- Fix AI not to damage self hedgehogs
- Fix checking for winner
- main.cpp shouldn't be changed without changing main.cpp.in
(*
* Hedgewars, a worms-like game
* Copyright (c) 2005, 2006 Andrey Korotaev <unC0Rr@gmail.com>
*
* Distributed under the terms of the BSD-modified licence:
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* with the Software without restriction, including without limitation the
* rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
* sell copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* 1. Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
* 3. The name of the author may not be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED
* WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*)
unit uAIAmmoTests;
interface
uses SDLh, uGears, uConsts;
function TestBazooka(Me: PGear; Targ: TPoint; Level: Integer; out Time: Longword; out Angle, Power: integer; out ExplX, ExplY, ExplR: integer): integer;
function TestGrenade(Me: PGear; Targ: TPoint; Level: Integer; out Time: Longword; out Angle, Power: integer; out ExplX, ExplY, ExplR: integer): integer;
function TestShotgun(Me: PGear; Targ: TPoint; Level: Integer; out Time: Longword; out Angle, Power: integer; out ExplX, ExplY, ExplR: integer): integer;
function TestDesertEagle(Me: PGear; Targ: TPoint; Level: Integer; out Time: Longword; out Angle, Power: integer; out ExplX, ExplY, ExplR: integer): integer;
function TestBaseballBat(Me: PGear; Targ: TPoint; Level: Integer; out Time: Longword; out Angle, Power: integer; out ExplX, ExplY, ExplR: integer): integer;
function TestFirePunch(Me: PGear; Targ: TPoint; Level: Integer; out Time: Longword; out Angle, Power: integer; out ExplX, ExplY, ExplR: integer): integer;
type TAmmoTestProc = function (Me: PGear; Targ: TPoint; Level: Integer; out Time: Longword; out Angle, Power: integer; out ExplX, ExplY, ExplR: integer): integer;
const AmmoTests: array[TAmmoType] of TAmmoTestProc =
(
{amGrenade} TestGrenade,
{amClusterBomb} nil,
{amBazooka} TestBazooka,
{amUFO} nil,
{amShotgun} TestShotgun,
{amPickHammer} nil,
{amSkip} nil,
{amRope} nil,
{amMine} nil,
{amDEagle} TestDesertEagle,
{amDynamite} nil,
{amFirePunch} TestFirePunch,
{amBaseballBat} TestBaseballBat
);
const BadTurn = Low(integer);
implementation
uses uMisc, uAIMisc, uLand;
function Metric(x1, y1, x2, y2: integer): integer;
begin
Result:= abs(x1 - x2) + abs(y1 - y2)
end;
function TestBazooka(Me: PGear; Targ: TPoint; Level: Integer; out Time: Longword; out Angle, Power: integer; out ExplX, ExplY, ExplR: integer): integer;
var Vx, Vy, r: Double;
rTime: Double;
Score, EX, EY: integer;
function CheckTrace: integer;
var x, y, dX, dY: Double;
t: integer;
begin
x:= Me.X;
y:= Me.Y;
dX:= Vx;
dY:= -Vy;
t:= trunc(rTime);
repeat
x:= x + dX;
y:= y + dY;
dX:= dX + cWindSpeed;
dY:= dY + cGravity;
dec(t)
until TestColl(round(x), round(y), 5) or (t <= 0);
EX:= round(x);
EY:= round(y);
Result:= RateExplosion(Me, round(x), round(y), 101);
if Result = 0 then Result:= - Metric(Targ.X, Targ.Y, round(x), round(y)) div 64
end;
begin
Time:= 0;
rTime:= 50;
ExplR:= 0;
Result:= BadTurn;
repeat
rTime:= rTime + 150 + Level * 25 + random * 250;
Vx:= - cWindSpeed * rTime / 2 + (Targ.X - Me.X) / rTime;
Vy:= cGravity * rTime / 2 - (Targ.Y - Me.Y) / rTime;
r:= sqr(Vx) + sqr(Vy);
if r <= 1 then
begin
Score:= CheckTrace;
if Result <= Score then
begin
r:= sqrt(r);
Angle:= DxDy2AttackAngle(Vx, Vy) + rndSign(random((Level - 1) * 8));
Power:= round(r * cMaxPower) - random((Level - 1) * 15 + 1);
ExplR:= 100;
ExplX:= EX;
ExplY:= EY;
Result:= Score
end;
end
until (rTime >= 4500)
end;
function TestGrenade(Me: PGear; Targ: TPoint; Level: Integer; out Time: Longword; out Angle, Power: integer; out ExplX, ExplY, ExplR: integer): integer;
const tDelta = 24;
var Vx, Vy, r: Double;
Score, EX, EY: integer;
TestTime: Longword;
function CheckTrace: integer;
var x, y, dY: Double;
t: integer;
begin
x:= Me.X;
y:= Me.Y;
dY:= -Vy;
t:= TestTime;
repeat
x:= x + Vx;
y:= y + dY;
dY:= dY + cGravity;
dec(t)
until TestColl(round(x), round(y), 5) or (t = 0);
EX:= round(x);
EY:= round(y);
if t < 50 then Result:= RateExplosion(Me, round(x), round(y), 101)
else Result:= Low(integer)
end;
begin
Result:= BadTurn;
TestTime:= 0;
ExplR:= 0;
repeat
inc(TestTime, 1000);
Vx:= (Targ.X - Me.X) / (TestTime + tDelta);
Vy:= cGravity*((TestTime + tDelta) div 2) - (Targ.Y - Me.Y) / (TestTime + tDelta);
r:= sqr(Vx) + sqr(Vy);
if r <= 1 then
begin
Score:= CheckTrace;
if Result < Score then
begin
r:= sqrt(r);
Angle:= DxDy2AttackAngle(Vx, Vy) + rndSign(random(Level));
Power:= round(r * cMaxPower) + rndSign(random(Level) * 12);
Time:= TestTime;
ExplR:= 100;
ExplX:= EX;
ExplY:= EY;
Result:= Score
end;
end
until (TestTime = 5000)
end;
function TestShotgun(Me: PGear; Targ: TPoint; Level: Integer; out Time: Longword; out Angle, Power: integer; out ExplX, ExplY, ExplR: integer): integer;
var Vx, Vy, x, y: Double;
begin
ExplR:= 0;
if Metric(round(Me.X), round(Me.Y), Targ.X, Targ.Y) < 80 then
begin
Result:= BadTurn;
exit
end;
Time:= 0;
Power:= 1;
Vx:= (Targ.X - Me.X)/1024;
Vy:= (Targ.Y - Me.Y)/1024;
x:= Me.X;
y:= Me.Y;
Angle:= DxDy2AttackAngle(Vx, -Vy);
repeat
x:= x + vX;
y:= y + vY;
if TestColl(round(x), round(y), 2) then
begin
Result:= RateShove(Me, round(x), round(y), 25, 25) * 2;
if Result = 0 then Result:= - Metric(Targ.X, Targ.Y, round(x), round(y)) div 64
else dec(Result, Level * 4000);
exit
end
until (abs(Targ.X - x) + abs(Targ.Y - y) < 4) or (x < 0) or (y < 0) or (x > 2048) or (y > 1024);
Result:= BadTurn
end;
function TestDesertEagle(Me: PGear; Targ: TPoint; Level: Integer; out Time: Longword; out Angle, Power: integer; out ExplX, ExplY, ExplR: integer): integer;
var Vx, Vy, x, y, t: Double;
d: Longword;
begin
ExplR:= 0;
if abs(Me.X - Targ.X) + abs(Me.Y - Targ.Y) < 80 then
begin
Result:= BadTurn;
exit
end;
Time:= 0;
Power:= 1;
t:= sqrt(sqr(Targ.X - Me.X) + sqr(Targ.Y - Me.Y)) * 2;
Vx:= (Targ.X - Me.X) / t;
Vy:= (Targ.Y - Me.Y) / t;
x:= Me.X;
y:= Me.Y;
Angle:= DxDy2AttackAngle(Vx, -Vy);
d:= 0;
repeat
x:= x + vX;
y:= y + vY;
if ((round(x) and $FFFFF800) = 0)and((round(y) and $FFFFFC00) = 0)
and (Land[round(y), round(x)] <> 0) then inc(d);
until (abs(Targ.X - x) + abs(Targ.Y - y) < 2) or (x < 0) or (y < 0) or (x > 2048) or (y > 1024) or (d > 200);
if abs(Targ.X - x) + abs(Targ.Y - y) < 2 then Result:= max(0, (4 - d div 50) * 7 * 1024)
else Result:= Low(integer)
end;
function TestBaseballBat(Me: PGear; Targ: TPoint; Level: Integer; out Time: Longword; out Angle, Power: integer; out ExplX, ExplY, ExplR: integer): integer;
begin
ExplR:= 0;
if (Level > 2) and (abs(Me.X - Targ.X) + abs(Me.Y - Targ.Y) >= 25) then
begin
Result:= BadTurn;
exit
end;
Time:= 0;
Power:= 1;
Angle:= DxDy2AttackAngle(hwSign(Targ.X - Me.X), 1);
Result:= RateShove(Me, round(Me.X) + 10 * hwSign(Targ.X - Me.X), round(Me.Y), 15, 30);
if Result <= 0 then Result:= BadTurn
end;
function TestFirePunch(Me: PGear; Targ: TPoint; Level: Integer; out Time: Longword; out Angle, Power: integer; out ExplX, ExplY, ExplR: integer): integer;
var i: integer;
begin
ExplR:= 0;
if (abs(Me.X - Targ.X) > 25) or (abs(Me.Y - 50 - Targ.Y) > 50) then
begin
Result:= BadTurn;
exit
end;
Time:= 0;
Power:= 1;
Angle:= DxDy2AttackAngle(hwSign(Targ.X - Me.X), 1);
Result:= 0;
for i:= 0 to 4 do
Result:= Result + RateShove(Me, round(Me.X) + 10 * hwSign(Targ.X - Me.X), round(Me.Y) - 20 * i - 5, 10, 30);
if Result <= 0 then Result:= BadTurn
end;
end.