- Support for forts game mode option. Works for demos, frontend doesn't support it.
- Updated copyright info for forts
(*
* Hedgewars, a worms-like game
* Copyright (c) 2005 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;
implementation
uses uAIActions, uAIMisc, uMisc, uTeams, uConsts, uAIAmmoTests, uGears, SDLh;
function Go(Gear: PGear; Times: Longword): boolean;
begin
Result:= false
end;
procedure Think;
var Targets: TTargets;
Angle, Power: integer;
Time: Longword;
procedure FindTarget(Flags: Longword);
var t: integer;
a, aa: TAmmoType;
Me: TPoint;
begin
t:= 0;
with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do
begin
Me.X:= round(Gear.X);
Me.Y:= round(Gear.Y);
end;
repeat
if isInMultiShoot then with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do
a:= Ammo[CurSlot, CurAmmo].AmmoType
else a:= TAmmoType(random(ord(High(TAmmoType))));
aa:= a;
repeat
if Assigned(AmmoTests[a].Test)
and ((Flags = 0) or ((Flags and AmmoTests[a].Flags) <> 0)) then
if AmmoTests[a].Test(Me, Targets.ar[t], Flags, Time, Angle, Power) then
begin
AddAction(aia_Weapon, ord(a), 1000);
if Time <> 0 then AddAction(aia_Timer, Time div 1000, 400);
exit
end;
if a = High(TAmmoType) then a:= Low(TAmmoType)
else inc(a)
until isInMultiShoot or (a = aa);
inc(t)
until (t >= Targets.Count)
end;
procedure TryGo(lvl, Flags: Longword);
var tmpGear: TGear;
i, t: integer;
begin
with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do
for t:= aia_Left to aia_Right do
if IsActionListEmpty then
begin
tmpGear:= Gear^;
i:= 0;
Gear.Message:= t;
while HHGo(Gear) do
begin
if (i mod 5 = 0) then
begin
FindTarget(Flags);
if not IsActionListEmpty then
begin
if i > 0 then
begin
AddAction(t, aim_push, 1000);
AddAction(aia_WaitX, round(Gear.X), 0);
AddAction(t, aim_release, 0)
end;
Gear^:= tmpGear;
exit
end
end;
inc(i)
end;
Gear^:= tmpGear
end
end;
begin
with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do
if ((Gear.State and (gstAttacked or gstAttacking or gstMoving or gstFalling)) <> 0) then exit;
FillTargets(Targets);
TryGo(0, 0);
if IsActionListEmpty then
TryGo(0, ctfNotFull);
if IsActionListEmpty then
TryGo(0, ctfBreach);
if IsActionListEmpty then
begin
AddAction(aia_Weapon, ord(amSkip), 1000);
AddAction(aia_Attack, aim_push, 1000);
exit
end;
with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do
begin
if (Angle > 0) then AddAction(aia_LookRight, 0, 200)
else if (Angle < 0) then AddAction(aia_LookLeft, 0, 200);
Angle:= integer(Gear.Angle) - Abs(Angle);
if Angle > 0 then
begin
AddAction(aia_Up, aim_push, 500);
AddAction(aia_Up, aim_release, Angle)
end else if Angle < 0 then
begin
AddAction(aia_Down, aim_push, 500);
AddAction(aia_Down, aim_release, -Angle)
end;
AddAction(aia_attack, aim_push, 300);
AddAction(aia_attack, aim_release, Power);
end
end;
procedure ProcessBot;
begin
with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do
if (Gear <> nil)and((Gear.State and gstHHDriven) <> 0) then
begin
if IsActionListEmpty then Think;
ProcessAction
end
end;
end.