author | displacer |
Fri, 18 Aug 2006 20:37:50 +0000 | |
changeset 117 | d21a48200772 |
parent 111 | 30ca06092a64 |
child 136 | 89970b70b076 |
permissions | -rw-r--r-- |
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(* |
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* Hedgewars, a worms-like game |
|
51 | 3 |
* Copyright (c) 2005, 2006 Andrey Korotaev <unC0Rr@gmail.com> |
4 | 4 |
* |
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* Distributed under the terms of the BSD-modified licence: |
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* |
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* Permission is hereby granted, free of charge, to any person obtaining a copy |
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* of this software and associated documentation files (the "Software"), to deal |
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* with the Software without restriction, including without limitation the |
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* rights to use, copy, modify, merge, publish, distribute, sublicense, and/or |
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* sell copies of the Software, and to permit persons to whom the Software is |
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* furnished to do so, subject to the following conditions: |
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* |
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* 1. Redistributions of source code must retain the above copyright notice, |
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* this list of conditions and the following disclaimer. |
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* 2. Redistributions in binary form must reproduce the above copyright notice, |
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* this list of conditions and the following disclaimer in the documentation |
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* and/or other materials provided with the distribution. |
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* 3. The name of the author may not be used to endorse or promote products |
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* derived from this software without specific prior written permission. |
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* |
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* THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED |
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* WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF |
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO |
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* EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; |
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* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, |
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR |
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* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF |
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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*) |
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||
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unit uAI; |
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interface |
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36 |
{$INCLUDE options.inc} |
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procedure ProcessBot; |
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64 | 38 |
procedure FreeActionsList; |
4 | 39 |
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40 |
implementation |
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64 | 41 |
uses uTeams, uConsts, SDLh, uAIMisc, uGears, uAIAmmoTests, uAIActions, uMisc; |
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var BestActions: TActions; |
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ThinkThread: PSDL_Thread = nil; |
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StopThinking: boolean; |
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CanUseAmmo: array [TAmmoType] of boolean; |
4 | 47 |
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64 | 48 |
procedure FreeActionsList; |
49 |
begin |
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if ThinkThread <> nil then |
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begin |
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StopThinking:= true; |
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SDL_WaitThread(ThinkThread, nil); |
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ThinkThread:= nil |
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end; |
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BestActions.Count:= 0; |
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BestActions.Pos:= 0 |
64 | 58 |
end; |
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procedure TestAmmos(var Actions: TActions; Me: PGear); |
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var Time: Longword; |
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Angle, Power, Score, ExplX, ExplY, ExplR: integer; |
64 | 63 |
i: integer; |
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a, aa: TAmmoType; |
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begin |
64 | 66 |
for i:= 0 to Pred(Targets.Count) do |
80 | 67 |
if (Targets.ar[i].Score >= 0) then |
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begin |
75 | 69 |
with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do |
70 |
a:= Ammo[CurSlot, CurAmmo].AmmoType; |
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aa:= a; |
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repeat |
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if CanUseAmmo[a] then |
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begin |
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Score:= AmmoTests[a](Me, Targets.ar[i].Point, Time, Angle, Power, ExplX, ExplY, ExplR); |
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if Actions.Score + Score + Targets.ar[i].Score > BestActions.Score then |
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begin |
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BestActions:= Actions; |
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inc(BestActions.Score, Score + Targets.ar[i].Score); |
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AddAction(BestActions, aia_Weapon, Longword(a), 500); |
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if Time <> 0 then AddAction(BestActions, aia_Timer, Time div 1000, 400); |
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if (Angle > 0) then AddAction(BestActions, aia_LookRight, 0, 200) |
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else if (Angle < 0) then AddAction(BestActions, aia_LookLeft, 0, 200); |
83 | 84 |
if (Ammoz[a].Ammo.Propz and ammoprop_NoCrosshair) = 0 then |
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begin |
83 | 86 |
Angle:= integer(Me.Angle) - Abs(Angle); |
87 |
if Angle > 0 then |
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begin |
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89 |
AddAction(BestActions, aia_Up, aim_push, 500); |
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AddAction(BestActions, aia_Up, aim_release, Angle) |
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end else if Angle < 0 then |
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begin |
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AddAction(BestActions, aia_Down, aim_push, 500); |
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AddAction(BestActions, aia_Down, aim_release, -Angle) |
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end |
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end; |
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AddAction(BestActions, aia_attack, aim_push, 800); |
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AddAction(BestActions, aia_attack, aim_release, Power); |
71 | 99 |
if ExplR > 0 then |
100 |
AddAction(BestActions, aia_AwareExpl, ExplR, 10, ExplX, ExplY); |
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end |
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end; |
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if a = High(TAmmoType) then a:= Low(TAmmoType) |
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else inc(a) |
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until (a = aa) or (CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog].AttacksNum > 0) |
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end |
64 | 107 |
end; |
4 | 108 |
|
64 | 109 |
procedure Walk(Me: PGear); |
80 | 110 |
const FallPixForBranching = cHHRadius * 2 + 8; |
111 |
cBranchStackSize = 12; |
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75 | 112 |
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113 |
type TStackEntry = record |
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WastedTicks: Longword; |
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MadeActions: TActions; |
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Hedgehog: TGear; |
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end; |
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||
119 |
var Stack: record |
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Count: Longword; |
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States: array[0..Pred(cBranchStackSize)] of TStackEntry; |
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end; |
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function Push(Ticks: Longword; const Actions: TActions; const Me: TGear; Dir: integer): boolean; |
75 | 125 |
begin |
80 | 126 |
Result:= (Stack.Count < cBranchStackSize) and (Actions.Count < MAXACTIONS - 5); |
127 |
if Result then |
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75 | 128 |
with Stack.States[Stack.Count] do |
129 |
begin |
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130 |
WastedTicks:= Ticks; |
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MadeActions:= Actions; |
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Hedgehog:= Me; |
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Hedgehog.Message:= Dir; |
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inc(Stack.Count) |
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end |
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end; |
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||
138 |
procedure Pop(out Ticks: Longword; out Actions: TActions; out Me: TGear); |
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begin |
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140 |
dec(Stack.Count); |
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with Stack.States[Stack.Count] do |
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begin |
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143 |
Ticks:= WastedTicks; |
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Actions:= MadeActions; |
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Me:= Hedgehog |
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end |
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end; |
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||
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function PosInThinkStack(Me: PGear): boolean; |
150 |
var i: Longword; |
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begin |
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i:= 0; |
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Result:= false; |
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while (i < Stack.Count) and not Result do |
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begin |
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83 | 156 |
Result:= (abs(Stack.States[i].Hedgehog.X - Me.X) + |
157 |
abs(Stack.States[i].Hedgehog.Y - Me.Y) <= 2) |
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and (Stack.States[i].Hedgehog.Message = Me.Message); |
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inc(i) |
160 |
end |
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end; |
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||
75 | 163 |
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var Actions: TActions; |
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ticks, maxticks, steps: Longword; |
166 |
BaseRate, BestRate, Rate: integer; |
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GoInfo: TGoInfo; |
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80 | 168 |
CanGo: boolean; |
169 |
AltMe: TGear; |
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64 | 170 |
begin |
171 |
Actions.Count:= 0; |
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172 |
Actions.Pos:= 0; |
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75 | 173 |
Actions.Score:= 0; |
174 |
Stack.Count:= 0; |
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||
176 |
Push(0, Actions, Me^, aia_Left); |
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Push(0, Actions, Me^, aia_Right); |
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||
80 | 179 |
if (Me.State and gstAttacked) = 0 then maxticks:= max(0, integer(TurnTimeLeft) - 10000) |
75 | 180 |
else maxticks:= TurnTimeLeft; |
181 |
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if (Me.State and gstAttacked) = 0 then TestAmmos(Actions, Me); |
70 | 183 |
BestRate:= RatePlace(Me); |
75 | 184 |
BaseRate:= max(BestRate, 0); |
185 |
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186 |
while (Stack.Count > 0) and not StopThinking do |
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begin |
75 | 188 |
Pop(ticks, Actions, Me^); |
189 |
AddAction(Actions, Me.Message, aim_push, 250); |
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190 |
AddAction(Actions, aia_WaitX, round(Me.X), 0); |
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AddAction(Actions, Me.Message, aim_release, 0); |
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steps:= 0; |
82 | 193 |
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while (not StopThinking) and (not PosInThinkStack(Me)) do |
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195 |
begin |
80 | 196 |
CanGo:= HHGo(Me, @AltMe, GoInfo); |
75 | 197 |
inc(ticks, GoInfo.Ticks); |
198 |
if ticks > maxticks then break; |
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80 | 199 |
if GoInfo.JumpType = jmpHJump then // hjump support |
200 |
if Push(ticks, Actions, AltMe, Me^.Message) then |
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with Stack.States[Pred(Stack.Count)] do |
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202 |
begin |
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203 |
AddAction(MadeActions, aia_HJump, 0, 305); |
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AddAction(MadeActions, aia_HJump, 0, 350); |
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205 |
end; |
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if GoInfo.JumpType = jmpLJump then // ljump support |
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207 |
if Push(ticks, Actions, AltMe, Me^.Message) then |
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with Stack.States[Pred(Stack.Count)] do |
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AddAction(MadeActions, aia_LJump, 0, 305); |
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210 |
if not CanGo then break; |
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inc(steps); |
75 | 212 |
Actions.actions[Actions.Count - 2].Param:= round(Me.X); |
70 | 213 |
Rate:= RatePlace(Me); |
214 |
if Rate > BestRate then |
|
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begin |
|
216 |
BestActions:= Actions; |
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BestRate:= Rate; |
|
74 | 218 |
Me.State:= Me.State or gstAttacked // we have better place, go there and don't use ammo |
70 | 219 |
end |
75 | 220 |
else if Rate < BestRate then break; |
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221 |
if ((Me.State and gstAttacked) = 0) |
70 | 222 |
and ((steps mod 4) = 0) then TestAmmos(Actions, Me); |
80 | 223 |
if GoInfo.FallPix >= FallPixForBranching then |
75 | 224 |
Push(ticks, Actions, Me^, Me^.Message xor 3); // aia_Left xor 3 = aia_Right |
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225 |
end; |
75 | 226 |
|
227 |
if BestRate > BaseRate then exit |
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228 |
end |
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end; |
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procedure Think(Me: PGear); cdecl; |
74 | 232 |
var BackMe, WalkMe: TGear; |
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StartTicks: Longword; |
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begin |
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StartTicks:= GameTicks; |
74 | 236 |
BestActions.Count:= 0; |
237 |
BestActions.Pos:= 0; |
|
64 | 238 |
BestActions.Score:= Low(integer); |
74 | 239 |
BackMe:= Me^; |
240 |
WalkMe:= BackMe; |
|
241 |
if (Me.State and gstAttacked) = 0 then |
|
242 |
if Targets.Count > 0 then |
|
243 |
begin |
|
244 |
Walk(@WalkMe); |
|
82 | 245 |
if (StartTicks > GameTicks - 1500) and not StopThinking then SDL_Delay(2000); |
80 | 246 |
end else |
74 | 247 |
else begin |
248 |
Walk(@WalkMe); |
|
249 |
while (not StopThinking) and (BestActions.Count = 0) do |
|
250 |
begin |
|
251 |
SDL_Delay(100); |
|
252 |
FillBonuses(true); |
|
253 |
WalkMe:= BackMe; |
|
254 |
Walk(@WalkMe) |
|
75 | 255 |
end |
74 | 256 |
end; |
257 |
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Me.State:= Me.State and not gstHHThinking |
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259 |
end; |
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procedure StartThink(Me: PGear); |
75 | 262 |
var a: TAmmoType; |
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263 |
begin |
70 | 264 |
if ((Me.State and gstAttacking) <> 0) or isInMultiShoot then exit; |
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265 |
Me.State:= Me.State or gstHHThinking; |
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266 |
StopThinking:= false; |
70 | 267 |
ThinkingHH:= Me; |
268 |
FillTargets; |
|
80 | 269 |
if Targets.Count = 0 then |
270 |
begin |
|
271 |
OutError('AI: no targets!?'); |
|
272 |
exit |
|
273 |
end; |
|
70 | 274 |
FillBonuses((Me.State and gstAttacked) <> 0); |
75 | 275 |
for a:= Low(TAmmoType) to High(TAmmoType) do |
276 |
CanUseAmmo[a]:= Assigned(AmmoTests[a]) and HHHasAmmo(PHedgehog(Me.Hedgehog), a); |
|
70 | 277 |
{$IFDEF DEBUGFILE}AddFileLog('Enter Think Thread');{$ENDIF} |
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278 |
ThinkThread:= SDL_CreateThread(@Think, Me) |
4 | 279 |
end; |
280 |
||
281 |
procedure ProcessBot; |
|
282 |
begin |
|
64 | 283 |
with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do |
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if (Gear <> nil) |
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285 |
and ((Gear.State and gstHHDriven) <> 0) |
95 | 286 |
and (TurnTimeLeft < cHedgehogTurnTime - 5) |
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287 |
and ((Gear.State and gstHHThinking) = 0) then |
75 | 288 |
if (BestActions.Pos >= BestActions.Count) then StartThink(Gear) |
289 |
else ProcessAction(BestActions, Gear) |
|
4 | 290 |
end; |
291 |
||
292 |
end. |