133 begin |
133 begin |
134 BestActions:= Actions; |
134 BestActions:= Actions; |
135 inc(BestActions.Score, Score); |
135 inc(BestActions.Score, Score); |
136 BestActions.isWalkingToABetterPlace:= false; |
136 BestActions.isWalkingToABetterPlace:= false; |
137 |
137 |
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138 if HHHasAmmo(Me^.Hedgehog^, amInvulnerable) > 0 then |
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139 begin |
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140 AddAction(BestActions, aia_Weapon, Longword(amInvulnerable), 80, 0, 0); |
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141 AddAction(BestActions, aia_attack, aim_push, 10, 0, 0); |
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142 AddAction(BestActions, aia_attack, aim_release, 10, 0, 0); |
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143 end; |
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144 |
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145 if HHHasAmmo(Me^.Hedgehog^, amExtraDamage) > 0 then |
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146 begin |
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147 AddAction(BestActions, aia_Weapon, Longword(amExtraDamage), 80, 0, 0); |
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148 AddAction(BestActions, aia_attack, aim_push, 10, 0, 0); |
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149 AddAction(BestActions, aia_attack, aim_release, 10, 0, 0); |
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150 end; |
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151 |
138 AddAction(BestActions, aia_Weapon, Longword(a), 300 + random(400), 0, 0); |
152 AddAction(BestActions, aia_Weapon, Longword(a), 300 + random(400), 0, 0); |
139 |
153 |
140 if (ap.Angle > 0) then |
154 if (ap.Angle > 0) then |
141 AddAction(BestActions, aia_LookRight, 0, 200, 0, 0) |
155 AddAction(BestActions, aia_LookRight, 0, 200, 0, 0) |
142 else if (ap.Angle < 0) then |
156 else if (ap.Angle < 0) then |