- Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
- More branching in walk algorythm which allows for better coverage of reachable places. Sometimes makes AI perform ridiculous jumping just to make a tiny step.
- Small fixes/adjustments
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2012 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 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 = $8000;
type TAction = record
Action: Longword;
X, Y, Param: LongInt;
Time: Longword;
end;
TActions = record
Count, Pos: Longword;
actions: array[0..Pred(MAXACTIONS)] of TAction;
Score: LongInt;
isWalkingToABetterPlace: boolean;
end;
procedure AddAction(var Actions: TActions; Action: Longword; Param: LongInt; TimeDelta: Longword; X, Y: LongInt);
procedure ProcessAction(var Actions: TActions; Me: PGear);
implementation
uses uAIMisc, uAI, uAmmos, uVariables, uCommands, uUtils, uDebug, uIO{$IFDEF TRACEAIACTIONS}, uConsole{$ENDIF};
var PrevX: LongInt = 0;
timedelta: Longword = 0;
const ActionIdToStr: array[0..8] of string[16] = (
{aia_none} '',
{aia_Left} 'left',
{aia_Right} 'right',
{aia_Timer} 'timer',
{aia_attack} 'attack',
{aia_Up} 'up',
{aia_Down} 'down',
{aia_Switch} 'switch',
{aia_waitAngle} 'waitAngle'
);
{$IFDEF TRACEAIACTIONS}
const SpecActionIdToStr: array[$8000..$8009] of string[16] = (
{aia_Weapon} 'aia_Weapon',
{aia_WaitX} 'aia_WaitX',
{aia_WaitY} 'aia_WaitY',
{aia_LookLeft} 'aia_LookLeft',
{aia_LookRight} 'aia_LookRight',
{aia_AwareExpl} 'aia_AwareExpl',
{aia_HJump} 'aia_HJump',
{aia_LJump} 'aia_LJump',
{aia_Skip} 'aia_Skip',
{aia_Wait} 'aia_Wait'
);
procedure DumpAction(Action: TAction; Me: PGear);
begin
if (Action.Action and ai_specmask) = 0 then
WriteLnToConsole('AI action: '+ActionIdToStr[Action.Action])
else
begin
WriteLnToConsole('AI action: '+SpecActionIdToStr[Action.Action]);
if (Action.Action = aia_WaitXL) or (Action.Action = aia_WaitXR) then
WriteLnToConsole('AI action Wait X = '+IntToStr(Action.Param)+', current X = '+IntToStr(hwRound(Me^.X)))
else if (Action.Action = aia_AwareExpl) then
WriteLnToConsole('Aware X = ' + IntToStr(Action.X) + ', Y = ' + IntToStr(Action.Y));
end
end;
{$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 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.