Break up the hog/object collision. Currently is $7F, allowing 128 overlapping objects accurately. Breaking it up into 15 for hogs, 7 for other objects. I'm thinking the overall accuracy should be just fine as far as people noticing even with a ton of overlapping hogs, and this way we can tell the difference between a hog and "something else". For experiment and rope-breaking purposes, make rope pass through hogs.
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2015 Andrey Korotaev <unC0Rr@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*)
{$INCLUDE "options.inc"}
unit uAI;
interface
uses uFloat;
procedure initModule;
procedure freeModule;
procedure ProcessBot;
procedure FreeActionsList;
implementation
uses uConsts, SDLh, uAIMisc, uAIAmmoTests, uAIActions,
uAmmos, SysUtils, uTypes,
uVariables, uCommands, uUtils, uDebug, uAILandMarks;
var BestActions: TActions;
CanUseAmmo: array [TAmmoType] of boolean;
StopThinking: boolean;
StartTicks: Longword;
ThinkThread: PSDL_Thread;
ThreadLock: PSDL_Mutex;
procedure FreeActionsList;
begin
AddFileLog('FreeActionsList called');
if (ThinkThread <> nil) then
begin
StopThinking:= true;
SDL_WaitThread(ThinkThread, nil);
end;
SDL_LockMutex(ThreadLock);
ThinkThread:= nil;
SDL_UnlockMutex(ThreadLock);
if CurrentHedgehog <> nil then
with CurrentHedgehog^ do
if Gear <> nil then
if BotLevel <> 0 then
StopMessages(Gear^.Message);
BestActions.Count:= 0;
BestActions.Pos:= 0
end;
const 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;
var bRes: boolean;
begin
bRes:= (Stack.Count < cBranchStackSize) and (Actions.Count < MAXACTIONS - 5);
if bRes then
with Stack.States[Stack.Count] do
begin
WastedTicks:= Ticks;
MadeActions:= Actions;
Hedgehog:= Me;
Hedgehog.Message:= Dir;
inc(Stack.Count)
end;
Push:= bRes
end;
procedure Pop(var Ticks: Longword; var Actions: TActions; var Me: TGear);
begin
dec(Stack.Count);
with Stack.States[Stack.Count] do
begin
Ticks:= WastedTicks;
Actions:= MadeActions;
Me:= Hedgehog
end
end;
procedure TestAmmos(var Actions: TActions; Me: PGear; rareChecks: boolean);
var BotLevel: Byte;
ap: TAttackParams;
Score, i, t, n, dAngle: LongInt;
a, aa: TAmmoType;
useThisActions: boolean;
begin
BotLevel:= Me^.Hedgehog^.BotLevel;
windSpeed:= hwFloat2Float(cWindSpeed);
useThisActions:= false;
for i:= 0 to Pred(Targets.Count) do
if (Targets.ar[i].Score >= 0) and (not StopThinking) then
begin
with Me^.Hedgehog^ do
a:= CurAmmoType;
aa:= a;
SDL_delay(0); // hint to let the context switch run
repeat
if (CanUseAmmo[a])
and ((not rareChecks) or ((AmmoTests[a].flags and amtest_Rare) = 0))
and ((i = 0) or ((AmmoTests[a].flags and amtest_NoTarget) = 0))
then
begin
{$HINTS OFF}
Score:= AmmoTests[a].proc(Me, Targets.ar[i], BotLevel, ap);
{$HINTS ON}
if (Score > BadTurn) and (Actions.Score + Score > BestActions.Score) then
if (BestActions.Score < 0) or (Actions.Score + Score > BestActions.Score + Byte(BotLevel - 1) * 2048) then
begin
if useThisActions then
begin
BestActions.Count:= Actions.Count
end
else
begin
BestActions:= Actions;
BestActions.isWalkingToABetterPlace:= false;
useThisActions:= true
end;
BestActions.Score:= Actions.Score + Score;
// if not between shots, activate invulnerability/vampirism if available
if CurrentHedgehog^.MultiShootAttacks = 0 then
begin
if HHHasAmmo(Me^.Hedgehog^, amInvulnerable) > 0 then
begin
AddAction(BestActions, aia_Weapon, Longword(amInvulnerable), 80, 0, 0);
AddAction(BestActions, aia_attack, aim_push, 10, 0, 0);
AddAction(BestActions, aia_attack, aim_release, 10, 0, 0);
end;
if HHHasAmmo(Me^.Hedgehog^, amExtraDamage) > 0 then
begin
AddAction(BestActions, aia_Weapon, Longword(amExtraDamage), 80, 0, 0);
AddAction(BestActions, aia_attack, aim_push, 10, 0, 0);
AddAction(BestActions, aia_attack, aim_release, 10, 0, 0);
end;
end;
AddAction(BestActions, aia_Weapon, Longword(a), 300 + random(400), 0, 0);
if (Ammoz[a].Ammo.Propz and ammoprop_NeedTarget) <> 0 then
begin
AddAction(BestActions, aia_Put, 0, 8, ap.AttackPutX, ap.AttackPutY)
end;
if (ap.Angle > 0) then
AddAction(BestActions, aia_LookRight, 0, 200, 0, 0)
else if (ap.Angle < 0) then
AddAction(BestActions, aia_LookLeft, 0, 200, 0, 0);
if (Ammoz[a].Ammo.Propz and ammoprop_Timerable) <> 0 then
AddAction(BestActions, aia_Timer, ap.Time div 1000, 400, 0, 0);
if (Ammoz[a].Ammo.Propz and ammoprop_NoCrosshair) = 0 then
begin
dAngle:= LongInt(Me^.Angle) - Abs(ap.Angle);
if dAngle > 0 then
begin
AddAction(BestActions, aia_Up, aim_push, 300 + random(250), 0, 0);
AddAction(BestActions, aia_Up, aim_release, dAngle, 0, 0)
end
else if dAngle < 0 then
begin
AddAction(BestActions, aia_Down, aim_push, 300 + random(250), 0, 0);
AddAction(BestActions, aia_Down, aim_release, -dAngle, 0, 0)
end
end;
if (Ammoz[a].Ammo.Propz and ammoprop_OscAim) <> 0 then
begin
AddAction(BestActions, aia_attack, aim_push, 350 + random(200), 0, 0);
AddAction(BestActions, aia_attack, aim_release, 1, 0, 0);
if abs(ap.Angle) > 32 then
begin
AddAction(BestActions, aia_Down, aim_push, 100 + random(150), 0, 0);
AddAction(BestActions, aia_Down, aim_release, 32, 0, 0);
end;
AddAction(BestActions, aia_waitAngle, ap.Angle, 250, 0, 0);
AddAction(BestActions, aia_attack, aim_push, 1, 0, 0);
AddAction(BestActions, aia_attack, aim_release, 1, 0, 0);
end else
if (Ammoz[a].Ammo.Propz and ammoprop_AttackingPut) = 0 then
begin
if (AmmoTests[a].flags and amtest_MultipleAttacks) = 0 then
n:= 1 else n:= ap.AttacksNum;
AddAction(BestActions, aia_attack, aim_push, 650 + random(300), 0, 0);
for t:= 2 to n do
begin
AddAction(BestActions, aia_attack, aim_push, 150, 0, 0);
AddAction(BestActions, aia_attack, aim_release, ap.Power, 0, 0);
end;
AddAction(BestActions, aia_attack, aim_release, ap.Power, 0, 0);
end;
if (Ammoz[a].Ammo.Propz and ammoprop_Track) <> 0 then
begin
AddAction(BestActions, aia_waitAmmoXY, 0, 12, ap.ExplX, ap.ExplY);
AddAction(BestActions, aia_attack, aim_push, 1, 0, 0);
AddAction(BestActions, aia_attack, aim_release, 7, 0, 0);
end;
if ap.ExplR > 0 then
AddAction(BestActions, aia_AwareExpl, ap.ExplR, 10, ap.ExplX, ap.ExplY);
end
end;
if a = High(TAmmoType) then
a:= Low(TAmmoType)
else inc(a)
until (a = aa) or (CurrentHedgehog^.MultiShootAttacks > 0) {shooting same weapon}
or StopThinking
end
end;
procedure Walk(Me: PGear; var Actions: TActions);
const FallPixForBranching = cHHRadius;
var
ticks, maxticks, oldticks, steps, tmp: Longword;
BaseRate, BestRate, Rate: integer;
GoInfo: TGoInfo;
CanGo: boolean;
AltMe: TGear;
BotLevel: Byte;
a: TAmmoType;
begin
ticks:= 0;
oldticks:= 0; // avoid compiler hint
Stack.Count:= 0;
clearAllMarks;
for a:= Low(TAmmoType) to High(TAmmoType) do
CanUseAmmo[a]:= Assigned(AmmoTests[a].proc) and (HHHasAmmo(Me^.Hedgehog^, a) > 0);
BotLevel:= Me^.Hedgehog^.BotLevel;
if (Me^.State and gstAttacked) = 0 then
maxticks:= Max(0, TurnTimeLeft - 5000 - LongWord(4000 * BotLevel))
else
maxticks:= TurnTimeLeft;
if (Me^.State and gstAttacked) = 0 then
TestAmmos(Actions, Me, false);
BestRate:= RatePlace(Me);
BaseRate:= Max(BestRate, 0);
// switch to 'skip' if we cannot move because of mouse cursor being shown
if (Ammoz[Me^.Hedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NeedTarget) <> 0 then
AddAction(Actions, aia_Weapon, Longword(amSkip), 100 + random(200), 0, 0);
if ((CurrentHedgehog^.MultiShootAttacks = 0) or ((Ammoz[Me^.Hedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NoMoveAfter) = 0))
and (GameFlags and gfArtillery = 0) and (cGravityf <> 0) then
begin
tmp:= random(2) + 1;
Push(0, Actions, Me^, tmp);
Push(0, Actions, Me^, tmp xor 3);
while (Stack.Count > 0) and (not StopThinking) do
begin
Pop(ticks, Actions, Me^);
AddAction(Actions, Me^.Message, aim_push, 250, 0, 0);
if (Me^.Message and gmLeft) <> 0 then
AddAction(Actions, aia_WaitXL, hwRound(Me^.X), 0, 0, 0)
else
AddAction(Actions, aia_WaitXR, hwRound(Me^.X), 0, 0, 0);
steps:= 0;
while (not StopThinking) do
begin
{$HINTS OFF}
CanGo:= HHGo(Me, @AltMe, GoInfo);
{$HINTS ON}
oldticks:= ticks;
inc(ticks, GoInfo.Ticks);
if ticks > maxticks then
break;
if (BotLevel < 5)
and (GoInfo.JumpType = jmpHJump)
and (not checkMark(hwRound(Me^.X), hwRound(Me^.Y), markHJumped))
then // hjump support
begin
// check if we could go backwards and maybe ljump over a gap after this hjump
addMark(hwRound(Me^.X), hwRound(Me^.Y), markHJumped);
if Push(ticks, Actions, AltMe, Me^.Message xor 3) then
begin
with Stack.States[Pred(Stack.Count)] do
begin
if (Me^.Message and gmLeft) <> 0 then
AddAction(MadeActions, aia_LookRight, 0, 200, 0, 0)
else
AddAction(MadeActions, aia_LookLeft, 0, 200, 0, 0);
AddAction(MadeActions, aia_HJump, 0, 305 + random(50), 0, 0);
AddAction(MadeActions, aia_HJump, 0, 350, 0, 0);
end;
// but first check walking forward
Push(ticks, Stack.States[Pred(Stack.Count)].MadeActions, AltMe, Me^.Message)
end;
end;
if (BotLevel < 3)
and (GoInfo.JumpType = jmpLJump)
and (not checkMark(hwRound(Me^.X), hwRound(Me^.Y), markLJumped))
then // ljump support
begin
addMark(hwRound(Me^.X), hwRound(Me^.Y), markLJumped);
// at final check where we go after jump walking backward
if Push(ticks, Actions, AltMe, Me^.Message xor 3) then
with Stack.States[Pred(Stack.Count)] do
begin
if (Me^.Message and gmLeft) <> 0 then
AddAction(MadeActions, aia_LookLeft, 0, 200, 0, 0)
else
AddAction(MadeActions, aia_LookRight, 0, 200, 0, 0);
AddAction(MadeActions, aia_LJump, 0, 305 + random(50), 0, 0);
end;
// push current position so we proceed from it after checking jump+forward walk opportunities
if CanGo then Push(ticks, Actions, Me^, Me^.Message);
// first check where we go after jump walking forward
if Push(ticks, Actions, AltMe, Me^.Message) then
with Stack.States[Pred(Stack.Count)] do
AddAction(MadeActions, aia_LJump, 0, 305 + random(50), 0, 0);
break
end;
// 'not CanGO' means we cannot go straight, possible jumps are checked above
if not CanGo then
break;
inc(steps);
Actions.actions[Pred(Actions.Count)].Param:= hwRound(Me^.X);
Rate:= RatePlace(Me);
if Rate > BestRate then
begin
BestActions:= Actions;
BestActions.isWalkingToABetterPlace:= true;
BestRate:= Rate;
Me^.State:= Me^.State or gstAttacked // we have better place, go there and do not use ammo
end
else if Rate < BestRate then
break;
if ((Me^.State and gstAttacked) = 0) and ((steps mod 4) = 0) then
begin
if (steps > 4) and checkMark(hwRound(Me^.X), hwRound(Me^.Y), markWalkedHere) then
break;
addMark(hwRound(Me^.X), hwRound(Me^.Y), markWalkedHere);
TestAmmos(Actions, Me, ticks shr 12 = oldticks shr 12);
end;
if GoInfo.FallPix >= FallPixForBranching then
Push(ticks, Actions, Me^, Me^.Message xor 3); // aia_Left xor 3 = aia_Right
if (StartTicks > GameTicks - 1500) and (not StopThinking) then
SDL_Delay(1000);
end {while};
if BestRate > BaseRate then
exit
end {while}
end {if}
end;
function Think(Me: PGear): LongInt; cdecl; export;
var BackMe, WalkMe: TGear;
switchCount: LongInt;
currHedgehogIndex, itHedgehog, switchesNum, i: Longword;
switchImmediatelyAvailable: boolean;
Actions: TActions;
begin
dmgMod:= 0.01 * hwFloat2Float(cDamageModifier) * cDamagePercent;
StartTicks:= GameTicks;
currHedgehogIndex:= CurrentTeam^.CurrHedgehog;
itHedgehog:= currHedgehogIndex;
switchesNum:= 0;
switchImmediatelyAvailable:= (CurAmmoGear <> nil) and (CurAmmoGear^.Kind = gtSwitcher);
if Me^.Hedgehog^.BotLevel <> 5 then
switchCount:= HHHasAmmo(PGear(Me)^.Hedgehog^, amSwitch)
else switchCount:= 0;
if ((Me^.State and gstAttacked) = 0) or isInMultiShoot or bonuses.activity then
if Targets.Count > 0 then
begin
// iterate over current team hedgehogs
repeat
WalkMe:= CurrentTeam^.Hedgehogs[itHedgehog].Gear^;
Actions.Count:= 0;
Actions.Pos:= 0;
Actions.Score:= 0;
if switchesNum > 0 then
begin
if (not switchImmediatelyAvailable) then
begin
// when AI has to use switcher, make it cost smth unless they have a lot of switches
if (switchCount < 10) then Actions.Score:= (-27+switchCount*3)*4000;
AddAction(Actions, aia_Weapon, Longword(amSwitch), 300 + random(200), 0, 0);
AddAction(Actions, aia_attack, aim_push, 300 + random(300), 0, 0);
AddAction(Actions, aia_attack, aim_release, 1, 0, 0);
end;
for i:= 1 to switchesNum do
AddAction(Actions, aia_Switch, 0, 300 + random(200), 0, 0);
end;
Walk(@WalkMe, Actions);
// find another hog in team
repeat
itHedgehog:= Succ(itHedgehog) mod CurrentTeam^.HedgehogsNumber;
until (itHedgehog = currHedgehogIndex) or ((CurrentTeam^.Hedgehogs[itHedgehog].Gear <> nil) and (CurrentTeam^.Hedgehogs[itHedgehog].Effects[heFrozen]=0));
inc(switchesNum);
until (not (switchImmediatelyAvailable or (switchCount > 0)))
or StopThinking
or (itHedgehog = currHedgehogIndex)
or BestActions.isWalkingToABetterPlace;
if (StartTicks > GameTicks - 1500) and (not StopThinking) then
SDL_Delay(700);
if (BestActions.Score < -1023) and (not BestActions.isWalkingToABetterPlace) then
begin
BestActions.Count:= 0;
FillBonuses(false);
if not bonuses.activity then
AddAction(BestActions, aia_Skip, 0, 250, 0, 0);
end;
end else SDL_Delay(100)
else
begin
BackMe:= Me^;
i:= 4;
while (not StopThinking) and (BestActions.Count = 0) and (i > 0) do
begin
(*
// Maybe this would get a bit of movement out of them? Hopefully not *toward* water. Need to check how often he'd choose that strategy
if SuddenDeathDmg and ((hwRound(BackMe.Y)+cWaterRise*2) > cWaterLine) then
AddBonus(hwRound(BackMe.X), hwRound(BackMe.Y), 250, -40);
*)
FillBonuses(true);
WalkMe:= BackMe;
Actions.Count:= 0;
Actions.Pos:= 0;
Actions.Score:= 0;
Walk(@WalkMe, Actions);
if not bonuses.activity then dec(i);
if not StopThinking then
SDL_Delay(100)
end
end;
Me^.State:= Me^.State and (not gstHHThinking);
SDL_LockMutex(ThreadLock);
ThinkThread:= nil;
SDL_UnlockMutex(ThreadLock);
Think:= 0;
end;
procedure StartThink(Me: PGear);
begin
if ((Me^.State and (gstAttacking or gstHHJumping or gstMoving)) <> 0)
or isInMultiShoot then
exit;
//DeleteCI(Me); // this will break demo/netplay
Me^.State:= Me^.State or gstHHThinking;
Me^.Message:= 0;
BestActions.Count:= 0;
BestActions.Pos:= 0;
BestActions.Score:= Low(LongInt);
BestActions.isWalkingToABetterPlace:= false;
StopThinking:= false;
ThinkingHH:= Me;
FillTargets;
if Targets.Count = 0 then
begin
OutError('AI: no targets!?', false);
exit
end;
FillBonuses(((Me^.State and gstAttacked) <> 0) and (not isInMultiShoot));
SDL_LockMutex(ThreadLock);
ThinkThread:= SDL_CreateThread(@Think, PChar('think'), Me);
SDL_UnlockMutex(ThreadLock);
end;
{$IFDEF DEBUGAI}
var scoreShown: boolean = false;
{$ENDIF}
procedure ProcessBot;
const cStopThinkTime = 40;
begin
with CurrentHedgehog^ do
if (Gear <> nil)
and ((Gear^.State and gstHHDriven) <> 0)
and (TurnTimeLeft < cHedgehogTurnTime - 50) then
if ((Gear^.State and gstHHThinking) = 0) then
if (BestActions.Pos >= BestActions.Count)
and (TurnTimeLeft > cStopThinkTime) then
begin
if Gear^.Message <> 0 then
begin
StopMessages(Gear^.Message);
if checkFails((Gear^.Message and gmAllStoppable) = 0, 'Engine bug: AI may break demos playing', true) then exit;
end;
if Gear^.Message <> 0 then
exit;
{$IFDEF DEBUGAI}
scoreShown:= false;
{$ENDIF}
StartThink(Gear);
StartTicks:= GameTicks
end else
begin
{$IFDEF DEBUGAI}
if not scoreShown then
begin
if BestActions.Score > 0 then ParseCommand('/say Expected score = ' + inttostr(BestActions.Score div 1024), true);
scoreShown:= true
end;
{$ENDIF}
ProcessAction(BestActions, Gear)
end
else if ((GameTicks - StartTicks) > cMaxAIThinkTime)
or (TurnTimeLeft <= cStopThinkTime) then
StopThinking:= true
end;
procedure initModule;
begin
StartTicks:= 0;
ThinkThread:= nil;
ThreadLock:= SDL_CreateMutex();
end;
procedure freeModule;
begin
FreeActionsList();
SDL_DestroyMutex(ThreadLock);
end;
end.