- Fixed bug with hedgehog under water using rope
- Add locale support in engine
- Bots use ljump and hjump
- Fix shotgun rating
- Support for theme-dependent sprites
- Horizon and sky can have any image size
- Many small fixes
(*
* Hedgewars, a worms-like game
* Copyright (c) 2005, 2006 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;
procedure FreeActionsList;
implementation
uses uTeams, uConsts, SDLh, uAIMisc, uGears, uAIAmmoTests, uAIActions, uMisc;
var BestActions: TActions;
ThinkThread: PSDL_Thread = nil;
StopThinking: boolean;
CanUseAmmo: array [TAmmoType] of boolean;
procedure FreeActionsList;
begin
if ThinkThread <> nil then
begin
StopThinking:= true;
SDL_WaitThread(ThinkThread, nil);
ThinkThread:= nil
end;
BestActions.Count:= 0;
BestActions.Pos:= 0
end;
procedure TestAmmos(var Actions: TActions; Me: PGear);
var Time: Longword;
Angle, Power, Score, ExplX, ExplY, ExplR: integer;
i: integer;
a, aa: TAmmoType;
begin
for i:= 0 to Pred(Targets.Count) do
if (Targets.ar[i].Score >= 0) then
begin
with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do
a:= Ammo[CurSlot, CurAmmo].AmmoType;
aa:= a;
repeat
if CanUseAmmo[a] then
begin
Score:= AmmoTests[a](Me, Targets.ar[i].Point, Time, Angle, Power, ExplX, ExplY, ExplR);
if Actions.Score + Score + Targets.ar[i].Score > BestActions.Score then
begin
BestActions:= Actions;
inc(BestActions.Score, Score + Targets.ar[i].Score);
AddAction(BestActions, aia_Weapon, Longword(a), 500);
if Time <> 0 then AddAction(BestActions, aia_Timer, Time div 1000, 400);
if (Angle > 0) then AddAction(BestActions, aia_LookRight, 0, 200)
else if (Angle < 0) then AddAction(BestActions, aia_LookLeft, 0, 200);
Angle:= integer(Me.Angle) - Abs(Angle);
if Angle > 0 then
begin
AddAction(BestActions, aia_Up, aim_push, 500);
AddAction(BestActions, aia_Up, aim_release, Angle)
end else if Angle < 0 then
begin
AddAction(BestActions, aia_Down, aim_push, 500);
AddAction(BestActions, aia_Down, aim_release, -Angle)
end;
AddAction(BestActions, aia_attack, aim_push, 800);
AddAction(BestActions, aia_attack, aim_release, Power);
if ExplR > 0 then
AddAction(BestActions, aia_AwareExpl, ExplR, 10, ExplX, ExplY);
end
end;
if a = High(TAmmoType) then a:= Low(TAmmoType)
else inc(a)
until (a = aa) or (CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog].AttacksNum > 0)
end
end;
procedure Walk(Me: PGear);
const FallPixForBranching = cHHRadius * 2 + 8;
cBranchStackSize = 12;
type TStackEntry = record
WastedTicks: Longword;
MadeActions: TActions;
Hedgehog: TGear;
end;
var Stack: record
Count: Longword;
States: array[0..Pred(cBranchStackSize)] of TStackEntry;
end;
function Push(Ticks: Longword; const Actions: TActions; const Me: TGear; Dir: integer): boolean;
begin
Result:= (Stack.Count < cBranchStackSize) and (Actions.Count < MAXACTIONS - 5);
if Result then
with Stack.States[Stack.Count] do
begin
WastedTicks:= Ticks;
MadeActions:= Actions;
Hedgehog:= Me;
Hedgehog.Message:= Dir;
inc(Stack.Count)
end
end;
procedure Pop(out Ticks: Longword; out Actions: TActions; out Me: TGear);
begin
dec(Stack.Count);
with Stack.States[Stack.Count] do
begin
Ticks:= WastedTicks;
Actions:= MadeActions;
Me:= Hedgehog
end
end;
var Actions: TActions;
ticks, maxticks, steps: Longword;
BaseRate, BestRate, Rate: integer;
GoInfo: TGoInfo;
CanGo: boolean;
AltMe: TGear;
begin
Actions.Count:= 0;
Actions.Pos:= 0;
Actions.Score:= 0;
Stack.Count:= 0;
Push(0, Actions, Me^, aia_Left);
Push(0, Actions, Me^, aia_Right);
if (Me.State and gstAttacked) = 0 then maxticks:= max(0, integer(TurnTimeLeft) - 10000)
else maxticks:= TurnTimeLeft;
if (Me.State and gstAttacked) = 0 then TestAmmos(Actions, Me);
BestRate:= RatePlace(Me);
BaseRate:= max(BestRate, 0);
while (Stack.Count > 0) and not StopThinking do
begin
Pop(ticks, Actions, Me^);
AddAction(Actions, Me.Message, aim_push, 250);
AddAction(Actions, aia_WaitX, round(Me.X), 0);
AddAction(Actions, Me.Message, aim_release, 0);
steps:= 0;
while true do
begin
CanGo:= HHGo(Me, @AltMe, GoInfo);
inc(ticks, GoInfo.Ticks);
if ticks > maxticks then break;
if GoInfo.JumpType = jmpHJump then // hjump support
if Push(ticks, Actions, AltMe, Me^.Message) then
with Stack.States[Pred(Stack.Count)] do
begin
AddAction(MadeActions, aia_HJump, 0, 305);
AddAction(MadeActions, aia_HJump, 0, 350);
end;
if GoInfo.JumpType = jmpLJump then // ljump support
if Push(ticks, Actions, AltMe, Me^.Message) then
with Stack.States[Pred(Stack.Count)] do
AddAction(MadeActions, aia_LJump, 0, 305);
if not CanGo then break;
inc(steps);
Actions.actions[Actions.Count - 2].Param:= round(Me.X);
Rate:= RatePlace(Me);
if Rate > BestRate then
begin
BestActions:= Actions;
BestRate:= Rate;
Me.State:= Me.State or gstAttacked // we have better place, go there and don't use ammo
end
else if Rate < BestRate then break;
if ((Me.State and gstAttacked) = 0)
and ((steps mod 4) = 0) then TestAmmos(Actions, Me);
if GoInfo.FallPix >= FallPixForBranching then
Push(ticks, Actions, Me^, Me^.Message xor 3); // aia_Left xor 3 = aia_Right
if StopThinking then exit
end;
if BestRate > BaseRate then exit
end
end;
procedure Think(Me: PGear); cdecl;
var BackMe, WalkMe: TGear;
StartTicks: Longword;
begin
StartTicks:= GameTicks;
BestActions.Count:= 0;
BestActions.Pos:= 0;
BestActions.Score:= Low(integer);
BackMe:= Me^;
WalkMe:= BackMe;
if (Me.State and gstAttacked) = 0 then
if Targets.Count > 0 then
begin
Walk(@WalkMe);
if (StartTicks > GameTicks - 1500) then SDL_Delay(2000);
end else
else begin
Walk(@WalkMe);
while (not StopThinking) and (BestActions.Count = 0) do
begin
SDL_Delay(100);
FillBonuses(true);
WalkMe:= BackMe;
Walk(@WalkMe)
end
end;
Me.State:= Me.State and not gstHHThinking;
ThinkThread:= nil
end;
procedure StartThink(Me: PGear);
var a: TAmmoType;
begin
if ((Me.State and gstAttacking) <> 0) or isInMultiShoot then exit;
Me.State:= Me.State or gstHHThinking;
StopThinking:= false;
ThinkingHH:= Me;
FillTargets;
if Targets.Count = 0 then
begin
OutError('AI: no targets!?');
exit
end;
FillBonuses((Me.State and gstAttacked) <> 0);
for a:= Low(TAmmoType) to High(TAmmoType) do
CanUseAmmo[a]:= Assigned(AmmoTests[a]) and HHHasAmmo(PHedgehog(Me.Hedgehog), a);
{$IFDEF DEBUGFILE}AddFileLog('Enter Think Thread');{$ENDIF}
ThinkThread:= SDL_CreateThread(@Think, Me)
end;
procedure ProcessBot;
begin
with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do
if (Gear <> nil)
and ((Gear.State and gstHHDriven) <> 0)
and (TurnTimeLeft < 29990)
and ((Gear.State and gstHHThinking) = 0) then
if (BestActions.Pos >= BestActions.Count) then StartThink(Gear)
else ProcessAction(BestActions, Gear)
end;
end.