hedgewars/uAIActions.pas
author unc0rr
Mon, 29 Sep 2008 22:14:23 +0000
changeset 1301 c6fe8a4bfd34
parent 1066 1f1b3686a2b0
child 2599 c7153d2348f3
permissions -rw-r--r--
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.