author | nemo |
Sun, 01 Dec 2013 13:22:06 -0500 | |
changeset 9732 | a13afa6c5d21 |
parent 9495 | 2fc346fadae3 |
child 9521 | 8054d9d775fd |
child 9844 | 8f5b48525a03 |
child 11338 | 7a7611adf715 |
permissions | -rw-r--r-- |
(* * Hedgewars, a free turn based strategy game * Copyright (c) 2004-2013 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 uAI; interface uses uFloat; procedure initModule; procedure freeModule; procedure ProcessBot; procedure FreeActionsList; implementation uses uConsts, SDLh, uAIMisc, uAIAmmoTests, uAIActions, uAmmos, SysUtils, uTypes, uVariables, uCommands, uUtils, uDebug, uAILandMarks; var BestActions: TActions; CanUseAmmo: array [TAmmoType] of boolean; StopThinking: boolean; StartTicks: Longword; ThinkThread: PSDL_Thread; ThreadLock: PSDL_Mutex; procedure FreeActionsList; begin AddFileLog('FreeActionsList called'); if (ThinkThread <> nil) then begin StopThinking:= true; SDL_WaitThread(ThinkThread, nil); end; SDL_LockMutex(ThreadLock); ThinkThread:= nil; SDL_UnlockMutex(ThreadLock); with CurrentHedgehog^ do if Gear <> nil then if BotLevel <> 0 then StopMessages(Gear^.Message); BestActions.Count:= 0; BestActions.Pos:= 0 end; const 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; var bRes: boolean; begin bRes:= (Stack.Count < cBranchStackSize) and (Actions.Count < MAXACTIONS - 5); if bRes then with Stack.States[Stack.Count] do begin WastedTicks:= Ticks; MadeActions:= Actions; Hedgehog:= Me; Hedgehog.Message:= Dir; inc(Stack.Count) end; Push:= bRes end; procedure Pop(var Ticks: Longword; var Actions: TActions; var Me: TGear); begin dec(Stack.Count); with Stack.States[Stack.Count] do begin Ticks:= WastedTicks; Actions:= MadeActions; Me:= Hedgehog end end; procedure TestAmmos(var Actions: TActions; Me: PGear; rareChecks: boolean); var BotLevel: Byte; ap: TAttackParams; Score, i, t, n, dAngle: LongInt; a, aa: TAmmoType; begin BotLevel:= Me^.Hedgehog^.BotLevel; windSpeed:= hwFloat2Float(cWindSpeed); for i:= 0 to Pred(Targets.Count) do if (Targets.ar[i].Score >= 0) and (not StopThinking) then begin with Me^.Hedgehog^ do a:= CurAmmoType; aa:= a; SDL_delay(0); // hint to let the context switch run repeat if (CanUseAmmo[a]) and ((not rareChecks) or ((AmmoTests[a].flags and amtest_Rare) = 0)) and ((i = 0) or ((AmmoTests[a].flags and amtest_NoTarget) = 0)) then begin {$HINTS OFF} Score:= AmmoTests[a].proc(Me, Targets.ar[i], BotLevel, ap); {$HINTS ON} if Actions.Score + Score > BestActions.Score then if (BestActions.Score < 0) or (Actions.Score + Score > BestActions.Score + Byte(BotLevel - 1) * 2048) then begin BestActions:= Actions; inc(BestActions.Score, Score); BestActions.isWalkingToABetterPlace:= false; AddAction(BestActions, aia_Weapon, Longword(a), 300 + random(400), 0, 0); if (ap.Angle > 0) then AddAction(BestActions, aia_LookRight, 0, 200, 0, 0) else if (ap.Angle < 0) then AddAction(BestActions, aia_LookLeft, 0, 200, 0, 0); if (Ammoz[a].Ammo.Propz and ammoprop_Timerable) <> 0 then AddAction(BestActions, aia_Timer, ap.Time div 1000, 400, 0, 0); if (Ammoz[a].Ammo.Propz and ammoprop_NoCrosshair) = 0 then begin dAngle:= LongInt(Me^.Angle) - Abs(ap.Angle); if dAngle > 0 then begin AddAction(BestActions, aia_Up, aim_push, 300 + random(250), 0, 0); AddAction(BestActions, aia_Up, aim_release, dAngle, 0, 0) end else if dAngle < 0 then begin AddAction(BestActions, aia_Down, aim_push, 300 + random(250), 0, 0); AddAction(BestActions, aia_Down, aim_release, -dAngle, 0, 0) end end; if (Ammoz[a].Ammo.Propz and ammoprop_NeedTarget) <> 0 then begin AddAction(BestActions, aia_Put, 0, 1, ap.AttackPutX, ap.AttackPutY) end; if (Ammoz[a].Ammo.Propz and ammoprop_OscAim) <> 0 then begin AddAction(BestActions, aia_attack, aim_push, 350 + random(200), 0, 0); AddAction(BestActions, aia_attack, aim_release, 1, 0, 0); if abs(ap.Angle) > 32 then begin AddAction(BestActions, aia_Down, aim_push, 100 + random(150), 0, 0); AddAction(BestActions, aia_Down, aim_release, 32, 0, 0); end; AddAction(BestActions, aia_waitAngle, ap.Angle, 250, 0, 0); AddAction(BestActions, aia_attack, aim_push, 1, 0, 0); AddAction(BestActions, aia_attack, aim_release, 1, 0, 0); end else if (Ammoz[a].Ammo.Propz and ammoprop_AttackingPut) = 0 then begin if (AmmoTests[a].flags and amtest_MultipleAttacks) = 0 then n:= 1 else n:= ap.AttacksNum; AddAction(BestActions, aia_attack, aim_push, 650 + random(300), 0, 0); for t:= 2 to n do begin AddAction(BestActions, aia_attack, aim_push, 150, 0, 0); AddAction(BestActions, aia_attack, aim_release, ap.Power, 0, 0); end; AddAction(BestActions, aia_attack, aim_release, ap.Power, 0, 0); end; if (Ammoz[a].Ammo.Propz and ammoprop_Track) <> 0 then begin AddAction(BestActions, aia_waitAmmoXY, 0, 12, ap.ExplX, ap.ExplY); AddAction(BestActions, aia_attack, aim_push, 1, 0, 0); AddAction(BestActions, aia_attack, aim_release, 7, 0, 0); end; if ap.ExplR > 0 then AddAction(BestActions, aia_AwareExpl, ap.ExplR, 10, ap.ExplX, ap.ExplY); end end; if a = High(TAmmoType) then a:= Low(TAmmoType) else inc(a) until (a = aa) or (CurrentHedgehog^.MultiShootAttacks > 0) {shooting same weapon} or StopThinking end end; procedure Walk(Me: PGear; var Actions: TActions); const FallPixForBranching = cHHRadius; var ticks, maxticks, oldticks, steps, tmp: Longword; BaseRate, BestRate, Rate: integer; GoInfo: TGoInfo; CanGo: boolean; AltMe: TGear; BotLevel: Byte; a: TAmmoType; begin ticks:= 0; oldticks:= 0; // avoid compiler hint Stack.Count:= 0; clearAllMarks; for a:= Low(TAmmoType) to High(TAmmoType) do CanUseAmmo[a]:= Assigned(AmmoTests[a].proc) and (HHHasAmmo(Me^.Hedgehog^, a) > 0); BotLevel:= Me^.Hedgehog^.BotLevel; if (Me^.State and gstAttacked) = 0 then maxticks:= Max(0, TurnTimeLeft - 5000 - LongWord(4000 * BotLevel)) else maxticks:= TurnTimeLeft; if (Me^.State and gstAttacked) = 0 then TestAmmos(Actions, Me, false); BestRate:= RatePlace(Me); BaseRate:= Max(BestRate, 0); // switch to 'skip' if we cannot move because of mouse cursor being shown if (Ammoz[Me^.Hedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NeedTarget) <> 0 then AddAction(Actions, aia_Weapon, Longword(amSkip), 100 + random(200), 0, 0); if ((CurrentHedgehog^.MultiShootAttacks = 0) or ((Ammoz[Me^.Hedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NoMoveAfter) = 0)) and (GameFlags and gfArtillery = 0) then begin tmp:= random(2) + 1; Push(0, Actions, Me^, tmp); Push(0, Actions, Me^, tmp xor 3); while (Stack.Count > 0) and (not StopThinking) do begin Pop(ticks, Actions, Me^); AddAction(Actions, Me^.Message, aim_push, 250, 0, 0); if (Me^.Message and gmLeft) <> 0 then AddAction(Actions, aia_WaitXL, hwRound(Me^.X), 0, 0, 0) else AddAction(Actions, aia_WaitXR, hwRound(Me^.X), 0, 0, 0); steps:= 0; while (not StopThinking) do begin {$HINTS OFF} CanGo:= HHGo(Me, @AltMe, GoInfo); {$HINTS ON} oldticks:= ticks; inc(ticks, GoInfo.Ticks); if ticks > maxticks then break; if (BotLevel < 5) and (GoInfo.JumpType = jmpHJump) and (not checkMark(hwRound(Me^.X), hwRound(Me^.Y), markHJumped)) then // hjump support begin // check if we could go backwards and maybe ljump over a gap after this hjump addMark(hwRound(Me^.X), hwRound(Me^.Y), markHJumped); if Push(ticks, Actions, AltMe, Me^.Message xor 3) then begin with Stack.States[Pred(Stack.Count)] do begin if (Me^.Message and gmLeft) <> 0 then AddAction(MadeActions, aia_LookRight, 0, 200, 0, 0) else AddAction(MadeActions, aia_LookLeft, 0, 200, 0, 0); AddAction(MadeActions, aia_HJump, 0, 305 + random(50), 0, 0); AddAction(MadeActions, aia_HJump, 0, 350, 0, 0); end; // but first check walking forward Push(ticks, Stack.States[Pred(Stack.Count)].MadeActions, AltMe, Me^.Message) end; end; if (BotLevel < 3) and (GoInfo.JumpType = jmpLJump) and (not checkMark(hwRound(Me^.X), hwRound(Me^.Y), markLJumped)) then // ljump support begin addMark(hwRound(Me^.X), hwRound(Me^.Y), markLJumped); // at final check where we go after jump walking backward if Push(ticks, Actions, AltMe, Me^.Message xor 3) then with Stack.States[Pred(Stack.Count)] do begin if (Me^.Message and gmLeft) <> 0 then AddAction(MadeActions, aia_LookLeft, 0, 200, 0, 0) else AddAction(MadeActions, aia_LookRight, 0, 200, 0, 0); AddAction(MadeActions, aia_LJump, 0, 305 + random(50), 0, 0); end; // push current position so we proceed from it after checking jump+forward walk opportunities if CanGo then Push(ticks, Actions, Me^, Me^.Message); // first check where we go after jump walking forward if Push(ticks, Actions, AltMe, Me^.Message) then with Stack.States[Pred(Stack.Count)] do AddAction(MadeActions, aia_LJump, 0, 305 + random(50), 0, 0); break end; // 'not CanGO' means we cannot go straight, possible jumps are checked above if not CanGo then break; inc(steps); Actions.actions[Pred(Actions.Count)].Param:= hwRound(Me^.X); Rate:= RatePlace(Me); if Rate > BestRate then begin BestActions:= Actions; BestActions.isWalkingToABetterPlace:= true; BestRate:= Rate; Me^.State:= Me^.State or gstAttacked // we have better place, go there and do not use ammo end else if Rate < BestRate then break; if ((Me^.State and gstAttacked) = 0) and ((steps mod 4) = 0) then begin if (steps > 4) and checkMark(hwRound(Me^.X), hwRound(Me^.Y), markWalkedHere) then break; addMark(hwRound(Me^.X), hwRound(Me^.Y), markWalkedHere); TestAmmos(Actions, Me, ticks shr 12 = oldticks shr 12); end; if GoInfo.FallPix >= FallPixForBranching then Push(ticks, Actions, Me^, Me^.Message xor 3); // aia_Left xor 3 = aia_Right end {while}; if BestRate > BaseRate then exit end {while} end {if} end; function Think(Me: PGear): LongInt; cdecl; export; var BackMe, WalkMe: TGear; switchCount: LongInt; StartTicks, currHedgehogIndex, itHedgehog, switchesNum, i: Longword; switchImmediatelyAvailable: boolean; Actions: TActions; begin dmgMod:= 0.01 * hwFloat2Float(cDamageModifier) * cDamagePercent; StartTicks:= GameTicks; currHedgehogIndex:= CurrentTeam^.CurrHedgehog; itHedgehog:= currHedgehogIndex; switchesNum:= 0; switchImmediatelyAvailable:= (CurAmmoGear <> nil) and (CurAmmoGear^.Kind = gtSwitcher); if Me^.Hedgehog^.BotLevel <> 5 then switchCount:= HHHasAmmo(PGear(Me)^.Hedgehog^, amSwitch) else switchCount:= 0; if ((Me^.State and gstAttacked) = 0) or isInMultiShoot then if Targets.Count > 0 then begin // iterate over current team hedgehogs repeat WalkMe:= CurrentTeam^.Hedgehogs[itHedgehog].Gear^; Actions.Count:= 0; Actions.Pos:= 0; Actions.Score:= 0; if switchesNum > 0 then begin if not switchImmediatelyAvailable then begin // when AI has to use switcher, make it cost smth unless they have a lot of switches if (switchCount < 10) then Actions.Score:= (-27+switchCount*3)*4000; AddAction(Actions, aia_Weapon, Longword(amSwitch), 300 + random(200), 0, 0); AddAction(Actions, aia_attack, aim_push, 300 + random(300), 0, 0); AddAction(Actions, aia_attack, aim_release, 1, 0, 0); end; for i:= 1 to switchesNum do AddAction(Actions, aia_Switch, 0, 300 + random(200), 0, 0); end; Walk(@WalkMe, Actions); // find another hog in team repeat itHedgehog:= Succ(itHedgehog) mod CurrentTeam^.HedgehogsNumber; until (itHedgehog = currHedgehogIndex) or ((CurrentTeam^.Hedgehogs[itHedgehog].Gear <> nil) and (CurrentTeam^.Hedgehogs[itHedgehog].Effects[heFrozen]=0)); inc(switchesNum); until (not (switchImmediatelyAvailable or (switchCount > 0))) or StopThinking or (itHedgehog = currHedgehogIndex) or BestActions.isWalkingToABetterPlace; if (StartTicks > GameTicks - 1500) and (not StopThinking) then SDL_Delay(1000); if (BestActions.Score < -1023) and (not BestActions.isWalkingToABetterPlace) then begin BestActions.Count:= 0; AddAction(BestActions, aia_Skip, 0, 250, 0, 0); end; end else SDL_Delay(100) else begin BackMe:= Me^; i:= 12; while (not StopThinking) and (BestActions.Count = 0) and (i > 0) do begin (* // 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 if SuddenDeathDmg and ((hwRound(BackMe.Y)+cWaterRise*2) > cWaterLine) then AddBonus(hwRound(BackMe.X), hwRound(BackMe.Y), 250, -40); *) FillBonuses(true); WalkMe:= BackMe; Actions.Count:= 0; Actions.Pos:= 0; Actions.Score:= 0; Walk(@WalkMe, Actions); dec(i); if not StopThinking then SDL_Delay(100) end end; Me^.State:= Me^.State and (not gstHHThinking); SDL_LockMutex(ThreadLock); ThinkThread:= nil; SDL_UnlockMutex(ThreadLock); Think:= 0; end; procedure StartThink(Me: PGear); begin if ((Me^.State and (gstAttacking or gstHHJumping or gstMoving)) <> 0) or isInMultiShoot then exit; //DeleteCI(Me); // this will break demo/netplay Me^.State:= Me^.State or gstHHThinking; Me^.Message:= 0; BestActions.Count:= 0; BestActions.Pos:= 0; BestActions.Score:= Low(LongInt); BestActions.isWalkingToABetterPlace:= false; StopThinking:= false; ThinkingHH:= Me; FillTargets; if Targets.Count = 0 then begin OutError('AI: no targets!?', false); exit end; FillBonuses(((Me^.State and gstAttacked) <> 0) and (not isInMultiShoot)); SDL_LockMutex(ThreadLock); ThinkThread:= SDL_CreateThread(@Think{$IFDEF SDL2}, 'think'{$ENDIF}, Me); SDL_UnlockMutex(ThreadLock); end; {$IFDEF DEBUGAI} var scoreShown: boolean = false; {$ENDIF} procedure ProcessBot; const cStopThinkTime = 40; begin with CurrentHedgehog^ do if (Gear <> nil) and ((Gear^.State and gstHHDriven) <> 0) and (TurnTimeLeft < cHedgehogTurnTime - 50) then if ((Gear^.State and gstHHThinking) = 0) then if (BestActions.Pos >= BestActions.Count) and (TurnTimeLeft > cStopThinkTime) then begin if Gear^.Message <> 0 then begin StopMessages(Gear^.Message); TryDo((Gear^.Message and gmAllStoppable) = 0, 'Engine bug: AI may break demos playing', true); end; if Gear^.Message <> 0 then exit; {$IFDEF DEBUGAI} scoreShown:= false; {$ENDIF} StartThink(Gear); StartTicks:= GameTicks end else begin {$IFDEF DEBUGAI} if not scoreShown then begin if BestActions.Score > 0 then ParseCommand('/say Expected score = ' + inttostr(BestActions.Score div 1024), true); scoreShown:= true end; {$ENDIF} ProcessAction(BestActions, Gear) end else if ((GameTicks - StartTicks) > cMaxAIThinkTime) or (TurnTimeLeft <= cStopThinkTime) then StopThinking:= true end; procedure initModule; begin StartTicks:= 0; ThinkThread:= nil; ThreadLock:= SDL_CreateMutex(); end; procedure freeModule; begin FreeActionsList(); SDL_DestroyMutex(ThreadLock); end; end.