- First hedgehog in team has first turn in team
- AI fix: let bots go to the right
and... Show whether round finished with draw or team won... get rid of error message
(* * Hedgewars, a worms-like game * Copyright (c) 2005, 2006 Andrey Korotaev <unC0Rr@gmail.com> * * Distributed under the terms of the BSD-modified licence: * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * with the Software without restriction, including without limitation the * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or * sell copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * 1. Redistributions of source code must retain the above copyright notice, * this list of conditions and the following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright notice, * this list of conditions and the following disclaimer in the documentation * and/or other materials provided with the distribution. * 3. The name of the author may not be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO * EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *)unit uAI;interface{$INCLUDE options.inc}procedure ProcessBot;procedure FreeActionsList;implementationuses uTeams, uConsts, SDLh, uAIMisc, uGears, uAIAmmoTests, uAIActions, uMisc;var BestActions: TActions; ThinkThread: PSDL_Thread = nil; StopThinking: boolean; CanUseAmmo: array [TAmmoType] of boolean;procedure FreeActionsList;beginif ThinkThread <> nil then begin StopThinking:= true; SDL_WaitThread(ThinkThread, nil); ThinkThread:= nil end;BestActions.Count:= 0;BestActions.Pos:= 0end;procedure TestAmmos(var Actions: TActions; Me: PGear);var Time: Longword; Angle, Power, Score, ExplX, ExplY, ExplR: integer; i: integer; a, aa: TAmmoType;beginfor i:= 0 to Pred(Targets.Count) do if (Targets.ar[i].Score >= 0) then begin with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do a:= Ammo[CurSlot, CurAmmo].AmmoType; aa:= a; repeat if CanUseAmmo[a] then begin Score:= AmmoTests[a](Me, Targets.ar[i].Point, Time, Angle, Power, ExplX, ExplY, ExplR); if Actions.Score + Score + Targets.ar[i].Score > BestActions.Score then begin BestActions:= Actions; inc(BestActions.Score, Score + Targets.ar[i].Score); AddAction(BestActions, aia_Weapon, Longword(a), 500); if Time <> 0 then AddAction(BestActions, aia_Timer, Time div 1000, 400); if (Angle > 0) then AddAction(BestActions, aia_LookRight, 0, 200) else if (Angle < 0) then AddAction(BestActions, aia_LookLeft, 0, 200); if (Ammoz[a].Ammo.Propz and ammoprop_NoCrosshair) = 0 then begin Angle:= integer(Me.Angle) - Abs(Angle); if Angle > 0 then begin AddAction(BestActions, aia_Up, aim_push, 500); AddAction(BestActions, aia_Up, aim_release, Angle) end else if Angle < 0 then begin AddAction(BestActions, aia_Down, aim_push, 500); AddAction(BestActions, aia_Down, aim_release, -Angle) end end; AddAction(BestActions, aia_attack, aim_push, 800); AddAction(BestActions, aia_attack, aim_release, Power); if ExplR > 0 then AddAction(BestActions, aia_AwareExpl, ExplR, 10, ExplX, ExplY); end end; if a = High(TAmmoType) then a:= Low(TAmmoType) else inc(a) until (a = aa) or (CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog].AttacksNum > 0) endend;procedure Walk(Me: PGear);const FallPixForBranching = cHHRadius * 2 + 8; cBranchStackSize = 12;type TStackEntry = record WastedTicks: Longword; MadeActions: TActions; Hedgehog: TGear; end;var Stack: record Count: Longword; States: array[0..Pred(cBranchStackSize)] of TStackEntry; end; function Push(Ticks: Longword; const Actions: TActions; const Me: TGear; Dir: integer): boolean; begin Result:= (Stack.Count < cBranchStackSize) and (Actions.Count < MAXACTIONS - 5); if Result then with Stack.States[Stack.Count] do begin WastedTicks:= Ticks; MadeActions:= Actions; Hedgehog:= Me; Hedgehog.Message:= Dir; inc(Stack.Count) end end; procedure Pop(out Ticks: Longword; out Actions: TActions; out Me: TGear); begin dec(Stack.Count); with Stack.States[Stack.Count] do begin Ticks:= WastedTicks; Actions:= MadeActions; Me:= Hedgehog end end; function PosInThinkStack(Me: PGear): boolean; var i: Longword; begin i:= 0; Result:= false; while (i < Stack.Count) and not Result do begin Result:= (abs(Stack.States[i].Hedgehog.X - Me.X) + abs(Stack.States[i].Hedgehog.Y - Me.Y) <= 2) and (Stack.States[i].Hedgehog.Message = Me.Message); inc(i) end end;var Actions: TActions; ticks, maxticks, steps: Longword; BaseRate, BestRate, Rate: integer; GoInfo: TGoInfo; CanGo: boolean; AltMe: TGear;beginActions.Count:= 0;Actions.Pos:= 0;Actions.Score:= 0;Stack.Count:= 0;Push(0, Actions, Me^, aia_Left);Push(0, Actions, Me^, aia_Right);if (Me.State and gstAttacked) = 0 then maxticks:= max(0, integer(TurnTimeLeft) - 10000) else maxticks:= TurnTimeLeft;if (Me.State and gstAttacked) = 0 then TestAmmos(Actions, Me);BestRate:= RatePlace(Me);BaseRate:= max(BestRate, 0);while (Stack.Count > 0) and not StopThinking do begin Pop(ticks, Actions, Me^); AddAction(Actions, Me.Message, aim_push, 250); AddAction(Actions, aia_WaitX, round(Me.X), 0); AddAction(Actions, Me.Message, aim_release, 0); steps:= 0; while (not StopThinking) and (not PosInThinkStack(Me)) do begin CanGo:= HHGo(Me, @AltMe, GoInfo); inc(ticks, GoInfo.Ticks); if ticks > maxticks then break; if GoInfo.JumpType = jmpHJump then // hjump support if Push(ticks, Actions, AltMe, Me^.Message) then with Stack.States[Pred(Stack.Count)] do begin AddAction(MadeActions, aia_HJump, 0, 305); AddAction(MadeActions, aia_HJump, 0, 350); end; if GoInfo.JumpType = jmpLJump then // ljump support if Push(ticks, Actions, AltMe, Me^.Message) then with Stack.States[Pred(Stack.Count)] do AddAction(MadeActions, aia_LJump, 0, 305); if not CanGo then break; inc(steps); Actions.actions[Actions.Count - 2].Param:= round(Me.X); Rate:= RatePlace(Me); if Rate > BestRate then begin BestActions:= Actions; BestRate:= Rate; Me.State:= Me.State or gstAttacked // we have better place, go there and don't use ammo end else if Rate < BestRate then break; if ((Me.State and gstAttacked) = 0) and ((steps mod 4) = 0) then TestAmmos(Actions, Me); if GoInfo.FallPix >= FallPixForBranching then Push(ticks, Actions, Me^, Me^.Message xor 3); // aia_Left xor 3 = aia_Right end; if BestRate > BaseRate then exit endend;procedure Think(Me: PGear); cdecl;var BackMe, WalkMe: TGear; StartTicks: Longword;beginStartTicks:= GameTicks;BestActions.Count:= 0;BestActions.Pos:= 0;BestActions.Score:= Low(integer);BackMe:= Me^;WalkMe:= BackMe;if (Me.State and gstAttacked) = 0 then if Targets.Count > 0 then begin Walk(@WalkMe); if (StartTicks > GameTicks - 1500) and not StopThinking then SDL_Delay(2000); end elseelse begin Walk(@WalkMe); while (not StopThinking) and (BestActions.Count = 0) do begin SDL_Delay(100); FillBonuses(true); WalkMe:= BackMe; Walk(@WalkMe) end end;Me.State:= Me.State and not gstHHThinking;ThinkThread:= nilend;procedure StartThink(Me: PGear);var a: TAmmoType;beginif ((Me.State and gstAttacking) <> 0) or isInMultiShoot then exit;Me.State:= Me.State or gstHHThinking;StopThinking:= false;ThinkingHH:= Me;FillTargets;if Targets.Count = 0 then begin OutError('AI: no targets!?'); exit end;FillBonuses((Me.State and gstAttacked) <> 0);for a:= Low(TAmmoType) to High(TAmmoType) do CanUseAmmo[a]:= Assigned(AmmoTests[a]) and HHHasAmmo(PHedgehog(Me.Hedgehog), a);{$IFDEF DEBUGFILE}AddFileLog('Enter Think Thread');{$ENDIF}ThinkThread:= SDL_CreateThread(@Think, Me)end;procedure ProcessBot;beginwith CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do if (Gear <> nil) and ((Gear.State and gstHHDriven) <> 0) and (TurnTimeLeft < 29990) and ((Gear.State and gstHHThinking) = 0) then if (BestActions.Pos >= BestActions.Count) then StartThink(Gear) else ProcessAction(BestActions, Gear)end;end.