hedgewars/uAI.pas
author Wuzzy <Wuzzy2@mail.ru>
Sun, 15 Sep 2019 21:48:13 +0200
changeset 15413 d9a12aba5c05
parent 15370 fcdb6e3a9d36
child 15447 6031c0cfec89
permissions -rw-r--r--
GameServer: Hide saveroom and loadroom command in non-official server Because those commands only work with OFFICIAL_SERVER
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2015 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
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 *)
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{$INCLUDE "options.inc"}
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unit uAI;
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interface
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uses uFloat;
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procedure initModule;
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procedure freeModule;
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procedure ProcessBot;
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procedure FreeActionsList;
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implementation
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uses uConsts, SDLh, uAIMisc, uAIAmmoTests, uAIActions,
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    uAmmos, uTypes,
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    uVariables, uCommands, uUtils, uDebug, uAILandMarks,
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    uGearsUtils;
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var BestActions: TActions;
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    CanUseAmmo: array [TAmmoType] of boolean;
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    StopThinking: boolean;
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    StartTicks: Longword;
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    ThreadSem: PSDL_Sem;
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procedure FreeActionsList;
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begin
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    AddFileLog('FreeActionsList called');
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    StopThinking:= true;
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    SDL_SemWait(ThreadSem);
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    SDL_SemPost(ThreadSem);
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    if CurrentHedgehog <> nil then
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        with CurrentHedgehog^ do
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            if Gear <> nil then
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                if BotLevel <> 0 then
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                    StopMessages(Gear^.Message);
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    BestActions.Count:= 0;
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    BestActions.Pos:= 0
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end;
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const cBranchStackSize = 12;
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type TStackEntry = record
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                   MadeActions: TActions;
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                   Hedgehog: TGear;
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                   end;
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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(const Actions: TActions; const Me: TGear; Dir: integer): boolean;
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var bRes: boolean;
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begin
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    bRes:= (Stack.Count < cBranchStackSize) and (Actions.Count < MAXACTIONS - 5);
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    if bRes then
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        with Stack.States[Stack.Count] do
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            begin
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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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    Push:= bRes
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end;
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procedure Pop(var Actions: TActions; var Me: TGear);
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begin
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    dec(Stack.Count);
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    with Stack.States[Stack.Count] do
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        begin
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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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procedure TestAmmos(var Actions: TActions; Me: PGear; rareChecks: boolean);
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var BotLevel: Byte;
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    ap: TAttackParams;
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    Score, i, t, n, dAngle: LongInt;
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    a, aa: TAmmoType;
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    useThisActions: boolean;
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begin
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BotLevel:= Me^.Hedgehog^.BotLevel;
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windSpeed:= hwFloat2Float(cWindSpeed);
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useThisActions:= false;
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for i:= 0 to Pred(Targets.Count) do
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    if (Targets.ar[i].Score >= 0) and (not StopThinking) then
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        begin
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        with Me^.Hedgehog^ do
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            a:= CurAmmoType;
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        aa:= a;
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        SDL_delay(0); // hint to let the context switch run
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        repeat
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        if (CanUseAmmo[a])
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            and ((not rareChecks) or ((AmmoTests[a].flags and amtest_Rare) = 0))
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            and ((i = 0) or ((AmmoTests[a].flags and amtest_NoTarget) = 0))
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            then
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            begin
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{$HINTS OFF}
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            Score:= AmmoTests[a].proc(Me, Targets.ar[i], BotLevel, ap);
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{$HINTS ON}
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            if (Score > BadTurn) and (Actions.Score + Score > BestActions.Score) then
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                if (BestActions.Score < 0) or (Actions.Score + Score > BestActions.Score + Byte(BotLevel - 1) * 2048) then
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                    begin
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                    if useThisActions then
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                        begin
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                        BestActions.Count:= Actions.Count
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                        end
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                    else
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                        begin
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                        BestActions:= Actions;
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                        BestActions.isWalkingToABetterPlace:= false;
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                        useThisActions:= true
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                        end;
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                    BestActions.Score:= Actions.Score + Score;
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                    // if not between shots, activate invulnerability/vampirism if available
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                    if CurrentHedgehog^.MultiShootAttacks = 0 then
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                        begin
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                        if (HHHasAmmo(Me^.Hedgehog^, amInvulnerable) > 0) and (Me^.Hedgehog^.Effects[heInvulnerable] = 0) then
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                            begin
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                            AddAction(BestActions, aia_Weapon, Longword(amInvulnerable), 80, 0, 0);
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                            AddAction(BestActions, aia_attack, aim_push, 10, 0, 0);
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                            AddAction(BestActions, aia_attack, aim_release, 10, 0, 0);
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                            end;
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                        if (HHHasAmmo(Me^.Hedgehog^, amExtraDamage) > 0) and (cDamageModifier <> _1_5) then
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                            begin
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diff changeset
   155
                            AddAction(BestActions, aia_Weapon, Longword(amExtraDamage), 80, 0, 0);
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unc0rr
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diff changeset
   156
                            AddAction(BestActions, aia_attack, aim_push, 10, 0, 0);
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unc0rr
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diff changeset
   157
                            AddAction(BestActions, aia_attack, aim_release, 10, 0, 0);
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9329dab04490 some whitespace fixes
sheepluva
parents: 10231
diff changeset
   158
                            end;
12714
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Wuzzy <almikes@aol.com>
parents: 11830
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   159
                        if (HHHasAmmo(Me^.Hedgehog^, amVampiric) > 0) and (not cVampiric) then
11613
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nemo
parents: 11543
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   160
                            begin
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nemo
parents: 11543
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   161
                            AddAction(BestActions, aia_Weapon, Longword(amVampiric), 80, 0, 0);
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nemo
parents: 11543
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   162
                            AddAction(BestActions, aia_attack, aim_push, 10, 0, 0);
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nemo
parents: 11543
diff changeset
   163
                            AddAction(BestActions, aia_attack, aim_release, 10, 0, 0);
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nemo
parents: 11543
diff changeset
   164
                            end;
10084
83156a03e574 AI always activates invulnerability and extra damage if it has them
unc0rr
parents: 10015
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   165
                        end;
194
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unc0rr
parents: 193
diff changeset
   166
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   167
                    AddAction(BestActions, aia_Weapon, Longword(a), 300 + random(400), 0, 0);
5162
60bc1af75c82 Fix AI trying to turn around in targeting mode
unc0rr
parents: 5148
diff changeset
   168
11480
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unc0rr
parents: 11358
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   169
                    if (Ammoz[a].Ammo.Propz and ammoprop_NeedTarget) <> 0 then
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unc0rr
parents: 11358
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   170
                        begin
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unc0rr
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   171
                        AddAction(BestActions, aia_Put, 0, 8, ap.AttackPutX, ap.AttackPutY)
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unc0rr
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   172
                        end;
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unc0rr
parents: 11358
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   173
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parents: 7078
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   174
                    if (ap.Angle > 0) then
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   175
                        AddAction(BestActions, aia_LookRight, 0, 200, 0, 0)
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unc0rr
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   176
                    else if (ap.Angle < 0) then
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   177
                        AddAction(BestActions, aia_LookLeft, 0, 200, 0, 0);
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koda
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   178
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   179
                    if (Ammoz[a].Ammo.Propz and ammoprop_Timerable) <> 0 then
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   180
                        AddAction(BestActions, aia_Timer, ap.Time div 1000, 400, 0, 0);
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koda
parents: 8677
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   181
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   182
                    if (Ammoz[a].Ammo.Propz and ammoprop_NoCrosshair) = 0 then
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lovelacer
parents: 6462
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   183
                        begin
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unc0rr
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   184
                        dAngle:= LongInt(Me^.Angle) - Abs(ap.Angle);
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   185
                        if dAngle > 0 then
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   186
                            begin
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   187
                            AddAction(BestActions, aia_Up, aim_push, 300 + random(250), 0, 0);
7197
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unc0rr
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   188
                            AddAction(BestActions, aia_Up, aim_release, dAngle, 0, 0)
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   189
                            end
7197
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   190
                        else if dAngle < 0 then
7132
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   191
                            begin
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unc0rr
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   192
                            AddAction(BestActions, aia_Down, aim_push, 300 + random(250), 0, 0);
7197
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unc0rr
parents: 7178
diff changeset
   193
                            AddAction(BestActions, aia_Down, aim_release, -dAngle, 0, 0)
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   194
                            end
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   195
                        end;
8865
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koda
parents: 8677
diff changeset
   196
7197
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unc0rr
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   197
                    if (Ammoz[a].Ammo.Propz and ammoprop_OscAim) <> 0 then
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diff changeset
   198
                        begin
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unc0rr
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   199
                        AddAction(BestActions, aia_attack, aim_push, 350 + random(200), 0, 0);
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unc0rr
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   200
                        AddAction(BestActions, aia_attack, aim_release, 1, 0, 0);
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koda
parents: 8677
diff changeset
   201
7453
unc0rr
parents: 7450
diff changeset
   202
                        if abs(ap.Angle) > 32 then
7450
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unc0rr
parents: 7446
diff changeset
   203
                           begin
4be946b65a85 Fix edge case problems with sniper rifle
unc0rr
parents: 7446
diff changeset
   204
                           AddAction(BestActions, aia_Down, aim_push, 100 + random(150), 0, 0);
4be946b65a85 Fix edge case problems with sniper rifle
unc0rr
parents: 7446
diff changeset
   205
                           AddAction(BestActions, aia_Down, aim_release, 32, 0, 0);
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unc0rr
parents: 7446
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   206
                           end;
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koda
parents: 8677
diff changeset
   207
7197
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unc0rr
parents: 7178
diff changeset
   208
                        AddAction(BestActions, aia_waitAngle, ap.Angle, 250, 0, 0);
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unc0rr
parents: 7178
diff changeset
   209
                        AddAction(BestActions, aia_attack, aim_push, 1, 0, 0);
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unc0rr
parents: 7178
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   210
                        AddAction(BestActions, aia_attack, aim_release, 1, 0, 0);
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unc0rr
parents: 7178
diff changeset
   211
                        end else
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unc0rr
parents: 7178
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   212
                        if (Ammoz[a].Ammo.Propz and ammoprop_AttackingPut) = 0 then
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   213
                            begin
9495
2fc346fadae3 - AI quickly shoots with desert eagle till hits the target
unc0rr
parents: 9317
diff changeset
   214
                            if (AmmoTests[a].flags and amtest_MultipleAttacks) = 0 then
2fc346fadae3 - AI quickly shoots with desert eagle till hits the target
unc0rr
parents: 9317
diff changeset
   215
                                n:= 1 else n:= ap.AttacksNum;
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unc0rr
parents: 9317
diff changeset
   216
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unc0rr
parents: 7178
diff changeset
   217
                            AddAction(BestActions, aia_attack, aim_push, 650 + random(300), 0, 0);
9495
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unc0rr
parents: 9317
diff changeset
   218
                            for t:= 2 to n do
2fc346fadae3 - AI quickly shoots with desert eagle till hits the target
unc0rr
parents: 9317
diff changeset
   219
                                begin
2fc346fadae3 - AI quickly shoots with desert eagle till hits the target
unc0rr
parents: 9317
diff changeset
   220
                                AddAction(BestActions, aia_attack, aim_push, 150, 0, 0);
2fc346fadae3 - AI quickly shoots with desert eagle till hits the target
unc0rr
parents: 9317
diff changeset
   221
                                AddAction(BestActions, aia_attack, aim_release, ap.Power, 0, 0);
2fc346fadae3 - AI quickly shoots with desert eagle till hits the target
unc0rr
parents: 9317
diff changeset
   222
                                end;
7197
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unc0rr
parents: 7178
diff changeset
   223
                            AddAction(BestActions, aia_attack, aim_release, ap.Power, 0, 0);
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unc0rr
parents: 7178
diff changeset
   224
                            end;
7416
2f2f78fc65a3 AI uses cake! Known issues: AI could damage itself for no reason, could let cake go looping in a hole with exit closed by AI hog.
unc0rr
parents: 7375
diff changeset
   225
2f2f78fc65a3 AI uses cake! Known issues: AI could damage itself for no reason, could let cake go looping in a hole with exit closed by AI hog.
unc0rr
parents: 7375
diff changeset
   226
                    if (Ammoz[a].Ammo.Propz and ammoprop_Track) <> 0 then
2f2f78fc65a3 AI uses cake! Known issues: AI could damage itself for no reason, could let cake go looping in a hole with exit closed by AI hog.
unc0rr
parents: 7375
diff changeset
   227
                        begin
2f2f78fc65a3 AI uses cake! Known issues: AI could damage itself for no reason, could let cake go looping in a hole with exit closed by AI hog.
unc0rr
parents: 7375
diff changeset
   228
                        AddAction(BestActions, aia_waitAmmoXY, 0, 12, ap.ExplX, ap.ExplY);
2f2f78fc65a3 AI uses cake! Known issues: AI could damage itself for no reason, could let cake go looping in a hole with exit closed by AI hog.
unc0rr
parents: 7375
diff changeset
   229
                        AddAction(BestActions, aia_attack, aim_push, 1, 0, 0);
2f2f78fc65a3 AI uses cake! Known issues: AI could damage itself for no reason, could let cake go looping in a hole with exit closed by AI hog.
unc0rr
parents: 7375
diff changeset
   230
                        AddAction(BestActions, aia_attack, aim_release, 7, 0, 0);
2f2f78fc65a3 AI uses cake! Known issues: AI could damage itself for no reason, could let cake go looping in a hole with exit closed by AI hog.
unc0rr
parents: 7375
diff changeset
   231
                        end;
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unc0rr
parents: 7375
diff changeset
   232
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parents: 7078
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   233
                    if ap.ExplR > 0 then
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unc0rr
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   234
                        AddAction(BestActions, aia_AwareExpl, ap.ExplR, 10, ap.ExplX, ap.ExplY);
baf3351646f4 - Fix some AI stupidness factors
unc0rr
parents: 7078
diff changeset
   235
                    end
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lovelacer
parents: 6462
diff changeset
   236
            end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
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   237
        if a = High(TAmmoType) then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   238
            a:= Low(TAmmoType)
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   239
        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
unc0rr
parents: 7164
diff changeset
   240
        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
unc0rr
parents: 7164
diff changeset
   241
            or StopThinking
6580
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lovelacer
parents: 6462
diff changeset
   242
        end
64
9df467527ae5 - Start AI rewrite
unc0rr
parents: 53
diff changeset
   243
end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   244
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   245
procedure Walk(Me: PGear; var Actions: TActions);
7433
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   246
const FallPixForBranching = cHHRadius;
6393
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unc0rr
parents: 6392
diff changeset
   247
var
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   248
    maxticks, oldticks, steps, tmp: Longword;
14231
545b85c0f2e3 AI is bazooka genius
unc0rr
parents: 13138
diff changeset
   249
    BaseRate, BestRate, Rate: LongInt;
75
d2b737858ff7 - New First Aid powerup
unc0rr
parents: 74
diff changeset
   250
    GoInfo: TGoInfo;
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 75
diff changeset
   251
    CanGo: boolean;
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 75
diff changeset
   252
    AltMe: TGear;
3407
dcc129c4352e Engine:
smxx
parents: 3236
diff changeset
   253
    BotLevel: Byte;
6392
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unc0rr
parents: 6317
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   254
    a: TAmmoType;
14512
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   255
    isAfterAttack: boolean;
64
9df467527ae5 - Start AI rewrite
unc0rr
parents: 53
diff changeset
   256
begin
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unc0rr
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   257
Actions.ticks:= 0;
7789
838d2e06c377 Check cake and air attack again if walked far from initial position (not tested)
unc0rr
parents: 7787
diff changeset
   258
oldticks:= 0; // avoid compiler hint
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   259
Stack.Count:= 0;
6392
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unc0rr
parents: 6317
diff changeset
   260
7787
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
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   261
clearAllMarks;
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
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diff changeset
   262
6392
f2ef5a8cccb4 - Move actions stack out of Walk procedure
unc0rr
parents: 6317
diff changeset
   263
for a:= Low(TAmmoType) to High(TAmmoType) do
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
   264
    CanUseAmmo[a]:= Assigned(AmmoTests[a].proc) and (HHHasAmmo(Me^.Hedgehog^, a) > 0);
6392
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unc0rr
parents: 6317
diff changeset
   265
4372
3836973380b9 remove some more PHedgehog casts
nemo
parents: 4368
diff changeset
   266
BotLevel:= Me^.Hedgehog^.BotLevel;
75
d2b737858ff7 - New First Aid powerup
unc0rr
parents: 74
diff changeset
   267
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   268
isAfterAttack:= ((Me^.State and gstAttacked) <> 0) and ((GameFlags and gfInfAttack) = 0);
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unc0rr
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diff changeset
   269
if isAfterAttack then
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   270
    maxticks:= Max(0, TurnTimeLeft - 500)
6580
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lovelacer
parents: 6462
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   271
else
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   272
    maxticks:= Max(0, TurnTimeLeft - 5000 - LongWord(4000 * BotLevel));
75
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parents: 74
diff changeset
   273
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   274
if not isAfterAttack then
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lovelacer
parents: 6462
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   275
    TestAmmos(Actions, Me, false);
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koda
parents: 8677
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   276
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   277
BestRate:= RatePlace(Me);
4374
bcefeeabaa33 Move some stuff from uMisc to uUtils
unC0Rr
parents: 4373
diff changeset
   278
BaseRate:= Max(BestRate, 0);
75
d2b737858ff7 - New First Aid powerup
unc0rr
parents: 74
diff changeset
   279
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koda
parents: 8677
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   280
// switch to 'skip' if we cannot move because of mouse cursor being shown
5148
73b3b4b8359c Make AI switch to amNothing before trying to walk if it holds weapon which needs targeting (not tested)
unc0rr
parents: 4976
diff changeset
   281
if (Ammoz[Me^.Hedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NeedTarget) <> 0 then
7132
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unc0rr
parents: 7078
diff changeset
   282
    AddAction(Actions, aia_Weapon, Longword(amSkip), 100 + random(200), 0, 0);
8865
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koda
parents: 8677
diff changeset
   283
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   284
if ((CurrentHedgehog^.MultiShootAttacks = 0) or ((Ammoz[Me^.Hedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NoMoveAfter) = 0))
13101
d78e65c66573 Add hedgehog effect heArtillery, allows to set per-hedgehog artillery mode
Wuzzy <Wuzzy2@mail.ru>
parents: 12718
diff changeset
   285
    and (CurrentHedgehog^.Effects[heArtillery] = 0) and (cGravityf <> 0) then
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   286
    begin
7197
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unc0rr
parents: 7178
diff changeset
   287
    tmp:= random(2) + 1;
14512
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   288
    Push(Actions, Me^, tmp);
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   289
    Push(Actions, Me^, tmp xor 3);
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   290
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   291
    while (Stack.Count > 0) and (not StopThinking) do
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   292
        begin
14512
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14511
diff changeset
   293
        Pop(Actions, Me^);
193
56885ea29202 Fix bots regressions
unc0rr
parents: 191
diff changeset
   294
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   295
        AddAction(Actions, Me^.Message, aim_push, 250, 0, 0);
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   296
        if (Me^.Message and gmLeft) <> 0 then
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   297
            AddAction(Actions, aia_WaitXL, hwRound(Me^.X), 0, 0, 0)
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   298
        else
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   299
            AddAction(Actions, aia_WaitXR, hwRound(Me^.X), 0, 0, 0);
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   300
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   301
        steps:= 0;
82
2f4f3236cccc - New fort
unc0rr
parents: 80
diff changeset
   302
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   303
        while (not StopThinking) do
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   304
            begin
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   305
    {$HINTS OFF}
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   306
            CanGo:= HHGo(Me, @AltMe, GoInfo);
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   307
    {$HINTS ON}
14512
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14511
diff changeset
   308
            oldticks:= Actions.ticks;
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14511
diff changeset
   309
            inc(Actions.ticks, GoInfo.Ticks);
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14511
diff changeset
   310
            if (Actions.ticks > maxticks) or (TurnTimeLeft < BestActions.ticks + 5000) then
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14511
diff changeset
   311
            begin
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14511
diff changeset
   312
                if (BotLevel < 5)
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14511
diff changeset
   313
                        and (not isAfterAttack)
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14511
diff changeset
   314
                        and (BestActions.Score > 0) // we have a good move
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14511
diff changeset
   315
                        and (TurnTimeLeft < BestActions.ticks + 5000) // we won't have a lot of time after attack
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14511
diff changeset
   316
                        and (HHHasAmmo(Me^.Hedgehog^, amExtraTime) > 0) // but can use extra time
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14511
diff changeset
   317
                then
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14511
diff changeset
   318
                begin
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14511
diff changeset
   319
                    BestActions.Count:= 0;
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14511
diff changeset
   320
                    AddAction(BestActions, aia_Weapon, Longword(amExtraTime), 80, 0, 0);
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14511
diff changeset
   321
                    AddAction(BestActions, aia_attack, aim_push, 10, 0, 0);
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14511
diff changeset
   322
                    AddAction(BestActions, aia_attack, aim_release, 10, 0, 0);
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14511
diff changeset
   323
                end;
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14511
diff changeset
   324
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   325
                break;
14512
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14511
diff changeset
   326
            end;
194
88652abdce9a Fixed weird bots behavior
unc0rr
parents: 193
diff changeset
   327
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   328
            if (BotLevel < 5)
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   329
                and (GoInfo.JumpType = jmpHJump)
7787
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   330
                and (not checkMark(hwRound(Me^.X), hwRound(Me^.Y), markHJumped))
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   331
                then // hjump support
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   332
                begin
7446
9ce6e2c35413 No more AI jumping lulz
unc0rr
parents: 7437
diff changeset
   333
                // check if we could go backwards and maybe ljump over a gap after this hjump
7787
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   334
                addMark(hwRound(Me^.X), hwRound(Me^.Y), markHJumped);
14512
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14511
diff changeset
   335
                if Push(Actions, AltMe, Me^.Message xor 3) then
7433
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   336
                    begin
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   337
                    with Stack.States[Pred(Stack.Count)] do
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   338
                        begin
8036
89740f927254 Don't rely on hedgehog facing direction, check intentions instead. Should fix excessive turns around and weird jumps to water
unc0rr
parents: 8017
diff changeset
   339
                        if (Me^.Message and gmLeft) <> 0 then
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   340
                            AddAction(MadeActions, aia_LookRight, 0, 200, 0, 0)
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   341
                        else
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   342
                            AddAction(MadeActions, aia_LookLeft, 0, 200, 0, 0);
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   343
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   344
                        AddAction(MadeActions, aia_HJump, 0, 305 + random(50), 0, 0);
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   345
                        AddAction(MadeActions, aia_HJump, 0, 350, 0, 0);
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   346
                        end;
7446
9ce6e2c35413 No more AI jumping lulz
unc0rr
parents: 7437
diff changeset
   347
                    // but first check walking forward
14512
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14511
diff changeset
   348
                    Push(Stack.States[Pred(Stack.Count)].MadeActions, AltMe, Me^.Message)
7433
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   349
                    end;
7787
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   350
                end;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   351
            if (BotLevel < 3)
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   352
                and (GoInfo.JumpType = jmpLJump)
7787
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   353
                and (not checkMark(hwRound(Me^.X), hwRound(Me^.Y), markLJumped))
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   354
                then // ljump support
7250
304d3d98662e AI loves to jump
unc0rr
parents: 7216
diff changeset
   355
                begin
7787
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   356
                addMark(hwRound(Me^.X), hwRound(Me^.Y), markLJumped);
7433
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   357
                // at final check where we go after jump walking backward
14512
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14511
diff changeset
   358
                if Push(Actions, AltMe, Me^.Message xor 3) then
7433
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   359
                    with Stack.States[Pred(Stack.Count)] do
8017
70d386de989f Some tweaks to AI
unc0rr
parents: 7790
diff changeset
   360
                        begin
8036
89740f927254 Don't rely on hedgehog facing direction, check intentions instead. Should fix excessive turns around and weird jumps to water
unc0rr
parents: 8017
diff changeset
   361
                        if (Me^.Message and gmLeft) <> 0 then
8017
70d386de989f Some tweaks to AI
unc0rr
parents: 7790
diff changeset
   362
                            AddAction(MadeActions, aia_LookLeft, 0, 200, 0, 0)
70d386de989f Some tweaks to AI
unc0rr
parents: 7790
diff changeset
   363
                        else
70d386de989f Some tweaks to AI
unc0rr
parents: 7790
diff changeset
   364
                            AddAction(MadeActions, aia_LookRight, 0, 200, 0, 0);
70d386de989f Some tweaks to AI
unc0rr
parents: 7790
diff changeset
   365
7433
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   366
                        AddAction(MadeActions, aia_LJump, 0, 305 + random(50), 0, 0);
8017
70d386de989f Some tweaks to AI
unc0rr
parents: 7790
diff changeset
   367
                        end;
7433
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   368
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   369
                // push current position so we proceed from it after checking jump+forward walk opportunities
14512
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14511
diff changeset
   370
                if CanGo then Push(Actions, Me^, Me^.Message);
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   371
7433
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   372
                // first check where we go after jump walking forward
14512
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14511
diff changeset
   373
                if Push(Actions, AltMe, Me^.Message) then
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   374
                    with Stack.States[Pred(Stack.Count)] do
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   375
                        AddAction(MadeActions, aia_LJump, 0, 305 + random(50), 0, 0);
14512
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14511
diff changeset
   376
7250
304d3d98662e AI loves to jump
unc0rr
parents: 7216
diff changeset
   377
                break
304d3d98662e AI loves to jump
unc0rr
parents: 7216
diff changeset
   378
                end;
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   379
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   380
            // 'not CanGO' means we cannot go straight, possible jumps are checked above
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   381
            if not CanGo then
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   382
                break;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   383
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   384
             inc(steps);
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   385
             Actions.actions[Pred(Actions.Count)].Param:= hwRound(Me^.X);
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   386
             Rate:= RatePlace(Me);
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   387
             if Rate > BestRate then
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   388
                begin
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   389
                BestActions:= Actions;
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   390
                BestActions.isWalkingToABetterPlace:= true;
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   391
                BestRate:= Rate;
14512
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14511
diff changeset
   392
                isAfterAttack:= true // we have better place, go there and do not use ammo
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   393
                end
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   394
            else if Rate < BestRate then
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   395
                break;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   396
14512
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14511
diff changeset
   397
            if (not isAfterAttack) and ((steps mod 4) = 0) then
7433
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   398
                begin
7787
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   399
                if (steps > 4) and checkMark(hwRound(Me^.X), hwRound(Me^.Y), markWalkedHere) then
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   400
                    break;
7787
67c96b9c179c Mark places where tried to jump, avoid too much of thinking
unc0rr
parents: 7453
diff changeset
   401
                addMark(hwRound(Me^.X), hwRound(Me^.Y), markWalkedHere);
7789
838d2e06c377 Check cake and air attack again if walked far from initial position (not tested)
unc0rr
parents: 7787
diff changeset
   402
14512
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14511
diff changeset
   403
                TestAmmos(Actions, Me, Actions.ticks shr 12 = oldticks shr 12);
7433
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   404
                end;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   405
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   406
            if GoInfo.FallPix >= FallPixForBranching then
14512
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14511
diff changeset
   407
                Push(Actions, Me^, Me^.Message xor 3); // aia_Left xor 3 = aia_Right
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   408
            end {while};
193
56885ea29202 Fix bots regressions
unc0rr
parents: 191
diff changeset
   409
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   410
        if BestRate > BaseRate then
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   411
            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
   412
        end {while}
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   413
    end {if}
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   414
end;
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   415
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   416
function Think(Me: PGear): LongInt; cdecl; export;
74
42257fee61ae - Unicode support for team and hedgehogs names
unc0rr
parents: 71
diff changeset
   417
var BackMe, WalkMe: TGear;
6992
b8f3d8991e92 marked a couple of functions as inline
koda
parents: 6982
diff changeset
   418
    switchCount: LongInt;
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7790
diff changeset
   419
    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
   420
    switchImmediatelyAvailable: boolean;
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   421
    Actions: TActions;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   422
begin
8884
08fe08651130 set translucency on fruit theme water, clamp size to even number (same sdl window resize) and honouring min size, reduce calls to dmgmod a bit
nemo
parents: 8865
diff changeset
   423
dmgMod:= 0.01 * hwFloat2Float(cDamageModifier) * cDamagePercent;
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   424
StartTicks:= GameTicks;
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7790
diff changeset
   425
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   426
currHedgehogIndex:= CurrentTeam^.CurrHedgehog;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   427
itHedgehog:= currHedgehogIndex;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   428
switchesNum:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   429
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   430
switchImmediatelyAvailable:= (CurAmmoGear <> nil) and (CurAmmoGear^.Kind = gtSwitcher);
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   431
if Me^.Hedgehog^.BotLevel <> 5 then
7375
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7250
diff changeset
   432
    switchCount:= HHHasAmmo(PGear(Me)^.Hedgehog^, amSwitch)
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7250
diff changeset
   433
else switchCount:= 0;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   434
10164
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10108
diff changeset
   435
if ((Me^.State and gstAttacked) = 0) or isInMultiShoot or bonuses.activity then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   436
    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
   437
        begin
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   438
        // iterate over current team hedgehogs
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   439
        repeat
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   440
            WalkMe:= CurrentTeam^.Hedgehogs[itHedgehog].Gear^;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   441
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   442
            Actions.Count:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   443
            Actions.Pos:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   444
            Actions.Score:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   445
            if switchesNum > 0 then
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   446
                begin
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7790
diff changeset
   447
                if (not switchImmediatelyAvailable)  then
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   448
                    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
   449
                    // when AI has to use switcher, make it cost smth unless they have a lot of switches
6992
b8f3d8991e92 marked a couple of functions as inline
koda
parents: 6982
diff changeset
   450
                    if (switchCount < 10) then Actions.Score:= (-27+switchCount*3)*4000;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   451
                    AddAction(Actions, aia_Weapon, Longword(amSwitch), 300 + random(200), 0, 0);
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   452
                    AddAction(Actions, aia_attack, aim_push, 300 + random(300), 0, 0);
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   453
                    AddAction(Actions, aia_attack, aim_release, 1, 0, 0);
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   454
                    end;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   455
                for i:= 1 to switchesNum do
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   456
                    AddAction(Actions, aia_Switch, 0, 300 + random(200), 0, 0);
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   457
                end;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   458
            Walk(@WalkMe, Actions);
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   459
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   460
            // find another hog in team
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   461
            repeat
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   462
                itHedgehog:= Succ(itHedgehog) mod CurrentTeam^.HedgehogsNumber;
8677
afb2b467f801 skip frozen hogs in switch
nemo
parents: 8036
diff changeset
   463
            until (itHedgehog = currHedgehogIndex) or ((CurrentTeam^.Hedgehogs[itHedgehog].Gear <> nil) and (CurrentTeam^.Hedgehogs[itHedgehog].Effects[heFrozen]=0));
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   464
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   465
            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
   466
        until (not (switchImmediatelyAvailable or (switchCount > 0)))
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   467
            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
   468
            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
   469
            or BestActions.isWalkingToABetterPlace;
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   470
14512
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14511
diff changeset
   471
        if (StartTicks > GameTicks - 1500) and (not StopThinking) then
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14511
diff changeset
   472
            SDL_Delay(700);
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   473
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
   474
        if (BestActions.Score < -1023) and (not BestActions.isWalkingToABetterPlace) then
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   475
            begin
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   476
            BestActions.Count:= 0;
10164
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10108
diff changeset
   477
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10108
diff changeset
   478
            FillBonuses(false);
10510
9329dab04490 some whitespace fixes
sheepluva
parents: 10231
diff changeset
   479
12715
1ab53b945140 AI hogs use timebox instead of skip if clueless what to do
Wuzzy <almikes@aol.com>
parents: 12714
diff changeset
   480
            // Hog has no idea what to do. Use tardis or skip
10164
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10108
diff changeset
   481
            if not bonuses.activity then
14674
fd22b6d474e7 Fix AI trying to use tardis during multishoot
Wuzzy <Wuzzy2@mail.ru>
parents: 14591
diff changeset
   482
                if (((GameFlags and gfInfAttack) <> 0) or (CurrentHedgehog^.MultiShootAttacks = 0)) and (HHHasAmmo(Me^.Hedgehog^, amTardis) > 0) and (CanUseTardis(Me^.Hedgehog^.Gear)) and (random(4) < 3) then
12715
1ab53b945140 AI hogs use timebox instead of skip if clueless what to do
Wuzzy <almikes@aol.com>
parents: 12714
diff changeset
   483
                    // Tardis brings hog to a random place. Perfect for clueless AI
1ab53b945140 AI hogs use timebox instead of skip if clueless what to do
Wuzzy <almikes@aol.com>
parents: 12714
diff changeset
   484
                    begin
1ab53b945140 AI hogs use timebox instead of skip if clueless what to do
Wuzzy <almikes@aol.com>
parents: 12714
diff changeset
   485
                    AddAction(BestActions, aia_Weapon, Longword(amTardis), 80, 0, 0);
1ab53b945140 AI hogs use timebox instead of skip if clueless what to do
Wuzzy <almikes@aol.com>
parents: 12714
diff changeset
   486
                    AddAction(BestActions, aia_attack, aim_push, 10, 0, 0);
1ab53b945140 AI hogs use timebox instead of skip if clueless what to do
Wuzzy <almikes@aol.com>
parents: 12714
diff changeset
   487
                    AddAction(BestActions, aia_attack, aim_release, 10, 0, 0);
1ab53b945140 AI hogs use timebox instead of skip if clueless what to do
Wuzzy <almikes@aol.com>
parents: 12714
diff changeset
   488
                    end
1ab53b945140 AI hogs use timebox instead of skip if clueless what to do
Wuzzy <almikes@aol.com>
parents: 12714
diff changeset
   489
                else
1ab53b945140 AI hogs use timebox instead of skip if clueless what to do
Wuzzy <almikes@aol.com>
parents: 12714
diff changeset
   490
                    AddAction(BestActions, aia_Skip, 0, 250, 0, 0);
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   491
            end;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   492
8017
70d386de989f Some tweaks to AI
unc0rr
parents: 7790
diff changeset
   493
        end else SDL_Delay(100)
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   494
else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   495
    begin
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   496
    BackMe:= Me^;
10164
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10108
diff changeset
   497
    i:= 4;
8946
3e07b8ff2ae1 Make AI more active in multiattack game mode
unc0rr
parents: 8938
diff changeset
   498
    while (not StopThinking) and (BestActions.Count = 0) and (i > 0) do
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   499
        begin
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7790
diff changeset
   500
7375
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7250
diff changeset
   501
(*
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7250
diff changeset
   502
        // Maybe this would get a bit of movement out of them? Hopefully not *toward* water. Need to check how often he'd choose that strategy
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7250
diff changeset
   503
        if SuddenDeathDmg and ((hwRound(BackMe.Y)+cWaterRise*2) > cWaterLine) then
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7250
diff changeset
   504
            AddBonus(hwRound(BackMe.X), hwRound(BackMe.Y), 250, -40);
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7250
diff changeset
   505
*)
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7790
diff changeset
   506
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   507
        FillBonuses(true);
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   508
        WalkMe:= BackMe;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   509
        Actions.Count:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   510
        Actions.Pos:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   511
        Actions.Score:= 0;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   512
        Walk(@WalkMe, Actions);
10164
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10108
diff changeset
   513
        if not bonuses.activity then dec(i);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   514
        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
   515
            SDL_Delay(100)
6393
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   516
        end
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   517
    end;
701eb3f3556a Make AI use switcher when:
unc0rr
parents: 6392
diff changeset
   518
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   519
Me^.State:= Me^.State and (not gstHHThinking);
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   520
Think:= 0;
15370
fcdb6e3a9d36 Prevent leaking of thread objects
unC0Rr
parents: 14674
diff changeset
   521
SDL_SemPost(ThreadSem);
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   522
end;
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   523
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   524
procedure StartThink(Me: PGear);
15370
fcdb6e3a9d36 Prevent leaking of thread objects
unC0Rr
parents: 14674
diff changeset
   525
var ThinkThread: PSDL_Thread;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   526
begin
542
ec26095f1bed - Get rid of ammoProp_AttackInFall and gstFalling
unc0rr
parents: 522
diff changeset
   527
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
   528
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
   529
    exit;
506
0889d833d47e - A good implementation of shotgun
unc0rr
parents: 500
diff changeset
   530
15370
fcdb6e3a9d36 Prevent leaking of thread objects
unC0Rr
parents: 14674
diff changeset
   531
SDL_SemWait(ThreadSem);
7433
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   532
//DeleteCI(Me); // this will break demo/netplay
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7416
diff changeset
   533
369
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
   534
Me^.State:= Me^.State or gstHHThinking;
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
   535
Me^.Message:= 0;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   536
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   537
BestActions.Count:= 0;
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   538
BestActions.Pos:= 0;
5163
1620a02d5282 Fix test for water in airstrike handler
unc0rr
parents: 5162
diff changeset
   539
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
   540
BestActions.isWalkingToABetterPlace:= false;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   541
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   542
StopThinking:= false;
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   543
ThinkingHH:= Me;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   544
70
82d93eeecebe - Many AI improvements
unc0rr
parents: 66
diff changeset
   545
FillTargets;
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 75
diff changeset
   546
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
   547
    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   548
    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
   549
    exit
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   550
    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
   551
14511
a4d560aeda96 - Never consider a bot in inf attacks mode being in after attack mode, helps action in inf attack
unc0rr
parents: 14231
diff changeset
   552
FillBonuses(((Me^.State and gstAttacked) <> 0) and (not isInMultiShoot) and ((GameFlags and gfInfAttack) = 0));
8908
d3033e3a4113 let's try to kill the thread right away and protect the thread variable with a mutex
koda
parents: 8884
diff changeset
   553
11358
a91c4c4fd85c add pchar casts to make pas2c happy
sheepluva
parents: 11342
diff changeset
   554
ThinkThread:= SDL_CreateThread(@Think, PChar('think'), Me);
15370
fcdb6e3a9d36 Prevent leaking of thread objects
unC0Rr
parents: 14674
diff changeset
   555
SDL_DetachThread(ThinkThread);
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   556
end;
191
a03c2d037e24 Bots are in the same thread as game. Fixes FreePascal issues.
unc0rr
parents: 183
diff changeset
   557
8965
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   558
{$IFDEF DEBUGAI}
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   559
var scoreShown: boolean = false;
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   560
{$ENDIF}
7204
522f165cd2e7 - Fix damage calculation in TestSniperRifle, aim a bit lower to compensate initial angle shift in sniper rifle. As a result, AI seems to never fail sniper rifle shots.
unc0rr
parents: 7197
diff changeset
   561
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   562
procedure ProcessBot;
6982
8d41d22a291d breaking news, we don't support typed consts anymore
koda
parents: 6770
diff changeset
   563
const cStopThinkTime = 40;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   564
begin
602
f7628ebfccde Add CurrentHedgehog variable which simplifies code
unc0rr
parents: 599
diff changeset
   565
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
   566
    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
   567
    and ((Gear^.State and gstHHDriven) <> 0)
14511
a4d560aeda96 - Never consider a bot in inf attacks mode being in after attack mode, helps action in inf attack
unc0rr
parents: 14231
diff changeset
   568
    and ((TurnTimeLeft < cHedgehogTurnTime - 50) or (TurnTimeLeft > cHedgehogTurnTime)) then
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 425
diff changeset
   569
        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
   570
            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
   571
            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
   572
                begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   573
                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
   574
                    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   575
                    StopMessages(Gear^.Message);
11537
bf86c6cb9341 Bye-bye TryDo
unc0rr
parents: 11480
diff changeset
   576
                    if checkFails((Gear^.Message and gmAllStoppable) = 0, 'Engine bug: AI may break demos playing', true) then exit;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   577
                    end;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   578
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   579
                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
   580
                    exit;
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   581
8965
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   582
{$IFDEF DEBUGAI}
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   583
                scoreShown:= false;
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   584
{$ENDIF}
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   585
                StartThink(Gear);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6462
diff changeset
   586
                StartTicks:= GameTicks
8865
dd4035ee0f12 use SDL_Threads everywhere
koda
parents: 8677
diff changeset
   587
7204
522f165cd2e7 - Fix damage calculation in TestSniperRifle, aim a bit lower to compensate initial angle shift in sniper rifle. As a result, AI seems to never fail sniper rifle shots.
unc0rr
parents: 7197
diff changeset
   588
            end else
522f165cd2e7 - Fix damage calculation in TestSniperRifle, aim a bit lower to compensate initial angle shift in sniper rifle. As a result, AI seems to never fail sniper rifle shots.
unc0rr
parents: 7197
diff changeset
   589
                begin
8965
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   590
{$IFDEF DEBUGAI}
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   591
                if not scoreShown then
7204
522f165cd2e7 - Fix damage calculation in TestSniperRifle, aim a bit lower to compensate initial angle shift in sniper rifle. As a result, AI seems to never fail sniper rifle shots.
unc0rr
parents: 7197
diff changeset
   592
                    begin
522f165cd2e7 - Fix damage calculation in TestSniperRifle, aim a bit lower to compensate initial angle shift in sniper rifle. As a result, AI seems to never fail sniper rifle shots.
unc0rr
parents: 7197
diff changeset
   593
                    if BestActions.Score > 0 then ParseCommand('/say Expected score = ' + inttostr(BestActions.Score div 1024), true);
522f165cd2e7 - Fix damage calculation in TestSniperRifle, aim a bit lower to compensate initial angle shift in sniper rifle. As a result, AI seems to never fail sniper rifle shots.
unc0rr
parents: 7197
diff changeset
   594
                    scoreShown:= true
8965
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   595
                    end;
b4f10ff6ea90 IFDEF that score expectation logging
unc0rr
parents: 8959
diff changeset
   596
{$ENDIF}
7204
522f165cd2e7 - Fix damage calculation in TestSniperRifle, aim a bit lower to compensate initial angle shift in sniper rifle. As a result, AI seems to never fail sniper rifle shots.
unc0rr
parents: 7197
diff changeset
   597
                ProcessAction(BestActions, Gear)
522f165cd2e7 - Fix damage calculation in TestSniperRifle, aim a bit lower to compensate initial angle shift in sniper rifle. As a result, AI seems to never fail sniper rifle shots.
unc0rr
parents: 7197
diff changeset
   598
                end
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 508
diff changeset
   599
        else if ((GameTicks - StartTicks) > cMaxAIThinkTime)
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   600
            or (TurnTimeLeft <= cStopThinkTime) then
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7178
diff changeset
   601
                StopThinking:= true
369
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
   602
end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   603
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 2948
diff changeset
   604
procedure initModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   605
begin
6982
8d41d22a291d breaking news, we don't support typed consts anymore
koda
parents: 6770
diff changeset
   606
    StartTicks:= 0;
15370
fcdb6e3a9d36 Prevent leaking of thread objects
unC0Rr
parents: 14674
diff changeset
   607
    ThreadSem:= SDL_CreateSemaphore(1);
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   608
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   609
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 2948
diff changeset
   610
procedure freeModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   611
begin
7026
8d1724e1337e split OnDestroy across the appropriate modules (this doen't cause leaks on mobile, right?)
koda
parents: 6992
diff changeset
   612
    FreeActionsList();
15370
fcdb6e3a9d36 Prevent leaking of thread objects
unC0Rr
parents: 14674
diff changeset
   613
    SDL_DestroySemaphore(ThreadSem);
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   614
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   615
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   616
end.