start a physics engine to try out this data oriented thing everyone seems to be talking about
(*
* 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;
interface
uses 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 = $8000;
type TAction = record
Action: Longword;
X, Y, Param: LongInt;
Time: Longword;
end;
TActions = record
Count, Pos: Longword;
actions: array[0..Pred(MAXACTIONS)] of TAction;
Score: LongInt;
isWalkingToABetterPlace: boolean;
end;
procedure AddAction(var Actions: TActions; Action: Longword; Param: LongInt; TimeDelta: Longword; X, Y: LongInt);
procedure ProcessAction(var Actions: TActions; Me: PGear);
implementation
uses uAIMisc, uAI, uAmmos, uVariables, uCommands, uUtils, uIO{$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..$800C] of string[16] = (
{aia_Weapon} 'aia_Weapon',
{aia_WaitX} 'aia_WaitX',
{aia_WaitY} 'aia_WaitY',
{aia_LookLeft} 'aia_LookLeft',
{aia_LookRight} 'aia_LookRight',
{aia_AwareExpl} 'aia_AwareExpl',
{aia_HJump} 'aia_HJump',
{aia_LJump} 'aia_LJump',
{aia_Skip} 'aia_Skip',
{aia_Wait} 'aia_Wait',
{aia_Put} 'aia_Put',
{aia_waitAngle} 'aia_waitAngle',
{aia_waitAmmoXY} 'aia_waitAmmoXY'
);
procedure DumpAction(Action: TAction; Me: PGear);
begin
if (Action.Action and ai_specmask) = 0 then
WriteLnToConsole('AI action: '+ActionIdToStr[Action.Action])
else
begin
WriteLnToConsole('AI action: '+SpecActionIdToStr[Action.Action]);
if (Action.Action = aia_WaitXL) or (Action.Action = aia_WaitXR) then
WriteLnToConsole('AI action Wait X = '+IntToStr(Action.Param)+', current X = '+IntToStr(hwRound(Me^.X)))
else if (Action.Action = aia_AwareExpl) then
WriteLnToConsole('Aware X = ' + IntToStr(Action.X) + ', Y = ' + IntToStr(Action.Y));
end
end;
{$ENDIF}
procedure AddAction(var Actions: TActions; Action: Longword; Param: LongInt; TimeDelta: Longword; X, Y: LongInt);
begin
if 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);
end
end;
procedure CheckHang(Me: PGear);
begin
if 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
end
end;
procedure ProcessAction(var Actions: TActions; Me: PGear);
var s: shortstring;
begin
repeat
if 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 false
end;
end.