author | nemo |
Mon, 04 Jun 2012 19:36:55 -0400 | |
changeset 7181 | 0791c1f2734c |
parent 7178 | c61cfc9eb29d |
child 7197 | 5a9775b97c7e |
permissions | -rw-r--r-- |
4 | 1 |
(* |
1066 | 2 |
* Hedgewars, a free turn based strategy game |
6700 | 3 |
* Copyright (c) 2004-2012 Andrey Korotaev <unC0Rr@gmail.com> |
4 | 4 |
* |
183 | 5 |
* This program is free software; you can redistribute it and/or modify |
6 |
* it under the terms of the GNU General Public License as published by |
|
7 |
* the Free Software Foundation; version 2 of the License |
|
4 | 8 |
* |
183 | 9 |
* This program is distributed in the hope that it will be useful, |
10 |
* but WITHOUT ANY WARRANTY; without even the implied warranty of |
|
11 |
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
|
12 |
* GNU General Public License for more details. |
|
4 | 13 |
* |
183 | 14 |
* You should have received a copy of the GNU General Public License |
15 |
* along with this program; if not, write to the Free Software |
|
16 |
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA |
|
4 | 17 |
*) |
18 |
||
2630 | 19 |
{$INCLUDE "options.inc"} |
20 |
||
4 | 21 |
unit uAI; |
22 |
interface |
|
351 | 23 |
uses uFloat; |
2630 | 24 |
|
3038 | 25 |
procedure initModule; |
26 |
procedure freeModule; |
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|
433 | 28 |
procedure ProcessBot; |
64 | 29 |
procedure FreeActionsList; |
4 | 30 |
|
31 |
implementation |
|
4377 | 32 |
uses uConsts, SDLh, uAIMisc, uAIAmmoTests, uAIActions, |
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33 |
uAmmos, SysUtils{$IFNDEF USE_SDLTHREADS} {$IFDEF UNIX}, cthreads{$ENDIF} {$ENDIF}, uTypes, |
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34 |
uVariables, uCommands, uUtils, uDebug; |
4 | 35 |
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36 |
var BestActions: TActions; |
509 | 37 |
CanUseAmmo: array [TAmmoType] of boolean; |
433 | 38 |
StopThinking: boolean; |
6462 | 39 |
{$IFDEF USE_SDLTHREADS} |
5504 | 40 |
ThinkThread: PSDL_Thread = nil; |
6460 | 41 |
{$ELSE} |
42 |
ThinkThread: TThreadID; |
|
43 |
{$ENDIF} |
|
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44 |
hasThread: LongInt; |
7028 | 45 |
StartTicks: Longword; |
599 | 46 |
|
369 | 47 |
procedure FreeActionsList; |
64 | 48 |
begin |
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49 |
AddFileLog('FreeActionsList called'); |
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50 |
if hasThread <> 0 then |
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51 |
begin |
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52 |
AddFileLog('Waiting AI thread to finish'); |
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53 |
StopThinking:= true; |
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repeat |
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55 |
SDL_Delay(10) |
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until hasThread = 0 |
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57 |
end; |
434 | 58 |
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59 |
with CurrentHedgehog^ do |
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if Gear <> nil then |
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if BotLevel <> 0 then |
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62 |
StopMessages(Gear^.Message); |
740 | 63 |
|
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64 |
BestActions.Count:= 0; |
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65 |
BestActions.Pos:= 0 |
369 | 66 |
end; |
67 |
||
6392 | 68 |
|
69 |
||
70 |
const cBranchStackSize = 12; |
|
71 |
type TStackEntry = record |
|
72 |
WastedTicks: Longword; |
|
73 |
MadeActions: TActions; |
|
74 |
Hedgehog: TGear; |
|
75 |
end; |
|
76 |
||
77 |
var Stack: record |
|
78 |
Count: Longword; |
|
79 |
States: array[0..Pred(cBranchStackSize)] of TStackEntry; |
|
80 |
end; |
|
81 |
||
82 |
function Push(Ticks: Longword; const Actions: TActions; const Me: TGear; Dir: integer): boolean; |
|
83 |
var bRes: boolean; |
|
84 |
begin |
|
85 |
bRes:= (Stack.Count < cBranchStackSize) and (Actions.Count < MAXACTIONS - 5); |
|
86 |
if bRes then |
|
87 |
with Stack.States[Stack.Count] do |
|
88 |
begin |
|
89 |
WastedTicks:= Ticks; |
|
90 |
MadeActions:= Actions; |
|
91 |
Hedgehog:= Me; |
|
92 |
Hedgehog.Message:= Dir; |
|
93 |
inc(Stack.Count) |
|
94 |
end; |
|
95 |
Push:= bRes |
|
96 |
end; |
|
97 |
||
98 |
procedure Pop(var Ticks: Longword; var Actions: TActions; var Me: TGear); |
|
99 |
begin |
|
100 |
dec(Stack.Count); |
|
101 |
with Stack.States[Stack.Count] do |
|
102 |
begin |
|
103 |
Ticks:= WastedTicks; |
|
104 |
Actions:= MadeActions; |
|
105 |
Me:= Hedgehog |
|
106 |
end |
|
107 |
end; |
|
108 |
||
109 |
||
110 |
||
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111 |
procedure TestAmmos(var Actions: TActions; Me: PGear; isMoved: boolean); |
3407 | 112 |
var BotLevel: Byte; |
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ap: TAttackParams; |
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Score, i: LongInt; |
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a, aa: TAmmoType; |
4 | 116 |
begin |
4372 | 117 |
BotLevel:= Me^.Hedgehog^.BotLevel; |
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windSpeed:= hwFloat2Float(cWindSpeed); |
433 | 119 |
|
64 | 120 |
for i:= 0 to Pred(Targets.Count) do |
509 | 121 |
if (Targets.ar[i].Score >= 0) and (not StopThinking) then |
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begin |
6748 | 123 |
with Me^.Hedgehog^ do |
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a:= CurAmmoType; |
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aa:= a; |
6460 | 126 |
{$IFDEF USE_SDLTHREADS} |
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127 |
SDL_delay(0); //ThreadSwitch was only a hint |
6460 | 128 |
{$ELSE} |
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129 |
ThreadSwitch(); |
6460 | 130 |
{$ENDIF} |
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131 |
repeat |
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Don't make unnecessary calls to TestWhip, TestFirePunch, TestBaseballBat and TestHammer functions as they have no need to take Targ parameter into account and thus may only be called once per position
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if (CanUseAmmo[a]) |
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and ((not isMoved) or ((AmmoTests[a].flags and amtest_OnTurn) = 0)) |
c61cfc9eb29d
Don't make unnecessary calls to TestWhip, TestFirePunch, TestBaseballBat and TestHammer functions as they have no need to take Targ parameter into account and thus may only be called once per position
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and ((i = 0) or ((AmmoTests[a].flags and amtest_NoTarget) = 0)) |
c61cfc9eb29d
Don't make unnecessary calls to TestWhip, TestFirePunch, TestBaseballBat and TestHammer functions as they have no need to take Targ parameter into account and thus may only be called once per position
unc0rr
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135 |
then |
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136 |
begin |
3407 | 137 |
{$HINTS OFF} |
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138 |
Score:= AmmoTests[a].proc(Me, Targets.ar[i].Point, BotLevel, ap); |
3407 | 139 |
{$HINTS ON} |
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140 |
if Actions.Score + Score > BestActions.Score then |
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141 |
if (BestActions.Score < 0) or (Actions.Score + Score > BestActions.Score + Byte(BotLevel) * 2048) then |
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142 |
begin |
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143 |
BestActions:= Actions; |
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144 |
inc(BestActions.Score, Score); |
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145 |
BestActions.isWalkingToABetterPlace:= false; |
194 | 146 |
|
7132 | 147 |
AddAction(BestActions, aia_Weapon, Longword(a), 300 + random(400), 0, 0); |
5162 | 148 |
|
7132 | 149 |
if (ap.Angle > 0) then |
150 |
AddAction(BestActions, aia_LookRight, 0, 200, 0, 0) |
|
151 |
else if (ap.Angle < 0) then |
|
152 |
AddAction(BestActions, aia_LookLeft, 0, 200, 0, 0); |
|
153 |
||
154 |
if (ap.Time <> 0) then |
|
155 |
AddAction(BestActions, aia_Timer, ap.Time div 1000, 400, 0, 0); |
|
156 |
if (Ammoz[a].Ammo.Propz and ammoprop_NoCrosshair) = 0 then |
|
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157 |
begin |
7132 | 158 |
ap.Angle:= LongInt(Me^.Angle) - Abs(ap.Angle); |
159 |
if ap.Angle > 0 then |
|
160 |
begin |
|
161 |
AddAction(BestActions, aia_Up, aim_push, 300 + random(250), 0, 0); |
|
162 |
AddAction(BestActions, aia_Up, aim_release, ap.Angle, 0, 0) |
|
163 |
end |
|
164 |
else if ap.Angle < 0 then |
|
165 |
begin |
|
166 |
AddAction(BestActions, aia_Down, aim_push, 300 + random(250), 0, 0); |
|
167 |
AddAction(BestActions, aia_Down, aim_release, -ap.Angle, 0, 0) |
|
168 |
end |
|
169 |
end; |
|
170 |
if (Ammoz[a].Ammo.Propz and ammoprop_NeedTarget) <> 0 then |
|
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171 |
begin |
7132 | 172 |
AddAction(BestActions, aia_Put, 0, 1, ap.AttackPutX, ap.AttackPutY) |
173 |
end; |
|
174 |
if (Ammoz[a].Ammo.Propz and ammoprop_AttackingPut) = 0 then |
|
175 |
begin |
|
176 |
AddAction(BestActions, aia_attack, aim_push, 650 + random(300), 0, 0); |
|
177 |
AddAction(BestActions, aia_attack, aim_release, ap.Power, 0, 0); |
|
178 |
end; |
|
179 |
if ap.ExplR > 0 then |
|
180 |
AddAction(BestActions, aia_AwareExpl, ap.ExplR, 10, ap.ExplX, ap.ExplY); |
|
181 |
end |
|
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182 |
end; |
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183 |
if a = High(TAmmoType) then |
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184 |
a:= Low(TAmmoType) |
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185 |
else inc(a) |
7178
c61cfc9eb29d
Don't make unnecessary calls to TestWhip, TestFirePunch, TestBaseballBat and TestHammer functions as they have no need to take Targ parameter into account and thus may only be called once per position
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changeset
|
186 |
until (a = aa) or (CurrentHedgehog^.MultiShootAttacks > 0) {shooting same weapon} |
c61cfc9eb29d
Don't make unnecessary calls to TestWhip, TestFirePunch, TestBaseballBat and TestHammer functions as they have no need to take Targ parameter into account and thus may only be called once per position
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187 |
or StopThinking |
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|
188 |
end |
64 | 189 |
end; |
4 | 190 |
|
6393 | 191 |
procedure Walk(Me: PGear; var Actions: TActions); |
80 | 192 |
const FallPixForBranching = cHHRadius * 2 + 8; |
6393 | 193 |
var |
3407 | 194 |
ticks, maxticks, steps, tmp: Longword; |
433 | 195 |
BaseRate, BestRate, Rate: integer; |
75 | 196 |
GoInfo: TGoInfo; |
80 | 197 |
CanGo: boolean; |
198 |
AltMe: TGear; |
|
3407 | 199 |
BotLevel: Byte; |
6392 | 200 |
a: TAmmoType; |
64 | 201 |
begin |
3407 | 202 |
ticks:= 0; // avoid compiler hint |
433 | 203 |
Stack.Count:= 0; |
6392 | 204 |
|
205 |
for a:= Low(TAmmoType) to High(TAmmoType) do |
|
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Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
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206 |
CanUseAmmo[a]:= Assigned(AmmoTests[a].proc) and (HHHasAmmo(Me^.Hedgehog^, a) > 0); |
6392 | 207 |
|
4372 | 208 |
BotLevel:= Me^.Hedgehog^.BotLevel; |
75 | 209 |
|
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210 |
if (Me^.State and gstAttacked) = 0 then |
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211 |
maxticks:= Max(0, TurnTimeLeft - 5000 - LongWord(4000 * BotLevel)) |
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212 |
else |
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213 |
maxticks:= TurnTimeLeft; |
75 | 214 |
|
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215 |
if (Me^.State and gstAttacked) = 0 then |
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216 |
TestAmmos(Actions, Me, false); |
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217 |
|
433 | 218 |
BestRate:= RatePlace(Me); |
4374 | 219 |
BaseRate:= Max(BestRate, 0); |
75 | 220 |
|
5148
73b3b4b8359c
Make AI switch to amNothing before trying to walk if it holds weapon which needs targeting (not tested)
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diff
changeset
|
221 |
if (Ammoz[Me^.Hedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NeedTarget) <> 0 then |
7132 | 222 |
AddAction(Actions, aia_Weapon, Longword(amSkip), 100 + random(200), 0, 0); |
5148
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Make AI switch to amNothing before trying to walk if it holds weapon which needs targeting (not tested)
unc0rr
parents:
4976
diff
changeset
|
223 |
|
7132 | 224 |
tmp:= random(2) + 1; |
225 |
Push(0, Actions, Me^, tmp); |
|
226 |
Push(0, Actions, Me^, tmp xor 3); |
|
227 |
||
2605 | 228 |
while (Stack.Count > 0) and (not StopThinking) and (GameFlags and gfArtillery = 0) do |
433 | 229 |
begin |
230 |
Pop(ticks, Actions, Me^); |
|
193 | 231 |
|
433 | 232 |
AddAction(Actions, Me^.Message, aim_push, 250, 0, 0); |
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233 |
if (Me^.Message and gmLeft) <> 0 then |
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changeset
|
234 |
AddAction(Actions, aia_WaitXL, hwRound(Me^.X), 0, 0, 0) |
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|
235 |
else |
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|
236 |
AddAction(Actions, aia_WaitXR, hwRound(Me^.X), 0, 0, 0); |
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|
237 |
|
66
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Many AI improvements, bots do think in separate thread
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diff
changeset
|
238 |
steps:= 0; |
82 | 239 |
|
5600
c6da15eddab3
Remove PosInStack function, as bots behave better (they search more positions) without it
unc0rr
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5396
diff
changeset
|
240 |
while (not StopThinking) do |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
241 |
begin |
3407 | 242 |
{$HINTS OFF} |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
243 |
CanGo:= HHGo(Me, @AltMe, GoInfo); |
3407 | 244 |
{$HINTS ON} |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
245 |
inc(ticks, GoInfo.Ticks); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
246 |
if ticks > maxticks then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
247 |
break; |
194 | 248 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
249 |
if (BotLevel < 5) and (GoInfo.JumpType = jmpHJump) then // hjump support |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
250 |
if Push(ticks, Actions, AltMe, Me^.Message) then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
251 |
with Stack.States[Pred(Stack.Count)] do |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
252 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
253 |
if Me^.dX.isNegative then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
254 |
AddAction(MadeActions, aia_LookRight, 0, 200, 0, 0) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
255 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
256 |
AddAction(MadeActions, aia_LookLeft, 0, 200, 0, 0); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
257 |
|
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
258 |
AddAction(MadeActions, aia_HJump, 0, 305 + random(50), 0, 0); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
259 |
AddAction(MadeActions, aia_HJump, 0, 350, 0, 0); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
260 |
|
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
261 |
if Me^.dX.isNegative then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
262 |
AddAction(MadeActions, aia_LookLeft, 0, 200, 0, 0) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
263 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
264 |
AddAction(MadeActions, aia_LookRight, 0, 200, 0, 0); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
265 |
end; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
266 |
if (BotLevel < 3) and (GoInfo.JumpType = jmpLJump) then // ljump support |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
267 |
if Push(ticks, Actions, AltMe, Me^.Message) then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
268 |
with Stack.States[Pred(Stack.Count)] do |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
269 |
AddAction(MadeActions, aia_LJump, 0, 305 + random(50), 0, 0); |
433 | 270 |
|
7164
fad64b97947e
Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents:
7132
diff
changeset
|
271 |
// 'not CanGO' means we can't go straight, possible jumps are checked above |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
272 |
if not CanGo then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
273 |
break; |
7164
fad64b97947e
Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents:
7132
diff
changeset
|
274 |
|
fad64b97947e
Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents:
7132
diff
changeset
|
275 |
inc(steps); |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
276 |
Actions.actions[Pred(Actions.Count)].Param:= hwRound(Me^.X); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
277 |
Rate:= RatePlace(Me); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
278 |
if Rate > BestRate then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
279 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
280 |
BestActions:= Actions; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
281 |
BestActions.isWalkingToABetterPlace:= true; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
282 |
BestRate:= Rate; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
283 |
Me^.State:= Me^.State or gstAttacked // we have better place, go there and do not use ammo |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
284 |
end |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
285 |
else if Rate < BestRate then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
286 |
break; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
287 |
if ((Me^.State and gstAttacked) = 0) and ((steps mod 4) = 0) then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
288 |
TestAmmos(Actions, Me, true); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
289 |
if GoInfo.FallPix >= FallPixForBranching then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
290 |
Push(ticks, Actions, Me^, Me^.Message xor 3); // aia_Left xor 3 = aia_Right |
7164
fad64b97947e
Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents:
7132
diff
changeset
|
291 |
end {while}; |
193 | 292 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
293 |
if BestRate > BaseRate then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
294 |
exit |
7164
fad64b97947e
Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents:
7132
diff
changeset
|
295 |
end {while} |
66
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
296 |
end; |
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
297 |
|
508 | 298 |
function Think(Me: Pointer): ptrint; |
74 | 299 |
var BackMe, WalkMe: TGear; |
6992 | 300 |
switchCount: LongInt; |
301 |
StartTicks, currHedgehogIndex, itHedgehog, switchesNum, i: Longword; |
|
6770
7d2c6cdb816a
Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
parents:
6748
diff
changeset
|
302 |
switchImmediatelyAvailable: boolean; |
6393 | 303 |
Actions: TActions; |
66
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
304 |
begin |
509 | 305 |
InterlockedIncrement(hasThread); |
433 | 306 |
StartTicks:= GameTicks; |
6393 | 307 |
currHedgehogIndex:= CurrentTeam^.CurrHedgehog; |
308 |
itHedgehog:= currHedgehogIndex; |
|
309 |
switchesNum:= 0; |
|
310 |
||
311 |
switchImmediatelyAvailable:= (CurAmmoGear <> nil) and (CurAmmoGear^.Kind = gtSwitcher); |
|
6770
7d2c6cdb816a
Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
parents:
6748
diff
changeset
|
312 |
switchCount:= HHHasAmmo(PGear(Me)^.Hedgehog^, amSwitch); |
509 | 313 |
|
500 | 314 |
if (PGear(Me)^.State and gstAttacked) = 0 then |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
315 |
if Targets.Count > 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
316 |
begin |
6393 | 317 |
// iterate over current team hedgehogs |
318 |
repeat |
|
319 |
WalkMe:= CurrentTeam^.Hedgehogs[itHedgehog].Gear^; |
|
320 |
||
321 |
Actions.Count:= 0; |
|
322 |
Actions.Pos:= 0; |
|
323 |
Actions.Score:= 0; |
|
324 |
if switchesNum > 0 then |
|
325 |
begin |
|
6770
7d2c6cdb816a
Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
parents:
6748
diff
changeset
|
326 |
if not switchImmediatelyAvailable then |
6393 | 327 |
begin |
6770
7d2c6cdb816a
Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
parents:
6748
diff
changeset
|
328 |
// when AI has to use switcher, make it cost smth unless they have a lot of switches |
6992 | 329 |
if (switchCount < 10) then Actions.Score:= (-27+switchCount*3)*4000; |
6393 | 330 |
AddAction(Actions, aia_Weapon, Longword(amSwitch), 300 + random(200), 0, 0); |
331 |
AddAction(Actions, aia_attack, aim_push, 300 + random(300), 0, 0); |
|
332 |
AddAction(Actions, aia_attack, aim_release, 1, 0, 0); |
|
333 |
end; |
|
334 |
for i:= 1 to switchesNum do |
|
335 |
AddAction(Actions, aia_Switch, 0, 300 + random(200), 0, 0); |
|
336 |
end; |
|
337 |
Walk(@WalkMe, Actions); |
|
338 |
||
339 |
// find another hog in team |
|
340 |
repeat |
|
341 |
itHedgehog:= Succ(itHedgehog) mod CurrentTeam^.HedgehogsNumber; |
|
342 |
until (itHedgehog = currHedgehogIndex) or (CurrentTeam^.Hedgehogs[itHedgehog].Gear <> nil); |
|
343 |
||
6748 | 344 |
|
6393 | 345 |
inc(switchesNum); |
6770
7d2c6cdb816a
Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
parents:
6748
diff
changeset
|
346 |
until (not (switchImmediatelyAvailable or (switchCount > 0))) |
6393 | 347 |
or StopThinking |
6395
bb04d7a9f7e2
Make AI be less scared by crates. Actually, now it starts using switcher just to pick a crate up.
unc0rr
parents:
6393
diff
changeset
|
348 |
or (itHedgehog = currHedgehogIndex) |
bb04d7a9f7e2
Make AI be less scared by crates. Actually, now it starts using switcher just to pick a crate up.
unc0rr
parents:
6393
diff
changeset
|
349 |
or BestActions.isWalkingToABetterPlace; |
6393 | 350 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
351 |
if (StartTicks > GameTicks - 1500) and (not StopThinking) then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
352 |
SDL_Delay(1000); |
6393 | 353 |
|
6395
bb04d7a9f7e2
Make AI be less scared by crates. Actually, now it starts using switcher just to pick a crate up.
unc0rr
parents:
6393
diff
changeset
|
354 |
if (BestActions.Score < -1023) and (not BestActions.isWalkingToABetterPlace) then |
6393 | 355 |
begin |
356 |
BestActions.Count:= 0; |
|
357 |
AddAction(BestActions, aia_Skip, 0, 250, 0, 0); |
|
358 |
end; |
|
359 |
||
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
360 |
end else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
361 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
362 |
begin |
6393 | 363 |
BackMe:= PGear(Me)^; |
364 |
while (not StopThinking) and (BestActions.Count = 0) do |
|
365 |
begin |
|
366 |
FillBonuses(true); |
|
367 |
WalkMe:= BackMe; |
|
368 |
Actions.Count:= 0; |
|
369 |
Actions.Pos:= 0; |
|
370 |
Actions.Score:= 0; |
|
371 |
Walk(@WalkMe, Actions); |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
372 |
if not StopThinking then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
373 |
SDL_Delay(100) |
6393 | 374 |
end |
375 |
end; |
|
376 |
||
500 | 377 |
PGear(Me)^.State:= PGear(Me)^.State and not gstHHThinking; |
509 | 378 |
Think:= 0; |
379 |
InterlockedDecrement(hasThread) |
|
66
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
380 |
end; |
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
381 |
|
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
382 |
procedure StartThink(Me: PGear); |
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
383 |
begin |
542 | 384 |
if ((Me^.State and (gstAttacking or gstHHJumping or gstMoving)) <> 0) |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
385 |
or isInMultiShoot then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
386 |
exit; |
506 | 387 |
|
2376 | 388 |
//DeleteCI(Me); // this might break demo |
369 | 389 |
Me^.State:= Me^.State or gstHHThinking; |
390 |
Me^.Message:= 0; |
|
509 | 391 |
|
392 |
BestActions.Count:= 0; |
|
393 |
BestActions.Pos:= 0; |
|
5163 | 394 |
BestActions.Score:= Low(LongInt); |
6395
bb04d7a9f7e2
Make AI be less scared by crates. Actually, now it starts using switcher just to pick a crate up.
unc0rr
parents:
6393
diff
changeset
|
395 |
BestActions.isWalkingToABetterPlace:= false; |
509 | 396 |
|
433 | 397 |
StopThinking:= false; |
398 |
ThinkingHH:= Me; |
|
509 | 399 |
|
70 | 400 |
FillTargets; |
80 | 401 |
if Targets.Count = 0 then |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
402 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
403 |
OutError('AI: no targets!?', false); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
404 |
exit |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
405 |
end; |
941
b5222ddafe1f
- Fix bug with picking up ammos from cases, when total ammo count may become more than AMMO_INFINITE
unc0rr
parents:
936
diff
changeset
|
406 |
|
369 | 407 |
FillBonuses((Me^.State and gstAttacked) <> 0); |
4900 | 408 |
AddFileLog('Enter Think Thread'); |
6460 | 409 |
{$IFDEF USE_SDLTHREADS} |
410 |
ThinkThread := SDL_CreateThread(@Think{$IFDEF SDL13}, nil{$ENDIF}, Me); |
|
411 |
{$ELSE} |
|
6027 | 412 |
BeginThread(@Think, Me, ThinkThread); |
413 |
{$ENDIF} |
|
5504 | 414 |
AddFileLog('Thread started'); |
433 | 415 |
end; |
191
a03c2d037e24
Bots are in the same thread as game. Fixes FreePascal issues.
unc0rr
parents:
183
diff
changeset
|
416 |
|
433 | 417 |
procedure ProcessBot; |
6982 | 418 |
const cStopThinkTime = 40; |
4 | 419 |
begin |
602 | 420 |
with CurrentHedgehog^ do |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
421 |
if (Gear <> nil) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
422 |
and ((Gear^.State and gstHHDriven) <> 0) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
423 |
and (TurnTimeLeft < cHedgehogTurnTime - 50) then |
433 | 424 |
if ((Gear^.State and gstHHThinking) = 0) then |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
425 |
if (BestActions.Pos >= BestActions.Count) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
426 |
and (TurnTimeLeft > cStopThinkTime) then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
427 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
428 |
if Gear^.Message <> 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
429 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
430 |
StopMessages(Gear^.Message); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
431 |
TryDo((Gear^.Message and gmAllStoppable) = 0, 'Engine bug: AI may break demos playing', true); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
432 |
end; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
433 |
if Gear^.Message <> 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
434 |
exit; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
435 |
StartThink(Gear); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
436 |
StartTicks:= GameTicks |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
437 |
|
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
438 |
end else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
439 |
ProcessAction(BestActions, Gear) |
509 | 440 |
else if ((GameTicks - StartTicks) > cMaxAIThinkTime) |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
441 |
or (TurnTimeLeft <= cStopThinkTime) then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6462
diff
changeset
|
442 |
StopThinking:= true |
369 | 443 |
end; |
4 | 444 |
|
3038 | 445 |
procedure initModule; |
2716
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2695
diff
changeset
|
446 |
begin |
2948
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2716
diff
changeset
|
447 |
hasThread:= 0; |
6982 | 448 |
StartTicks:= 0; |
6025
cac1d5601d7c
reviewed the build system and parts of the previous merge, performed some code cleanup
koda
parents:
5611
diff
changeset
|
449 |
ThinkThread:= ThinkThread; |
2716
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2695
diff
changeset
|
450 |
end; |
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2695
diff
changeset
|
451 |
|
3038 | 452 |
procedure freeModule; |
2716
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2695
diff
changeset
|
453 |
begin |
7026
8d1724e1337e
split OnDestroy across the appropriate modules (this doen't cause leaks on mobile, right?)
koda
parents:
6992
diff
changeset
|
454 |
FreeActionsList(); |
2716
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2695
diff
changeset
|
455 |
end; |
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2695
diff
changeset
|
456 |
|
4 | 457 |
end. |