- Refactoring of Missions screen:
- - Now mission's list constructed from 'missions_en.txt'
- - In-place localization for mission's names and descriptions
(* * Hedgewars, a free turn based strategy game * Copyright (c) 2004-2015 Andrey Korotaev <unC0Rr@gmail.com> * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; version 2 of the License * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA *){$INCLUDE "options.inc"}unit uAIActions;interfaceuses uFloat, uTypes;const MAXACTIONS = 96; aia_none = 0; aia_Left = 1; aia_Right = 2; aia_Timer = 3; aia_attack = 4; aia_Up = 5; aia_Down = 6; aia_Switch = 7; aia_Weapon = $8000; aia_WaitXL = $8001; aia_WaitXR = $8002; aia_LookLeft = $8003; aia_LookRight = $8004; aia_AwareExpl = $8005; aia_HJump = $8006; aia_LJump = $8007; aia_Skip = $8008; aia_Wait = $8009; aia_Put = $800A; aia_waitAngle = $800B; aia_waitAmmoXY = $800C; aim_push = $8000; aim_release = $8001; ai_specmask = $8000;type TAction = record Action: Longword; X, Y, Param: LongInt; Time: Longword; end; TActions = record Count, Pos: Longword; actions: array[0..Pred(MAXACTIONS)] of TAction; Score: LongInt; isWalkingToABetterPlace: boolean; end;procedure AddAction(var Actions: TActions; Action: Longword; Param: LongInt; TimeDelta: Longword; X, Y: LongInt);procedure ProcessAction(var Actions: TActions; Me: PGear);implementationuses uAIMisc, uAI, uAmmos, uVariables, uCommands, uUtils, uIO{$IFDEF TRACEAIACTIONS}, uConsole{$ENDIF};var PrevX: LongInt = 0; timedelta: Longword = 0;const ActionIdToStr: array[0..7] of string[16] = ({aia_none} '',{aia_Left} 'left',{aia_Right} 'right',{aia_Timer} 'timer',{aia_attack} 'attack',{aia_Up} 'up',{aia_Down} 'down',{aia_Switch} 'switch' );{$IFDEF TRACEAIACTIONS}const SpecActionIdToStr: array[$8000..$800C] of string[16] = ({aia_Weapon} 'aia_Weapon',{aia_WaitX} 'aia_WaitX',{aia_WaitY} 'aia_WaitY',{aia_LookLeft} 'aia_LookLeft',{aia_LookRight} 'aia_LookRight',{aia_AwareExpl} 'aia_AwareExpl',{aia_HJump} 'aia_HJump',{aia_LJump} 'aia_LJump',{aia_Skip} 'aia_Skip',{aia_Wait} 'aia_Wait',{aia_Put} 'aia_Put',{aia_waitAngle} 'aia_waitAngle',{aia_waitAmmoXY} 'aia_waitAmmoXY');procedure DumpAction(Action: TAction; Me: PGear);beginif (Action.Action and ai_specmask) = 0 then WriteLnToConsole('AI action: '+ActionIdToStr[Action.Action])else begin WriteLnToConsole('AI action: '+SpecActionIdToStr[Action.Action]); if (Action.Action = aia_WaitXL) or (Action.Action = aia_WaitXR) then WriteLnToConsole('AI action Wait X = '+IntToStr(Action.Param)+', current X = '+IntToStr(hwRound(Me^.X))) else if (Action.Action = aia_AwareExpl) then WriteLnToConsole('Aware X = ' + IntToStr(Action.X) + ', Y = ' + IntToStr(Action.Y)); endend;{$ENDIF}procedure AddAction(var Actions: TActions; Action: Longword; Param: LongInt; TimeDelta: Longword; X, Y: LongInt);beginif Actions.Count < MAXACTIONS then with Actions do begin actions[Count].Action:= Action; actions[Count].Param:= Param; actions[Count].X:= X; actions[Count].Y:= Y; if Count > 0 then actions[Count].Time:= TimeDelta else actions[Count].Time:= GameTicks + TimeDelta; inc(Count); endend;procedure CheckHang(Me: PGear);beginif hwRound(Me^.X) <> PrevX then begin PrevX:= hwRound(Me^.X); timedelta:= 0 end else begin inc(timedelta); if timedelta > 1700 then begin timedelta:= 0; FreeActionsList end endend;procedure ProcessAction(var Actions: TActions; Me: PGear);var s: shortstring;beginrepeatif Actions.Pos >= Actions.Count then exit;with Actions.actions[Actions.Pos] do begin if Time > GameTicks then exit; {$IFDEF TRACEAIACTIONS} DumpAction(Actions.actions[Actions.Pos], Me); {$ENDIF} if (Action and ai_specmask) <> 0 then case Action of aia_Weapon: SetWeapon(TAmmoType(Param)); aia_WaitXL: if hwRound(Me^.X) = Param then begin Action:= aia_LookLeft; Time:= GameTicks; exit end else if hwRound(Me^.X) < Param then begin //OutError('AI: WaitXL assert (' + IntToStr(hwRound(Me^.X)) + ' < ' + IntToStr(Param) + ')', false); FreeActionsList; exit end else begin CheckHang(Me); exit end; aia_WaitXR: if hwRound(Me^.X) = Param then begin Action:= aia_LookRight; Time:= GameTicks; exit end else if hwRound(Me^.X) > Param then begin //OutError('AI: WaitXR assert (' + IntToStr(hwRound(Me^.X)) + ' > ' + IntToStr(Param) + ')', false); FreeActionsList; exit end else begin CheckHang(Me); exit end; aia_LookLeft: if not Me^.dX.isNegative then begin ParseCommand('+left', true); exit end else ParseCommand('-left', true); aia_LookRight: if Me^.dX.isNegative then begin ParseCommand('+right', true); exit end else ParseCommand('-right', true); aia_AwareExpl: AwareOfExplosion(X, Y, Param); aia_HJump: ParseCommand('hjump', true); aia_LJump: ParseCommand('ljump', true); aia_Skip: ParseCommand('skip', true); aia_Put: doPut(X, Y, true); aia_waitAngle: if LongInt(Me^.Angle) <> Abs(Param) then exit; aia_waitAmmoXY: if (CurAmmoGear <> nil) and ((hwRound(CurAmmoGear^.X) <> X) or (hwRound(CurAmmoGear^.Y) <> Y)) then exit; end else begin s:= ActionIdToStr[Action]; if (Param and ai_specmask) <> 0 then case Param of aim_push: s:= '+' + s; aim_release: s:= '-' + s; end else if Param <> 0 then s:= s + ' ' + IntToStr(Param); ParseCommand(s, true) end end;inc(Actions.Pos);if Actions.Pos <= Actions.Count then inc(Actions.actions[Actions.Pos].Time, GameTicks);until falseend;end.