
d2b737858ff7 - New First Aid powerup
unc0rr
parents: 74
diff changeset
   283
14528
184df3900ec4 - Bots activate extra time if needed
unc0rr
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diff changeset
   284
isAfterAttack:= ((Me^.State and gstAttacked) <> 0) and ((GameFlags and gfInfAttack) = 0);
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   285
if isAfterAttack then
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   286
    maxticks:= Max(0, TurnTimeLeft - 500)
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   287
else
14528
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   288
    maxticks:= Max(0, TurnTimeLeft - 5000 - LongWord(4000 * BotLevel));
75
d2b737858ff7 - New First Aid powerup
unc0rr
parents: 74
diff changeset
   289
14528
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   290
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
   291
    TestAmmos(Actions, Me, false);
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   292
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   293
BestRate:= RatePlace(Me);
4374
bcefeeabaa33 Move some stuff from uMisc to uUtils
unC0Rr
parents: 4373
diff changeset
   294
BaseRate:= Max(BestRate, 0);
75
d2b737858ff7 - New First Aid powerup
unc0rr
parents: 74
diff changeset
   295
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   296
// 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
   297
if (Ammoz[Me^.Hedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NeedTarget) <> 0 then
7132
baf3351646f4 - Fix some AI stupidness factors
unc0rr
parents: 7078
diff changeset
   298
    AddAction(Actions, aia_Weapon, Longword(amSkip), 100 + random(200), 0, 0);
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   299
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   300
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
   301
    and (CurrentHedgehog^.Effects[heArtillery] = 0) and (cGravityf <> 0) then
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   302
    begin
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   303
    tmp:= random(2) + 1;
14528
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   304
    Push(Actions, Me^, tmp);
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   305
    Push(Actions, Me^, tmp xor 3);
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   306
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   307
    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
   308
        begin
14528
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   309
        Pop(Actions, Me^);
193
56885ea29202 Fix bots regressions
unc0rr
parents: 191
diff changeset
   310
7197
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, 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
   312
        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
   313
            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
   314
        else
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   315
            AddAction(Actions, aia_WaitXR, hwRound(Me^.X), 0, 0, 0);
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
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
        steps:= 0;
82
2f4f3236cccc - New fort
unc0rr
parents: 80
diff changeset
   318
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   319
        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
   320
            begin
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   321
    {$HINTS OFF}
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   322
            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
   323
    {$HINTS ON}
14528
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   324
            oldticks:= Actions.ticks;
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   325
            inc(Actions.ticks, GoInfo.Ticks);
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   326
            if (Actions.ticks > maxticks) or (TurnTimeLeft < BestActions.ticks + 5000) then
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   327
            begin
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   328
                if (BotLevel < 5)
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   329
                        and (not isAfterAttack)
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   330
                        and (BestActions.Score > 0) // we have a good move
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   331
                        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
   332
                        and (HHHasAmmo(Me^.Hedgehog^, amExtraTime) > 0) // but can use extra time
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   333
                then
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   334
                begin
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   335
                    BestActions.Count:= 0;
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   336
                    AddAction(BestActions, aia_Weapon, Longword(amExtraTime), 80, 0, 0);
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   337
                    AddAction(BestActions, aia_attack, aim_push, 10, 0, 0);
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   338
                    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
   339
                    // 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
   340
                    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
   341
                        for i:= 1 to 3 do
dc62f1c13bb2 Teach AI to spam extra time if infinite
Wuzzy <Wuzzy2@mail.ru>
parents: 15546
diff changeset
   342
                            begin
dc62f1c13bb2 Teach AI to spam extra time if infinite
Wuzzy <Wuzzy2@mail.ru>
parents: 15546
diff changeset
   343
                            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
   344
                            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
   345
                            end;
14528
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   346
                end;
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   347
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   348
                break;
14528
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   349
            end;
194
88652abdce9a Fixed weird bots behavior
unc0rr
parents: 193
diff changeset
   350
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   351
            if (BotLevel < 5)
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   352
                and (GoInfo.JumpType = jmpHJump)
7787
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   353
                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
   354
                then // hjump support
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   355
                begin
7446
9ce6e2c35413 No more AI jumping lulz
unc0rr
parents: 7437
diff changeset
   356
                // 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
   357
                addMark(hwRound(Me^.X), hwRound(Me^.Y), markHJumped);
14528
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   358
                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
   359
                    begin
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   360
                    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
   361
                        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
   362
                        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
   363
                            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
   364
                        else
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_LookLeft, 0, 200, 0, 0);
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   366
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   367
                        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
   368
                        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
   369
                        end;
7446
9ce6e2c35413 No more AI jumping lulz
unc0rr
parents: 7437
diff changeset
   370
                    // but first check walking forward
14528
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   371
                    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
   372
                    end;
7787
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   373
                end;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   374
            if (BotLevel < 3)
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   375
                and (GoInfo.JumpType = jmpLJump)
7787
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   376
                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
   377
                then // ljump support
7250
304d3d98662e AI loves to jump
unc0rr
parents: 7216
diff changeset
   378
                begin
7787
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   379
                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
   380
                // at final check where we go after jump walking backward
14528
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   381
                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
   382
                    with Stack.States[Pred(Stack.Count)] do
8017
70d386de989f Some tweaks to AI
unc0rr
parents: 7790
diff changeset
   383
                        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
   384
                        if (Me^.Message and gmLeft) <> 0 then
8017
70d386de989f Some tweaks to AI
unc0rr
parents: 7790
diff changeset
   385
                            AddAction(MadeActions, aia_LookLeft, 0, 200, 0, 0)
70d386de989f Some tweaks to AI
unc0rr
parents: 7790
diff changeset
   386
                        else
70d386de989f Some tweaks to AI
unc0rr
parents: 7790
diff changeset
   387
                            AddAction(MadeActions, aia_LookRight, 0, 200, 0, 0);
70d386de989f Some tweaks to AI
unc0rr
parents: 7790
diff changeset
   388
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
                        AddAction(MadeActions, aia_LJump, 0, 305 + random(50), 0, 0);
8017
70d386de989f Some tweaks to AI
unc0rr
parents: 7790
diff changeset
   390
                        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
   391
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
   392
                // 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
   393
                if CanGo then Push(Actions, Me^, Me^.Message);
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   394
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
   395
                // first check where we go after jump walking forward
14528
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   396
                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
   397
                    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
   398
                        AddAction(MadeActions, aia_LJump, 0, 305 + random(50), 0, 0);
14528
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   399
7250
304d3d98662e AI loves to jump
unc0rr
parents: 7216
diff changeset
   400
                break
304d3d98662e AI loves to jump
unc0rr
parents: 7216
diff changeset
   401
                end;
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   402
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   403
            // '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
   404
            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
   405
                break;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   406
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   407
             inc(steps);
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   408
             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
   409
             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
   410
             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
   411
                begin
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   412
                BestActions:= Actions;
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   413
                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
   414
                BestRate:= Rate;
14528
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   415
                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
   416
                end
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   417
            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
   418
                break;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   419
14528
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   420
            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
   421
                begin
7787
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   422
                if (steps > 4) and checkMark(hwRound(Me^.X), hwRound(Me^.Y), markWalkedHere) then
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   423
                    break;
7787
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   424
                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
   425
14528
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   426
                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
   427
                end;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   428
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   429
            if GoInfo.FallPix >= FallPixForBranching then
14528
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   430
                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
   431
            end {while};
193
56885ea29202 Fix bots regressions
unc0rr
parents: 191
diff changeset
   432
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   433
        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
   434
            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
   435
        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
   436
    end {if}
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   437
end;
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   438
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   439
function Think(Me: PGear): LongInt; cdecl; export;
74
42257fee61ae - Unicode support for team and hedgehogs names
unc0rr
parents: 71
diff changeset
   440
var BackMe, WalkMe: TGear;
6992
b8f3d8991e92 marked a couple of functions as inline
koda
parents: 6982
diff changeset
   441
    switchCount: LongInt;
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7790
diff changeset
   442
    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
   443
    switchImmediatelyAvailable: boolean;
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   444
    Actions: TActions;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   445
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
   446
dmgMod:= 0.01 * hwFloat2Float(cDamageModifier) * cDamagePercent;
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   447
StartTicks:= GameTicks;
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7790
diff changeset
   448
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   449
currHedgehogIndex:= CurrentTeam^.CurrHedgehog;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   450
itHedgehog:= currHedgehogIndex;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   451
switchesNum:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   452
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   453
switchImmediatelyAvailable:= (CurAmmoGear <> nil) and (CurAmmoGear^.Kind = gtSwitcher);
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   454
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
   455
    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
   456
else switchCount:= 0;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   457
15466
6031c0cfec89 Make sure AI doesn't skip after collecting ammo. Fixes bug 796
Wuzzy <Wuzzy2@mail.ru>
parents: 15386
diff changeset
   458
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
   459
    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
   460
        begin
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   461
        // iterate over current team hedgehogs
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   462
        repeat
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   463
            WalkMe:= CurrentTeam^.Hedgehogs[itHedgehog].Gear^;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   464
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   465
            Actions.Count:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   466
            Actions.Pos:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   467
            Actions.Score:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   468
            if switchesNum > 0 then
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   469
                begin
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7790
diff changeset
   470
                if (not switchImmediatelyAvailable)  then
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   471
                    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
   472
                    // 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
   473
                    if (switchCount < 10) then Actions.Score:= (-27+switchCount*3)*4000;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   474
                    AddAction(Actions, aia_Weapon, Longword(amSwitch), 300 + random(200), 0, 0);
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   475
                    AddAction(Actions, aia_attack, aim_push, 300 + random(300), 0, 0);
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   476
                    AddAction(Actions, aia_attack, aim_release, 1, 0, 0);
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   477
                    end;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   478
                for i:= 1 to switchesNum do
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   479
                    AddAction(Actions, aia_Switch, 0, 300 + random(200), 0, 0);
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   480
                end;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   481
            Walk(@WalkMe, Actions);
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   482
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   483
            // find another hog in team
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   484
            repeat
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   485
                itHedgehog:= Succ(itHedgehog) mod CurrentTeam^.HedgehogsNumber;
8677
afb2b467f801 skip frozen hogs in switch
nemo
parents: 8036
diff changeset
   486
            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
   487
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   488
            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
   489
        until (not (switchImmediatelyAvailable or (switchCount > 0)))
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   490
            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
   491
            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
   492
            or BestActions.isWalkingToABetterPlace;
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   493
14528
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   494
        if (StartTicks > GameTicks - 1500) and (not StopThinking) then
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14527
diff changeset
   495
            SDL_Delay(700);
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   496
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
   497
        if (BestActions.Score < -1023) and (not BestActions.isWalkingToABetterPlace) then
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   498
            begin
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   499
            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
   500
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10108
diff changeset
   501
            FillBonuses(false);
10510
9329dab04490 some whitespace fixes
sheepluva
parents: 10231
diff changeset
   502
12710
1ab53b945140 AI hogs use timebox instead of skip if clueless what to do
Wuzzy <almikes@aol.com>
parents: 12709
diff changeset
   503
            // 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
   504
            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
   505
                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
   506
                    // 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
   507
                    begin
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_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
   509
                    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
   510
                    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
   511
                    end
1ab53b945140 AI hogs use timebox instead of skip if clueless what to do
Wuzzy <almikes@aol.com>
parents: 12709
diff changeset
   512
                else
1ab53b945140 AI hogs use timebox instead of skip if clueless what to do
Wuzzy <almikes@aol.com>
parents: 12709
diff changeset
   513
                    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
   514
            Me^.AIHints := ME^.AIHints and (not aihAmmosChanged);
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   515
            end;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   516
15654
25132742a948 Fix AI thread erroring out when there are no targets
Wuzzy <Wuzzy2@mail.ru>
parents: 15626
diff changeset
   517
        end
25132742a948 Fix AI thread erroring out when there are no targets
Wuzzy <Wuzzy2@mail.ru>
parents: 15626
diff changeset
   518
    else
25132742a948 Fix AI thread erroring out when there are no targets
Wuzzy <Wuzzy2@mail.ru>
parents: 15626
diff changeset
   519
        begin
25132742a948 Fix AI thread erroring out when there are no targets
Wuzzy <Wuzzy2@mail.ru>
parents: 15626
diff changeset
   520
        // No target found, skip turn
25132742a948 Fix AI thread erroring out when there are no targets
Wuzzy <Wuzzy2@mail.ru>
parents: 15626
diff changeset
   521
        BestActions.Count:= 0;
25132742a948 Fix AI thread erroring out when there are no targets
Wuzzy <Wuzzy2@mail.ru>
parents: 15626
diff changeset
   522
        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
   523
        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
   524
        end
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   525
else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   526
    begin
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   527
    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
   528
    i:= 4;
8946
3e07b8ff2ae1 Make AI more active in multiattack game mode
unc0rr
parents: 8938
diff changeset
   529
    while (not StopThinking) and (BestActions.Count = 0) and (i > 0) do
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   530
        begin
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7790
diff changeset
   531
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
   532
(*
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
        // 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
   534
        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
   535
            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
   536
*)
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7790
diff changeset
   537
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   538
        FillBonuses(true);
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   539
        WalkMe:= BackMe;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   540
        Actions.Count:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   541
        Actions.Pos:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   542
        Actions.Score:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   543
        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
   544
        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
   545
        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
   546
            SDL_Delay(100)
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   547
        end
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   548
    end;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   549
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   550
Me^.State:= Me^.State and (not gstHHThinking);
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   551
Think:= 0;
15386
fcdb6e3a9d36 Prevent leaking of thread objects
unC0Rr
parents: 14690
diff changeset
   552
SDL_SemPost(ThreadSem);
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   553
end;
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   554
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   555
procedure StartThink(Me: PGear);
15386
fcdb6e3a9d36 Prevent leaking of thread objects
unC0Rr
parents: 14690
diff changeset
   556
var ThinkThread: PSDL_Thread;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   557
begin
542
ec26095f1bed - Get rid of ammoProp_AttackInFall and gstFalling
unc0rr
parents: 522
diff changeset
   558
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
   559
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
   560
    exit;
506
0889d833d47e - A good implementation of shotgun
unc0rr
parents: 500
diff changeset
   561
15386
fcdb6e3a9d36 Prevent leaking of thread objects
unC0Rr
parents: 14690
diff changeset
   562
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
   563
//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
   564
369
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
   565
Me^.State:= Me^.State or gstHHThinking;
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
   566
Me^.Message:= 0;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   567
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   568
BestActions.Count:= 0;
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   569
BestActions.Pos:= 0;
5163
1620a02d5282 Fix test for water in airstrike handler
unc0rr
parents: 5162
diff changeset
   570
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
   571
BestActions.isWalkingToABetterPlace:= false;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   572
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   573
StopThinking:= false;
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   574
ThinkingHH:= Me;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   575
70
82d93eeecebe - Many AI improvements
unc0rr
parents: 66
diff changeset
   576
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
   577
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
   578
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
   579
11367
a91c4c4fd85c add pchar casts to make pas2c happy
sheepluva
parents: 11362
diff changeset
   580
ThinkThread:= SDL_CreateThread(@Think, PChar('think'), Me);
15386
fcdb6e3a9d36 Prevent leaking of thread objects
unC0Rr
parents: 14690
diff changeset
   581
SDL_DetachThread(ThinkThread);
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   582
end;
191
a03c2d037e24 Bots are in the same thread as game. Fixes FreePascal issues.
unc0rr
parents: 183
diff changeset
   583
8965
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   584
{$IFDEF DEBUGAI}
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   585
var scoreShown: boolean = false;
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   586
{$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
   587
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   588
procedure ProcessBot;
6982
8d41d22a291d breaking news, we don't support typed consts anymore
koda
parents: 6770
diff changeset
   589
const cStopThinkTime = 40;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   590
begin
602
f7628ebfccde Add CurrentHedgehog variable which simplifies code
unc0rr
parents: 599
diff changeset
   591
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
   592
    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
   593
    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
   594
    and ((TurnTimeLeft < cHedgehogTurnTime - 50) or (TurnTimeLeft > cHedgehogTurnTime)) then
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   595
        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
   596
            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
   597
            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
   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
                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
   600
                    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   601
                    StopMessages(Gear^.Message);
11532
bf86c6cb9341 Bye-bye TryDo
unc0rr
parents: 11475
diff changeset
   602
                    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
   603
                    end;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   604
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   605
                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
   606
                    exit;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   607
8965
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   608
{$IFDEF DEBUGAI}
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   609
                scoreShown:= false;
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   610
{$ENDIF}
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   611
                StartThink(Gear);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   612
                StartTicks:= GameTicks
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   613
7204
522f165cd2e7 - Fix damage calculation in TestSniperRifle, aim a bit lower to compensate initial angle shift in sniper rifle. As a result, AI seems to never fail sniper rifle shots.
unc0rr
parents: 7197
diff changeset
   614
            end else
522f165cd2e7 - Fix damage calculation in TestSniperRifle, aim a bit lower to compensate initial angle shift in sniper rifle. As a result, AI seems to never fail sniper rifle shots.
unc0rr
parents: 7197
diff changeset
   615
                begin
8965
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   616
{$IFDEF DEBUGAI}
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   617
                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
   618
                    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
   619
                    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
   620
                    scoreShown:= true
8965
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   621
                    end;
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   622
{$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
   623
                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
   624
                end
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   625
        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
   626
            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
   627
                StopThinking:= true
369
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
   628
end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   629
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 2948
diff changeset
   630
procedure initModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   631
begin
6982
8d41d22a291d breaking news, we don't support typed consts anymore
koda
parents: 6770
diff changeset
   632
    StartTicks:= 0;
15386
fcdb6e3a9d36 Prevent leaking of thread objects
unC0Rr
parents: 14690
diff changeset
   633
    ThreadSem:= SDL_CreateSemaphore(1);
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   634
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   635
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 2948
diff changeset
   636
procedure freeModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   637
begin
7026
8d1724e1337e split OnDestroy across the appropriate modules (this doen't cause leaks on mobile, right?)
koda
parents: 6992
diff changeset
   638
    FreeActionsList();
15386
fcdb6e3a9d36 Prevent leaking of thread objects
unC0Rr
parents: 14690
diff changeset
   639
    SDL_DestroySemaphore(ThreadSem);
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   640
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   641
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   642
end.