hedgewars/uAI.pas
changeset 1 30f2d1037d5d
child 4 bcbd7adb4e4b
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/hedgewars/uAI.pas	Mon Aug 22 13:35:41 2005 +0000
@@ -0,0 +1,167 @@
+(*
+ * Hedgewars, a worms-like game
+ * Copyright (c) 2005 Andrey Korotaev <unC0Rr@gmail.com>
+ *
+ * Distributed under the terms of the BSD-modified licence:
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a copy
+ * of this software and associated documentation files (the "Software"), to deal
+ * with the Software without restriction, including without limitation the
+ * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
+ * sell copies of the Software, and to permit persons to whom the Software is
+ * furnished to do so, subject to the following conditions:
+ *
+ * 1. Redistributions of source code must retain the above copyright notice,
+ *    this list of conditions and the following disclaimer.
+ * 2. Redistributions in binary form must reproduce the above copyright notice,
+ *    this list of conditions and the following disclaimer in the documentation
+ *    and/or other materials provided with the distribution.
+ * 3. The name of the author may not be used to endorse or promote products
+ *    derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED
+ * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
+ * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
+ * EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+ * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
+ * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
+ * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
+ * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
+ * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ *)
+
+unit uAI;
+interface
+{$INCLUDE options.inc}
+procedure ProcessBot;
+
+implementation
+uses uAIActions, uAIMisc, uMisc, uTeams, uConsts, uAIAmmoTests, uGears, SDLh;
+
+function Go(Gear: PGear; Times: Longword): boolean;
+begin
+Result:= false
+end;
+
+procedure Think;
+var Targets: TTargets;
+    Angle, Power: integer;
+    Time: Longword;
+
+    procedure FindTarget(Flags: Longword);
+    var t: integer;
+        a, aa: TAmmoType;
+        Me: TPoint;
+    begin
+    t:= 0;
+    with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do
+         begin
+         Me.X:= round(Gear.X);
+         Me.Y:= round(Gear.Y);
+         end;
+    repeat
+      if isInMultiShoot then with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do
+                             a:= Ammo[CurSlot, CurAmmo].AmmoType
+                        else a:= TAmmoType(random(ord(High(TAmmoType))));
+      aa:= a;
+      repeat
+        if Assigned(AmmoTests[a].Test)
+           and ((Flags = 0) or ((Flags and AmmoTests[a].Flags) <> 0)) then
+           if AmmoTests[a].Test(Me, Targets.ar[t], Flags, Time, Angle, Power) then
+              begin
+              AddAction(aia_Weapon, ord(a), 1000);
+              if Time <> 0 then AddAction(aia_Timer, Time div 1000, 400);
+              exit
+              end;
+      if a = High(TAmmoType) then a:= Low(TAmmoType)
+                             else inc(a)
+      until isInMultiShoot or (a = aa);
+    inc(t)
+    until (t >= Targets.Count)
+    end;
+
+    procedure TryGo(lvl, Flags: Longword);
+    var tmpGear: TGear;
+        i, t: integer;
+    begin
+    with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do
+    for t:= aia_Left to aia_Right do
+        if IsActionListEmpty then
+           begin
+           tmpGear:= Gear^;
+           i:= 0;
+           Gear.Message:= t;
+           while HHGo(Gear) do
+                 begin
+                 if (i mod 5 = 0) then
+                    begin
+                    FindTarget(Flags);
+                    if not IsActionListEmpty then
+                       begin
+                       if i > 0 then
+                          begin
+                          AddAction(t, aim_push, 1000);
+                          AddAction(aia_WaitX, round(Gear.X), 0);
+                          AddAction(t, aim_release, 0)
+                          end;
+                       Gear^:= tmpGear;
+                       exit
+                       end
+                    end;
+                 inc(i)
+                 end;
+           Gear^:= tmpGear
+           end
+    end;
+
+begin
+with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do
+     if ((Gear.State and (gstAttacked or gstAttacking or gstMoving or gstFalling)) <> 0) then exit;
+
+FillTargets(Targets);
+
+TryGo(0, 0);
+
+if IsActionListEmpty then
+   TryGo(0, ctfNotFull);
+if IsActionListEmpty then
+   TryGo(0, ctfBreach);
+
+if IsActionListEmpty then
+   begin
+   AddAction(aia_Weapon, ord(amSkip), 1000);
+   AddAction(aia_Attack, aim_push, 1000);
+   exit
+   end;
+
+with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do
+     begin
+     if (Angle > 0) then AddAction(aia_LookRight, 0, 200)
+        else if (Angle < 0) then AddAction(aia_LookLeft, 0, 200);
+     Angle:= integer(Gear.Angle) - Abs(Angle);
+     if Angle > 0 then
+        begin
+        AddAction(aia_Up, aim_push, 500);
+        AddAction(aia_Up, aim_release, Angle)
+        end else if Angle < 0 then
+        begin
+        AddAction(aia_Down, aim_push, 500);
+        AddAction(aia_Down, aim_release, -Angle)
+        end;
+     AddAction(aia_attack, aim_push, 300);
+     AddAction(aia_attack, aim_release, Power);
+     end
+end;
+
+procedure ProcessBot;
+begin
+with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do
+     if (Gear <> nil)and((Gear.State and gstHHDriven) <> 0) then
+        begin
+        if IsActionListEmpty then Think;
+        ProcessAction
+        end
+end;
+
+end.