hedgewars/uAI.pas
author unc0rr
Mon, 29 Sep 2008 22:14:23 +0000
changeset 1301 c6fe8a4bfd34
parent 1066 1f1b3686a2b0
child 2289 cb850ba733bd
permissions -rw-r--r--
Fix a bug screwing team selection up in network game (REMOVETEAM message doesn't have teamID, and after removing the team QMap still contains old info, when add and remove team with the same name, total hedgehogs number will be decreased by first team hh number)
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2005-2008 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 *)
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unit uAI;
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interface
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uses uFloat;
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{$INCLUDE options.inc}
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procedure ProcessBot;
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procedure FreeActionsList;
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implementation
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uses uTeams, uConsts, SDLh, uAIMisc, uGears, uAIAmmoTests, uAIActions, uMisc,
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     uAmmos, uConsole, uCollisions, SysUtils{$IFDEF UNIX}, cthreads{$ENDIF};
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var BestActions: TActions;
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    CanUseAmmo: array [TAmmoType] of boolean;
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    StopThinking: boolean;
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    ThinkThread: TThreadID;
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    hasThread: LongInt = 0;
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procedure FreeActionsList;
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begin
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{$IFDEF DEBUGFILE}AddFileLog('FreeActionsList called');{$ENDIF}
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if hasThread <> 0 then
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   begin
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   {$IFDEF DEBUGFILE}AddFileLog('Waiting AI thread to finish');{$ENDIF}
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   StopThinking:= true;
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   repeat
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     SDL_Delay(10)
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   until hasThread = 0
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   end;
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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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           begin
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           if (Gear^.Message and gm_Left) <> 0 then ParseCommand('-left', true);
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           if (Gear^.Message and gm_Right) <> 0 then ParseCommand('-right', true);
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           end;
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BestActions.Count:= 0;
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BestActions.Pos:= 0
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end;
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procedure TestAmmos(var Actions: TActions; Me: PGear; isMoved: boolean);
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var BotLevel: Longword;
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    ap: TAttackParams;
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    Score, i: LongInt;
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    a, aa: TAmmoType;
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begin
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BotLevel:= PHedgehog(Me^.Hedgehog)^.BotLevel;
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for i:= 0 to Pred(Targets.Count) do
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    if (Targets.ar[i].Score >= 0) and (not StopThinking) then
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       begin
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       with CurrentHedgehog^ do
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            a:= Ammo^[CurSlot, CurAmmo].AmmoType;
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       aa:= a;
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       repeat
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        if (CanUseAmmo[a]) and
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           ((not isMoved) or ((AmmoTests[a].flags and amtest_OnTurn) = 0)) then
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           begin
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           Score:= AmmoTests[a].proc(Me, Targets.ar[i].Point, BotLevel, ap);
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           if Actions.Score + Score > BestActions.Score then
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            if (BestActions.Score < 0) or (Actions.Score + Score > BestActions.Score + LongInt(BotLevel) * 2048) then
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              begin
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              BestActions:= Actions;
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              inc(BestActions.Score, Score);
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              AddAction(BestActions, aia_Weapon, Longword(a), 300 + random(400), 0, 0);
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              if (ap.Time <> 0) then AddAction(BestActions, aia_Timer, ap.Time div 1000, 400, 0, 0);
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              if (ap.Angle > 0) then AddAction(BestActions, aia_LookRight, 0, 200, 0, 0)
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              else if (ap.Angle < 0) then AddAction(BestActions, aia_LookLeft, 0, 200, 0, 0);
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              if (Ammoz[a].Ammo.Propz and ammoprop_NoCrosshair) = 0 then
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                 begin
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                 ap.Angle:= LongInt(Me^.Angle) - Abs(ap.Angle);
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                 if ap.Angle > 0 then
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                    begin
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                    AddAction(BestActions, aia_Up, aim_push, 300 + random(250), 0, 0);
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                    AddAction(BestActions, aia_Up, aim_release, ap.Angle, 0, 0)
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                    end else if ap.Angle < 0 then
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                    begin
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                    AddAction(BestActions, aia_Down, aim_push, 300 + random(250), 0, 0);
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                    AddAction(BestActions, aia_Down, aim_release, -ap.Angle, 0, 0)
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                    end
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                 end;
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              if (Ammoz[a].Ammo.Propz and ammoprop_NeedTarget) <> 0 then
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                 begin
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                 AddAction(BestActions, aia_Put, 0, 1, ap.AttackPutX, ap.AttackPutY)
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                 end;
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              if (Ammoz[a].Ammo.Propz and ammoprop_AttackingPut) = 0 then
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                 begin
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                 AddAction(BestActions, aia_attack, aim_push, 650 + random(300), 0, 0);
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                 AddAction(BestActions, aia_attack, aim_release, ap.Power, 0, 0);
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                 end;
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              if ap.ExplR > 0 then
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                 AddAction(BestActions, aia_AwareExpl, ap.ExplR, 10, ap.ExplX, ap.ExplY);
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              end
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           end;
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        if a = High(TAmmoType) then a:= Low(TAmmoType)
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                               else inc(a)
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       until (a = aa) or
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             (CurrentHedgehog^.AttacksNum > 0) or
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             StopThinking
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       end
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end;
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procedure Walk(Me: PGear);
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const FallPixForBranching = cHHRadius * 2 + 8;
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      cBranchStackSize = 12;
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type TStackEntry = record
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                   WastedTicks: Longword;
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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(Ticks: Longword; const Actions: TActions; const Me: TGear; Dir: integer): boolean;
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    var Result: boolean;
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    begin
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    Result:= (Stack.Count < cBranchStackSize) and (Actions.Count < MAXACTIONS - 5);
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    if Result then
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       with Stack.States[Stack.Count] do
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            begin
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            WastedTicks:= Ticks;
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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:= Result
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    end;
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    procedure Pop(var Ticks: Longword; 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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         Ticks:= WastedTicks;
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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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    function PosInThinkStack(Me: PGear): boolean;
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    var i: Longword;
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    begin
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    i:= 0;
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    while (i < Stack.Count) do
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          begin
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          if(not(hwAbs(Stack.States[i].Hedgehog.X - Me^.X) +
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                 hwAbs(Stack.States[i].Hedgehog.Y - Me^.Y) > _2)) and
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              (Stack.States[i].Hedgehog.Message = Me^.Message) then exit(true);
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          inc(i)
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          end;
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    PosInThinkStack:= false
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    end;
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var Actions: TActions;
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    ticks, maxticks, steps, BotLevel, tmp: Longword;
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    BaseRate, BestRate, Rate: integer;
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    GoInfo: TGoInfo;
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    CanGo: boolean;
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    AltMe: TGear;
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begin
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Actions.Count:= 0;
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Actions.Pos:= 0;
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Actions.Score:= 0;
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Stack.Count:= 0;
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BotLevel:= PHedgehog(Me^.Hedgehog)^.BotLevel;
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tmp:= random(2) + 1;
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Push(0, Actions, Me^, tmp);
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Push(0, Actions, Me^, tmp xor 3);
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if (Me^.State and gstAttacked) = 0 then maxticks:= max(0, TurnTimeLeft - 5000 - 4000 * BotLevel)
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                                   else maxticks:= TurnTimeLeft;
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if (Me^.State and gstAttacked) = 0 then TestAmmos(Actions, Me, false);
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BestRate:= RatePlace(Me);
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BaseRate:= max(BestRate, 0);
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while (Stack.Count > 0) and not StopThinking do
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    begin
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    Pop(ticks, Actions, Me^);
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    AddAction(Actions, Me^.Message, aim_push, 250, 0, 0);
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    if (Me^.Message and gm_Left) <> 0 then AddAction(Actions, aia_WaitXL, hwRound(Me^.X), 0, 0, 0)
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                                      else AddAction(Actions, aia_WaitXR, hwRound(Me^.X), 0, 0, 0);
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    steps:= 0;
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    while (not StopThinking) and (not PosInThinkStack(Me)) do
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       begin
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       CanGo:= HHGo(Me, @AltMe, GoInfo);
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       inc(ticks, GoInfo.Ticks);
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       if ticks > maxticks then break;
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       if (BotLevel < 5) and (GoInfo.JumpType = jmpHJump) then // hjump support
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          if Push(ticks, Actions, AltMe, Me^.Message) then
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             with Stack.States[Pred(Stack.Count)] do
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                  begin
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                  if Me^.dX.isNegative then AddAction(MadeActions, aia_LookRight, 0, 200, 0, 0)
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                                       else AddAction(MadeActions, aia_LookLeft, 0, 200, 0, 0);
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                  AddAction(MadeActions, aia_HJump, 0, 305 + random(50), 0, 0);
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                  AddAction(MadeActions, aia_HJump, 0, 350, 0, 0);
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                  if Me^.dX.isNegative then AddAction(MadeActions, aia_LookLeft, 0, 200, 0, 0)
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                                       else AddAction(MadeActions, aia_LookRight, 0, 200, 0, 0);
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                  end;
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       if (BotLevel < 3) and (GoInfo.JumpType = jmpLJump) then // ljump support
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          if Push(ticks, Actions, AltMe, Me^.Message) then
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             with Stack.States[Pred(Stack.Count)] do
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                  AddAction(MadeActions, aia_LJump, 0, 305 + random(50), 0, 0);
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       if not CanGo then break;
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       inc(steps);
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       Actions.actions[Pred(Actions.Count)].Param:= hwRound(Me^.X);
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       Rate:= RatePlace(Me);
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       if Rate > BestRate then
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          begin
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          BestActions:= Actions;
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          BestRate:= Rate;
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          Me^.State:= Me^.State or gstAttacked // we have better place, go there and don't use ammo
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          end
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       else if Rate < BestRate then break;
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       if ((Me^.State and gstAttacked) = 0)
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           and ((steps mod 4) = 0) then TestAmmos(Actions, Me, true);
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       if GoInfo.FallPix >= FallPixForBranching then
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          Push(ticks, Actions, Me^, Me^.Message xor 3); // aia_Left xor 3 = aia_Right
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       end;
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    if BestRate > BaseRate then exit
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    end
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end;
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function Think(Me: Pointer): ptrint;
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var BackMe, WalkMe: TGear;
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    StartTicks: Longword;
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begin
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InterlockedIncrement(hasThread);
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StartTicks:= GameTicks;
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BackMe:= PGear(Me)^;
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if (PGear(Me)^.State and gstAttacked) = 0 then
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   if Targets.Count > 0 then
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      begin
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      WalkMe:= BackMe;
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      Walk(@WalkMe);
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      if (StartTicks > GameTicks - 1500) and not StopThinking then SDL_Delay(2000);
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      if BestActions.Score < -1023 then
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         begin
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         BestActions.Count:= 0;
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         AddAction(BestActions, aia_Skip, 0, 250, 0, 0);
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         end;
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      end else
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else begin
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      while (not StopThinking) and (BestActions.Count = 0) do
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            begin
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            FillBonuses(true);
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            WalkMe:= BackMe;
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            Walk(@WalkMe);
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            if not StopThinking then SDL_Delay(100)
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            end
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      end;
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PGear(Me)^.State:= PGear(Me)^.State and not gstHHThinking;
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Think:= 0;
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InterlockedDecrement(hasThread)
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end;
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procedure StartThink(Me: PGear);
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var a: TAmmoType;
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begin
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if ((Me^.State and (gstAttacking or gstHHJumping or gstMoving)) <> 0)
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   or isInMultiShoot then exit;
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//DeleteCI(Me); // this might break demo 
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Me^.State:= Me^.State or gstHHThinking;
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Me^.Message:= 0;
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BestActions.Count:= 0;
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BestActions.Pos:= 0;
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BestActions.Score:= Low(integer);
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StopThinking:= false;
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ThinkingHH:= Me;
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FillTargets;
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if Targets.Count = 0 then
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   begin
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   OutError('AI: no targets!?', false);
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   exit
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   end;
941
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FillBonuses((Me^.State and gstAttacked) <> 0);
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for a:= Low(TAmmoType) to High(TAmmoType) do
553
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    CanUseAmmo[a]:= Assigned(AmmoTests[a].proc) and HHHasAmmo(PHedgehog(Me^.Hedgehog)^, a);
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{$IFDEF DEBUGFILE}AddFileLog('Enter Think Thread');{$ENDIF}
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BeginThread(@Think, Me, ThinkThread)
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end;
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a03c2d037e24 Bots are in the same thread as game. Fixes FreePascal issues.
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procedure ProcessBot;
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const StartTicks: Longword = 0;
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      cStopThinkTime = 40;
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begin
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with CurrentHedgehog^ do
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     if (Gear <> nil)
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        and ((Gear^.State and gstHHDriven) <> 0)
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        and (TurnTimeLeft < cHedgehogTurnTime - 50) then
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        if ((Gear^.State and gstHHThinking) = 0) then
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           if (BestActions.Pos >= BestActions.Count)
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              and (TurnTimeLeft > cStopThinkTime) then
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              begin
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              if Gear^.Message <> 0 then
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                 begin
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                 StopMessages(Gear^.Message);
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                 TryDo((Gear^.Message and gmAllStoppable) = 0, 'Engine bug: AI may break demos playing', true);
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                 end;
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              if Gear^.Message <> 0 then exit;
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              StartThink(Gear);
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              StartTicks:= GameTicks
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              end else ProcessAction(BestActions, Gear)
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        else if ((GameTicks - StartTicks) > cMaxAIThinkTime)
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                or (TurnTimeLeft <= cStopThinkTime) then StopThinking:= true
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end;
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end.