author | koda |
Sun, 04 Dec 2011 18:53:49 +0100 | |
changeset 6495 | 48acc6111b87 |
parent 6474 | 42e9773eedfd |
child 6580 | 6155187bf599 |
permissions | -rw-r--r-- |
71 | 1 |
(* |
1066 | 2 |
* Hedgewars, a free turn based strategy game |
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* Copyright (c) 2005-2011 Andrey Korotaev <unC0Rr@gmail.com> |
71 | 4 |
* |
183 | 5 |
* This program is free software; you can redistribute it and/or modify |
6 |
* it under the terms of the GNU General Public License as published by |
|
7 |
* the Free Software Foundation; version 2 of the License |
|
71 | 8 |
* |
183 | 9 |
* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
|
11 |
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
|
12 |
* GNU General Public License for more details. |
|
71 | 13 |
* |
183 | 14 |
* You should have received a copy of the GNU General Public License |
15 |
* along with this program; if not, write to the Free Software |
|
16 |
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA |
|
71 | 17 |
*) |
18 |
||
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{$INCLUDE "options.inc"} |
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|
4 | 21 |
unit uAIMisc; |
22 |
interface |
|
4368 | 23 |
uses SDLh, uConsts, uFloat, uTypes; |
369 | 24 |
|
3370 | 25 |
const MAXBONUS = 1024; |
26 |
||
64 | 27 |
type TTarget = record |
28 |
Point: TPoint; |
|
371 | 29 |
Score: LongInt; |
64 | 30 |
end; |
31 |
TTargets = record |
|
32 |
Count: Longword; |
|
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ar: array[0..Pred(cMaxHHs)] of TTarget; |
4 | 34 |
end; |
80 | 35 |
TJumpType = (jmpNone, jmpHJump, jmpLJump); |
75 | 36 |
TGoInfo = record |
37 |
Ticks: Longword; |
|
80 | 38 |
FallPix: Longword; |
39 |
JumpType: TJumpType; |
|
75 | 40 |
end; |
3370 | 41 |
TBonus = record |
42 |
X, Y: LongInt; |
|
43 |
Radius: LongInt; |
|
44 |
Score: LongInt; |
|
45 |
end; |
|
64 | 46 |
|
3038 | 47 |
procedure initModule; |
48 |
procedure freeModule; |
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procedure FillTargets; |
3370 | 51 |
procedure FillBonuses(isAfterAttack: boolean; filter: TGearsType = []); |
371 | 52 |
procedure AwareOfExplosion(x, y, r: LongInt); |
53 |
function RatePlace(Gear: PGear): LongInt; |
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function TestCollExcludingMe(Me: PGear; x, y, r: LongInt): boolean; |
371 | 55 |
function TestColl(x, y, r: LongInt): boolean; |
56 |
function RateExplosion(Me: PGear; x, y, r: LongInt): LongInt; |
|
57 |
function RateShove(Me: PGear; x, y, r, power: LongInt): LongInt; |
|
509 | 58 |
function RateShotgun(Me: PGear; x, y: LongInt): LongInt; |
5645 | 59 |
function RateHammer(Me: PGear): LongInt; |
369 | 60 |
function HHGo(Gear, AltGear: PGear; var GoInfo: TGoInfo): boolean; |
371 | 61 |
function AIrndSign(num: LongInt): LongInt; |
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var ThinkingHH: PGear; |
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Targets: TTargets; |
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bonuses: record |
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Count: Longword; |
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ar: array[0..Pred(MAXBONUS)] of TBonus; |
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end; |
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70 |
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3370 | 71 |
implementation |
4403 | 72 |
uses uCollisions, uVariables, uUtils, uDebug; |
3370 | 73 |
|
74 |
const KillScore = 200; |
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75 |
||
76 |
var friendlyfactor: LongInt = 300; |
|
77 |
KnownExplosion: record |
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78 |
X, Y, Radius: LongInt |
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end = (X: 0; Y: 0; Radius: 0); |
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procedure FillTargets; |
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var i, t: Longword; |
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f, e: LongInt; |
4 | 84 |
begin |
85 |
Targets.Count:= 0; |
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f:= 0; |
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e:= 0; |
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for t:= 0 to Pred(TeamsCount) do |
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with TeamsArray[t]^ do |
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if not hasGone then |
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begin |
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for i:= 0 to cMaxHHIndex do |
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if (Hedgehogs[i].Gear <> nil) |
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and (Hedgehogs[i].Gear <> ThinkingHH) then |
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begin |
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with Targets.ar[Targets.Count], Hedgehogs[i] do |
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begin |
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Point.X:= hwRound(Gear^.X); |
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Point.Y:= hwRound(Gear^.Y); |
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if Clan <> CurrentTeam^.Clan then |
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begin |
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Score:= Gear^.Health; |
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inc(e) |
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end else |
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begin |
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Score:= -Gear^.Health; |
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inc(f) |
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end |
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end; |
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inc(Targets.Count) |
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end; |
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end; |
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114 |
if e > f then friendlyfactor:= 300 + (e - f) * 30 |
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else friendlyfactor:= max(30, 300 - f * 80 div max(1,e)) |
4 | 116 |
end; |
117 |
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118 |
procedure AddBonus(x, y: LongInt; r: Longword; s: LongInt); |
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begin |
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bonuses.ar[bonuses.Count].x:= x; |
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bonuses.ar[bonuses.Count].y:= y; |
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bonuses.ar[bonuses.Count].Radius:= r; |
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bonuses.ar[bonuses.Count].Score:= s; |
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124 |
inc(bonuses.Count); |
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TryDo(bonuses.Count <= MAXBONUS, 'Bonuses overflow', true) |
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126 |
end; |
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|
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procedure FillBonuses(isAfterAttack: boolean; filter: TGearsType); |
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var Gear: PGear; |
549 | 130 |
MyClan: PClan; |
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begin |
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132 |
bonuses.Count:= 0; |
4372 | 133 |
MyClan:= ThinkingHH^.Hedgehog^.Team^.Clan; |
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134 |
Gear:= GearsList; |
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135 |
while Gear <> nil do |
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136 |
begin |
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137 |
if (filter = []) or (Gear^.Kind in filter) then |
3370 | 138 |
case Gear^.Kind of |
139 |
gtCase: AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 33, 25); |
|
140 |
gtFlame: if (Gear^.State and gsttmpFlag) <> 0 then |
|
141 |
AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 20, -50); |
|
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142 |
// avoid mines unless they are very likely to be duds, or are duds. also avoid if they are about to blow |
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143 |
gtMine: if ((Gear^.State and gstAttacking) = 0) and |
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144 |
(((cMineDudPercent < 90) and (Gear^.Health <> 0)) or |
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145 |
(isAfterAttack and (Gear^.Health = 0) and (Gear^.Damage > 30))) then |
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146 |
AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 50, -50) |
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147 |
else if (Gear^.State and gstAttacking) <> 0 then |
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148 |
AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 100, -50); // mine is on |
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149 |
gtExplosives: if isAfterAttack then AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 75, -60+Gear^.Health); |
5604 | 150 |
gtSMine: AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 50, -30); |
3370 | 151 |
gtDynamite: AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 150, -75); |
152 |
gtHedgehog: begin |
|
153 |
if Gear^.Damage >= Gear^.Health then |
|
154 |
AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 60, -25) |
|
155 |
else |
|
156 |
if isAfterAttack and (ThinkingHH^.Hedgehog <> Gear^.Hedgehog) then |
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157 |
if (ClansCount > 2) or (MyClan = Gear^.Hedgehog^.Team^.Clan) then |
3370 | 158 |
AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 150, -3) // hedgehog-friend |
159 |
else |
|
160 |
AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 100, 3) |
|
161 |
end; |
|
162 |
end; |
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Gear:= Gear^.NextGear |
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164 |
end; |
71 | 165 |
if isAfterAttack and (KnownExplosion.Radius > 0) then |
166 |
with KnownExplosion do |
|
74 | 167 |
AddBonus(X, Y, Radius + 10, -Radius); |
71 | 168 |
end; |
169 |
||
371 | 170 |
procedure AwareOfExplosion(x, y, r: LongInt); |
71 | 171 |
begin |
172 |
KnownExplosion.X:= x; |
|
173 |
KnownExplosion.Y:= y; |
|
174 |
KnownExplosion.Radius:= r |
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175 |
end; |
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176 |
|
371 | 177 |
function RatePlace(Gear: PGear): LongInt; |
178 |
var i, r: LongInt; |
|
2695 | 179 |
rate: LongInt; |
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180 |
begin |
2695 | 181 |
rate:= 0; |
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182 |
for i:= 0 to Pred(bonuses.Count) do |
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183 |
with bonuses.ar[i] do |
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184 |
begin |
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r:= hwRound(Distance(Gear^.X - int2hwFloat(X), Gear^.Y - int2hwFloat(Y))); |
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186 |
if r < Radius then |
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187 |
inc(rate, Score * (Radius - r)) |
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188 |
end; |
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189 |
RatePlace:= rate; |
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190 |
end; |
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191 |
|
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192 |
// Wrapper to test various approaches. If it works reasonably, will just replace. |
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193 |
// Right now, converting to hwFloat is a tad inefficient since the x/y were hwFloat to begin with... |
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194 |
function TestCollExcludingMe(Me: PGear; x, y, r: LongInt): boolean; |
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195 |
var MeX, MeY: LongInt; |
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|
196 |
begin |
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AI fire w/o moving for artillery. Needs testing, but seems to work quickly and w/o AI screwups.
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|
197 |
if ((x and LAND_WIDTH_MASK) = 0) and ((y and LAND_HEIGHT_MASK) = 0) then |
6e2b341dc408
AI fire w/o moving for artillery. Needs testing, but seems to work quickly and w/o AI screwups.
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diff
changeset
|
198 |
begin |
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diff
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|
199 |
MeX:= hwRound(Me^.X); |
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200 |
MeY:= hwRound(Me^.Y); |
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|
201 |
// We are still inside the hog. Skip radius test |
3697 | 202 |
if ((((x-MeX)*(x-MeX)) + ((y-MeY)*(y-MeY))) < 256) and |
2616
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AI fire w/o moving for artillery. Needs testing, but seems to work quickly and w/o AI screwups.
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diff
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|
203 |
((Land[y, x] and $FF00) = 0) then exit(false); |
6e2b341dc408
AI fire w/o moving for artillery. Needs testing, but seems to work quickly and w/o AI screwups.
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diff
changeset
|
204 |
end; |
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parents:
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diff
changeset
|
205 |
exit(TestColl(x, y, r)) |
6e2b341dc408
AI fire w/o moving for artillery. Needs testing, but seems to work quickly and w/o AI screwups.
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parents:
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diff
changeset
|
206 |
end; |
6e2b341dc408
AI fire w/o moving for artillery. Needs testing, but seems to work quickly and w/o AI screwups.
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diff
changeset
|
207 |
|
371 | 208 |
function TestColl(x, y, r: LongInt): boolean; |
369 | 209 |
var b: boolean; |
4 | 210 |
begin |
1753 | 211 |
b:= (((x-r) and LAND_WIDTH_MASK) = 0)and(((y-r) and LAND_HEIGHT_MASK) = 0) and (Land[y-r, x-r] <> 0); |
369 | 212 |
if b then exit(true); |
1753 | 213 |
b:=(((x-r) and LAND_WIDTH_MASK) = 0)and(((y+r) and LAND_HEIGHT_MASK) = 0) and (Land[y+r, x-r] <> 0); |
369 | 214 |
if b then exit(true); |
1753 | 215 |
b:=(((x+r) and LAND_WIDTH_MASK) = 0)and(((y-r) and LAND_HEIGHT_MASK) = 0) and (Land[y-r, x+r] <> 0); |
369 | 216 |
if b then exit(true); |
1753 | 217 |
TestColl:=(((x+r) and LAND_WIDTH_MASK) = 0)and(((y+r) and LAND_HEIGHT_MASK) = 0) and (Land[y+r, x+r] <> 0) |
4 | 218 |
end; |
219 |
||
371 | 220 |
function RateExplosion(Me: PGear; x, y, r: LongInt): LongInt; |
2695 | 221 |
var i, dmg, rate: LongInt; |
4 | 222 |
begin |
2695 | 223 |
rate:= 0; |
66
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diff
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|
224 |
// add our virtual position |
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parents:
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diff
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|
225 |
with Targets.ar[Targets.Count] do |
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parents:
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diff
changeset
|
226 |
begin |
369 | 227 |
Point.x:= hwRound(Me^.X); |
228 |
Point.y:= hwRound(Me^.Y); |
|
229 |
Score:= - ThinkingHH^.Health |
|
66
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|
230 |
end; |
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diff
changeset
|
231 |
// rate explosion |
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diff
changeset
|
232 |
for i:= 0 to Targets.Count do |
9643d75baf1e
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parents:
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diff
changeset
|
233 |
with Targets.ar[i] do |
9643d75baf1e
Many AI improvements, bots do think in separate thread
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parents:
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diff
changeset
|
234 |
begin |
5642 | 235 |
dmg:= hwRound(_0_01 * cDamageModifier |
6011
519f8a58c021
Fix a bunch of warnings (also improves speed a bit in 32 bit code)
unC0Rr
parents:
5881
diff
changeset
|
236 |
* min((r + cHHRadius div 2 - LongInt(DistanceI(Point.x - x, Point.y - y).Round)) div 2, r) * cDamagePercent); |
5642 | 237 |
|
66
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|
238 |
if dmg > 0 then |
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diff
changeset
|
239 |
begin |
509 | 240 |
if dmg >= abs(Score) then |
2695 | 241 |
if Score > 0 then inc(rate, KillScore) |
242 |
else dec(rate, KillScore * friendlyfactor div 100) |
|
66
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parents:
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diff
changeset
|
243 |
else |
2695 | 244 |
if Score > 0 then inc(rate, dmg) |
245 |
else dec(rate, dmg * friendlyfactor div 100) |
|
66
9643d75baf1e
Many AI improvements, bots do think in separate thread
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parents:
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diff
changeset
|
246 |
end; |
9643d75baf1e
Many AI improvements, bots do think in separate thread
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diff
changeset
|
247 |
end; |
2695 | 248 |
RateExplosion:= rate * 1024; |
66
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diff
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|
249 |
end; |
9643d75baf1e
Many AI improvements, bots do think in separate thread
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diff
changeset
|
250 |
|
371 | 251 |
function RateShove(Me: PGear; x, y, r, power: LongInt): LongInt; |
2695 | 252 |
var i, dmg, rate: LongInt; |
79 | 253 |
begin |
3407 | 254 |
Me:= Me; // avoid compiler hint |
2695 | 255 |
rate:= 0; |
433 | 256 |
for i:= 0 to Pred(Targets.Count) do |
79 | 257 |
with Targets.ar[i] do |
258 |
begin |
|
498 | 259 |
dmg:= r - hwRound(DistanceI(Point.x - x, Point.y - y)); |
5642 | 260 |
dmg:= hwRound(_0_01 * cDamageModifier * dmg * cDamagePercent); |
79 | 261 |
if dmg > 0 then |
262 |
begin |
|
509 | 263 |
if power >= abs(Score) then |
2695 | 264 |
if Score > 0 then inc(rate, KillScore) |
265 |
else dec(rate, KillScore * friendlyfactor div 100) |
|
79 | 266 |
else |
2695 | 267 |
if Score > 0 then inc(rate, power) |
268 |
else dec(rate, power * friendlyfactor div 100) |
|
79 | 269 |
end; |
270 |
end; |
|
2695 | 271 |
RateShove:= rate * 1024 |
79 | 272 |
end; |
273 |
||
509 | 274 |
function RateShotgun(Me: PGear; x, y: LongInt): LongInt; |
2695 | 275 |
var i, dmg, rate: LongInt; |
509 | 276 |
begin |
2695 | 277 |
rate:= 0; |
509 | 278 |
// add our virtual position |
279 |
with Targets.ar[Targets.Count] do |
|
280 |
begin |
|
281 |
Point.x:= hwRound(Me^.X); |
|
282 |
Point.y:= hwRound(Me^.Y); |
|
283 |
Score:= - ThinkingHH^.Health |
|
284 |
end; |
|
285 |
// rate shot |
|
286 |
for i:= 0 to Targets.Count do |
|
287 |
with Targets.ar[i] do |
|
288 |
begin |
|
5642 | 289 |
dmg:= min(cHHRadius + cShotgunRadius + 4 - hwRound(DistanceI(Point.x - x, Point.y - y)), 25); |
290 |
dmg:= hwRound(_0_01 * cDamageModifier * dmg * cDamagePercent); |
|
509 | 291 |
if dmg > 0 then |
292 |
begin |
|
1941 | 293 |
if dmg >= abs(Score) then dmg := KillScore; |
2695 | 294 |
if Score > 0 then inc(rate, dmg) |
295 |
else dec(rate, dmg * friendlyfactor div 100); |
|
509 | 296 |
end; |
5642 | 297 |
end; |
2695 | 298 |
RateShotgun:= rate * 1024; |
509 | 299 |
end; |
300 |
||
5645 | 301 |
function RateHammer(Me: PGear): LongInt; |
302 |
var x, y, i, r, rate: LongInt; |
|
303 |
begin |
|
304 |
// hammer hit shift against attecker hog is 10 |
|
305 |
x:= hwRound(Me^.X) + hwSign(Me^.dX) * 10; |
|
306 |
y:= hwRound(Me^.Y); |
|
307 |
rate:= 0; |
|
308 |
||
309 |
for i:= 0 to Pred(Targets.Count) do |
|
310 |
with Targets.ar[i] do |
|
311 |
begin |
|
312 |
// hammer hit radius is 8, shift is 10 |
|
313 |
r:= hwRound(DistanceI(Point.x - x, Point.y - y)); |
|
314 |
||
315 |
if r <= 18 then |
|
316 |
if Score > 0 then |
|
317 |
inc(rate, Score div 3) |
|
318 |
else |
|
319 |
inc(rate, Score div 3 * friendlyfactor div 100) |
|
320 |
end; |
|
321 |
RateHammer:= rate * 1024; |
|
322 |
end; |
|
323 |
||
369 | 324 |
function HHJump(Gear: PGear; JumpType: TJumpType; var GoInfo: TGoInfo): boolean; |
371 | 325 |
var bX, bY: LongInt; |
2695 | 326 |
bRes: boolean; |
80 | 327 |
begin |
2695 | 328 |
bRes:= false; |
80 | 329 |
GoInfo.Ticks:= 0; |
330 |
GoInfo.JumpType:= jmpNone; |
|
369 | 331 |
bX:= hwRound(Gear^.X); |
332 |
bY:= hwRound(Gear^.Y); |
|
80 | 333 |
case JumpType of |
2695 | 334 |
jmpNone: exit(bRes); |
6081
537bbd5c1a62
Basic test implementation of an ice flag. Allows for slick parts of terrain. Intended for ice gun, or "ice" mask on portions of land objects.
nemo
parents:
6011
diff
changeset
|
335 |
jmpHJump: if TestCollisionYwithGear(Gear, -1) = 0 then |
80 | 336 |
begin |
369 | 337 |
Gear^.dY:= -_0_2; |
338 |
SetLittle(Gear^.dX); |
|
542 | 339 |
Gear^.State:= Gear^.State or gstMoving or gstHHJumping; |
2695 | 340 |
end else exit(bRes); |
80 | 341 |
jmpLJump: begin |
6081
537bbd5c1a62
Basic test implementation of an ice flag. Allows for slick parts of terrain. Intended for ice gun, or "ice" mask on portions of land objects.
nemo
parents:
6011
diff
changeset
|
342 |
if TestCollisionYwithGear(Gear, -1) <> 0 then |
498 | 343 |
if not TestCollisionXwithXYShift(Gear, _0, -2, hwSign(Gear^.dX)) then Gear^.Y:= Gear^.Y - int2hwFloat(2) else |
344 |
if not TestCollisionXwithXYShift(Gear, _0, -1, hwSign(Gear^.dX)) then Gear^.Y:= Gear^.Y - _1; |
|
369 | 345 |
if not (TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) |
6081
537bbd5c1a62
Basic test implementation of an ice flag. Allows for slick parts of terrain. Intended for ice gun, or "ice" mask on portions of land objects.
nemo
parents:
6011
diff
changeset
|
346 |
or (TestCollisionYwithGear(Gear, -1) <> 0)) then |
80 | 347 |
begin |
433 | 348 |
Gear^.dY:= -_0_15; |
498 | 349 |
Gear^.dX:= SignAs(_0_15, Gear^.dX); |
542 | 350 |
Gear^.State:= Gear^.State or gstMoving or gstHHJumping |
2695 | 351 |
end else exit(bRes) |
80 | 352 |
end |
353 |
end; |
|
2376 | 354 |
|
80 | 355 |
repeat |
2695 | 356 |
if not (hwRound(Gear^.Y) + cHHRadius < cWaterLine) then exit(bRes); |
542 | 357 |
if (Gear^.State and gstMoving) <> 0 then |
80 | 358 |
begin |
359 |
if (GoInfo.Ticks = 350) then |
|
433 | 360 |
if (not (hwAbs(Gear^.dX) > cLittle)) and (Gear^.dY < -_0_02) then |
80 | 361 |
begin |
369 | 362 |
Gear^.dY:= -_0_25; |
498 | 363 |
Gear^.dX:= SignAs(_0_02, Gear^.dX) |
80 | 364 |
end; |
369 | 365 |
if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then SetLittle(Gear^.dX); |
366 |
Gear^.X:= Gear^.X + Gear^.dX; |
|
80 | 367 |
inc(GoInfo.Ticks); |
369 | 368 |
Gear^.dY:= Gear^.dY + cGravity; |
2695 | 369 |
if Gear^.dY > _0_4 then exit(bRes); |
6081
537bbd5c1a62
Basic test implementation of an ice flag. Allows for slick parts of terrain. Intended for ice gun, or "ice" mask on portions of land objects.
nemo
parents:
6011
diff
changeset
|
370 |
if (Gear^.dY.isNegative)and (TestCollisionYwithGear(Gear, -1) <> 0) then Gear^.dY:= _0; |
369 | 371 |
Gear^.Y:= Gear^.Y + Gear^.dY; |
6081
537bbd5c1a62
Basic test implementation of an ice flag. Allows for slick parts of terrain. Intended for ice gun, or "ice" mask on portions of land objects.
nemo
parents:
6011
diff
changeset
|
372 |
if (not Gear^.dY.isNegative)and (TestCollisionYwithGear(Gear, 1) <> 0) then |
80 | 373 |
begin |
542 | 374 |
Gear^.State:= Gear^.State and not (gstMoving or gstHHJumping); |
498 | 375 |
Gear^.dY:= _0; |
80 | 376 |
case JumpType of |
498 | 377 |
jmpHJump: if bY - hwRound(Gear^.Y) > 5 then |
80 | 378 |
begin |
2695 | 379 |
bRes:= true; |
80 | 380 |
GoInfo.JumpType:= jmpHJump; |
381 |
inc(GoInfo.Ticks, 300 + 300) // 300 before jump, 300 after |
|
382 |
end; |
|
498 | 383 |
jmpLJump: if abs(bX - hwRound(Gear^.X)) > 30 then |
80 | 384 |
begin |
2695 | 385 |
bRes:= true; |
80 | 386 |
GoInfo.JumpType:= jmpLJump; |
387 |
inc(GoInfo.Ticks, 300 + 300) // 300 before jump, 300 after |
|
388 |
end; |
|
389 |
end; |
|
2695 | 390 |
exit(bRes) |
80 | 391 |
end; |
392 |
end; |
|
369 | 393 |
until false |
80 | 394 |
end; |
395 |
||
369 | 396 |
function HHGo(Gear, AltGear: PGear; var GoInfo: TGoInfo): boolean; |
371 | 397 |
var pX, pY: LongInt; |
66
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
398 |
begin |
80 | 399 |
AltGear^:= Gear^; |
400 |
||
75 | 401 |
GoInfo.Ticks:= 0; |
80 | 402 |
GoInfo.FallPix:= 0; |
403 |
GoInfo.JumpType:= jmpNone; |
|
4 | 404 |
repeat |
369 | 405 |
pX:= hwRound(Gear^.X); |
406 |
pY:= hwRound(Gear^.Y); |
|
375 | 407 |
if pY + cHHRadius >= cWaterLine then exit(false); |
542 | 408 |
if (Gear^.State and gstMoving) <> 0 then |
66
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
409 |
begin |
75 | 410 |
inc(GoInfo.Ticks); |
369 | 411 |
Gear^.dY:= Gear^.dY + cGravity; |
412 |
if Gear^.dY > _0_4 then |
|
75 | 413 |
begin |
80 | 414 |
Goinfo.FallPix:= 0; |
568 | 415 |
HHJump(AltGear, jmpLJump, GoInfo); // try ljump instead of fall with damage |
5425 | 416 |
exit(false) |
75 | 417 |
end; |
369 | 418 |
Gear^.Y:= Gear^.Y + Gear^.dY; |
419 |
if hwRound(Gear^.Y) > pY then inc(GoInfo.FallPix); |
|
6081
537bbd5c1a62
Basic test implementation of an ice flag. Allows for slick parts of terrain. Intended for ice gun, or "ice" mask on portions of land objects.
nemo
parents:
6011
diff
changeset
|
420 |
if TestCollisionYwithGear(Gear, 1) <> 0 then |
66
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
421 |
begin |
1519
7b6adbe5266a
More delay after jump, less delay after small fall for hedgehog
unc0rr
parents:
1352
diff
changeset
|
422 |
inc(GoInfo.Ticks, 410); |
542 | 423 |
Gear^.State:= Gear^.State and not (gstMoving or gstHHJumping); |
498 | 424 |
Gear^.dY:= _0; |
82 | 425 |
HHJump(AltGear, jmpLJump, GoInfo); // try ljump instead of fall |
5425 | 426 |
exit(true) |
66
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
427 |
end; |
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
428 |
continue |
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
429 |
end; |
3894 | 430 |
if (Gear^.Message and gmLeft )<>0 then Gear^.dX:= -cLittle else |
5425 | 431 |
if (Gear^.Message and gmRight )<>0 then Gear^.dX:= cLittle else exit(false); |
369 | 432 |
if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then |
66
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
433 |
begin |
498 | 434 |
if not (TestCollisionXwithXYShift(Gear, _0, -6, hwSign(Gear^.dX)) |
6081
537bbd5c1a62
Basic test implementation of an ice flag. Allows for slick parts of terrain. Intended for ice gun, or "ice" mask on portions of land objects.
nemo
parents:
6011
diff
changeset
|
435 |
or (TestCollisionYwithGear(Gear, -1) <> 0)) then Gear^.Y:= Gear^.Y - _1; |
498 | 436 |
if not (TestCollisionXwithXYShift(Gear, _0, -5, hwSign(Gear^.dX)) |
6081
537bbd5c1a62
Basic test implementation of an ice flag. Allows for slick parts of terrain. Intended for ice gun, or "ice" mask on portions of land objects.
nemo
parents:
6011
diff
changeset
|
437 |
or (TestCollisionYwithGear(Gear, -1) <> 0)) then Gear^.Y:= Gear^.Y - _1; |
498 | 438 |
if not (TestCollisionXwithXYShift(Gear, _0, -4, hwSign(Gear^.dX)) |
6081
537bbd5c1a62
Basic test implementation of an ice flag. Allows for slick parts of terrain. Intended for ice gun, or "ice" mask on portions of land objects.
nemo
parents:
6011
diff
changeset
|
439 |
or (TestCollisionYwithGear(Gear, -1) <> 0)) then Gear^.Y:= Gear^.Y - _1; |
498 | 440 |
if not (TestCollisionXwithXYShift(Gear, _0, -3, hwSign(Gear^.dX)) |
6081
537bbd5c1a62
Basic test implementation of an ice flag. Allows for slick parts of terrain. Intended for ice gun, or "ice" mask on portions of land objects.
nemo
parents:
6011
diff
changeset
|
441 |
or (TestCollisionYwithGear(Gear, -1) <> 0)) then Gear^.Y:= Gear^.Y - _1; |
498 | 442 |
if not (TestCollisionXwithXYShift(Gear, _0, -2, hwSign(Gear^.dX)) |
6081
537bbd5c1a62
Basic test implementation of an ice flag. Allows for slick parts of terrain. Intended for ice gun, or "ice" mask on portions of land objects.
nemo
parents:
6011
diff
changeset
|
443 |
or (TestCollisionYwithGear(Gear, -1) <> 0)) then Gear^.Y:= Gear^.Y - _1; |
498 | 444 |
if not (TestCollisionXwithXYShift(Gear, _0, -1, hwSign(Gear^.dX)) |
6081
537bbd5c1a62
Basic test implementation of an ice flag. Allows for slick parts of terrain. Intended for ice gun, or "ice" mask on portions of land objects.
nemo
parents:
6011
diff
changeset
|
445 |
or (TestCollisionYwithGear(Gear, -1) <> 0)) then Gear^.Y:= Gear^.Y - _1; |
66
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
446 |
end; |
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
447 |
|
369 | 448 |
if not TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then |
75 | 449 |
begin |
498 | 450 |
Gear^.X:= Gear^.X + int2hwFloat(hwSign(Gear^.dX)); |
75 | 451 |
inc(GoInfo.Ticks, cHHStepTicks) |
452 |
end; |
|
6081
537bbd5c1a62
Basic test implementation of an ice flag. Allows for slick parts of terrain. Intended for ice gun, or "ice" mask on portions of land objects.
nemo
parents:
6011
diff
changeset
|
453 |
if TestCollisionYwithGear(Gear, 1) = 0 then |
66
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
454 |
begin |
498 | 455 |
Gear^.Y:= Gear^.Y + _1; |
6081
537bbd5c1a62
Basic test implementation of an ice flag. Allows for slick parts of terrain. Intended for ice gun, or "ice" mask on portions of land objects.
nemo
parents:
6011
diff
changeset
|
456 |
if TestCollisionYwithGear(Gear, 1) = 0 then |
66
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
457 |
begin |
498 | 458 |
Gear^.Y:= Gear^.Y + _1; |
6081
537bbd5c1a62
Basic test implementation of an ice flag. Allows for slick parts of terrain. Intended for ice gun, or "ice" mask on portions of land objects.
nemo
parents:
6011
diff
changeset
|
459 |
if TestCollisionYwithGear(Gear, 1) = 0 then |
66
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
460 |
begin |
498 | 461 |
Gear^.Y:= Gear^.Y + _1; |
6081
537bbd5c1a62
Basic test implementation of an ice flag. Allows for slick parts of terrain. Intended for ice gun, or "ice" mask on portions of land objects.
nemo
parents:
6011
diff
changeset
|
462 |
if TestCollisionYwithGear(Gear, 1) = 0 then |
66
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
463 |
begin |
498 | 464 |
Gear^.Y:= Gear^.Y + _1; |
6081
537bbd5c1a62
Basic test implementation of an ice flag. Allows for slick parts of terrain. Intended for ice gun, or "ice" mask on portions of land objects.
nemo
parents:
6011
diff
changeset
|
465 |
if TestCollisionYwithGear(Gear, 1) = 0 then |
66
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
466 |
begin |
498 | 467 |
Gear^.Y:= Gear^.Y + _1; |
6081
537bbd5c1a62
Basic test implementation of an ice flag. Allows for slick parts of terrain. Intended for ice gun, or "ice" mask on portions of land objects.
nemo
parents:
6011
diff
changeset
|
468 |
if TestCollisionYwithGear(Gear, 1) = 0 then |
66
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
469 |
begin |
498 | 470 |
Gear^.Y:= Gear^.Y + _1; |
6081
537bbd5c1a62
Basic test implementation of an ice flag. Allows for slick parts of terrain. Intended for ice gun, or "ice" mask on portions of land objects.
nemo
parents:
6011
diff
changeset
|
471 |
if TestCollisionYwithGear(Gear, 1) = 0 then |
66
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
472 |
begin |
498 | 473 |
Gear^.Y:= Gear^.Y - _6; |
474 |
Gear^.dY:= _0; |
|
542 | 475 |
Gear^.State:= Gear^.State or gstMoving |
66
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
476 |
end |
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
477 |
end |
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
478 |
end |
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
479 |
end |
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
480 |
end |
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
481 |
end |
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
482 |
end; |
542 | 483 |
if (pX <> hwRound(Gear^.X)) and ((Gear^.State and gstMoving) = 0) then |
375 | 484 |
exit(true); |
542 | 485 |
until (pX = hwRound(Gear^.X)) and (pY = hwRound(Gear^.Y)) and ((Gear^.State and gstMoving) = 0); |
375 | 486 |
HHJump(AltGear, jmpHJump, GoInfo); |
5425 | 487 |
HHGo:= false; |
4 | 488 |
end; |
489 |
||
371 | 490 |
function AIrndSign(num: LongInt): LongInt; |
136 | 491 |
begin |
370
c75410fe3133
- Repair bots: they can walk and use bazooka, possible cannot jump (why?)
unc0rr
parents:
369
diff
changeset
|
492 |
if random(2) = 0 then AIrndSign:= num |
c75410fe3133
- Repair bots: they can walk and use bazooka, possible cannot jump (why?)
unc0rr
parents:
369
diff
changeset
|
493 |
else AIrndSign:= - num |
2376 | 494 |
end; |
136 | 495 |
|
3038 | 496 |
procedure initModule; |
2716
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2695
diff
changeset
|
497 |
begin |
2948
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2716
diff
changeset
|
498 |
friendlyfactor:= 300; |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2716
diff
changeset
|
499 |
KnownExplosion.X:= 0; |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2716
diff
changeset
|
500 |
KnownExplosion.Y:= 0; |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2716
diff
changeset
|
501 |
KnownExplosion.Radius:= 0; |
2716
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2695
diff
changeset
|
502 |
end; |
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2695
diff
changeset
|
503 |
|
3038 | 504 |
procedure freeModule; |
2716
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2695
diff
changeset
|
505 |
begin |
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2695
diff
changeset
|
506 |
|
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2695
diff
changeset
|
507 |
end; |
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2695
diff
changeset
|
508 |
|
4 | 509 |
end. |