More flagging of Land values. Also use less than for tests of non-terrain, instead of "and $FF00 = 0". Saves a couple of ops, which actually matters a small amount in a few places.
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2012 Andrey Korotaev <unC0Rr@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
*)
{$INCLUDE "options.inc"}
unit uAIMisc;
interface
uses SDLh, uConsts, uFloat, uTypes;
const MAXBONUS = 1024;
afTrackFall = $00000001;
afErasesLand = $00000002;
afSetSkip = $00000004;
BadTurn = Low(LongInt) div 4;
type TTarget = record
Point: TPoint;
Score: LongInt;
skip, matters: boolean;
end;
TTargets = record
Count: Longword;
ar: array[0..Pred(cMaxHHs)] of TTarget;
end;
TJumpType = (jmpNone, jmpHJump, jmpLJump);
TGoInfo = record
Ticks: Longword;
FallPix: Longword;
JumpType: TJumpType;
end;
TBonus = record
X, Y: LongInt;
Radius: LongInt;
Score: LongInt;
end;
procedure initModule;
procedure freeModule;
procedure FillTargets;
procedure AddBonus(x, y: LongInt; r: Longword; s: LongInt); inline;
procedure FillBonuses(isAfterAttack: boolean);
procedure AwareOfExplosion(x, y, r: LongInt); inline;
function RatePlace(Gear: PGear): LongInt;
function TestColl(x, y, r: LongInt): boolean; inline;
function TestCollExcludingObjects(x, y, r: LongInt): boolean; inline;
function TestCollExcludingMe(Me: PGear; x, y, r: LongInt): boolean; inline;
function TraceShoveFall(x, y, dX, dY: Real): LongInt;
function RateExplosion(Me: PGear; x, y, r: LongInt): LongInt; inline;
function RateExplosion(Me: PGear; x, y, r: LongInt; Flags: LongWord): LongInt;
function RateShove(x, y, r, power, kick: LongInt; gdX, gdY: real; Flags: LongWord): LongInt;
function RateShotgun(Me: PGear; gdX, gdY: real; x, y: LongInt): LongInt;
function RateHammer(Me: PGear): LongInt;
function HHGo(Gear, AltGear: PGear; var GoInfo: TGoInfo): boolean;
function AIrndSign(num: LongInt): LongInt;
var ThinkingHH: PGear;
Targets: TTargets;
bonuses: record
Count: Longword;
ar: array[0..Pred(MAXBONUS)] of TBonus;
end;
walkbonuses: record
Count: Longword;
ar: array[0..Pred(MAXBONUS div 8)] of TBonus; // don't use too many
end;
const KillScore = 200;
var friendlyfactor: LongInt = 300;
implementation
uses uCollisions, uVariables, uUtils, uLandTexture, uGearsUtils;
var
KnownExplosion: record
X, Y, Radius: LongInt
end = (X: 0; Y: 0; Radius: 0);
procedure FillTargets;
var i, t: Longword;
f, e: LongInt;
begin
Targets.Count:= 0;
f:= 0;
e:= 0;
for t:= 0 to Pred(TeamsCount) do
with TeamsArray[t]^ do
if not hasGone then
begin
for i:= 0 to cMaxHHIndex do
if (Hedgehogs[i].Gear <> nil)
and (Hedgehogs[i].Gear <> ThinkingHH)
and (Hedgehogs[i].Gear^.Health > Hedgehogs[i].Gear^.Damage)
then
begin
with Targets.ar[Targets.Count], Hedgehogs[i] do
begin
skip:= false;
matters:= (Hedgehogs[i].Gear^.AIHints and aihDoesntMatter) = 0;
Point.X:= hwRound(Gear^.X);
Point.Y:= hwRound(Gear^.Y);
if Clan <> CurrentTeam^.Clan then
begin
Score:= Gear^.Health - Gear^.Damage;
inc(e)
end else
begin
Score:= Gear^.Damage - Gear^.Health;
inc(f)
end
end;
inc(Targets.Count)
end;
end;
if e > f then friendlyfactor:= 300 + (e - f) * 30
else friendlyfactor:= max(30, 300 - f * 80 div max(1,e))
end;
procedure AddBonus(x, y: LongInt; r: Longword; s: LongInt); inline;
begin
if(bonuses.Count < MAXBONUS) then
begin
bonuses.ar[bonuses.Count].x:= x;
bonuses.ar[bonuses.Count].y:= y;
bonuses.ar[bonuses.Count].Radius:= r;
bonuses.ar[bonuses.Count].Score:= s;
inc(bonuses.Count);
end;
end;
procedure AddWalkBonus(x, y: LongInt; r: Longword; s: LongInt); inline;
begin
if(walkbonuses.Count < MAXBONUS div 8) then
begin
walkbonuses.ar[walkbonuses.Count].x:= x;
walkbonuses.ar[walkbonuses.Count].y:= y;
walkbonuses.ar[walkbonuses.Count].Radius:= r;
walkbonuses.ar[walkbonuses.Count].Score:= s;
inc(walkbonuses.Count);
end;
end;
procedure FillBonuses(isAfterAttack: boolean);
var Gear: PGear;
MyClan: PClan;
i: Longint;
begin
bonuses.Count:= 0;
MyClan:= ThinkingHH^.Hedgehog^.Team^.Clan;
Gear:= GearsList;
while Gear <> nil do
begin
case Gear^.Kind of
gtCase:
AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y) + 3, 37, 25);
gtFlame:
if (Gear^.State and gsttmpFlag) <> 0 then
AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 20, -50);
// avoid mines unless they are very likely to be duds, or are duds. also avoid if they are about to blow
gtMine:
if ((Gear^.State and gstAttacking) = 0) and (((cMineDudPercent < 90) and (Gear^.Health <> 0))
or (isAfterAttack and (Gear^.Health = 0) and (Gear^.Damage > 30))) then
AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 50, -50)
else if (Gear^.State and gstAttacking) <> 0 then
AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 100, -50); // mine is on
gtExplosives:
if isAfterAttack then
AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 75, -60 + Gear^.Health);
gtSMine:
AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 50, -30);
gtDynamite:
AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 150, -75);
gtHedgehog:
begin
if Gear^.Damage >= Gear^.Health then
AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 60, -25)
else
if isAfterAttack
and (ThinkingHH^.Hedgehog <> Gear^.Hedgehog)
and ((hwAbs(Gear^.dX) + hwAbs(Gear^.dY)) < _0_1) then
if (ClansCount > 2) or (MyClan = Gear^.Hedgehog^.Team^.Clan) then
AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 150, -3) // hedgehog-friend
else
AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 100, 3)
end;
end;
Gear:= Gear^.NextGear
end;
if isAfterAttack and (KnownExplosion.Radius > 0) then
with KnownExplosion do
AddBonus(X, Y, Radius + 10, -Radius);
if isAfterAttack then
begin
for i:= 0 to Pred(walkbonuses.Count) do
with walkbonuses.ar[i] do
AddBonus(X, Y, Radius, Score);
walkbonuses.Count:= 0
end;
end;
procedure AwareOfExplosion(x, y, r: LongInt); inline;
begin
KnownExplosion.X:= x;
KnownExplosion.Y:= y;
KnownExplosion.Radius:= r
end;
function RatePlace(Gear: PGear): LongInt;
var i, r: LongInt;
rate: LongInt;
gX, gY: real;
begin
gX:= hwFloat2Float(Gear^.X);
gY:= hwFloat2Float(Gear^.Y);
rate:= 0;
for i:= 0 to Pred(bonuses.Count) do
with bonuses.ar[i] do
begin
r:= Radius;
if abs(gX-X)+abs(gY-Y) < Radius then
r:= trunc(sqrt(sqr(gX - X)+sqr(gY - Y)));
if r < 20 then
inc(rate, Score * Radius)
else if r < Radius then
inc(rate, Score * (Radius - r))
end;
RatePlace:= rate;
end;
// Wrapper to test various approaches. If it works reasonably, will just replace.
// Right now, converting to hwFloat is a tad inefficient since the x/y were hwFloat to begin with...
function TestCollExcludingMe(Me: PGear; x, y, r: LongInt): boolean; inline;
var MeX, MeY: LongInt;
begin
if ((x and LAND_WIDTH_MASK) = 0) and ((y and LAND_HEIGHT_MASK) = 0) then
begin
MeX:= hwRound(Me^.X);
MeY:= hwRound(Me^.Y);
// We are still inside the hog. Skip radius test
if ((((x-MeX)*(x-MeX)) + ((y-MeY)*(y-MeY))) < 256) and (Land[y, x] <= lfAllObjMask) then
exit(false);
end;
TestCollExcludingMe:= TestColl(x, y, r)
end;
function TestCollExcludingObjects(x, y, r: LongInt): boolean; inline;
var b: boolean;
begin
b:= (((x-r) and LAND_WIDTH_MASK) = 0) and (((y-r) and LAND_HEIGHT_MASK) = 0) and (Land[y-r, x-r] > lfAllObjMask);
if b then
exit(true);
b:= (((x-r) and LAND_WIDTH_MASK) = 0) and (((y+r) and LAND_HEIGHT_MASK) = 0) and (Land[y+r, x-r] > lfAllObjMask);
if b then
exit(true);
b:= (((x+r) and LAND_WIDTH_MASK) = 0) and (((y-r) and LAND_HEIGHT_MASK) = 0) and (Land[y-r, x+r] > lfAllObjMask);
if b then
exit(true);
b:= (((x+r) and LAND_WIDTH_MASK) = 0) and (((y+r) and LAND_HEIGHT_MASK) = 0) and (Land[y+r, x+r] > lfAllObjMask);
if b then
exit(true);
TestCollExcludingObjects:= false;
end;
function TestColl(x, y, r: LongInt): boolean; inline;
var b: boolean;
begin
b:= (((x-r) and LAND_WIDTH_MASK) = 0) and (((y-r) and LAND_HEIGHT_MASK) = 0) and (Land[y-r, x-r] and lfNotCurrentMask <> 0);
if b then
exit(true);
b:= (((x-r) and LAND_WIDTH_MASK) = 0) and (((y+r) and LAND_HEIGHT_MASK) = 0) and (Land[y+r, x-r] and lfNotCurrentMask <> 0);
if b then
exit(true);
b:= (((x+r) and LAND_WIDTH_MASK) = 0) and (((y-r) and LAND_HEIGHT_MASK) = 0) and (Land[y-r, x+r] and lfNotCurrentMask <> 0);
if b then
exit(true);
b:= (((x+r) and LAND_WIDTH_MASK) = 0) and (((y+r) and LAND_HEIGHT_MASK) = 0) and (Land[y+r, x+r] and lfNotCurrentMask <> 0);
if b then
exit(true);
TestColl:= false;
end;
function TestCollWithLand(x, y, r: LongInt): boolean; inline;
var b: boolean;
begin
b:= (((x-r) and LAND_WIDTH_MASK) = 0) and (((y-r) and LAND_HEIGHT_MASK) = 0) and (Land[y-r, x-r] > lfAllObjMask);
if b then
exit(true);
b:= (((x-r) and LAND_WIDTH_MASK) = 0) and (((y+r) and LAND_HEIGHT_MASK) = 0) and (Land[y+r, x-r] > lfAllObjMask);
if b then
exit(true);
b:= (((x+r) and LAND_WIDTH_MASK) = 0) and (((y-r) and LAND_HEIGHT_MASK) = 0) and (Land[y-r, x+r] > lfAllObjMask);
if b then
exit(true);
b:= (((x+r) and LAND_WIDTH_MASK) = 0) and (((y+r) and LAND_HEIGHT_MASK) = 0) and (Land[y+r, x+r] > lfAllObjMask);
if b then
exit(true);
TestCollWithLand:= false;
end;
function TraceFall(eX, eY: LongInt; x, y, dX, dY: Real; r: LongWord): LongInt;
var skipLandCheck: boolean;
rCorner: real;
dmg: LongInt;
begin
skipLandCheck:= true;
if x - eX < 0 then dX:= -dX;
if y - eY < 0 then dY:= -dY;
// ok. attempt approximate search for an unbroken trajectory into water. if it continues far enough, assume out of map
rCorner:= r * 0.75;
while true do
begin
x:= x + dX;
y:= y + dY;
dY:= dY + cGravityf;
skipLandCheck:= skipLandCheck and (r <> 0) and (abs(eX-x) + abs(eY-y) < r) and ((abs(eX-x) < rCorner) or (abs(eY-y) < rCorner));
if not skipLandCheck and TestCollWithLand(trunc(x), trunc(y), cHHRadius) then
begin
if 0.4 < dY then
begin
dmg := 1 + trunc((abs(dY) - 0.4) * 70);
if dmg >= 1 then
exit(dmg);
end;
exit(0)
end;
if (y > cWaterLine) or (x > 4096) or (x < 0) then
exit(-1);
end;
end;
function TraceShoveFall(x, y, dX, dY: Real): LongInt;
var dmg: LongInt;
begin
//v:= random($FFFFFFFF);
while true do
begin
x:= x + dX;
y:= y + dY;
dY:= dY + cGravityf;
{ if ((trunc(y) and LAND_HEIGHT_MASK) = 0) and ((trunc(x) and LAND_WIDTH_MASK) = 0) then
begin
LandPixels[trunc(y), trunc(x)]:= v;
UpdateLandTexture(trunc(X), 1, trunc(Y), 1, true);
end;}
// consider adding dX/dY calc here for fall damage
if TestCollExcludingObjects(trunc(x), trunc(y), cHHRadius) then
begin
if 0.4 < dY then
begin
dmg := 1 + trunc((abs(dY) - 0.4) * 70);
if dmg >= 1 then
exit(dmg);
end;
exit(0)
end;
if (y > cWaterLine) or (x > 4096) or (x < 0) then
// returning -1 for drowning so it can be considered in the Rate routine
exit(-1)
end;
end;
function RateExplosion(Me: PGear; x, y, r: LongInt): LongInt;
begin
RateExplosion:= RateExplosion(Me, x, y, r, 0);
end;
function RateExplosion(Me: PGear; x, y, r: LongInt; Flags: LongWord): LongInt;
var i, fallDmg, dmg, dmgBase, rate, erasure: LongInt;
dX, dY, dmgMod: real;
hadSkips: boolean;
begin
fallDmg:= 0;
dmgMod:= 0.01 * hwFloat2Float(cDamageModifier) * cDamagePercent;
rate:= 0;
// add our virtual position
with Targets.ar[Targets.Count] do
begin
Point.x:= hwRound(Me^.X);
Point.y:= hwRound(Me^.Y);
skip:= false;
matters:= true;
Score:= - ThinkingHH^.Health
end;
// rate explosion
dmgBase:= r + cHHRadius div 2;
if (Flags and afErasesLand <> 0) and (GameFlags and gfSolidLand = 0) then erasure:= r
else erasure:= 0;
hadSkips:= false;
for i:= 0 to Targets.Count do
with Targets.ar[i] do
if not matters then hadSkips:= true
else
begin
dmg:= 0;
if abs(Point.x - x) + abs(Point.y - y) < dmgBase then
dmg:= trunc(dmgMod * min((dmgBase - trunc(sqrt(sqr(Point.x - x)+sqr(Point.y - y)))) div 2, r));
if dmg > 0 then
begin
if (Flags and afTrackFall <> 0) and (dmg < abs(Score)) then
begin
dX:= 0.005 * dmg + 0.01;
dY:= dX;
if (x and LAND_WIDTH_MASK = 0) and ((y+cHHRadius+2) and LAND_HEIGHT_MASK = 0) and
(Land[y+cHHRadius+2, x] and lfIndestructible <> 0) then
fallDmg:= trunc(TraceFall(x, y, Point.x, Point.y, dX, dY, 0) * dmgMod)
else fallDmg:= trunc(TraceFall(x, y, Point.x, Point.y, dX, dY, erasure) * dmgMod)
end;
if fallDmg < 0 then // drowning. score healthier hogs higher, since their death is more likely to benefit the AI
if Score > 0 then
inc(rate, (KillScore + Score div 10) * 1024) // Add a bit of a bonus for bigger hog drownings
else
dec(rate, (KillScore * friendlyfactor div 100 - Score div 10) * 1024) // and more of a punishment for drowning bigger friendly hogs
else if (dmg+fallDmg) >= abs(Score) then
if Score > 0 then
inc(rate, KillScore * 1024 + (dmg + fallDmg)) // tiny bonus for dealing more damage than needed to kill
else
dec(rate, KillScore * friendlyfactor div 100 * 1024)
else
if Score > 0 then
inc(rate, (dmg + fallDmg) * 1024)
else dec(rate, (dmg + fallDmg) * friendlyfactor div 100 * 1024)
end;
end;
if hadSkips and (rate = 0) then
RateExplosion:= BadTurn
else
RateExplosion:= rate;
end;
function RateShove(x, y, r, power, kick: LongInt; gdX, gdY: real; Flags: LongWord): LongInt;
var i, fallDmg, dmg, rate: LongInt;
dX, dY, dmgMod: real;
begin
fallDmg:= 0;
dX:= gdX * 0.01 * kick;
dY:= gdY * 0.01 * kick;
dmgMod:= 0.01 * hwFloat2Float(cDamageModifier) * cDamagePercent;
rate:= 0;
for i:= 0 to Pred(Targets.Count) do
with Targets.ar[i] do
if skip then
if (Flags and afSetSkip = 0) then skip:= false else {still skip}
else if matters then
begin
dmg:= 0;
if abs(Point.x - x) + abs(Point.y - y) < r then
dmg:= r - trunc(sqrt(sqr(Point.x - x)+sqr(Point.y - y)));
if dmg > 0 then
begin
if (Flags and afSetSkip <> 0) then skip:= true;
if (Flags and afTrackFall <> 0) and (Score > 0) then
fallDmg:= trunc(TraceShoveFall(Point.x, Point.y - 2, dX, dY) * dmgMod);
if fallDmg < 0 then // drowning. score healthier hogs higher, since their death is more likely to benefit the AI
if Score > 0 then
inc(rate, KillScore + Score div 10) // Add a bit of a bonus for bigger hog drownings
else
dec(rate, KillScore * friendlyfactor div 100 - Score div 10) // and more of a punishment for drowning bigger friendly hogs
else if power+fallDmg >= abs(Score) then
if Score > 0 then
inc(rate, KillScore)
else
dec(rate, KillScore * friendlyfactor div 100)
else
if Score > 0 then
inc(rate, power+fallDmg)
else
dec(rate, (power+fallDmg) * friendlyfactor div 100)
end;
end;
RateShove:= rate * 1024
end;
function RateShotgun(Me: PGear; gdX, gdY: real; x, y: LongInt): LongInt;
var i, dmg, fallDmg, baseDmg, rate, erasure: LongInt;
dX, dY, dmgMod: real;
hadSkips: boolean;
begin
dmgMod:= 0.01 * hwFloat2Float(cDamageModifier) * cDamagePercent;
rate:= 0;
gdX:= gdX * 0.01;
gdY:= gdX * 0.01;
// add our virtual position
with Targets.ar[Targets.Count] do
begin
Point.x:= hwRound(Me^.X);
Point.y:= hwRound(Me^.Y);
skip:= false;
matters:= true;
Score:= - ThinkingHH^.Health
end;
// rate shot
baseDmg:= cHHRadius + cShotgunRadius + 4;
if GameFlags and gfSolidLand = 0 then erasure:= cShotgunRadius
else erasure:= 0;
hadSkips:= false;
for i:= 0 to Targets.Count do
with Targets.ar[i] do
if not matters then hadSkips:= true
else
begin
dmg:= 0;
if abs(Point.x - x) + abs(Point.y - y) < baseDmg then
begin
dmg:= min(baseDmg - trunc(sqrt(sqr(Point.x - x)+sqr(Point.y - y))), 25);
dmg:= trunc(dmg * dmgMod);
end;
if dmg > 0 then
begin
dX:= gdX * dmg;
dY:= gdY * dmg;
if dX < 0 then dX:= dX - 0.01
else dX:= dX + 0.01;
if (x and LAND_WIDTH_MASK = 0) and ((y+cHHRadius+2) and LAND_HEIGHT_MASK = 0) and
(Land[y+cHHRadius+2, x] and lfIndestructible <> 0) then
fallDmg:= trunc(TraceFall(x, y, Point.x, Point.y, dX, dY, 0) * dmgMod)
else fallDmg:= trunc(TraceFall(x, y, Point.x, Point.y, dX, dY, erasure) * dmgMod);
if fallDmg < 0 then // drowning. score healthier hogs higher, since their death is more likely to benefit the AI
if Score > 0 then
inc(rate, KillScore + Score div 10) // Add a bit of a bonus for bigger hog drownings
else
dec(rate, KillScore * friendlyfactor div 100 - Score div 10) // and more of a punishment for drowning bigger friendly hogs
else if (dmg+fallDmg) >= abs(Score) then
if Score > 0 then
inc(rate, KillScore)
else
dec(rate, KillScore * friendlyfactor div 100)
else
if Score > 0 then
inc(rate, dmg+fallDmg)
else
dec(rate, (dmg+fallDmg) * friendlyfactor div 100)
end;
end;
if hadSkips and (rate = 0) then
RateShotgun:= BadTurn
else
RateShotgun:= rate * 1024;
end;
function RateHammer(Me: PGear): LongInt;
var x, y, i, r, rate: LongInt;
begin
// hammer hit shift against attecker hog is 10
x:= hwRound(Me^.X) + hwSign(Me^.dX) * 10;
y:= hwRound(Me^.Y);
rate:= 0;
for i:= 0 to Pred(Targets.Count) do
with Targets.ar[i] do
if matters then
// hammer hit radius is 8, shift is 10
if abs(Point.x - x) + abs(Point.y - y) < 18 then
begin
r:= trunc(sqrt(sqr(Point.x - x)+sqr(Point.y - y)));
if r <= 18 then
if Score > 0 then
inc(rate, Score div 3)
else
inc(rate, Score div 3 * friendlyfactor div 100)
end;
RateHammer:= rate * 1024;
end;
function HHJump(Gear: PGear; JumpType: TJumpType; var GoInfo: TGoInfo): boolean;
var bX, bY: LongInt;
begin
HHJump:= false;
GoInfo.Ticks:= 0;
GoInfo.JumpType:= jmpNone;
bX:= hwRound(Gear^.X);
bY:= hwRound(Gear^.Y);
case JumpType of
jmpNone: exit(false);
jmpHJump:
if TestCollisionYwithGear(Gear, -1) = 0 then
begin
Gear^.dY:= -_0_2;
SetLittle(Gear^.dX);
Gear^.State:= Gear^.State or gstMoving or gstHHJumping;
end
else
exit(false);
jmpLJump:
begin
if TestCollisionYwithGear(Gear, -1) <> 0 then
if not TestCollisionXwithXYShift(Gear, _0, -2, hwSign(Gear^.dX)) then
Gear^.Y:= Gear^.Y - int2hwFloat(2)
else
if not TestCollisionXwithXYShift(Gear, _0, -1, hwSign(Gear^.dX)) then
Gear^.Y:= Gear^.Y - _1;
if not (TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) or
(TestCollisionYwithGear(Gear, -1) <> 0)) then
begin
Gear^.dY:= -_0_15;
Gear^.dX:= SignAs(_0_15, Gear^.dX);
Gear^.State:= Gear^.State or gstMoving or gstHHJumping
end
else
exit(false)
end
end;
repeat
{if ((hwRound(Gear^.Y) and LAND_HEIGHT_MASK) = 0) and ((hwRound(Gear^.X) and LAND_WIDTH_MASK) = 0) then
begin
LandPixels[hwRound(Gear^.Y), hwRound(Gear^.X)]:= Gear^.Hedgehog^.Team^.Clan^.Color;
UpdateLandTexture(hwRound(Gear^.X), 1, hwRound(Gear^.Y), 1, true);
end;}
if not (hwRound(Gear^.Y) + cHHRadius < cWaterLine) then
exit(false);
if (Gear^.State and gstMoving) <> 0 then
begin
if (GoInfo.Ticks = 350) then
if (not (hwAbs(Gear^.dX) > cLittle)) and (Gear^.dY < -_0_02) then
begin
Gear^.dY:= -_0_25;
Gear^.dX:= SignAs(_0_02, Gear^.dX)
end;
if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then SetLittle(Gear^.dX);
Gear^.X:= Gear^.X + Gear^.dX;
inc(GoInfo.Ticks);
Gear^.dY:= Gear^.dY + cGravity;
if Gear^.dY > _0_4 then
exit(false);
if (Gear^.dY.isNegative) and (TestCollisionYwithGear(Gear, -1) <> 0) then
Gear^.dY:= _0;
Gear^.Y:= Gear^.Y + Gear^.dY;
if (not Gear^.dY.isNegative) and (TestCollisionYwithGear(Gear, 1) <> 0) then
begin
Gear^.State:= Gear^.State and (not (gstMoving or gstHHJumping));
Gear^.dY:= _0;
case JumpType of
jmpHJump:
if bY - hwRound(Gear^.Y) > 5 then
begin
GoInfo.JumpType:= jmpHJump;
inc(GoInfo.Ticks, 300 + 300); // 300 before jump, 300 after
exit(true)
end;
jmpLJump:
if abs(bX - hwRound(Gear^.X)) > 30 then
begin
GoInfo.JumpType:= jmpLJump;
inc(GoInfo.Ticks, 300 + 300); // 300 before jump, 300 after
exit(true)
end
end;
exit(false)
end;
end;
until false
end;
function HHGo(Gear, AltGear: PGear; var GoInfo: TGoInfo): boolean;
var pX, pY, tY: LongInt;
begin
HHGo:= false;
Gear^.CollisionMask:= lfNotCurrentMask;
AltGear^:= Gear^;
GoInfo.Ticks:= 0;
GoInfo.FallPix:= 0;
GoInfo.JumpType:= jmpNone;
tY:= hwRound(Gear^.Y);
repeat
{if ((hwRound(Gear^.Y) and LAND_HEIGHT_MASK) = 0) and ((hwRound(Gear^.X) and LAND_WIDTH_MASK) = 0) then
begin
LandPixels[hwRound(Gear^.Y), hwRound(Gear^.X)]:= random($FFFFFFFF);//Gear^.Hedgehog^.Team^.Clan^.Color;
UpdateLandTexture(hwRound(Gear^.X), 1, hwRound(Gear^.Y), 1, true);
end;}
pX:= hwRound(Gear^.X);
pY:= hwRound(Gear^.Y);
if pY + cHHRadius >= cWaterLine then
begin
if AltGear^.Hedgehog^.BotLevel < 4 then
AddWalkBonus(pX, tY, 250, -40);
exit(false)
end;
// hog is falling
if (Gear^.State and gstMoving) <> 0 then
begin
inc(GoInfo.Ticks);
Gear^.dY:= Gear^.dY + cGravity;
if Gear^.dY > _0_4 then
begin
GoInfo.FallPix:= 0;
// try ljump instead of fall with damage
HHJump(AltGear, jmpLJump, GoInfo);
if AltGear^.Hedgehog^.BotLevel < 4 then
AddWalkBonus(pX, tY, 175, -20);
exit(false)
end;
Gear^.Y:= Gear^.Y + Gear^.dY;
if hwRound(Gear^.Y) > pY then
inc(GoInfo.FallPix);
if TestCollisionYwithGear(Gear, 1) <> 0 then
begin
inc(GoInfo.Ticks, 410);
Gear^.State:= Gear^.State and (not (gstMoving or gstHHJumping));
Gear^.dY:= _0;
// try ljump instead of fall
HHJump(AltGear, jmpLJump, GoInfo);
exit(true)
end;
continue
end;
// usual walk
if (Gear^.Message and gmLeft) <> 0 then
Gear^.dX:= -cLittle
else
if (Gear^.Message and gmRight) <> 0 then
Gear^.dX:= cLittle
else
exit(false);
if MakeHedgehogsStep(Gear) then
inc(GoInfo.Ticks, cHHStepTicks);
// we have moved for 1 px
if (pX <> hwRound(Gear^.X)) and ((Gear^.State and gstMoving) = 0) then
exit(true)
until (pX = hwRound(Gear^.X)) and (pY = hwRound(Gear^.Y)) and ((Gear^.State and gstMoving) = 0);
HHJump(AltGear, jmpHJump, GoInfo);
end;
function AIrndSign(num: LongInt): LongInt;
begin
if random(2) = 0 then
AIrndSign:= num
else
AIrndSign:= - num
end;
procedure initModule;
begin
friendlyfactor:= 300;
KnownExplosion.X:= 0;
KnownExplosion.Y:= 0;
KnownExplosion.Radius:= 0;
end;
procedure freeModule;
begin
end;
end.