Fix a bug screwing team selection up in network game
(REMOVETEAM message doesn't have teamID, and after
removing the team QMap still contains old info, when
add and remove team with the same name, total hedgehogs
number will be decreased by first team hh number)
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2005-2008 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
*)
unit uAIActions;
interface
uses uGears, uFloat;
{$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 = $8000;
aia_WaitXL = $8001;
aia_WaitXR = $8002;
aia_LookLeft = $8003;
aia_LookRight = $8004;
aia_AwareExpl = $8005;
aia_HJump = $8006;
aia_LJump = $8007;
aia_Skip = $8008;
aia_Wait = $8009;
aia_Put = $800A;
aim_push = $8000;
aim_release = $8001;
ai_specmask = $8000;
type TAction = record
Action: Longword;
X, Y, Param: LongInt;
Time: Longword;
end;
TActions = record
Count, Pos: Longword;
actions: array[0..Pred(MAXACTIONS)] of TAction;
Score: LongInt;
end;
procedure AddAction(var Actions: TActions; Action: Longword; Param: LongInt; TimeDelta: Longword; X, Y: LongInt);
procedure ProcessAction(var Actions: TActions; Me: PGear);
implementation
uses uMisc, uTeams, uConsts, uConsole, uAIMisc, uAI, uAmmos;
const ActionIdToStr: array[0..6] of string[16] = (
{aia_none} '',
{aia_Left} 'left',
{aia_Right} 'right',
{aia_Timer} 'timer',
{aia_attack} 'attack',
{aia_Up} 'up',
{aia_Down} 'down'
);
{$IFDEF TRACEAIACTIONS}
const SpecActionIdToStr: array[$8000..$8009] of string[16] = (
{aia_Weapon} 'aia_Weapon',
{aia_WaitX} 'aia_WaitX',
{aia_WaitY} 'aia_WaitY',
{aia_LookLeft} 'aia_LookLeft',
{aia_LookRight} 'aia_LookRight',
{aia_AwareExpl} 'aia_AwareExpl',
{aia_HJump} 'aia_HJump',
{aia_LJump} 'aia_LJump',
{aia_Skip} 'aia_Skip',
{aia_Wait} 'aia_Wait'
);
procedure DumpAction(Action: TAction; Me: PGear);
begin
if (Action.Action and ai_specmask) = 0 then
WriteLnToConsole('AI action: '+ActionIdToStr[Action.Action])
else begin
WriteLnToConsole('AI action: '+SpecActionIdToStr[Action.Action]);
if (Action.Action = aia_WaitXL) or (Action.Action = aia_WaitXR) then
WriteLnToConsole('AI action Wait X = '+inttostr(Action.Param)+', current X = '+inttostr(hwRound(Me^.X)))
else if (Action.Action = aia_AwareExpl) then WriteLnToConsole('Aware X = ' + inttostr(Action.X) + ', Y = ' + inttostr(Action.Y));
end
end;
{$ENDIF}
procedure AddAction(var Actions: TActions; Action: Longword; Param: LongInt; TimeDelta: Longword; X, Y: LongInt);
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 ProcessAction(var Actions: TActions; Me: PGear);
var s: shortstring;
procedure CheckHang;
const PrevX: LongInt = 0;
timedelta: Longword = 0;
begin
if hwRound(Me^.X) <> PrevX then
begin
PrevX:= hwRound(Me^.X);
timedelta:= 0
end else
begin
inc(timedelta);
if timedelta > 1700 then
begin
timedelta:= 0;
FreeActionsList
end
end
end;
begin
repeat
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(TAmmoType(Param));
aia_WaitXL: if hwRound(Me^.X) = Param then
begin
Action:= aia_LookLeft;
Time:= GameTicks;
exit
end
else if hwRound(Me^.X) < Param then
begin
OutError('AI: WaitXL assert (' + IntToStr(hwRound(Me^.X)) + ' < ' + IntToStr(Param) + ')', false);
FreeActionsList;
exit
end
else begin CheckHang; exit end;
aia_WaitXR: if hwRound(Me^.X) = Param then
begin
Action:= aia_LookRight;
Time:= GameTicks;
exit
end
else if hwRound(Me^.X) > Param then
begin
OutError('AI: WaitXR assert (' + IntToStr(hwRound(Me^.X)) + ' > ' + IntToStr(Param) + ')', false);
FreeActionsList;
exit
end
else begin CheckHang; exit end;
aia_LookLeft: if not Me^.dX.isNegative then
begin
ParseCommand('+left', true);
exit
end else ParseCommand('-left', true);
aia_LookRight: if Me^.dX.isNegative then
begin
ParseCommand('+right', true);
exit
end else ParseCommand('-right', true);
aia_AwareExpl: AwareOfExplosion(X, Y, Param);
aia_HJump: ParseCommand('hjump', true);
aia_LJump: ParseCommand('ljump', true);
aia_Skip: ParseCommand('skip', true);
aia_Put: doPut(X, Y, true);
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, true)
end
end;
inc(Actions.Pos);
if Actions.Pos <= Actions.Count then
inc(Actions.actions[Actions.Pos].Time, GameTicks);
until false
end;
end.