author | unc0rr |
Sun, 29 Oct 2006 15:30:32 +0000 | |
changeset 220 | d79eaeaf969d |
parent 196 | 993cf173218b |
child 250 | d7f744a9bf28 |
permissions | -rw-r--r-- |
4 | 1 |
(* |
2 |
* Hedgewars, a worms-like game |
|
51 | 3 |
* Copyright (c) 2005, 2006 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 |
||
19 |
unit uAI; |
|
20 |
interface |
|
21 |
{$INCLUDE options.inc} |
|
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22 |
procedure ProcessBot(FrameNo: Longword); |
64 | 23 |
procedure FreeActionsList; |
4 | 24 |
|
25 |
implementation |
|
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26 |
uses uTeams, uConsts, SDLh, uAIMisc, uGears, uAIAmmoTests, uAIActions, uMisc, |
196 | 27 |
uAIThinkStack; |
4 | 28 |
|
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var BestActions: TActions; |
75 | 30 |
CanUseAmmo: array [TAmmoType] of boolean; |
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31 |
AIThinkStart: Longword; |
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isThinking: boolean = false; |
4 | 33 |
|
64 | 34 |
procedure FreeActionsList; |
35 |
begin |
|
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isThinking:= false; |
64 | 37 |
BestActions.Count:= 0; |
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BestActions.Pos:= 0 |
64 | 39 |
end; |
4 | 40 |
|
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41 |
procedure TestAmmos(var Actions: TActions; Me: PGear); |
136 | 42 |
var Time, BotLevel: Longword; |
71 | 43 |
Angle, Power, Score, ExplX, ExplY, ExplR: integer; |
64 | 44 |
i: integer; |
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45 |
a, aa: TAmmoType; |
4 | 46 |
begin |
136 | 47 |
BotLevel:= PHedgehog(Me.Hedgehog).BotLevel; |
48 |
||
64 | 49 |
for i:= 0 to Pred(Targets.Count) do |
80 | 50 |
if (Targets.ar[i].Score >= 0) then |
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51 |
begin |
75 | 52 |
with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do |
53 |
a:= Ammo[CurSlot, CurAmmo].AmmoType; |
|
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54 |
aa:= a; |
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55 |
repeat |
75 | 56 |
if CanUseAmmo[a] then |
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57 |
begin |
136 | 58 |
Score:= AmmoTests[a](Me, Targets.ar[i].Point, BotLevel, Time, Angle, Power, ExplX, ExplY, ExplR); |
139 | 59 |
if Actions.Score + Score > BestActions.Score then |
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60 |
begin |
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61 |
BestActions:= Actions; |
136 | 62 |
inc(BestActions.Score, Score); |
194 | 63 |
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64 |
AddAction(BestActions, aia_Weapon, Longword(a), 500); |
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65 |
if Time <> 0 then AddAction(BestActions, aia_Timer, Time div 1000, 400); |
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66 |
if (Angle > 0) then AddAction(BestActions, aia_LookRight, 0, 200) |
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67 |
else if (Angle < 0) then AddAction(BestActions, aia_LookLeft, 0, 200); |
83 | 68 |
if (Ammoz[a].Ammo.Propz and ammoprop_NoCrosshair) = 0 then |
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69 |
begin |
83 | 70 |
Angle:= integer(Me.Angle) - Abs(Angle); |
71 |
if Angle > 0 then |
|
72 |
begin |
|
73 |
AddAction(BestActions, aia_Up, aim_push, 500); |
|
74 |
AddAction(BestActions, aia_Up, aim_release, Angle) |
|
75 |
end else if Angle < 0 then |
|
76 |
begin |
|
77 |
AddAction(BestActions, aia_Down, aim_push, 500); |
|
78 |
AddAction(BestActions, aia_Down, aim_release, -Angle) |
|
79 |
end |
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80 |
end; |
70 | 81 |
AddAction(BestActions, aia_attack, aim_push, 800); |
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82 |
AddAction(BestActions, aia_attack, aim_release, Power); |
71 | 83 |
if ExplR > 0 then |
84 |
AddAction(BestActions, aia_AwareExpl, ExplR, 10, ExplX, ExplY); |
|
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85 |
end |
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86 |
end; |
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87 |
if a = High(TAmmoType) then a:= Low(TAmmoType) |
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88 |
else inc(a) |
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89 |
until (a = aa) or (PHedgehog(Me.Hedgehog).AttacksNum > 0) |
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90 |
end |
64 | 91 |
end; |
4 | 92 |
|
64 | 93 |
procedure Walk(Me: PGear); |
80 | 94 |
const FallPixForBranching = cHHRadius * 2 + 8; |
75 | 95 |
|
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96 |
var Actions: TActions; |
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97 |
ticks, maxticks, steps, BotLevel: Longword; |
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98 |
BaseRate, Rate: integer; |
75 | 99 |
GoInfo: TGoInfo; |
80 | 100 |
CanGo: boolean; |
101 |
AltMe: TGear; |
|
64 | 102 |
begin |
136 | 103 |
BotLevel:= PHedgehog(Me.Hedgehog).BotLevel; |
75 | 104 |
|
136 | 105 |
if (Me.State and gstAttacked) = 0 then maxticks:= max(0, TurnTimeLeft - 5000 - 4000 * BotLevel) |
75 | 106 |
else maxticks:= TurnTimeLeft; |
107 |
||
194 | 108 |
BaseRate:= RatePlace(Me); |
75 | 109 |
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110 |
repeat |
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111 |
if not Pop(ticks, Actions, Me^) then |
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112 |
begin |
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113 |
isThinking:= false; |
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114 |
exit |
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115 |
end; |
193 | 116 |
|
194 | 117 |
AddAction(Actions, Me.Message, aim_push, 10); |
193 | 118 |
if (Me.Message and gm_Left) <> 0 then AddAction(Actions, aia_WaitXL, round(Me.X), 0) |
119 |
else AddAction(Actions, aia_WaitXR, round(Me.X), 0); |
|
75 | 120 |
AddAction(Actions, Me.Message, aim_release, 0); |
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121 |
steps:= 0; |
194 | 122 |
if ((Me.State and gstAttacked) = 0) then TestAmmos(Actions, Me); |
82 | 123 |
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124 |
while not PosInThinkStack(Me) do |
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125 |
begin |
80 | 126 |
CanGo:= HHGo(Me, @AltMe, GoInfo); |
75 | 127 |
inc(ticks, GoInfo.Ticks); |
128 |
if ticks > maxticks then break; |
|
194 | 129 |
|
136 | 130 |
if (BotLevel < 5) and (GoInfo.JumpType = jmpHJump) then // hjump support |
80 | 131 |
if Push(ticks, Actions, AltMe, Me^.Message) then |
191
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132 |
with ThinkStack.States[Pred(ThinkStack.Count)] do |
80 | 133 |
begin |
134 |
AddAction(MadeActions, aia_HJump, 0, 305); |
|
135 |
AddAction(MadeActions, aia_HJump, 0, 350); |
|
136 |
end; |
|
136 | 137 |
if (BotLevel < 3) and (GoInfo.JumpType = jmpLJump) then // ljump support |
80 | 138 |
if Push(ticks, Actions, AltMe, Me^.Message) then |
191
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139 |
with ThinkStack.States[Pred(ThinkStack.Count)] do |
80 | 140 |
AddAction(MadeActions, aia_LJump, 0, 305); |
144 | 141 |
|
80 | 142 |
if not CanGo then break; |
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143 |
inc(steps); |
75 | 144 |
Actions.actions[Actions.Count - 2].Param:= round(Me.X); |
70 | 145 |
Rate:= RatePlace(Me); |
191
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146 |
if Rate > BaseRate then |
70 | 147 |
begin |
148 |
BestActions:= Actions; |
|
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149 |
BestActions.Score:= 1; |
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150 |
isThinking:= false; |
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151 |
exit |
70 | 152 |
end |
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153 |
else if Rate < BaseRate then break; |
193 | 154 |
if GoInfo.FallPix >= FallPixForBranching then |
155 |
Push(ticks, Actions, Me^, Me^.Message xor 3); // aia_Left xor 3 = aia_Right |
|
156 |
||
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157 |
if ((Me.State and gstAttacked) = 0) |
194 | 158 |
and ((steps mod 4) = 0) then |
159 |
begin |
|
160 |
if SDL_GetTicks - AIThinkStart > 3 then |
|
161 |
begin |
|
162 |
dec(Actions.Count, 3); |
|
163 |
Push(ticks, Actions, Me^, Me^.Message); |
|
164 |
exit |
|
165 |
end; |
|
166 |
TestAmmos(Actions, Me) |
|
167 |
end |
|
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168 |
end; |
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169 |
until false |
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170 |
end; |
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171 |
|
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172 |
procedure Think(Me: PGear); |
74 | 173 |
var BackMe, WalkMe: TGear; |
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174 |
begin |
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175 |
AIThinkStart:= SDL_GetTicks; |
74 | 176 |
BackMe:= Me^; |
177 |
WalkMe:= BackMe; |
|
178 |
if (Me.State and gstAttacked) = 0 then |
|
179 |
if Targets.Count > 0 then |
|
180 |
begin |
|
181 |
Walk(@WalkMe); |
|
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182 |
if not isThinking then |
146 | 183 |
begin |
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184 |
if BestActions.Score < -1023 then |
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185 |
begin |
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186 |
BestActions.Count:= 0; |
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187 |
AddAction(BestActions, aia_Skip, 0, 250); |
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188 |
end; |
194 | 189 |
Me.State:= Me.State and not gstHHThinking |
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190 |
end |
80 | 191 |
end else |
74 | 192 |
else begin |
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193 |
FillBonuses(true); |
193 | 194 |
Walk(@WalkMe); |
195 |
AddAction(BestActions, aia_Wait, GameTicks + 100, 100); |
|
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196 |
end |
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197 |
end; |
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198 |
|
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199 |
procedure StartThink(Me: PGear); |
75 | 200 |
var a: TAmmoType; |
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201 |
tmp: integer; |
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202 |
begin |
70 | 203 |
if ((Me.State and gstAttacking) <> 0) or isInMultiShoot then exit; |
191
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204 |
ThinkingHH:= Me; |
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205 |
isThinking:= true; |
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206 |
|
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207 |
ClearThinkStack; |
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208 |
|
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209 |
Me.State:= Me.State or gstHHThinking; |
144 | 210 |
Me.Message:= 0; |
70 | 211 |
FillTargets; |
80 | 212 |
if Targets.Count = 0 then |
213 |
begin |
|
214 |
OutError('AI: no targets!?'); |
|
215 |
exit |
|
216 |
end; |
|
191
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217 |
|
70 | 218 |
FillBonuses((Me.State and gstAttacked) <> 0); |
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219 |
|
75 | 220 |
for a:= Low(TAmmoType) to High(TAmmoType) do |
221 |
CanUseAmmo[a]:= Assigned(AmmoTests[a]) and HHHasAmmo(PHedgehog(Me.Hedgehog), a); |
|
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222 |
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223 |
BestActions.Count:= 0; |
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224 |
BestActions.Pos:= 0; |
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225 |
BestActions.Score:= 0; |
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226 |
tmp:= random(2) + 1; |
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227 |
Push(0, BestActions, Me^, tmp); |
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diff
changeset
|
228 |
Push(0, BestActions, Me^, tmp xor 3); |
a03c2d037e24
Bots are in the same thread as game. Fixes FreePascal issues.
unc0rr
parents:
183
diff
changeset
|
229 |
BestActions.Score:= Low(integer); |
a03c2d037e24
Bots are in the same thread as game. Fixes FreePascal issues.
unc0rr
parents:
183
diff
changeset
|
230 |
|
a03c2d037e24
Bots are in the same thread as game. Fixes FreePascal issues.
unc0rr
parents:
183
diff
changeset
|
231 |
Think(Me) |
4 | 232 |
end; |
233 |
||
191
a03c2d037e24
Bots are in the same thread as game. Fixes FreePascal issues.
unc0rr
parents:
183
diff
changeset
|
234 |
procedure ProcessBot(FrameNo: Longword); |
a03c2d037e24
Bots are in the same thread as game. Fixes FreePascal issues.
unc0rr
parents:
183
diff
changeset
|
235 |
const LastFrameNo: Longword = 0; |
4 | 236 |
begin |
64 | 237 |
with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do |
66
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
238 |
if (Gear <> nil) |
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
239 |
and ((Gear.State and gstHHDriven) <> 0) |
144 | 240 |
and (TurnTimeLeft < cHedgehogTurnTime - 50) then |
191
a03c2d037e24
Bots are in the same thread as game. Fixes FreePascal issues.
unc0rr
parents:
183
diff
changeset
|
241 |
if not isThinking then |
a03c2d037e24
Bots are in the same thread as game. Fixes FreePascal issues.
unc0rr
parents:
183
diff
changeset
|
242 |
if (BestActions.Pos >= BestActions.Count) then StartThink(Gear) |
a03c2d037e24
Bots are in the same thread as game. Fixes FreePascal issues.
unc0rr
parents:
183
diff
changeset
|
243 |
else ProcessAction(BestActions, Gear) |
193 | 244 |
else if FrameNo <> LastFrameNo then |
245 |
begin |
|
246 |
LastFrameNo:= FrameNo; |
|
247 |
Think(Gear) |
|
248 |
end; |
|
4 | 249 |
end; |
250 |
||
251 |
end. |