author | koda |
Wed, 21 Nov 2012 15:03:33 +0100 | |
changeset 8089 | 56bf04303311 |
parent 8013 | 5cbf6e4361f4 |
child 8026 | 4a4f21070479 |
child 8744 | 6c87486fd89b |
permissions | -rw-r--r-- |
71 | 1 |
(* |
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* Hedgewars, a free turn based strategy game |
6952 | 3 |
* Copyright (c) 2004-2012 Andrey Korotaev <unC0Rr@gmail.com> |
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* |
183 | 5 |
* This program is free software; you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
|
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* the Free Software Foundation; version 2 of the License |
|
71 | 8 |
* |
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* 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 |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with this program; if not, write to the Free Software |
|
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA |
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*) |
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||
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{$INCLUDE "options.inc"} |
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|
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unit uAIMisc; |
22 |
interface |
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4368 | 23 |
uses SDLh, uConsts, uFloat, uTypes; |
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3370 | 25 |
const MAXBONUS = 1024; |
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Name the flags for fall tracking and indicating whether the explosion erases terrain.
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|
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Name the flags for fall tracking and indicating whether the explosion erases terrain.
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afTrackFall = $00000001; |
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Name the flags for fall tracking and indicating whether the explosion erases terrain.
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afErasesLand = $00000002; |
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Name the flags for fall tracking and indicating whether the explosion erases terrain.
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afSetSkip = $00000004; |
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8013 | 31 |
BadTurn = Low(LongInt) div 4; |
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64 | 33 |
type TTarget = record |
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Point: TPoint; |
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Score: LongInt; |
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skip, matters: boolean; |
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end; |
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38 |
TTargets = record |
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Count: Longword; |
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ar: array[0..Pred(cMaxHHs)] of TTarget; |
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end; |
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TJumpType = (jmpNone, jmpHJump, jmpLJump); |
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TGoInfo = record |
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Ticks: Longword; |
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FallPix: Longword; |
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JumpType: TJumpType; |
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end; |
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TBonus = record |
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X, Y: LongInt; |
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Radius: LongInt; |
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Score: LongInt; |
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end; |
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procedure initModule; |
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procedure freeModule; |
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|
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procedure FillTargets; |
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procedure AddBonus(x, y: LongInt; r: Longword; s: LongInt); inline; |
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procedure FillBonuses(isAfterAttack: boolean); |
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procedure AwareOfExplosion(x, y, r: LongInt); inline; |
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|
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function RatePlace(Gear: PGear): LongInt; |
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function TestColl(x, y, r: LongInt): boolean; inline; |
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Ignore all objects for fall tracing with shove to avoid considering checkins as obstacles. many objects will get knocked by the kick anyway, so end result should be pretty good. Oh, and ditch the sniper rifle doubling.
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function TestCollExcludingObjects(x, y, r: LongInt): boolean; inline; |
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function TestCollExcludingMe(Me: PGear; x, y, r: LongInt): boolean; inline; |
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Ignore all objects for fall tracing with shove to avoid considering checkins as obstacles. many objects will get knocked by the kick anyway, so end result should be pretty good. Oh, and ditch the sniper rifle doubling.
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function TraceShoveFall(x, y, dX, dY: Real): LongInt; |
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|
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function RateExplosion(Me: PGear; x, y, r: LongInt): LongInt; inline; |
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function RateExplosion(Me: PGear; x, y, r: LongInt; Flags: LongWord): LongInt; |
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function RateShove(x, y, r, power, kick: LongInt; gdX, gdY: real; Flags: LongWord): LongInt; |
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function RateShotgun(Me: PGear; gdX, gdY: real; x, y: LongInt): LongInt; |
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function RateHammer(Me: PGear): LongInt; |
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|
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function HHGo(Gear, AltGear: PGear; var GoInfo: TGoInfo): boolean; |
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function AIrndSign(num: LongInt): LongInt; |
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|
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var ThinkingHH: PGear; |
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Targets: TTargets; |
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|
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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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83 |
end; |
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complete the replacement of init/free wrappers for every unit
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|
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Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
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walkbonuses: record |
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Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
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Count: Longword; |
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ar: array[0..Pred(MAXBONUS div 8)] of TBonus; // don't use too many |
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Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
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end; |
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
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7471 | 90 |
const KillScore = 200; |
91 |
var friendlyfactor: LongInt = 300; |
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implementation |
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Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
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94 |
uses uCollisions, uVariables, uUtils, uLandTexture, uGearsUtils; |
3370 | 95 |
|
7471 | 96 |
var |
3370 | 97 |
KnownExplosion: record |
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X, Y, Radius: LongInt |
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end = (X: 0; Y: 0; Radius: 0); |
4 | 100 |
|
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101 |
procedure FillTargets; |
547 | 102 |
var i, t: Longword; |
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Fix a bunch of warnings (also improves speed a bit in 32 bit code)
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103 |
f, e: LongInt; |
4 | 104 |
begin |
105 |
Targets.Count:= 0; |
|
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106 |
f:= 0; |
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107 |
e:= 0; |
547 | 108 |
for t:= 0 to Pred(TeamsCount) do |
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109 |
with TeamsArray[t]^ do |
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110 |
if not hasGone then |
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111 |
begin |
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112 |
for i:= 0 to cMaxHHIndex do |
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113 |
if (Hedgehogs[i].Gear <> nil) |
7996 | 114 |
and (Hedgehogs[i].Gear <> ThinkingHH) |
7788 | 115 |
and (Hedgehogs[i].Gear^.Health > Hedgehogs[i].Gear^.Damage) |
116 |
then |
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117 |
begin |
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118 |
with Targets.ar[Targets.Count], Hedgehogs[i] do |
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|
119 |
begin |
7154 | 120 |
skip:= false; |
8013 | 121 |
matters:= (Hedgehogs[i].Gear^.AIHints and aihDoesntMatter) = 0; |
122 |
||
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123 |
Point.X:= hwRound(Gear^.X); |
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124 |
Point.Y:= hwRound(Gear^.Y); |
8013 | 125 |
if Clan <> CurrentTeam^.Clan then |
126 |
begin |
|
127 |
Score:= Gear^.Health - Gear^.Damage; |
|
128 |
inc(e) |
|
129 |
end else |
|
130 |
begin |
|
131 |
Score:= Gear^.Damage - Gear^.Health; |
|
132 |
inc(f) |
|
133 |
end |
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134 |
end; |
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135 |
inc(Targets.Count) |
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136 |
end; |
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137 |
end; |
921
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If there's more hedgehogs in AI's team than in others, then it will be less afraid to give damage to friend hedgehog
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138 |
|
8dd71d960cbc
If there's more hedgehogs in AI's team than in others, then it will be less afraid to give damage to friend hedgehog
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|
139 |
if e > f then friendlyfactor:= 300 + (e - f) * 30 |
5881 | 140 |
else friendlyfactor:= max(30, 300 - f * 80 div max(1,e)) |
4 | 141 |
end; |
142 |
||
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First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
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143 |
procedure AddBonus(x, y: LongInt; r: Longword; s: LongInt); inline; |
6474
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- Improve renderer a bit, disallow nested functions
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144 |
begin |
7164
fad64b97947e
Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
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145 |
if(bonuses.Count < MAXBONUS) then |
fad64b97947e
Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
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146 |
begin |
fad64b97947e
Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
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changeset
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147 |
bonuses.ar[bonuses.Count].x:= x; |
fad64b97947e
Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
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changeset
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148 |
bonuses.ar[bonuses.Count].y:= y; |
fad64b97947e
Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents:
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changeset
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149 |
bonuses.ar[bonuses.Count].Radius:= r; |
fad64b97947e
Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents:
7161
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changeset
|
150 |
bonuses.ar[bonuses.Count].Score:= s; |
fad64b97947e
Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents:
7161
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changeset
|
151 |
inc(bonuses.Count); |
fad64b97947e
Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents:
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|
152 |
end; |
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- Improve renderer a bit, disallow nested functions
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153 |
end; |
42e9773eedfd
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unc0rr
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6396
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154 |
|
7375
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7360
diff
changeset
|
155 |
procedure AddWalkBonus(x, y: LongInt; r: Longword; s: LongInt); inline; |
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7360
diff
changeset
|
156 |
begin |
7378
ac9ce7f033df
Reduce number of walk bonuses further, doubt even 128 are needed. Fix count reset.
nemo
parents:
7375
diff
changeset
|
157 |
if(walkbonuses.Count < MAXBONUS div 8) then |
7375
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7360
diff
changeset
|
158 |
begin |
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
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diff
changeset
|
159 |
walkbonuses.ar[walkbonuses.Count].x:= x; |
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7360
diff
changeset
|
160 |
walkbonuses.ar[walkbonuses.Count].y:= y; |
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7360
diff
changeset
|
161 |
walkbonuses.ar[walkbonuses.Count].Radius:= r; |
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7360
diff
changeset
|
162 |
walkbonuses.ar[walkbonuses.Count].Score:= s; |
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7360
diff
changeset
|
163 |
inc(walkbonuses.Count); |
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7360
diff
changeset
|
164 |
end; |
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7360
diff
changeset
|
165 |
end; |
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7360
diff
changeset
|
166 |
|
6888 | 167 |
procedure FillBonuses(isAfterAttack: boolean); |
66
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
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diff
changeset
|
168 |
var Gear: PGear; |
549 | 169 |
MyClan: PClan; |
7375
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
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diff
changeset
|
170 |
i: Longint; |
66
9643d75baf1e
Many AI improvements, bots do think in separate thread
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parents:
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diff
changeset
|
171 |
begin |
9643d75baf1e
Many AI improvements, bots do think in separate thread
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diff
changeset
|
172 |
bonuses.Count:= 0; |
4372 | 173 |
MyClan:= ThinkingHH^.Hedgehog^.Team^.Clan; |
66
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
174 |
Gear:= GearsList; |
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
175 |
while Gear <> nil do |
2948
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2716
diff
changeset
|
176 |
begin |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
177 |
case Gear^.Kind of |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
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diff
changeset
|
178 |
gtCase: |
7433
c7fff3e61d49
- 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)
unc0rr
parents:
7430
diff
changeset
|
179 |
AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y) + 3, 37, 25); |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
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diff
changeset
|
180 |
gtFlame: |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
181 |
if (Gear^.State and gsttmpFlag) <> 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
182 |
AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 20, -50); |
4977
c89cca0a8785
Try to make AI aware of dud mines by clearing gstAttacking on dud, and adding some rules on mine health/damage/dud probability to AI weighting.
nemo
parents:
4976
diff
changeset
|
183 |
// avoid mines unless they are very likely to be duds, or are duds. also avoid if they are about to blow |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
184 |
gtMine: |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
185 |
if ((Gear^.State and gstAttacking) = 0) and (((cMineDudPercent < 90) and (Gear^.Health <> 0)) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
186 |
or (isAfterAttack and (Gear^.Health = 0) and (Gear^.Damage > 30))) then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
187 |
AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 50, -50) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
188 |
else if (Gear^.State and gstAttacking) <> 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
189 |
AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 100, -50); // mine is on |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
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diff
changeset
|
190 |
|
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
191 |
gtExplosives: |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
192 |
if isAfterAttack then |
7164
fad64b97947e
Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents:
7161
diff
changeset
|
193 |
AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 75, -60 + Gear^.Health); |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
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diff
changeset
|
194 |
|
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
195 |
gtSMine: |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
196 |
AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 50, -30); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
197 |
|
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
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diff
changeset
|
198 |
gtDynamite: |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
199 |
AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 150, -75); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
200 |
|
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
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diff
changeset
|
201 |
gtHedgehog: |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
202 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
203 |
if Gear^.Damage >= Gear^.Health then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
204 |
AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 60, -25) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
205 |
else |
7385
4acb5c021cb9
Don't consider moving hedgehogs in place rating in after attack mode
unc0rr
parents:
7378
diff
changeset
|
206 |
if isAfterAttack |
4acb5c021cb9
Don't consider moving hedgehogs in place rating in after attack mode
unc0rr
parents:
7378
diff
changeset
|
207 |
and (ThinkingHH^.Hedgehog <> Gear^.Hedgehog) |
4acb5c021cb9
Don't consider moving hedgehogs in place rating in after attack mode
unc0rr
parents:
7378
diff
changeset
|
208 |
and ((hwAbs(Gear^.dX) + hwAbs(Gear^.dY)) < _0_1) then |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
209 |
if (ClansCount > 2) or (MyClan = Gear^.Hedgehog^.Team^.Clan) then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
210 |
AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 150, -3) // hedgehog-friend |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
211 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
212 |
AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 100, 3) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
213 |
end; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
214 |
end; |
2948
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2716
diff
changeset
|
215 |
Gear:= Gear^.NextGear |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2716
diff
changeset
|
216 |
end; |
71 | 217 |
if isAfterAttack and (KnownExplosion.Radius > 0) then |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
218 |
with KnownExplosion do |
74 | 219 |
AddBonus(X, Y, Radius + 10, -Radius); |
7375
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7360
diff
changeset
|
220 |
if isAfterAttack then |
7378
ac9ce7f033df
Reduce number of walk bonuses further, doubt even 128 are needed. Fix count reset.
nemo
parents:
7375
diff
changeset
|
221 |
begin |
7375
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7360
diff
changeset
|
222 |
for i:= 0 to Pred(walkbonuses.Count) do |
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7360
diff
changeset
|
223 |
with walkbonuses.ar[i] do |
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7360
diff
changeset
|
224 |
AddBonus(X, Y, Radius, Score); |
7378
ac9ce7f033df
Reduce number of walk bonuses further, doubt even 128 are needed. Fix count reset.
nemo
parents:
7375
diff
changeset
|
225 |
walkbonuses.Count:= 0 |
ac9ce7f033df
Reduce number of walk bonuses further, doubt even 128 are needed. Fix count reset.
nemo
parents:
7375
diff
changeset
|
226 |
end; |
71 | 227 |
end; |
228 |
||
6986
409dd3851309
add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents:
6952
diff
changeset
|
229 |
procedure AwareOfExplosion(x, y, r: LongInt); inline; |
71 | 230 |
begin |
6986
409dd3851309
add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents:
6952
diff
changeset
|
231 |
KnownExplosion.X:= x; |
409dd3851309
add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents:
6952
diff
changeset
|
232 |
KnownExplosion.Y:= y; |
409dd3851309
add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents:
6952
diff
changeset
|
233 |
KnownExplosion.Radius:= r |
66
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
234 |
end; |
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
235 |
|
371 | 236 |
function RatePlace(Gear: PGear): LongInt; |
237 |
var i, r: LongInt; |
|
2695 | 238 |
rate: LongInt; |
6778 | 239 |
gX, gY: real; |
66
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
240 |
begin |
6778 | 241 |
gX:= hwFloat2Float(Gear^.X); |
242 |
gY:= hwFloat2Float(Gear^.Y); |
|
2695 | 243 |
rate:= 0; |
66
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
244 |
for i:= 0 to Pred(bonuses.Count) do |
2948
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2716
diff
changeset
|
245 |
with bonuses.ar[i] do |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2716
diff
changeset
|
246 |
begin |
6778 | 247 |
r:= Radius; |
248 |
if abs(gX-X)+abs(gY-Y) < Radius then |
|
249 |
r:= trunc(sqrt(sqr(gX - X)+sqr(gY - Y))); |
|
7164
fad64b97947e
Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents:
7161
diff
changeset
|
250 |
if r < 20 then |
6777
fb71556205f4
Avoid local rate minimums around hog (within 15 pixels). Not tested.
unc0rr
parents:
6776
diff
changeset
|
251 |
inc(rate, Score * Radius) |
fb71556205f4
Avoid local rate minimums around hog (within 15 pixels). Not tested.
unc0rr
parents:
6776
diff
changeset
|
252 |
else if r < Radius then |
fb71556205f4
Avoid local rate minimums around hog (within 15 pixels). Not tested.
unc0rr
parents:
6776
diff
changeset
|
253 |
inc(rate, Score * (Radius - r)) |
2948
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2716
diff
changeset
|
254 |
end; |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2716
diff
changeset
|
255 |
RatePlace:= rate; |
66
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
256 |
end; |
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
257 |
|
2616
6e2b341dc408
AI fire w/o moving for artillery. Needs testing, but seems to work quickly and w/o AI screwups.
nemo
parents:
2599
diff
changeset
|
258 |
// Wrapper to test various approaches. If it works reasonably, will just replace. |
6e2b341dc408
AI fire w/o moving for artillery. Needs testing, but seems to work quickly and w/o AI screwups.
nemo
parents:
2599
diff
changeset
|
259 |
// Right now, converting to hwFloat is a tad inefficient since the x/y were hwFloat to begin with... |
6986
409dd3851309
add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents:
6952
diff
changeset
|
260 |
function TestCollExcludingMe(Me: PGear; x, y, r: LongInt): boolean; inline; |
2616
6e2b341dc408
AI fire w/o moving for artillery. Needs testing, but seems to work quickly and w/o AI screwups.
nemo
parents:
2599
diff
changeset
|
261 |
var MeX, MeY: LongInt; |
6e2b341dc408
AI fire w/o moving for artillery. Needs testing, but seems to work quickly and w/o AI screwups.
nemo
parents:
2599
diff
changeset
|
262 |
begin |
6e2b341dc408
AI fire w/o moving for artillery. Needs testing, but seems to work quickly and w/o AI screwups.
nemo
parents:
2599
diff
changeset
|
263 |
if ((x and LAND_WIDTH_MASK) = 0) and ((y and LAND_HEIGHT_MASK) = 0) then |
6990
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
264 |
begin |
2616
6e2b341dc408
AI fire w/o moving for artillery. Needs testing, but seems to work quickly and w/o AI screwups.
nemo
parents:
2599
diff
changeset
|
265 |
MeX:= hwRound(Me^.X); |
6e2b341dc408
AI fire w/o moving for artillery. Needs testing, but seems to work quickly and w/o AI screwups.
nemo
parents:
2599
diff
changeset
|
266 |
MeY:= hwRound(Me^.Y); |
6e2b341dc408
AI fire w/o moving for artillery. Needs testing, but seems to work quickly and w/o AI screwups.
nemo
parents:
2599
diff
changeset
|
267 |
// We are still inside the hog. Skip radius test |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
268 |
if ((((x-MeX)*(x-MeX)) + ((y-MeY)*(y-MeY))) < 256) and ((Land[y, x] and $FF00) = 0) then |
7041 | 269 |
exit(false); |
6990
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
270 |
end; |
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
271 |
TestCollExcludingMe:= TestColl(x, y, r) |
2616
6e2b341dc408
AI fire w/o moving for artillery. Needs testing, but seems to work quickly and w/o AI screwups.
nemo
parents:
2599
diff
changeset
|
272 |
end; |
6e2b341dc408
AI fire w/o moving for artillery. Needs testing, but seems to work quickly and w/o AI screwups.
nemo
parents:
2599
diff
changeset
|
273 |
|
7208
62e36dc45098
Ignore all objects for fall tracing with shove to avoid considering checkins as obstacles. many objects will get knocked by the kick anyway, so end result should be pretty good. Oh, and ditch the sniper rifle doubling.
nemo
parents:
7164
diff
changeset
|
274 |
function TestCollExcludingObjects(x, y, r: LongInt): boolean; inline; |
62e36dc45098
Ignore all objects for fall tracing with shove to avoid considering checkins as obstacles. many objects will get knocked by the kick anyway, so end result should be pretty good. Oh, and ditch the sniper rifle doubling.
nemo
parents:
7164
diff
changeset
|
275 |
var b: boolean; |
62e36dc45098
Ignore all objects for fall tracing with shove to avoid considering checkins as obstacles. many objects will get knocked by the kick anyway, so end result should be pretty good. Oh, and ditch the sniper rifle doubling.
nemo
parents:
7164
diff
changeset
|
276 |
begin |
62e36dc45098
Ignore all objects for fall tracing with shove to avoid considering checkins as obstacles. many objects will get knocked by the kick anyway, so end result should be pretty good. Oh, and ditch the sniper rifle doubling.
nemo
parents:
7164
diff
changeset
|
277 |
b:= (((x-r) and LAND_WIDTH_MASK) = 0) and (((y-r) and LAND_HEIGHT_MASK) = 0) and (Land[y-r, x-r] and $FF00 <> 0); |
62e36dc45098
Ignore all objects for fall tracing with shove to avoid considering checkins as obstacles. many objects will get knocked by the kick anyway, so end result should be pretty good. Oh, and ditch the sniper rifle doubling.
nemo
parents:
7164
diff
changeset
|
278 |
if b then |
62e36dc45098
Ignore all objects for fall tracing with shove to avoid considering checkins as obstacles. many objects will get knocked by the kick anyway, so end result should be pretty good. Oh, and ditch the sniper rifle doubling.
nemo
parents:
7164
diff
changeset
|
279 |
exit(true); |
62e36dc45098
Ignore all objects for fall tracing with shove to avoid considering checkins as obstacles. many objects will get knocked by the kick anyway, so end result should be pretty good. Oh, and ditch the sniper rifle doubling.
nemo
parents:
7164
diff
changeset
|
280 |
|
62e36dc45098
Ignore all objects for fall tracing with shove to avoid considering checkins as obstacles. many objects will get knocked by the kick anyway, so end result should be pretty good. Oh, and ditch the sniper rifle doubling.
nemo
parents:
7164
diff
changeset
|
281 |
b:= (((x-r) and LAND_WIDTH_MASK) = 0) and (((y+r) and LAND_HEIGHT_MASK) = 0) and (Land[y+r, x-r] and $FF00 <> 0); |
62e36dc45098
Ignore all objects for fall tracing with shove to avoid considering checkins as obstacles. many objects will get knocked by the kick anyway, so end result should be pretty good. Oh, and ditch the sniper rifle doubling.
nemo
parents:
7164
diff
changeset
|
282 |
if b then |
62e36dc45098
Ignore all objects for fall tracing with shove to avoid considering checkins as obstacles. many objects will get knocked by the kick anyway, so end result should be pretty good. Oh, and ditch the sniper rifle doubling.
nemo
parents:
7164
diff
changeset
|
283 |
exit(true); |
62e36dc45098
Ignore all objects for fall tracing with shove to avoid considering checkins as obstacles. many objects will get knocked by the kick anyway, so end result should be pretty good. Oh, and ditch the sniper rifle doubling.
nemo
parents:
7164
diff
changeset
|
284 |
|
62e36dc45098
Ignore all objects for fall tracing with shove to avoid considering checkins as obstacles. many objects will get knocked by the kick anyway, so end result should be pretty good. Oh, and ditch the sniper rifle doubling.
nemo
parents:
7164
diff
changeset
|
285 |
b:= (((x+r) and LAND_WIDTH_MASK) = 0) and (((y-r) and LAND_HEIGHT_MASK) = 0) and (Land[y-r, x+r] and $FF00 <> 0); |
62e36dc45098
Ignore all objects for fall tracing with shove to avoid considering checkins as obstacles. many objects will get knocked by the kick anyway, so end result should be pretty good. Oh, and ditch the sniper rifle doubling.
nemo
parents:
7164
diff
changeset
|
286 |
if b then |
62e36dc45098
Ignore all objects for fall tracing with shove to avoid considering checkins as obstacles. many objects will get knocked by the kick anyway, so end result should be pretty good. Oh, and ditch the sniper rifle doubling.
nemo
parents:
7164
diff
changeset
|
287 |
exit(true); |
62e36dc45098
Ignore all objects for fall tracing with shove to avoid considering checkins as obstacles. many objects will get knocked by the kick anyway, so end result should be pretty good. Oh, and ditch the sniper rifle doubling.
nemo
parents:
7164
diff
changeset
|
288 |
|
62e36dc45098
Ignore all objects for fall tracing with shove to avoid considering checkins as obstacles. many objects will get knocked by the kick anyway, so end result should be pretty good. Oh, and ditch the sniper rifle doubling.
nemo
parents:
7164
diff
changeset
|
289 |
b:= (((x+r) and LAND_WIDTH_MASK) = 0) and (((y+r) and LAND_HEIGHT_MASK) = 0) and (Land[y+r, x+r] and $FF00 <> 0); |
62e36dc45098
Ignore all objects for fall tracing with shove to avoid considering checkins as obstacles. many objects will get knocked by the kick anyway, so end result should be pretty good. Oh, and ditch the sniper rifle doubling.
nemo
parents:
7164
diff
changeset
|
290 |
if b then |
62e36dc45098
Ignore all objects for fall tracing with shove to avoid considering checkins as obstacles. many objects will get knocked by the kick anyway, so end result should be pretty good. Oh, and ditch the sniper rifle doubling.
nemo
parents:
7164
diff
changeset
|
291 |
exit(true); |
62e36dc45098
Ignore all objects for fall tracing with shove to avoid considering checkins as obstacles. many objects will get knocked by the kick anyway, so end result should be pretty good. Oh, and ditch the sniper rifle doubling.
nemo
parents:
7164
diff
changeset
|
292 |
|
62e36dc45098
Ignore all objects for fall tracing with shove to avoid considering checkins as obstacles. many objects will get knocked by the kick anyway, so end result should be pretty good. Oh, and ditch the sniper rifle doubling.
nemo
parents:
7164
diff
changeset
|
293 |
TestCollExcludingObjects:= false; |
62e36dc45098
Ignore all objects for fall tracing with shove to avoid considering checkins as obstacles. many objects will get knocked by the kick anyway, so end result should be pretty good. Oh, and ditch the sniper rifle doubling.
nemo
parents:
7164
diff
changeset
|
294 |
end; |
62e36dc45098
Ignore all objects for fall tracing with shove to avoid considering checkins as obstacles. many objects will get knocked by the kick anyway, so end result should be pretty good. Oh, and ditch the sniper rifle doubling.
nemo
parents:
7164
diff
changeset
|
295 |
|
6986
409dd3851309
add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents:
6952
diff
changeset
|
296 |
function TestColl(x, y, r: LongInt): boolean; inline; |
369 | 297 |
var b: boolean; |
4 | 298 |
begin |
7274
a07777b818f1
Try to use TestCollExcludingMe a bit less - the flag bit is a bit (heh) more accurate.
nemo
parents:
7214
diff
changeset
|
299 |
b:= (((x-r) and LAND_WIDTH_MASK) = 0) and (((y-r) and LAND_HEIGHT_MASK) = 0) and (Land[y-r, x-r] and $FF7F <> 0); |
6990
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
300 |
if b then |
7041 | 301 |
exit(true); |
6990
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
302 |
|
7274
a07777b818f1
Try to use TestCollExcludingMe a bit less - the flag bit is a bit (heh) more accurate.
nemo
parents:
7214
diff
changeset
|
303 |
b:= (((x-r) and LAND_WIDTH_MASK) = 0) and (((y+r) and LAND_HEIGHT_MASK) = 0) and (Land[y+r, x-r] and $FF7F <> 0); |
6990
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
304 |
if b then |
7041 | 305 |
exit(true); |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
306 |
|
7274
a07777b818f1
Try to use TestCollExcludingMe a bit less - the flag bit is a bit (heh) more accurate.
nemo
parents:
7214
diff
changeset
|
307 |
b:= (((x+r) and LAND_WIDTH_MASK) = 0) and (((y-r) and LAND_HEIGHT_MASK) = 0) and (Land[y-r, x+r] and $FF7F <> 0); |
6990
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
308 |
if b then |
7041 | 309 |
exit(true); |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
310 |
|
7274
a07777b818f1
Try to use TestCollExcludingMe a bit less - the flag bit is a bit (heh) more accurate.
nemo
parents:
7214
diff
changeset
|
311 |
b:= (((x+r) and LAND_WIDTH_MASK) = 0) and (((y+r) and LAND_HEIGHT_MASK) = 0) and (Land[y+r, x+r] and $FF7F <> 0); |
6990
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
312 |
if b then |
7041 | 313 |
exit(true); |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
314 |
|
6990
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
315 |
TestColl:= false; |
4 | 316 |
end; |
317 |
||
6767
ccbf07b38a43
First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
parents:
6766
diff
changeset
|
318 |
function TestCollWithLand(x, y, r: LongInt): boolean; inline; |
ccbf07b38a43
First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
parents:
6766
diff
changeset
|
319 |
var b: boolean; |
ccbf07b38a43
First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
parents:
6766
diff
changeset
|
320 |
begin |
6990
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
321 |
b:= (((x-r) and LAND_WIDTH_MASK) = 0) and (((y-r) and LAND_HEIGHT_MASK) = 0) and (Land[y-r, x-r] > 255); |
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
322 |
if b then |
7041 | 323 |
exit(true); |
6990
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
324 |
|
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
325 |
b:= (((x-r) and LAND_WIDTH_MASK) = 0) and (((y+r) and LAND_HEIGHT_MASK) = 0) and (Land[y+r, x-r] > 255); |
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
326 |
if b then |
7041 | 327 |
exit(true); |
6990
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
328 |
|
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
329 |
b:= (((x+r) and LAND_WIDTH_MASK) = 0) and (((y-r) and LAND_HEIGHT_MASK) = 0) and (Land[y-r, x+r] > 255); |
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
330 |
if b then |
7041 | 331 |
exit(true); |
6990
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
332 |
|
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
333 |
b:= (((x+r) and LAND_WIDTH_MASK) = 0) and (((y+r) and LAND_HEIGHT_MASK) = 0) and (Land[y+r, x+r] > 255); |
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
334 |
if b then |
7041 | 335 |
exit(true); |
6990
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
336 |
|
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
337 |
TestCollWithLand:= false; |
6767
ccbf07b38a43
First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
parents:
6766
diff
changeset
|
338 |
end; |
ccbf07b38a43
First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
parents:
6766
diff
changeset
|
339 |
|
6783 | 340 |
function TraceFall(eX, eY: LongInt; x, y, dX, dY: Real; r: LongWord): LongInt; |
6767
ccbf07b38a43
First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
parents:
6766
diff
changeset
|
341 |
var skipLandCheck: boolean; |
ccbf07b38a43
First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
parents:
6766
diff
changeset
|
342 |
rCorner: real; |
6783 | 343 |
dmg: LongInt; |
6767
ccbf07b38a43
First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
parents:
6766
diff
changeset
|
344 |
begin |
6769
44ad49a3a126
Add drowning to grenade too, try some little optimisations
nemo
parents:
6768
diff
changeset
|
345 |
skipLandCheck:= true; |
6776 | 346 |
if x - eX < 0 then dX:= -dX; |
347 |
if y - eY < 0 then dY:= -dY; |
|
6767
ccbf07b38a43
First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
parents:
6766
diff
changeset
|
348 |
// ok. attempt approximate search for an unbroken trajectory into water. if it continues far enough, assume out of map |
ccbf07b38a43
First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
parents:
6766
diff
changeset
|
349 |
rCorner:= r * 0.75; |
ccbf07b38a43
First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
parents:
6766
diff
changeset
|
350 |
while true do |
6990
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
351 |
begin |
6767
ccbf07b38a43
First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
parents:
6766
diff
changeset
|
352 |
x:= x + dX; |
6768 | 353 |
y:= y + dY; |
354 |
dY:= dY + cGravityf; |
|
6769
44ad49a3a126
Add drowning to grenade too, try some little optimisations
nemo
parents:
6768
diff
changeset
|
355 |
skipLandCheck:= skipLandCheck and (r <> 0) and (abs(eX-x) + abs(eY-y) < r) and ((abs(eX-x) < rCorner) or (abs(eY-y) < rCorner)); |
6783 | 356 |
if not skipLandCheck and TestCollWithLand(trunc(x), trunc(y), cHHRadius) then |
6990
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
357 |
begin |
6783 | 358 |
if 0.4 < dY then |
6990
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
359 |
begin |
6783 | 360 |
dmg := 1 + trunc((abs(dY) - 0.4) * 70); |
6990
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
361 |
if dmg >= 1 then |
7041 | 362 |
exit(dmg); |
6783 | 363 |
end; |
7041 | 364 |
exit(0) |
6767
ccbf07b38a43
First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
parents:
6766
diff
changeset
|
365 |
end; |
6990
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
366 |
if (y > cWaterLine) or (x > 4096) or (x < 0) then |
7041 | 367 |
exit(-1); |
6990
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
368 |
end; |
6767
ccbf07b38a43
First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
parents:
6766
diff
changeset
|
369 |
end; |
ccbf07b38a43
First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
parents:
6766
diff
changeset
|
370 |
|
7208
62e36dc45098
Ignore all objects for fall tracing with shove to avoid considering checkins as obstacles. many objects will get knocked by the kick anyway, so end result should be pretty good. Oh, and ditch the sniper rifle doubling.
nemo
parents:
7164
diff
changeset
|
371 |
function TraceShoveFall(x, y, dX, dY: Real): LongInt; |
7716 | 372 |
var dmg: LongInt; |
6770
7d2c6cdb816a
Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
parents:
6769
diff
changeset
|
373 |
begin |
7716 | 374 |
//v:= random($FFFFFFFF); |
6770
7d2c6cdb816a
Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
parents:
6769
diff
changeset
|
375 |
while true do |
6990
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
376 |
begin |
6770
7d2c6cdb816a
Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
parents:
6769
diff
changeset
|
377 |
x:= x + dX; |
7d2c6cdb816a
Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
parents:
6769
diff
changeset
|
378 |
y:= y + dY; |
7d2c6cdb816a
Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
parents:
6769
diff
changeset
|
379 |
dY:= dY + cGravityf; |
7435
bf80e66d6131
Commit commented out code which I used to debug AI walking
unc0rr
parents:
7433
diff
changeset
|
380 |
|
bf80e66d6131
Commit commented out code which I used to debug AI walking
unc0rr
parents:
7433
diff
changeset
|
381 |
{ if ((trunc(y) and LAND_HEIGHT_MASK) = 0) and ((trunc(x) and LAND_WIDTH_MASK) = 0) then |
7210
2ff30b79d2b0
- Adjust some consts so whip and firepunch work perfectly
unc0rr
parents:
7208
diff
changeset
|
382 |
begin |
2ff30b79d2b0
- Adjust some consts so whip and firepunch work perfectly
unc0rr
parents:
7208
diff
changeset
|
383 |
LandPixels[trunc(y), trunc(x)]:= v; |
2ff30b79d2b0
- Adjust some consts so whip and firepunch work perfectly
unc0rr
parents:
7208
diff
changeset
|
384 |
UpdateLandTexture(trunc(X), 1, trunc(Y), 1, true); |
7435
bf80e66d6131
Commit commented out code which I used to debug AI walking
unc0rr
parents:
7433
diff
changeset
|
385 |
end;} |
bf80e66d6131
Commit commented out code which I used to debug AI walking
unc0rr
parents:
7433
diff
changeset
|
386 |
|
7210
2ff30b79d2b0
- Adjust some consts so whip and firepunch work perfectly
unc0rr
parents:
7208
diff
changeset
|
387 |
|
2ff30b79d2b0
- Adjust some consts so whip and firepunch work perfectly
unc0rr
parents:
7208
diff
changeset
|
388 |
// consider adding dX/dY calc here for fall damage |
7208
62e36dc45098
Ignore all objects for fall tracing with shove to avoid considering checkins as obstacles. many objects will get knocked by the kick anyway, so end result should be pretty good. Oh, and ditch the sniper rifle doubling.
nemo
parents:
7164
diff
changeset
|
389 |
if TestCollExcludingObjects(trunc(x), trunc(y), cHHRadius) then |
6990
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
390 |
begin |
6783 | 391 |
if 0.4 < dY then |
6990
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
392 |
begin |
6783 | 393 |
dmg := 1 + trunc((abs(dY) - 0.4) * 70); |
6990
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
394 |
if dmg >= 1 then |
7041 | 395 |
exit(dmg); |
6783 | 396 |
end; |
7041 | 397 |
exit(0) |
6770
7d2c6cdb816a
Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
parents:
6769
diff
changeset
|
398 |
end; |
6990
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
399 |
if (y > cWaterLine) or (x > 4096) or (x < 0) then |
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
400 |
// returning -1 for drowning so it can be considered in the Rate routine |
7041 | 401 |
exit(-1) |
6990
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
402 |
end; |
6770
7d2c6cdb816a
Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
parents:
6769
diff
changeset
|
403 |
end; |
7d2c6cdb816a
Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
parents:
6769
diff
changeset
|
404 |
|
6986
409dd3851309
add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents:
6952
diff
changeset
|
405 |
function RateExplosion(Me: PGear; x, y, r: LongInt): LongInt; |
409dd3851309
add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents:
6952
diff
changeset
|
406 |
begin |
409dd3851309
add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents:
6952
diff
changeset
|
407 |
RateExplosion:= RateExplosion(Me, x, y, r, 0); |
409dd3851309
add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents:
6952
diff
changeset
|
408 |
end; |
409dd3851309
add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents:
6952
diff
changeset
|
409 |
|
409dd3851309
add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents:
6952
diff
changeset
|
410 |
function RateExplosion(Me: PGear; x, y, r: LongInt; Flags: LongWord): LongInt; |
6783 | 411 |
var i, fallDmg, dmg, dmgBase, rate, erasure: LongInt; |
6775 | 412 |
dX, dY, dmgMod: real; |
8013 | 413 |
hadSkips: boolean; |
4 | 414 |
begin |
6783 | 415 |
fallDmg:= 0; |
6775 | 416 |
dmgMod:= 0.01 * hwFloat2Float(cDamageModifier) * cDamagePercent; |
2695 | 417 |
rate:= 0; |
66
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
418 |
// add our virtual position |
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
419 |
with Targets.ar[Targets.Count] do |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
420 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
421 |
Point.x:= hwRound(Me^.X); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
422 |
Point.y:= hwRound(Me^.Y); |
8013 | 423 |
skip:= false; |
424 |
matters:= true; |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
425 |
Score:= - ThinkingHH^.Health |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
426 |
end; |
66
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
427 |
// rate explosion |
6766
31ba56a8ec43
Minor optimisation for AI to cut down on hwSqrt calls
nemo
parents:
6700
diff
changeset
|
428 |
dmgBase:= r + cHHRadius div 2; |
8013 | 429 |
|
7161
21a9c70b2070
Name the flags for fall tracking and indicating whether the explosion erases terrain.
nemo
parents:
7154
diff
changeset
|
430 |
if (Flags and afErasesLand <> 0) and (GameFlags and gfSolidLand = 0) then erasure:= r |
6767
ccbf07b38a43
First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
parents:
6766
diff
changeset
|
431 |
else erasure:= 0; |
8013 | 432 |
|
433 |
hadSkips:= false; |
|
434 |
||
66
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
435 |
for i:= 0 to Targets.Count do |
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
436 |
with Targets.ar[i] do |
8013 | 437 |
if not matters then hadSkips:= true |
438 |
else |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
439 |
begin |
6766
31ba56a8ec43
Minor optimisation for AI to cut down on hwSqrt calls
nemo
parents:
6700
diff
changeset
|
440 |
dmg:= 0; |
31ba56a8ec43
Minor optimisation for AI to cut down on hwSqrt calls
nemo
parents:
6700
diff
changeset
|
441 |
if abs(Point.x - x) + abs(Point.y - y) < dmgBase then |
6775 | 442 |
dmg:= trunc(dmgMod * min((dmgBase - trunc(sqrt(sqr(Point.x - x)+sqr(Point.y - y)))) div 2, r)); |
5642 | 443 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
444 |
if dmg > 0 then |
66
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
445 |
begin |
7651 | 446 |
if (Flags and afTrackFall <> 0) and (dmg < abs(Score)) then |
6767
ccbf07b38a43
First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
parents:
6766
diff
changeset
|
447 |
begin |
ccbf07b38a43
First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
parents:
6766
diff
changeset
|
448 |
dX:= 0.005 * dmg + 0.01; |
ccbf07b38a43
First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
parents:
6766
diff
changeset
|
449 |
dY:= dX; |
7360
d833d1010710
Intended to help on bottom border maps or "red" maps - don't assume erasure if there is indestructible land below the hog
nemo
parents:
7285
diff
changeset
|
450 |
if (x and LAND_WIDTH_MASK = 0) and ((y+cHHRadius+2) and LAND_HEIGHT_MASK = 0) and |
d833d1010710
Intended to help on bottom border maps or "red" maps - don't assume erasure if there is indestructible land below the hog
nemo
parents:
7285
diff
changeset
|
451 |
(Land[y+cHHRadius+2, x] and lfIndestructible <> 0) then |
d833d1010710
Intended to help on bottom border maps or "red" maps - don't assume erasure if there is indestructible land below the hog
nemo
parents:
7285
diff
changeset
|
452 |
fallDmg:= trunc(TraceFall(x, y, Point.x, Point.y, dX, dY, 0) * dmgMod) |
d833d1010710
Intended to help on bottom border maps or "red" maps - don't assume erasure if there is indestructible land below the hog
nemo
parents:
7285
diff
changeset
|
453 |
else fallDmg:= trunc(TraceFall(x, y, Point.x, Point.y, dX, dY, erasure) * dmgMod) |
6767
ccbf07b38a43
First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
parents:
6766
diff
changeset
|
454 |
end; |
6783 | 455 |
if fallDmg < 0 then // drowning. score healthier hogs higher, since their death is more likely to benefit the AI |
6767
ccbf07b38a43
First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
parents:
6766
diff
changeset
|
456 |
if Score > 0 then |
7432
6dc7ccc0b043
Bonus for dealing more damage than needed to kill. Should help with cake leaving 1hp issue. Not tested.
unc0rr
parents:
7426
diff
changeset
|
457 |
inc(rate, (KillScore + Score div 10) * 1024) // Add a bit of a bonus for bigger hog drownings |
6767
ccbf07b38a43
First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
parents:
6766
diff
changeset
|
458 |
else |
7432
6dc7ccc0b043
Bonus for dealing more damage than needed to kill. Should help with cake leaving 1hp issue. Not tested.
unc0rr
parents:
7426
diff
changeset
|
459 |
dec(rate, (KillScore * friendlyfactor div 100 - Score div 10) * 1024) // and more of a punishment for drowning bigger friendly hogs |
6783 | 460 |
else if (dmg+fallDmg) >= abs(Score) then |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
461 |
if Score > 0 then |
7432
6dc7ccc0b043
Bonus for dealing more damage than needed to kill. Should help with cake leaving 1hp issue. Not tested.
unc0rr
parents:
7426
diff
changeset
|
462 |
inc(rate, KillScore * 1024 + (dmg + fallDmg)) // tiny bonus for dealing more damage than needed to kill |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
463 |
else |
7432
6dc7ccc0b043
Bonus for dealing more damage than needed to kill. Should help with cake leaving 1hp issue. Not tested.
unc0rr
parents:
7426
diff
changeset
|
464 |
dec(rate, KillScore * friendlyfactor div 100 * 1024) |
66
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
465 |
else |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
466 |
if Score > 0 then |
7432
6dc7ccc0b043
Bonus for dealing more damage than needed to kill. Should help with cake leaving 1hp issue. Not tested.
unc0rr
parents:
7426
diff
changeset
|
467 |
inc(rate, (dmg + fallDmg) * 1024) |
6dc7ccc0b043
Bonus for dealing more damage than needed to kill. Should help with cake leaving 1hp issue. Not tested.
unc0rr
parents:
7426
diff
changeset
|
468 |
else dec(rate, (dmg + fallDmg) * friendlyfactor div 100 * 1024) |
66
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
469 |
end; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
470 |
end; |
8013 | 471 |
|
472 |
if hadSkips and (rate = 0) then |
|
473 |
RateExplosion:= BadTurn |
|
474 |
else |
|
475 |
RateExplosion:= rate; |
|
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 |
|
7716 | 478 |
function RateShove(x, y, r, power, kick: LongInt; gdX, gdY: real; Flags: LongWord): LongInt; |
6783 | 479 |
var i, fallDmg, dmg, rate: LongInt; |
6775 | 480 |
dX, dY, dmgMod: real; |
79 | 481 |
begin |
6783 | 482 |
fallDmg:= 0; |
7210
2ff30b79d2b0
- Adjust some consts so whip and firepunch work perfectly
unc0rr
parents:
7208
diff
changeset
|
483 |
dX:= gdX * 0.01 * kick; |
2ff30b79d2b0
- Adjust some consts so whip and firepunch work perfectly
unc0rr
parents:
7208
diff
changeset
|
484 |
dY:= gdY * 0.01 * kick; |
6775 | 485 |
dmgMod:= 0.01 * hwFloat2Float(cDamageModifier) * cDamagePercent; |
2695 | 486 |
rate:= 0; |
433 | 487 |
for i:= 0 to Pred(Targets.Count) do |
79 | 488 |
with Targets.ar[i] do |
7154 | 489 |
if skip then |
7161
21a9c70b2070
Name the flags for fall tracking and indicating whether the explosion erases terrain.
nemo
parents:
7154
diff
changeset
|
490 |
if (Flags and afSetSkip = 0) then skip:= false else {still skip} |
8013 | 491 |
else if matters then |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
492 |
begin |
6770
7d2c6cdb816a
Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
parents:
6769
diff
changeset
|
493 |
dmg:= 0; |
7d2c6cdb816a
Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
parents:
6769
diff
changeset
|
494 |
if abs(Point.x - x) + abs(Point.y - y) < r then |
6775 | 495 |
dmg:= r - trunc(sqrt(sqr(Point.x - x)+sqr(Point.y - y))); |
7210
2ff30b79d2b0
- Adjust some consts so whip and firepunch work perfectly
unc0rr
parents:
7208
diff
changeset
|
496 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
497 |
if dmg > 0 then |
79 | 498 |
begin |
7161
21a9c70b2070
Name the flags for fall tracking and indicating whether the explosion erases terrain.
nemo
parents:
7154
diff
changeset
|
499 |
if (Flags and afSetSkip <> 0) then skip:= true; |
7214
befce0edf527
Remove debug pixel draws, skip tracing on own shoved hogs. Should speed things up allowing more evaluations of stuff.
nemo
parents:
7210
diff
changeset
|
500 |
if (Flags and afTrackFall <> 0) and (Score > 0) then |
7208
62e36dc45098
Ignore all objects for fall tracing with shove to avoid considering checkins as obstacles. many objects will get knocked by the kick anyway, so end result should be pretty good. Oh, and ditch the sniper rifle doubling.
nemo
parents:
7164
diff
changeset
|
501 |
fallDmg:= trunc(TraceShoveFall(Point.x, Point.y - 2, dX, dY) * dmgMod); |
6783 | 502 |
if fallDmg < 0 then // drowning. score healthier hogs higher, since their death is more likely to benefit the AI |
6770
7d2c6cdb816a
Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
parents:
6769
diff
changeset
|
503 |
if Score > 0 then |
6774
237b96f06aae
Try adding it to deagle too. Although the routine still doesn't consider angle, so it'll pretty much be luck. Might be a waste of time.
nemo
parents:
6773
diff
changeset
|
504 |
inc(rate, KillScore + Score div 10) // Add a bit of a bonus for bigger hog drownings |
6770
7d2c6cdb816a
Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
parents:
6769
diff
changeset
|
505 |
else |
6774
237b96f06aae
Try adding it to deagle too. Although the routine still doesn't consider angle, so it'll pretty much be luck. Might be a waste of time.
nemo
parents:
6773
diff
changeset
|
506 |
dec(rate, KillScore * friendlyfactor div 100 - Score div 10) // and more of a punishment for drowning bigger friendly hogs |
6783 | 507 |
else if power+fallDmg >= abs(Score) then |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
508 |
if Score > 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
509 |
inc(rate, KillScore) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
510 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
511 |
dec(rate, KillScore * friendlyfactor div 100) |
79 | 512 |
else |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
513 |
if Score > 0 then |
6783 | 514 |
inc(rate, power+fallDmg) |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
515 |
else |
6783 | 516 |
dec(rate, (power+fallDmg) * friendlyfactor div 100) |
79 | 517 |
end; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
518 |
end; |
2695 | 519 |
RateShove:= rate * 1024 |
79 | 520 |
end; |
521 |
||
6771 | 522 |
function RateShotgun(Me: PGear; gdX, gdY: real; x, y: LongInt): LongInt; |
6783 | 523 |
var i, dmg, fallDmg, baseDmg, rate, erasure: LongInt; |
6775 | 524 |
dX, dY, dmgMod: real; |
8013 | 525 |
hadSkips: boolean; |
509 | 526 |
begin |
6775 | 527 |
dmgMod:= 0.01 * hwFloat2Float(cDamageModifier) * cDamagePercent; |
2695 | 528 |
rate:= 0; |
6776 | 529 |
gdX:= gdX * 0.01; |
530 |
gdY:= gdX * 0.01; |
|
509 | 531 |
// add our virtual position |
532 |
with Targets.ar[Targets.Count] do |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
533 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
534 |
Point.x:= hwRound(Me^.X); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
535 |
Point.y:= hwRound(Me^.Y); |
8013 | 536 |
skip:= false; |
537 |
matters:= true; |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
538 |
Score:= - ThinkingHH^.Health |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
539 |
end; |
509 | 540 |
// rate shot |
6771 | 541 |
baseDmg:= cHHRadius + cShotgunRadius + 4; |
8013 | 542 |
|
6771 | 543 |
if GameFlags and gfSolidLand = 0 then erasure:= cShotgunRadius |
544 |
else erasure:= 0; |
|
8013 | 545 |
|
546 |
hadSkips:= false; |
|
547 |
||
509 | 548 |
for i:= 0 to Targets.Count do |
549 |
with Targets.ar[i] do |
|
8013 | 550 |
if not matters then hadSkips:= true |
551 |
else |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
552 |
begin |
6771 | 553 |
dmg:= 0; |
554 |
if abs(Point.x - x) + abs(Point.y - y) < baseDmg then |
|
555 |
begin |
|
6775 | 556 |
dmg:= min(baseDmg - trunc(sqrt(sqr(Point.x - x)+sqr(Point.y - y))), 25); |
557 |
dmg:= trunc(dmg * dmgMod); |
|
6771 | 558 |
end; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
559 |
if dmg > 0 then |
509 | 560 |
begin |
6775 | 561 |
dX:= gdX * dmg; |
562 |
dY:= gdY * dmg; |
|
6771 | 563 |
if dX < 0 then dX:= dX - 0.01 |
564 |
else dX:= dX + 0.01; |
|
7360
d833d1010710
Intended to help on bottom border maps or "red" maps - don't assume erasure if there is indestructible land below the hog
nemo
parents:
7285
diff
changeset
|
565 |
if (x and LAND_WIDTH_MASK = 0) and ((y+cHHRadius+2) and LAND_HEIGHT_MASK = 0) and |
d833d1010710
Intended to help on bottom border maps or "red" maps - don't assume erasure if there is indestructible land below the hog
nemo
parents:
7285
diff
changeset
|
566 |
(Land[y+cHHRadius+2, x] and lfIndestructible <> 0) then |
d833d1010710
Intended to help on bottom border maps or "red" maps - don't assume erasure if there is indestructible land below the hog
nemo
parents:
7285
diff
changeset
|
567 |
fallDmg:= trunc(TraceFall(x, y, Point.x, Point.y, dX, dY, 0) * dmgMod) |
d833d1010710
Intended to help on bottom border maps or "red" maps - don't assume erasure if there is indestructible land below the hog
nemo
parents:
7285
diff
changeset
|
568 |
else fallDmg:= trunc(TraceFall(x, y, Point.x, Point.y, dX, dY, erasure) * dmgMod); |
6783 | 569 |
if fallDmg < 0 then // drowning. score healthier hogs higher, since their death is more likely to benefit the AI |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
570 |
if Score > 0 then |
6774
237b96f06aae
Try adding it to deagle too. Although the routine still doesn't consider angle, so it'll pretty much be luck. Might be a waste of time.
nemo
parents:
6773
diff
changeset
|
571 |
inc(rate, KillScore + Score div 10) // Add a bit of a bonus for bigger hog drownings |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
572 |
else |
6774
237b96f06aae
Try adding it to deagle too. Although the routine still doesn't consider angle, so it'll pretty much be luck. Might be a waste of time.
nemo
parents:
6773
diff
changeset
|
573 |
dec(rate, KillScore * friendlyfactor div 100 - Score div 10) // and more of a punishment for drowning bigger friendly hogs |
6783 | 574 |
else if (dmg+fallDmg) >= abs(Score) then |
575 |
if Score > 0 then |
|
576 |
inc(rate, KillScore) |
|
577 |
else |
|
578 |
dec(rate, KillScore * friendlyfactor div 100) |
|
6771 | 579 |
else |
6783 | 580 |
if Score > 0 then |
581 |
inc(rate, dmg+fallDmg) |
|
582 |
else |
|
583 |
dec(rate, (dmg+fallDmg) * friendlyfactor div 100) |
|
509 | 584 |
end; |
8013 | 585 |
end; |
586 |
||
587 |
if hadSkips and (rate = 0) then |
|
588 |
RateShotgun:= BadTurn |
|
589 |
else |
|
590 |
RateShotgun:= rate * 1024; |
|
509 | 591 |
end; |
592 |
||
5645 | 593 |
function RateHammer(Me: PGear): LongInt; |
594 |
var x, y, i, r, rate: LongInt; |
|
595 |
begin |
|
596 |
// hammer hit shift against attecker hog is 10 |
|
597 |
x:= hwRound(Me^.X) + hwSign(Me^.dX) * 10; |
|
598 |
y:= hwRound(Me^.Y); |
|
599 |
rate:= 0; |
|
600 |
||
601 |
for i:= 0 to Pred(Targets.Count) do |
|
602 |
with Targets.ar[i] do |
|
8013 | 603 |
if matters then |
5645 | 604 |
// hammer hit radius is 8, shift is 10 |
6775 | 605 |
if abs(Point.x - x) + abs(Point.y - y) < 18 then |
7279 | 606 |
begin |
6785 | 607 |
r:= trunc(sqrt(sqr(Point.x - x)+sqr(Point.y - y))); |
5645 | 608 |
|
7279 | 609 |
if r <= 18 then |
610 |
if Score > 0 then |
|
611 |
inc(rate, Score div 3) |
|
612 |
else |
|
7285 | 613 |
inc(rate, Score div 3 * friendlyfactor div 100) |
7279 | 614 |
end; |
5645 | 615 |
RateHammer:= rate * 1024; |
616 |
end; |
|
617 |
||
369 | 618 |
function HHJump(Gear: PGear; JumpType: TJumpType; var GoInfo: TGoInfo): boolean; |
371 | 619 |
var bX, bY: LongInt; |
80 | 620 |
begin |
6990
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
621 |
HHJump:= false; |
80 | 622 |
GoInfo.Ticks:= 0; |
623 |
GoInfo.JumpType:= jmpNone; |
|
369 | 624 |
bX:= hwRound(Gear^.X); |
625 |
bY:= hwRound(Gear^.Y); |
|
80 | 626 |
case JumpType of |
7041 | 627 |
jmpNone: exit(false); |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
628 |
|
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
629 |
jmpHJump: |
6990
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
630 |
if TestCollisionYwithGear(Gear, -1) = 0 then |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
631 |
begin |
6990
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
632 |
Gear^.dY:= -_0_2; |
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
633 |
SetLittle(Gear^.dX); |
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
634 |
Gear^.State:= Gear^.State or gstMoving or gstHHJumping; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
635 |
end |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
636 |
else |
7041 | 637 |
exit(false); |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
638 |
|
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
639 |
jmpLJump: |
6990
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
640 |
begin |
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
641 |
if TestCollisionYwithGear(Gear, -1) <> 0 then |
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
642 |
if not TestCollisionXwithXYShift(Gear, _0, -2, hwSign(Gear^.dX)) then |
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
643 |
Gear^.Y:= Gear^.Y - int2hwFloat(2) |
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
644 |
else |
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
645 |
if not TestCollisionXwithXYShift(Gear, _0, -1, hwSign(Gear^.dX)) then |
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
646 |
Gear^.Y:= Gear^.Y - _1; |
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
647 |
if not (TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) or |
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
648 |
(TestCollisionYwithGear(Gear, -1) <> 0)) then |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
649 |
begin |
6990
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
650 |
Gear^.dY:= -_0_15; |
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
651 |
Gear^.dX:= SignAs(_0_15, Gear^.dX); |
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
652 |
Gear^.State:= Gear^.State or gstMoving or gstHHJumping |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
653 |
end |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
654 |
else |
7041 | 655 |
exit(false) |
6990
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
656 |
end |
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
657 |
end; |
2376 | 658 |
|
80 | 659 |
repeat |
7435
bf80e66d6131
Commit commented out code which I used to debug AI walking
unc0rr
parents:
7433
diff
changeset
|
660 |
{if ((hwRound(Gear^.Y) and LAND_HEIGHT_MASK) = 0) and ((hwRound(Gear^.X) and LAND_WIDTH_MASK) = 0) then |
bf80e66d6131
Commit commented out code which I used to debug AI walking
unc0rr
parents:
7433
diff
changeset
|
661 |
begin |
bf80e66d6131
Commit commented out code which I used to debug AI walking
unc0rr
parents:
7433
diff
changeset
|
662 |
LandPixels[hwRound(Gear^.Y), hwRound(Gear^.X)]:= Gear^.Hedgehog^.Team^.Clan^.Color; |
bf80e66d6131
Commit commented out code which I used to debug AI walking
unc0rr
parents:
7433
diff
changeset
|
663 |
UpdateLandTexture(hwRound(Gear^.X), 1, hwRound(Gear^.Y), 1, true); |
bf80e66d6131
Commit commented out code which I used to debug AI walking
unc0rr
parents:
7433
diff
changeset
|
664 |
end;} |
bf80e66d6131
Commit commented out code which I used to debug AI walking
unc0rr
parents:
7433
diff
changeset
|
665 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
666 |
if not (hwRound(Gear^.Y) + cHHRadius < cWaterLine) then |
7041 | 667 |
exit(false); |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
668 |
if (Gear^.State and gstMoving) <> 0 then |
6990
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
669 |
begin |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
670 |
if (GoInfo.Ticks = 350) then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
671 |
if (not (hwAbs(Gear^.dX) > cLittle)) and (Gear^.dY < -_0_02) then |
6990
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
672 |
begin |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
673 |
Gear^.dY:= -_0_25; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
674 |
Gear^.dX:= SignAs(_0_02, Gear^.dX) |
6990
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
675 |
end; |
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
676 |
if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then SetLittle(Gear^.dX); |
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
677 |
Gear^.X:= Gear^.X + Gear^.dX; |
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
678 |
inc(GoInfo.Ticks); |
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
679 |
Gear^.dY:= Gear^.dY + cGravity; |
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
680 |
if Gear^.dY > _0_4 then |
7041 | 681 |
exit(false); |
6990
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
682 |
if (Gear^.dY.isNegative) and (TestCollisionYwithGear(Gear, -1) <> 0) then |
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
683 |
Gear^.dY:= _0; |
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
684 |
Gear^.Y:= Gear^.Y + Gear^.dY; |
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
685 |
if (not Gear^.dY.isNegative) and (TestCollisionYwithGear(Gear, 1) <> 0) then |
7041 | 686 |
begin |
7426
55b49cc1f33a
Changes for the benefit of pas2c. Use downto in for loops to avoid repeated calls of Random/GetRandom. Wrap nots.
nemo
parents:
7385
diff
changeset
|
687 |
Gear^.State:= Gear^.State and (not (gstMoving or gstHHJumping)); |
6990
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
688 |
Gear^.dY:= _0; |
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
689 |
case JumpType of |
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
690 |
jmpHJump: |
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
691 |
if bY - hwRound(Gear^.Y) > 5 then |
7041 | 692 |
begin |
6990
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
693 |
GoInfo.JumpType:= jmpHJump; |
7041 | 694 |
inc(GoInfo.Ticks, 300 + 300); // 300 before jump, 300 after |
695 |
exit(true) |
|
696 |
end; |
|
6990
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
697 |
jmpLJump: |
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
698 |
if abs(bX - hwRound(Gear^.X)) > 30 then |
7041 | 699 |
begin |
6990
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
700 |
GoInfo.JumpType:= jmpLJump; |
7041 | 701 |
inc(GoInfo.Ticks, 300 + 300); // 300 before jump, 300 after |
702 |
exit(true) |
|
703 |
end |
|
704 |
end; |
|
705 |
exit(false) |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
706 |
end; |
6990
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
707 |
end; |
369 | 708 |
until false |
80 | 709 |
end; |
710 |
||
369 | 711 |
function HHGo(Gear, AltGear: PGear; var GoInfo: TGoInfo): boolean; |
7375
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7360
diff
changeset
|
712 |
var pX, pY, tY: LongInt; |
66
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
713 |
begin |
6990
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6986
diff
changeset
|
714 |
HHGo:= false; |
7430 | 715 |
Gear^.CollisionMask:= $FF7F; |
80 | 716 |
AltGear^:= Gear^; |
717 |
||
75 | 718 |
GoInfo.Ticks:= 0; |
80 | 719 |
GoInfo.FallPix:= 0; |
720 |
GoInfo.JumpType:= jmpNone; |
|
7375
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7360
diff
changeset
|
721 |
tY:= hwRound(Gear^.Y); |
4 | 722 |
repeat |
7435
bf80e66d6131
Commit commented out code which I used to debug AI walking
unc0rr
parents:
7433
diff
changeset
|
723 |
{if ((hwRound(Gear^.Y) and LAND_HEIGHT_MASK) = 0) and ((hwRound(Gear^.X) and LAND_WIDTH_MASK) = 0) then |
bf80e66d6131
Commit commented out code which I used to debug AI walking
unc0rr
parents:
7433
diff
changeset
|
724 |
begin |
bf80e66d6131
Commit commented out code which I used to debug AI walking
unc0rr
parents:
7433
diff
changeset
|
725 |
LandPixels[hwRound(Gear^.Y), hwRound(Gear^.X)]:= random($FFFFFFFF);//Gear^.Hedgehog^.Team^.Clan^.Color; |
bf80e66d6131
Commit commented out code which I used to debug AI walking
unc0rr
parents:
7433
diff
changeset
|
726 |
UpdateLandTexture(hwRound(Gear^.X), 1, hwRound(Gear^.Y), 1, true); |
bf80e66d6131
Commit commented out code which I used to debug AI walking
unc0rr
parents:
7433
diff
changeset
|
727 |
end;} |
bf80e66d6131
Commit commented out code which I used to debug AI walking
unc0rr
parents:
7433
diff
changeset
|
728 |
|
7164
fad64b97947e
Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents:
7161
diff
changeset
|
729 |
pX:= hwRound(Gear^.X); |
fad64b97947e
Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents:
7161
diff
changeset
|
730 |
pY:= hwRound(Gear^.Y); |
fad64b97947e
Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents:
7161
diff
changeset
|
731 |
if pY + cHHRadius >= cWaterLine then |
7375
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7360
diff
changeset
|
732 |
begin |
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7360
diff
changeset
|
733 |
if AltGear^.Hedgehog^.BotLevel < 4 then |
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7360
diff
changeset
|
734 |
AddWalkBonus(pX, tY, 250, -40); |
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7360
diff
changeset
|
735 |
exit(false) |
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7360
diff
changeset
|
736 |
end; |
7164
fad64b97947e
Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents:
7161
diff
changeset
|
737 |
|
fad64b97947e
Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents:
7161
diff
changeset
|
738 |
// hog is falling |
fad64b97947e
Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents:
7161
diff
changeset
|
739 |
if (Gear^.State and gstMoving) <> 0 then |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
740 |
begin |
7164
fad64b97947e
Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents:
7161
diff
changeset
|
741 |
inc(GoInfo.Ticks); |
fad64b97947e
Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents:
7161
diff
changeset
|
742 |
Gear^.dY:= Gear^.dY + cGravity; |
fad64b97947e
Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents:
7161
diff
changeset
|
743 |
if Gear^.dY > _0_4 then |
fad64b97947e
Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents:
7161
diff
changeset
|
744 |
begin |
7433
c7fff3e61d49
- 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)
unc0rr
parents:
7430
diff
changeset
|
745 |
GoInfo.FallPix:= 0; |
7164
fad64b97947e
Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents:
7161
diff
changeset
|
746 |
// try ljump instead of fall with damage |
fad64b97947e
Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents:
7161
diff
changeset
|
747 |
HHJump(AltGear, jmpLJump, GoInfo); |
7375
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7360
diff
changeset
|
748 |
if AltGear^.Hedgehog^.BotLevel < 4 then |
16ae2e1c9005
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents:
7360
diff
changeset
|
749 |
AddWalkBonus(pX, tY, 175, -20); |
7164
fad64b97947e
Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents:
7161
diff
changeset
|
750 |
exit(false) |
fad64b97947e
Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents:
7161
diff
changeset
|
751 |
end; |
fad64b97947e
Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents:
7161
diff
changeset
|
752 |
Gear^.Y:= Gear^.Y + Gear^.dY; |
fad64b97947e
Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents:
7161
diff
changeset
|
753 |
if hwRound(Gear^.Y) > pY then |
fad64b97947e
Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents:
7161
diff
changeset
|
754 |
inc(GoInfo.FallPix); |
fad64b97947e
Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents:
7161
diff
changeset
|
755 |
if TestCollisionYwithGear(Gear, 1) <> 0 then |
fad64b97947e
Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents:
7161
diff
changeset
|
756 |
begin |
fad64b97947e
Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents:
7161
diff
changeset
|
757 |
inc(GoInfo.Ticks, 410); |
7426
55b49cc1f33a
Changes for the benefit of pas2c. Use downto in for loops to avoid repeated calls of Random/GetRandom. Wrap nots.
nemo
parents:
7385
diff
changeset
|
758 |
Gear^.State:= Gear^.State and (not (gstMoving or gstHHJumping)); |
7164
fad64b97947e
Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents:
7161
diff
changeset
|
759 |
Gear^.dY:= _0; |
fad64b97947e
Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents:
7161
diff
changeset
|
760 |
// try ljump instead of fall |
fad64b97947e
Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents:
7161
diff
changeset
|
761 |
HHJump(AltGear, jmpLJump, GoInfo); |
fad64b97947e
Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents:
7161
diff
changeset
|
762 |
exit(true) |
fad64b97947e
Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents:
7161
diff
changeset
|
763 |
end; |
fad64b97947e
Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents:
7161
diff
changeset
|
764 |
continue |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
765 |
end; |
7719
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7716
diff
changeset
|
766 |
|
7164
fad64b97947e
Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents:
7161
diff
changeset
|
767 |
// usual walk |
fad64b97947e
Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents:
7161
diff
changeset
|
768 |
if (Gear^.Message and gmLeft) <> 0 then |
fad64b97947e
Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents:
7161
diff
changeset
|
769 |
Gear^.dX:= -cLittle |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
770 |
else |
7164
fad64b97947e
Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents:
7161
diff
changeset
|
771 |
if (Gear^.Message and gmRight) <> 0 then |
fad64b97947e
Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents:
7161
diff
changeset
|
772 |
Gear^.dX:= cLittle |
fad64b97947e
Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents:
7161
diff
changeset
|
773 |
else |
fad64b97947e
Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents:
7161
diff
changeset
|
774 |
exit(false); |
66
9643d75baf1e
Many AI improvements, bots do think in separate thread
unc0rr
parents:
64
diff
changeset
|
775 |
|
7719
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7716
diff
changeset
|
776 |
if MakeHedgehogsStep(Gear) then |
eeae1cb6b6bf
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents:
7716
diff
changeset
|
777 |
inc(GoInfo.Ticks, cHHStepTicks); |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
778 |
|
7164
fad64b97947e
Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents:
7161
diff
changeset
|
779 |
// we have moved for 1 px |
fad64b97947e
Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents:
7161
diff
changeset
|
780 |
if (pX <> hwRound(Gear^.X)) and ((Gear^.State and gstMoving) = 0) then |
fad64b97947e
Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents:
7161
diff
changeset
|
781 |
exit(true) |
542 | 782 |
until (pX = hwRound(Gear^.X)) and (pY = hwRound(Gear^.Y)) and ((Gear^.State and gstMoving) = 0); |
7164
fad64b97947e
Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents:
7161
diff
changeset
|
783 |
|
375 | 784 |
HHJump(AltGear, jmpHJump, GoInfo); |
4 | 785 |
end; |
786 |
||
371 | 787 |
function AIrndSign(num: LongInt): LongInt; |
136 | 788 |
begin |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
789 |
if random(2) = 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
790 |
AIrndSign:= num |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
791 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6474
diff
changeset
|
792 |
AIrndSign:= - num |
2376 | 793 |
end; |
136 | 794 |
|
3038 | 795 |
procedure initModule; |
2716
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2695
diff
changeset
|
796 |
begin |
2948
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2716
diff
changeset
|
797 |
friendlyfactor:= 300; |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2716
diff
changeset
|
798 |
KnownExplosion.X:= 0; |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2716
diff
changeset
|
799 |
KnownExplosion.Y:= 0; |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2716
diff
changeset
|
800 |
KnownExplosion.Radius:= 0; |
2716
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2695
diff
changeset
|
801 |
end; |
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2695
diff
changeset
|
802 |
|
3038 | 803 |
procedure freeModule; |
2716
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2695
diff
changeset
|
804 |
begin |
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2695
diff
changeset
|
805 |
end; |
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2695
diff
changeset
|
806 |
|
4 | 807 |
end. |