hedgewars/uAIAmmoTests.pas
author unc0rr
Thu, 10 Sep 2009 15:35:34 +0000
changeset 2378 66fcb4d62a53
parent 2376 ece7b87f1334
child 2457 ecf0c7e7995b
permissions -rw-r--r--
Fix water rendering issues

(*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2005-2008 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
 *)

unit uAIAmmoTests;
interface
uses SDLh, uGears, uConsts, uFloat;
const amtest_OnTurn = $00000001;

type TAttackParams = record
			Time: Longword;
			Angle, Power: LongInt;
			ExplX, ExplY, ExplR: LongInt;
			AttackPutX, AttackPutY: LongInt;
			end;

function TestBazooka(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
function TestGrenade(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
function TestMortar(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
function TestShotgun(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
function TestDesertEagle(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
function TestBaseballBat(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
function TestFirePunch(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
function TestAirAttack(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;

type TAmmoTestProc = function (Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
	TAmmoTest = record
			proc: TAmmoTestProc;
			flags: Longword;
			end;

const AmmoTests: array[TAmmoType] of TAmmoTest =
			(
			(proc: nil;              flags: 0), // amNothing
			(proc: @TestGrenade;     flags: 0), // amGrenade
			(proc: nil;              flags: 0), // amClusterBomb
			(proc: @TestBazooka;     flags: 0), // amBazooka
			(proc: nil;              flags: 0), // amUFO
			(proc: @TestShotgun;     flags: 0), // amShotgun
			(proc: nil;              flags: 0), // amPickHammer
			(proc: nil;              flags: 0), // amSkip
			(proc: nil;              flags: 0), // amRope
			(proc: nil;              flags: 0), // amMine
			(proc: @TestDesertEagle; flags: 0), // amDEagle
			(proc: nil;              flags: 0), // amDynamite
			(proc: @TestFirePunch;   flags: 0), // amFirePunch
			(proc: nil;              flags: 0), // amWhip
			(proc: @TestBaseballBat; flags: 0), // amBaseballBat
			(proc: nil;              flags: 0), // amParachute
			(proc: @TestAirAttack;   flags: amtest_OnTurn), // amAirAttack
			(proc: nil;              flags: 0), // amMineStrike
			(proc: nil;              flags: 0), // amBlowTorch
			(proc: nil;              flags: 0), // amGirder
			(proc: nil;              flags: amtest_OnTurn), // amTeleport
			(proc: nil;              flags: 0), // amSwitch
			(proc: @TestMortar;      flags: 0), // amMortar
			(proc: nil;              flags: 0), // amKamikaze
			(proc: nil;              flags: 0), // amCake
			(proc: nil;              flags: 0), // amSeduction
			(proc: nil;              flags: 0), // amBanana
			(proc: nil;              flags: 0), // amHellishBomb
			(proc: nil;              flags: 0), // amNapalm
			(proc: nil;              flags: 0), // amDrill
			(proc: nil;              flags: 0), // amBallgun
			(proc: nil;              flags: 0), // amRCPlane
			(proc: nil;              flags: 0), // amLowGravity
			(proc: nil;              flags: 0), // amExtraDamage
			(proc: nil;              flags: 0), // amInvulnerable
			(proc: nil;              flags: 0), // amExtraTime
			(proc: nil;              flags: 0), // amLaserSight
			(proc: nil;              flags: 0), // amVampiric
			(proc: nil;              flags: 0), // amSniperRifle
			(proc: nil;              flags: 0)  // amJetpack
			);

const BadTurn = Low(LongInt) div 4;

implementation
uses uMisc, uAIMisc, uLand;

function Metric(x1, y1, x2, y2: LongInt): LongInt;
begin
Metric:= abs(x1 - x2) + abs(y1 - y2)
end;

function TestBazooka(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
var Vx, Vy, r: hwFloat;
    rTime: LongInt;
    Score, EX, EY: LongInt;
    Result: LongInt;

    function CheckTrace: LongInt;
    var x, y, dX, dY: hwFloat;
        t: LongInt;
        Result: LongInt;
    begin
    x:= Me^.X;
    y:= Me^.Y;
    dX:= Vx;
    dY:= -Vy;
    t:= rTime;
    repeat
      x:= x + dX;
      y:= y + dY;
      dX:= dX + cWindSpeed;
      dY:= dY + cGravity;
      dec(t)
    until TestColl(hwRound(x), hwRound(y), 5) or (t <= 0);
    EX:= hwRound(x);
    EY:= hwRound(y);
    Result:= RateExplosion(Me, EX, EY, 101);
    if Result = 0 then Result:= - Metric(Targ.X, Targ.Y, EX, EY) div 64;
    CheckTrace:= Result
    end;

begin
ap.Time:= 0;
rTime:= 350;
ap.ExplR:= 0;
Result:= BadTurn;
repeat
  rTime:= rTime + 300 + Level * 50 + random(300);
  Vx:= - cWindSpeed * rTime * _0_5 + (int2hwFloat(Targ.X + AIrndSign(2)) - Me^.X) / int2hwFloat(rTime);
  Vy:= cGravity * rTime * _0_5 - (int2hwFloat(Targ.Y) - Me^.Y) / int2hwFloat(rTime);
  r:= Distance(Vx, Vy);
  if not (r > _1) then
     begin
     Score:= CheckTrace;
     if Result <= Score then
        begin
        ap.Angle:= DxDy2AttackAngle(Vx, Vy) + AIrndSign(random((Level - 1) * 9));
        ap.Power:= hwRound(r * cMaxPower) - random((Level - 1) * 17 + 1);
        ap.ExplR:= 100;
        ap.ExplX:= EX;
        ap.ExplY:= EY;
        Result:= Score
        end;
     end
until (rTime > 4250);
TestBazooka:= Result
end;

function TestGrenade(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
const tDelta = 24;
var Vx, Vy, r: hwFloat;
    Score, EX, EY, Result: LongInt;
    TestTime: Longword;

    function CheckTrace: LongInt;
    var x, y, dY: hwFloat;
        t: LongInt;
    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(hwRound(x), hwRound(y), 5) or (t = 0);
    EX:= hwRound(x);
    EY:= hwRound(y);
    if t < 50 then CheckTrace:= RateExplosion(Me, EX, EY, 101)
              else CheckTrace:= BadTurn
    end;

begin
Result:= BadTurn;
TestTime:= 0;
ap.ExplR:= 0;
repeat
  inc(TestTime, 1000);
  Vx:= (int2hwFloat(Targ.X) - Me^.X) / int2hwFloat(TestTime + tDelta);
  Vy:= cGravity * ((TestTime + tDelta) div 2) - (int2hwFloat(Targ.Y) - Me^.Y) / int2hwFloat(TestTime + tDelta);
  r:= Distance(Vx, Vy);
  if not (r > _1) then
     begin
     Score:= CheckTrace;
     if Result < Score then
        begin
        ap.Angle:= DxDy2AttackAngle(Vx, Vy) + AIrndSign(random(Level));
        ap.Power:= hwRound(r * cMaxPower) + AIrndSign(random(Level) * 15);
        ap.Time:= TestTime;
        ap.ExplR:= 100;
        ap.ExplX:= EX;
        ap.ExplY:= EY;
        Result:= Score
        end;
     end
until (TestTime = 4000);
TestGrenade:= Result
end;

function TestMortar(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
const tDelta = 24;
var Vx, Vy: hwFloat;
    Score, EX, EY, Result: LongInt;
    TestTime: Longword;

	function CheckTrace: LongInt;
	var x, y, dY: hwFloat;
		Result: LongInt;
	begin
		x:= Me^.X;
		y:= Me^.Y;
		dY:= -Vy;

		repeat
			x:= x + Vx;
			y:= y + dY;
			dY:= dY + cGravity;
			EX:= hwRound(x);
			EY:= hwRound(y);
		until TestColl(EX, EY, 5) or (EY > 1000);

		if (EY < 1000) and not dY.isNegative then
			begin
			Result:= RateExplosion(Me, EX, EY, 91);
			if (Result = 0) then
				if (dY > _0_15) then
					Result:= - abs(Targ.Y - EY) div 32
				else
					Result:= BadTurn
			else if (Result < 0) then Result:= BadTurn
			end
		else
			Result:= BadTurn;

		CheckTrace:= Result
	end;

	function Solve: LongWord;
	var A, B, D, T: hwFloat;
		C: LongInt;
	begin
		A:= hwSqr(cGravity) * _0_25;
		B:= - cGravity * (Targ.Y - hwRound(Me^.Y)) - _1;
		C:= sqr(Targ.Y - hwRound(Me^.Y)) + sqr(Targ.X - hwRound(Me^.X));
		D:= hwSqr(B) - (A * C * 4);
		if D.isNegative = false then
			begin
			D:= ( - B + hwSqrt(D)) * _0_5 / A;
			if D.isNegative = false then
				T:= hwSqrt(D)
			else
				T:= _0;
			Solve:= hwRound(T)
			end else Solve:= 0
	end;

begin
Result:= BadTurn;
ap.ExplR:= 0;

if (Level > 2) then exit(BadTurn);

TestTime:= Solve;

if TestTime = 0 then exit(BadTurn);

	Vx:= (int2hwFloat(Targ.X) - Me^.X) / int2hwFloat(TestTime);
	Vy:= cGravity * (TestTime div 2) - (int2hwFloat(Targ.Y) - Me^.Y) / int2hwFloat(TestTime);

	Score:= CheckTrace;
	if Result < Score then
		begin
		ap.Angle:= DxDy2AttackAngle(Vx, Vy) + AIrndSign(random(Level));
		ap.Power:= 1;
		ap.ExplR:= 100;
		ap.ExplX:= EX;
		ap.ExplY:= EY;
		Result:= Score
		end;

TestMortar:= Result
end;

function TestShotgun(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
const
  MIN_RANGE =  80;
  MAX_RANGE = 400;
var Vx, Vy, x, y: hwFloat;
    rx, ry, Result: LongInt;
    range: integer;
begin
ap.ExplR:= 0;
ap.Time:= 0;
ap.Power:= 1;
range:= Metric(hwRound(Me^.X), hwRound(Me^.Y), Targ.X, Targ.Y);
if ( range < MIN_RANGE ) or ( range > MAX_RANGE ) then exit(BadTurn);
Vx:= (int2hwFloat(Targ.X) - Me^.X) * _1div1024;
Vy:= (int2hwFloat(Targ.Y) - Me^.Y) * _1div1024;
x:= Me^.X;
y:= Me^.Y;
ap.Angle:= DxDy2AttackAngle(Vx, -Vy);
repeat
  x:= x + vX;
  y:= y + vY;
  rx:= hwRound(x);
  ry:= hwRound(y);
  if TestColl(rx, ry, 2) then
     begin
     x:= x + vX * 8;
     y:= y + vY * 8;
     Result:= RateShotgun(Me, rx, ry) * 2;
     if Result = 0 then Result:= - Metric(Targ.X, Targ.Y, rx, ry) div 64
                   else dec(Result, Level * 4000);
     exit(Result)
     end
until (Abs(Targ.X - hwRound(x)) + Abs(Targ.Y - hwRound(y)) < 4) or (x.isNegative) or (y.isNegative) or (x.Round > LAND_WIDTH) or (y.Round > LAND_HEIGHT);
TestShotgun:= BadTurn
end;

function TestDesertEagle(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
var Vx, Vy, x, y, t: hwFloat;
    d: Longword;
    Result: LongInt;
begin
ap.ExplR:= 0;
ap.Time:= 0;
ap.Power:= 1;
if Abs(hwRound(Me^.X) - Targ.X) + Abs(hwRound(Me^.Y) - Targ.Y) < 80 then
   exit(BadTurn);
t:= _0_5 / Distance(int2hwFloat(Targ.X) - Me^.X, int2hwFloat(Targ.Y) - Me^.Y);
Vx:= (int2hwFloat(Targ.X) - Me^.X) * t;
Vy:= (int2hwFloat(Targ.Y) - Me^.Y) * t;
x:= Me^.X;
y:= Me^.Y;
ap.Angle:= DxDy2AttackAngle(Vx, -Vy);
d:= 0;

repeat
  x:= x + vX;
  y:= y + vY;
  if ((hwRound(x) and LAND_WIDTH_MASK) = 0)and((hwRound(y) and LAND_HEIGHT_MASK) = 0)
     and (Land[hwRound(y), hwRound(x)] <> 0) then inc(d);
until (Abs(Targ.X - hwRound(x)) + Abs(Targ.Y - hwRound(y)) < 4) or (x.isNegative) or (y.isNegative) or (x.Round > LAND_WIDTH) or (y.Round > LAND_HEIGHT) or (d > 200);

if Abs(Targ.X - hwRound(x)) + Abs(Targ.Y - hwRound(y)) < 3 then Result:= max(0, (4 - d div 50) * 7 * 1024)
                                                           else Result:= BadTurn;
TestDesertEagle:= Result
end;

function TestBaseballBat(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
var Result: LongInt;
begin
ap.ExplR:= 0;
if (Level > 2) or (Abs(hwRound(Me^.X) - Targ.X) + Abs(hwRound(Me^.Y) - Targ.Y) > 25) then
   exit(BadTurn);

ap.Time:= 0;
ap.Power:= 1;
if (Targ.X) - hwRound(Me^.X) >= 0 then ap.Angle:=   cMaxAngle div 4
                                  else ap.Angle:= - cMaxAngle div 4;
Result:= RateShove(Me, hwRound(Me^.X) + 10 * hwSign(int2hwFloat(Targ.X) - Me^.X), hwRound(Me^.Y), 15, 30);
if Result <= 0 then Result:= BadTurn else inc(Result);
TestBaseballBat:= Result
end;

function TestFirePunch(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
var i, Result: LongInt;
begin
ap.ExplR:= 0;
ap.Time:= 0;
ap.Power:= 1;
ap.Angle:= 0;
if (Abs(hwRound(Me^.X) - Targ.X) > 25)
or (Abs(hwRound(Me^.Y) - 50 - Targ.Y) > 50) then
	begin
	if TestColl(hwRound(Me^.Y), hwRound(Me^.Y) - 16, 6)
	and (RateShove(Me, hwRound(Me^.X) + 10 * hwSign(Me^.dX), hwRound(Me^.Y) - 40, 30, 30) = 0) then
		Result:= Succ(BadTurn)
	else
		Result:= BadTurn;
	exit(Result)
	end;

Result:= 0;
for i:= 0 to 4 do
	Result:= Result + RateShove(Me, hwRound(Me^.X) + 10 * hwSign(int2hwFloat(Targ.X) - Me^.X),
                                    hwRound(Me^.Y) - 20 * i - 5, 10, 30);
if Result <= 0 then
	Result:= BadTurn
else
	inc(Result);

TestFirePunch:= Result
end;

function TestAirAttack(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
const cShift = 4;
var X, Y, dY: hwFloat;
    b: array[0..9] of boolean;
    dmg: array[0..9] of LongInt;
    fexit: boolean;
    i, t, Result: LongInt;
begin
ap.ExplR:= 0;
ap.Time:= 0;
if (Level > 3) then exit(BadTurn);

ap.AttackPutX:= Targ.X;
ap.AttackPutY:= Targ.Y;

X:= int2hwFloat(Targ.X - 135 - cShift); // hh center - cShift
X:= X - cBombsSpeed * hwSqrt(int2hwFloat((Targ.Y + 128) * 2) / cGravity);
Y:= -_128;
dY:= _0;

for i:= 0 to 9 do
    begin
    b[i]:= true;
    dmg[i]:= 0
    end;
Result:= 0;

repeat
  X:= X + cBombsSpeed;
  Y:= Y + dY;
  dY:= dY + cGravity;
  fexit:= true;

  for i:= 0 to 9 do
    if b[i] then
       begin
       fexit:= false;
       if TestColl(hwRound(X) + i * 30, hwRound(Y), 4) then
          begin
          b[i]:= false;
          dmg[i]:= RateExplosion(Me, hwRound(X) + i * 30, hwRound(Y), 58)
          // 58 (instead of 60) for better prediction (hh moves after explosion of one of the rockets)
          end
       end;
until fexit or (Y > _1024);

for i:= 0 to 5 do inc(Result, dmg[i]);
t:= Result;
ap.AttackPutX:= Targ.X - 60;

for i:= 0 to 3 do
    begin
    dec(t, dmg[i]);
    inc(t, dmg[i + 6]);
    if t > Result then
       begin
       Result:= t;
       ap.AttackPutX:= Targ.X - 30 - cShift + i * 30
       end
    end;

if Result <= 0 then Result:= BadTurn;
TestAirAttack:= Result
end;

end.