- Changed falling damage scoring
- Update version to 0.2
- Bots avoid explosions caused by their weapon
- Fix camera movement
(*
* 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;
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
if (CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog].AttacksNum > 0)
then with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do
a:= Ammo[CurSlot, CurAmmo].AmmoType
else a:= Low(TAmmoType);
aa:= a;
repeat
if Assigned(AmmoTests[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);
var Actions: TActions;
BackMe: TGear;
Dir, steps, maxsteps: integer;
BestRate, Rate: integer;
begin
Actions.Score:= 0;
Actions.Count:= 0;
Actions.Pos:= 0;
BestActions.Count:= 0;
if (Me.State and gstAttacked) = 0 then maxsteps:= (TurnTimeLeft - 4000) div cHHStepTicks
else maxsteps:= 3000;
BackMe:= Me^;
if (Me.State and gstAttacked) = 0 then TestAmmos(Actions, Me);
BestRate:= RatePlace(Me);
for Dir:= aia_Left to aia_Right do
begin
Me.Message:= Dir;
steps:= 0;
while HHGo(Me) and (steps < maxsteps) do
begin
inc(steps);
Actions.Count:= 0;
AddAction(Actions, Dir, aim_push, 250);
AddAction(Actions, aia_WaitX, round(Me.X), 0);
AddAction(Actions, Dir, aim_release, 0);
Rate:= RatePlace(Me);
if Rate > BestRate then
begin
BestActions:= Actions;
BestRate:= Rate;
Me.State:= Me.State or gstAttacked // we have better place, go to it and don't use ammo
end
else if Rate < BestRate then
if BestRate > 0 then exit
else break;
if ((Me.State and gstAttacked) = 0)
and ((steps mod 4) = 0) then TestAmmos(Actions, Me);
if StopThinking then exit;
end;
Me^:= BackMe
end
end;
procedure Think(Me: PGear); cdecl;
var BackMe: TGear;
StartTicks: Longword;
begin
StartTicks:= GameTicks;
BestActions.Score:= Low(integer);
if Targets.Count > 0 then
begin
BackMe:= Me^;
Walk(@BackMe);
end;
if ((Me.State and gstAttacked) = 0)
and (StartTicks > GameTicks - 1000) then SDL_Delay(1000);
if BestActions.Count > 0 then Me.State:= Me.State and not gstHHThinking;
ThinkThread:= nil
end;
procedure StartThink(Me: PGear);
begin
if ((Me.State and gstAttacking) <> 0) or isInMultiShoot then exit;
Me.State:= Me.State or gstHHThinking;
StopThinking:= false;
ThinkingHH:= Me;
FillTargets;
FillBonuses((Me.State and gstAttacked) <> 0);
{$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.