Fixed a major bug (related to pointers) which also solves the stuttering when zooming in and out
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2005-2011 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
*)
{$INCLUDE "options.inc"}
unit uAIMisc;
interface
uses SDLh, uConsts, uFloat, uTypes;
const MAXBONUS = 1024;
type TTarget = record
Point: TPoint;
Score: LongInt;
end;
TTargets = record
Count: Longword;
ar: array[0..Pred(cMaxHHs)] of TTarget;
end;
TJumpType = (jmpNone, jmpHJump, jmpLJump);
TGoInfo = record
Ticks: Longword;
FallPix: Longword;
JumpType: TJumpType;
end;
TBonus = record
X, Y: LongInt;
Radius: LongInt;
Score: LongInt;
end;
procedure initModule;
procedure freeModule;
procedure FillTargets;
procedure FillBonuses(isAfterAttack: boolean; filter: TGearsType = []);
procedure AwareOfExplosion(x, y, r: LongInt);
function RatePlace(Gear: PGear): LongInt;
function TestCollExcludingMe(Me: PGear; x, y, r: LongInt): boolean;
function TestColl(x, y, r: LongInt): boolean;
function RateExplosion(Me: PGear; x, y, r: LongInt): LongInt;
function RateShove(Me: PGear; x, y, r, power: LongInt): LongInt;
function RateShotgun(Me: PGear; x, y: LongInt): LongInt;
function RateHammer(Me: PGear): LongInt;
function HHGo(Gear, AltGear: PGear; var GoInfo: TGoInfo): boolean;
function AIrndSign(num: LongInt): LongInt;
var ThinkingHH: PGear;
Targets: TTargets;
bonuses: record
Count: Longword;
ar: array[0..Pred(MAXBONUS)] of TBonus;
end;
implementation
uses uCollisions, uVariables, uUtils, uDebug;
const KillScore = 200;
var friendlyfactor: LongInt = 300;
KnownExplosion: record
X, Y, Radius: LongInt
end = (X: 0; Y: 0; Radius: 0);
procedure FillTargets;
var i, t: Longword;
f, e: Longword;
begin
Targets.Count:= 0;
f:= 0;
e:= 0;
for t:= 0 to Pred(TeamsCount) do
with TeamsArray[t]^ do
if not hasGone then
begin
for i:= 0 to cMaxHHIndex do
if (Hedgehogs[i].Gear <> nil)
and (Hedgehogs[i].Gear <> ThinkingHH) then
begin
with Targets.ar[Targets.Count], Hedgehogs[i] do
begin
Point.X:= hwRound(Gear^.X);
Point.Y:= hwRound(Gear^.Y);
if Clan <> CurrentTeam^.Clan then
begin
Score:= Gear^.Health;
inc(e)
end else
begin
Score:= -Gear^.Health;
inc(f)
end
end;
inc(Targets.Count)
end;
end;
if e > f then friendlyfactor:= 300 + (e - f) * 30
else friendlyfactor:= max(30, 300 - f * 80 div e)
end;
procedure FillBonuses(isAfterAttack: boolean; filter: TGearsType);
var Gear: PGear;
MyClan: PClan;
procedure AddBonus(x, y: LongInt; r: Longword; s: LongInt);
begin
bonuses.ar[bonuses.Count].x:= x;
bonuses.ar[bonuses.Count].y:= y;
bonuses.ar[bonuses.Count].Radius:= r;
bonuses.ar[bonuses.Count].Score:= s;
inc(bonuses.Count);
TryDo(bonuses.Count <= MAXBONUS, 'Bonuses overflow', true)
end;
begin
bonuses.Count:= 0;
MyClan:= ThinkingHH^.Hedgehog^.Team^.Clan;
Gear:= GearsList;
while Gear <> nil do
begin
if (filter = []) or (Gear^.Kind in filter) then
case Gear^.Kind of
gtCase: AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 33, 25);
gtFlame: if (Gear^.State and gsttmpFlag) <> 0 then
AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 20, -50);
// avoid mines unless they are very likely to be duds, or are duds. also avoid if they are about to blow
gtMine: if ((Gear^.State and gstAttacking) = 0) and
(((cMineDudPercent < 90) and (Gear^.Health <> 0)) or
((Gear^.Health = 0) and (Gear^.Damage > 30))) then
AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 50, -50)
else if (Gear^.State and gstAttacking) <> 0 then
AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 100, -50); // mine is on
gtSMine: AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 50, -30);
gtDynamite: AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 150, -75);
gtHedgehog: begin
if Gear^.Damage >= Gear^.Health then
AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 60, -25)
else
if isAfterAttack and (ThinkingHH^.Hedgehog <> Gear^.Hedgehog) then
if (ClansCount > 2) or (MyClan = Gear^.Hedgehog^.Team^.Clan) then
AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 150, -3) // hedgehog-friend
else
AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 100, 3)
end;
end;
Gear:= Gear^.NextGear
end;
if isAfterAttack and (KnownExplosion.Radius > 0) then
with KnownExplosion do
AddBonus(X, Y, Radius + 10, -Radius);
end;
procedure AwareOfExplosion(x, y, r: LongInt);
begin
KnownExplosion.X:= x;
KnownExplosion.Y:= y;
KnownExplosion.Radius:= r
end;
function RatePlace(Gear: PGear): LongInt;
var i, r: LongInt;
rate: LongInt;
begin
rate:= 0;
for i:= 0 to Pred(bonuses.Count) do
with bonuses.ar[i] do
begin
r:= hwRound(Distance(Gear^.X - int2hwFloat(X), Gear^.Y - int2hwFloat(Y)));
if r < Radius then
inc(rate, Score * (Radius - r))
end;
RatePlace:= rate;
end;
// Wrapper to test various approaches. If it works reasonably, will just replace.
// Right now, converting to hwFloat is a tad inefficient since the x/y were hwFloat to begin with...
function TestCollExcludingMe(Me: PGear; x, y, r: LongInt): boolean;
var MeX, MeY: LongInt;
begin
if ((x and LAND_WIDTH_MASK) = 0) and ((y and LAND_HEIGHT_MASK) = 0) then
begin
MeX:= hwRound(Me^.X);
MeY:= hwRound(Me^.Y);
// We are still inside the hog. Skip radius test
if ((((x-MeX)*(x-MeX)) + ((y-MeY)*(y-MeY))) < 256) and
((Land[y, x] and $FF00) = 0) then exit(false);
end;
exit(TestColl(x, y, r))
end;
function TestColl(x, y, r: LongInt): boolean;
var b: boolean;
begin
b:= (((x-r) and LAND_WIDTH_MASK) = 0)and(((y-r) and LAND_HEIGHT_MASK) = 0) and (Land[y-r, x-r] <> 0);
if b then exit(true);
b:=(((x-r) and LAND_WIDTH_MASK) = 0)and(((y+r) and LAND_HEIGHT_MASK) = 0) and (Land[y+r, x-r] <> 0);
if b then exit(true);
b:=(((x+r) and LAND_WIDTH_MASK) = 0)and(((y-r) and LAND_HEIGHT_MASK) = 0) and (Land[y-r, x+r] <> 0);
if b then exit(true);
TestColl:=(((x+r) and LAND_WIDTH_MASK) = 0)and(((y+r) and LAND_HEIGHT_MASK) = 0) and (Land[y+r, x+r] <> 0)
end;
function RateExplosion(Me: PGear; x, y, r: LongInt): LongInt;
var i, dmg, rate: LongInt;
begin
rate:= 0;
// add our virtual position
with Targets.ar[Targets.Count] do
begin
Point.x:= hwRound(Me^.X);
Point.y:= hwRound(Me^.Y);
Score:= - ThinkingHH^.Health
end;
// rate explosion
for i:= 0 to Targets.Count do
with Targets.ar[i] do
begin
dmg:= hwRound(_0_01 * cDamageModifier
* min((r + cHHRadius div 2 - DistanceI(Point.x - x, Point.y - y).Round) div 2, r) * cDamagePercent);
if dmg > 0 then
begin
if dmg >= abs(Score) then
if Score > 0 then inc(rate, KillScore)
else dec(rate, KillScore * friendlyfactor div 100)
else
if Score > 0 then inc(rate, dmg)
else dec(rate, dmg * friendlyfactor div 100)
end;
end;
RateExplosion:= rate * 1024;
end;
function RateShove(Me: PGear; x, y, r, power: LongInt): LongInt;
var i, dmg, rate: LongInt;
begin
Me:= Me; // avoid compiler hint
rate:= 0;
for i:= 0 to Pred(Targets.Count) do
with Targets.ar[i] do
begin
dmg:= r - hwRound(DistanceI(Point.x - x, Point.y - y));
dmg:= hwRound(_0_01 * cDamageModifier * dmg * cDamagePercent);
if dmg > 0 then
begin
if power >= abs(Score) then
if Score > 0 then inc(rate, KillScore)
else dec(rate, KillScore * friendlyfactor div 100)
else
if Score > 0 then inc(rate, power)
else dec(rate, power * friendlyfactor div 100)
end;
end;
RateShove:= rate * 1024
end;
function RateShotgun(Me: PGear; x, y: LongInt): LongInt;
var i, dmg, rate: LongInt;
begin
rate:= 0;
// add our virtual position
with Targets.ar[Targets.Count] do
begin
Point.x:= hwRound(Me^.X);
Point.y:= hwRound(Me^.Y);
Score:= - ThinkingHH^.Health
end;
// rate shot
for i:= 0 to Targets.Count do
with Targets.ar[i] do
begin
dmg:= min(cHHRadius + cShotgunRadius + 4 - hwRound(DistanceI(Point.x - x, Point.y - y)), 25);
dmg:= hwRound(_0_01 * cDamageModifier * dmg * cDamagePercent);
if dmg > 0 then
begin
if dmg >= abs(Score) then dmg := KillScore;
if Score > 0 then inc(rate, dmg)
else dec(rate, dmg * friendlyfactor div 100);
end;
end;
RateShotgun:= rate * 1024;
end;
function RateHammer(Me: PGear): LongInt;
var x, y, i, r, rate: LongInt;
begin
// hammer hit shift against attecker hog is 10
x:= hwRound(Me^.X) + hwSign(Me^.dX) * 10;
y:= hwRound(Me^.Y);
rate:= 0;
for i:= 0 to Pred(Targets.Count) do
with Targets.ar[i] do
begin
// hammer hit radius is 8, shift is 10
r:= hwRound(DistanceI(Point.x - x, Point.y - y));
if r <= 18 then
if Score > 0 then
inc(rate, Score div 3)
else
inc(rate, Score div 3 * friendlyfactor div 100)
end;
RateHammer:= rate * 1024;
end;
function HHJump(Gear: PGear; JumpType: TJumpType; var GoInfo: TGoInfo): boolean;
var bX, bY: LongInt;
bRes: boolean;
begin
bRes:= false;
GoInfo.Ticks:= 0;
GoInfo.JumpType:= jmpNone;
bX:= hwRound(Gear^.X);
bY:= hwRound(Gear^.Y);
case JumpType of
jmpNone: exit(bRes);
jmpHJump: if not TestCollisionYwithGear(Gear, -1) then
begin
Gear^.dY:= -_0_2;
SetLittle(Gear^.dX);
Gear^.State:= Gear^.State or gstMoving or gstHHJumping;
end else exit(bRes);
jmpLJump: begin
if not TestCollisionYwithGear(Gear, -1) then
if not TestCollisionXwithXYShift(Gear, _0, -2, hwSign(Gear^.dX)) then Gear^.Y:= Gear^.Y - int2hwFloat(2) else
if not TestCollisionXwithXYShift(Gear, _0, -1, hwSign(Gear^.dX)) then Gear^.Y:= Gear^.Y - _1;
if not (TestCollisionXwithGear(Gear, hwSign(Gear^.dX))
or TestCollisionYwithGear(Gear, -1)) then
begin
Gear^.dY:= -_0_15;
Gear^.dX:= SignAs(_0_15, Gear^.dX);
Gear^.State:= Gear^.State or gstMoving or gstHHJumping
end else exit(bRes)
end
end;
repeat
if not (hwRound(Gear^.Y) + cHHRadius < cWaterLine) then exit(bRes);
if (Gear^.State and gstMoving) <> 0 then
begin
if (GoInfo.Ticks = 350) then
if (not (hwAbs(Gear^.dX) > cLittle)) and (Gear^.dY < -_0_02) then
begin
Gear^.dY:= -_0_25;
Gear^.dX:= SignAs(_0_02, Gear^.dX)
end;
if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then SetLittle(Gear^.dX);
Gear^.X:= Gear^.X + Gear^.dX;
inc(GoInfo.Ticks);
Gear^.dY:= Gear^.dY + cGravity;
if Gear^.dY > _0_4 then exit(bRes);
if (Gear^.dY.isNegative)and TestCollisionYwithGear(Gear, -1) then Gear^.dY:= _0;
Gear^.Y:= Gear^.Y + Gear^.dY;
if (not Gear^.dY.isNegative)and TestCollisionYwithGear(Gear, 1) then
begin
Gear^.State:= Gear^.State and not (gstMoving or gstHHJumping);
Gear^.dY:= _0;
case JumpType of
jmpHJump: if bY - hwRound(Gear^.Y) > 5 then
begin
bRes:= true;
GoInfo.JumpType:= jmpHJump;
inc(GoInfo.Ticks, 300 + 300) // 300 before jump, 300 after
end;
jmpLJump: if abs(bX - hwRound(Gear^.X)) > 30 then
begin
bRes:= true;
GoInfo.JumpType:= jmpLJump;
inc(GoInfo.Ticks, 300 + 300) // 300 before jump, 300 after
end;
end;
exit(bRes)
end;
end;
until false
end;
function HHGo(Gear, AltGear: PGear; var GoInfo: TGoInfo): boolean;
var pX, pY: LongInt;
begin
AltGear^:= Gear^;
GoInfo.Ticks:= 0;
GoInfo.FallPix:= 0;
GoInfo.JumpType:= jmpNone;
repeat
pX:= hwRound(Gear^.X);
pY:= hwRound(Gear^.Y);
if pY + cHHRadius >= cWaterLine then exit(false);
if (Gear^.State and gstMoving) <> 0 then
begin
inc(GoInfo.Ticks);
Gear^.dY:= Gear^.dY + cGravity;
if Gear^.dY > _0_4 then
begin
Goinfo.FallPix:= 0;
HHJump(AltGear, jmpLJump, GoInfo); // try ljump instead of fall with damage
exit(false)
end;
Gear^.Y:= Gear^.Y + Gear^.dY;
if hwRound(Gear^.Y) > pY then inc(GoInfo.FallPix);
if TestCollisionYwithGear(Gear, 1) then
begin
inc(GoInfo.Ticks, 410);
Gear^.State:= Gear^.State and not (gstMoving or gstHHJumping);
Gear^.dY:= _0;
HHJump(AltGear, jmpLJump, GoInfo); // try ljump instead of fall
exit(true)
end;
continue
end;
if (Gear^.Message and gmLeft )<>0 then Gear^.dX:= -cLittle else
if (Gear^.Message and gmRight )<>0 then Gear^.dX:= cLittle else exit(false);
if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then
begin
if not (TestCollisionXwithXYShift(Gear, _0, -6, hwSign(Gear^.dX))
or TestCollisionYwithGear(Gear, -1)) then Gear^.Y:= Gear^.Y - _1;
if not (TestCollisionXwithXYShift(Gear, _0, -5, hwSign(Gear^.dX))
or TestCollisionYwithGear(Gear, -1)) then Gear^.Y:= Gear^.Y - _1;
if not (TestCollisionXwithXYShift(Gear, _0, -4, hwSign(Gear^.dX))
or TestCollisionYwithGear(Gear, -1)) then Gear^.Y:= Gear^.Y - _1;
if not (TestCollisionXwithXYShift(Gear, _0, -3, hwSign(Gear^.dX))
or TestCollisionYwithGear(Gear, -1)) then Gear^.Y:= Gear^.Y - _1;
if not (TestCollisionXwithXYShift(Gear, _0, -2, hwSign(Gear^.dX))
or TestCollisionYwithGear(Gear, -1)) then Gear^.Y:= Gear^.Y - _1;
if not (TestCollisionXwithXYShift(Gear, _0, -1, hwSign(Gear^.dX))
or TestCollisionYwithGear(Gear, -1)) then Gear^.Y:= Gear^.Y - _1;
end;
if not TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then
begin
Gear^.X:= Gear^.X + int2hwFloat(hwSign(Gear^.dX));
inc(GoInfo.Ticks, cHHStepTicks)
end;
if not TestCollisionYwithGear(Gear, 1) then
begin
Gear^.Y:= Gear^.Y + _1;
if not TestCollisionYwithGear(Gear, 1) then
begin
Gear^.Y:= Gear^.Y + _1;
if not TestCollisionYwithGear(Gear, 1) then
begin
Gear^.Y:= Gear^.Y + _1;
if not TestCollisionYwithGear(Gear, 1) then
begin
Gear^.Y:= Gear^.Y + _1;
if not TestCollisionYwithGear(Gear, 1) then
begin
Gear^.Y:= Gear^.Y + _1;
if not TestCollisionYwithGear(Gear, 1) then
begin
Gear^.Y:= Gear^.Y + _1;
if not TestCollisionYwithGear(Gear, 1) then
begin
Gear^.Y:= Gear^.Y - _6;
Gear^.dY:= _0;
Gear^.State:= Gear^.State or gstMoving
end
end
end
end
end
end
end;
if (pX <> hwRound(Gear^.X)) and ((Gear^.State and gstMoving) = 0) then
exit(true);
until (pX = hwRound(Gear^.X)) and (pY = hwRound(Gear^.Y)) and ((Gear^.State and gstMoving) = 0);
HHJump(AltGear, jmpHJump, GoInfo);
HHGo:= false;
end;
function AIrndSign(num: LongInt): LongInt;
begin
if random(2) = 0 then AIrndSign:= num
else AIrndSign:= - num
end;
procedure initModule;
begin
friendlyfactor:= 300;
KnownExplosion.X:= 0;
KnownExplosion.Y:= 0;
KnownExplosion.Radius:= 0;
end;
procedure freeModule;
begin
end;
end.