- Fix AI not to damage self hedgehogs
- Fix checking for winner
- main.cpp shouldn't be changed without changing main.cpp.in
(*
* 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 uAIActions;
interface
uses uGears;
{$INCLUDE options.inc}
const MAXACTIONS = 96;
aia_none = 0;
aia_Left = 1;
aia_Right = 2;
aia_Timer = 3;
aia_attack = 4;
aia_Up = 5;
aia_Down = 6;
aia_Weapon = $80000000;
aia_WaitX = $80000001;
aia_WaitY = $80000002;
aia_LookLeft = $80000003;
aia_LookRight = $80000004;
aia_AwareExpl = $80000005;
aia_HJump = $80000006;
aia_LJump = $80000007;
aia_Skip = $80000008;
aim_push = $80000000;
aim_release = $80000001;
ai_specmask = $80000000;
type TAction = record
Action, Param: Longword;
X, Y: integer;
Time: Longword;
end;
TActions = record
Count, Pos: Longword;
actions: array[0..Pred(MAXACTIONS)] of TAction;
Score: integer;
end;
procedure AddAction(var Actions: TActions; Action, Param, TimeDelta: Longword; const X: integer = 0; Y: integer = 0);
procedure ProcessAction(var Actions: TActions; Me: PGear);
implementation
uses uMisc, uTeams, uConsts, uConsole, uAIMisc;
const ActionIdToStr: array[0..6] of string[16] = (
{aia_none} '',
{aia_Left} 'left',
{aia_Right} 'right',
{aia_Timer} 'timer',
{aia_attack} 'attack',
{aia_Up} 'up',
{aia_Down} 'down'
);
{$IFDEF TRACEAIACTIONS}
const SpecActionIdToStr: array[$80000000..$80000008] of string[16] = (
{aia_Weapon} 'aia_Weapon',
{aia_WaitX} 'aia_WaitX',
{aia_WaitY} 'aia_WaitY',
{aia_LookLeft} 'aia_LookLeft',
{aia_LookRight} 'aia_LookRight',
{aia_AwareExpl} 'aia_AwareExpl',
{aia_HJump} 'aia_HJump',
{aia_LJump} 'aia_LJump',
{aia_Skip} 'aia_Skip'
);
procedure DumpAction(Action: TAction; Me: PGear);
begin
if (Action.Action and ai_specmask) = 0 then
WriteLnToConsole('AI action: '+ActionIdToStr[Action.Action])
else begin
WriteLnToConsole('AI action: '+SpecActionIdToStr[Action.Action]);
if Action.Action = aia_WaitX then
WriteLnToConsole('AI action Wait X = '+inttostr(Action.Param)+', current X = '+inttostr(round(Me.X)));
end
end;
{$ENDIF}
procedure AddAction(var Actions: TActions; Action, Param, TimeDelta: Longword; const X: integer = 0; Y: integer = 0);
begin
with Actions do
begin
actions[Count].Action:= Action;
actions[Count].Param:= Param;
actions[Count].X:= X;
actions[Count].Y:= Y;
if Count > 0 then actions[Count].Time:= TimeDelta
else actions[Count].Time:= GameTicks + TimeDelta;
inc(Count);
TryDo(Count < MAXACTIONS, 'AI: actions overflow', true);
end
end;
procedure SetWeapon(weap: Longword);
begin
with CurrentTeam^ do
with Hedgehogs[CurrHedgehog] do
while Ammo[CurSlot, CurAmmo].AmmoType <> TAmmoType(weap) do
ParseCommand('/slot ' + chr(49 + Ammoz[TAmmoType(weap)].Slot));
end;
procedure ProcessAction(var Actions: TActions; Me: PGear);
var s: shortstring;
begin
if Actions.Pos >= Actions.Count then exit;
with Actions.actions[Actions.Pos] do
begin
if Time > GameTicks then exit;
{$IFDEF TRACEAIACTIONS}
DumpAction(Actions.actions[Actions.Pos], Me);
{$ENDIF}
if (Action and ai_specmask) <> 0 then
case Action of
aia_Weapon: SetWeapon(Param);
aia_WaitX: if round(Me.X) = Param then Time:= GameTicks
else exit;
aia_WaitY: if round(Me.Y) = Param then Time:= GameTicks
else exit;
aia_LookLeft: if Me.dX >= 0 then
begin
ParseCommand('+left');
exit
end else ParseCommand('-left');
aia_LookRight: if Me.dX < 0 then
begin
ParseCommand('+right');
exit
end else ParseCommand('-right');
aia_AwareExpl: AwareOfExplosion(X, Y, Param);
aia_HJump: ParseCommand('hjump');
aia_LJump: ParseCommand('ljump');
aia_Skip: ParseCommand('skip');
end else
begin
s:= ActionIdToStr[Action];
if (Param and ai_specmask) <> 0 then
case Param of
aim_push: s:= '+' + s;
aim_release: s:= '-' + s;
end
else if Param <> 0 then s:= s + ' ' + inttostr(Param);
ParseCommand(s)
end
end;
inc(Actions.Pos);
if Actions.Pos <= Actions.Count then
inc(Actions.actions[Actions.Pos].Time, GameTicks)
end;
end.