- Many AI improvements
- New 'spray objects' on generated land
- Many small fixes
unit uAIAmmoTests;
interface
uses SDLh, uGears, uConsts;
function TestBazooka(Me: PGear; Targ: TPoint; out Time: Longword; out Angle, Power: integer): integer;
function TestGrenade(Me: PGear; Targ: TPoint; out Time: Longword; out Angle, Power: integer): integer;
function TestShotgun(Me: PGear; Targ: TPoint; out Time: Longword; out Angle, Power: integer): integer;
type TAmmoTestProc = function (Me: PGear; Targ: TPoint; out Time: Longword; out Angle, Power: integer): integer;
const AmmoTests: array[TAmmoType] of TAmmoTestProc =
(
{amGrenade} TestGrenade,
{amBazooka} TestBazooka,
{amUFO} nil,
{amShotgun} TestShotgun,
{amPickHammer} nil,
{amSkip} nil,
{amRope} nil,
{amMine} nil,
{amDEagle} nil,
{amDynamite} nil
);
implementation
uses uMisc, uAIMisc;
const BadTurn = Low(integer);
function Metric(x1, y1, x2, y2: integer): integer;
begin
Result:= abs(x1 - x2) + abs(y1 - y2)
end;
function TestBazooka(Me: PGear; Targ: TPoint; out Time: Longword; out Angle, Power: integer): integer;
var Vx, Vy, r: real;
rTime: real;
Score: integer;
function CheckTrace: integer;
var x, y, dX, dY: real;
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);
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:= 10;
Result:= BadTurn;
repeat
rTime:= rTime + 100 + 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);
Power:= round(r * cMaxPower);
Result:= Score
end;
end
until (rTime >= 5000)
end;
function TestGrenade(Me: PGear; Targ: TPoint; out Time: Longword; out Angle, Power: integer): integer;
const tDelta = 24;
var Vx, Vy, r: real;
Score: integer;
TestTime: Longword;
function CheckTrace: integer;
var x, y, dY: real;
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);
if t < 50 then Result:= RateExplosion(Me, round(x), round(y), 101)
else Result:= Low(integer)
end;
begin
Result:= BadTurn;
TestTime:= 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);
Power:= round(r * cMaxPower);
Time:= TestTime;
Result:= Score
end;
end
until (TestTime = 5000)
end;
function TestShotgun(Me: PGear; Targ: TPoint; out Time: Longword; out Angle, Power: integer): integer;
var Vx, Vy, x, y: real;
begin
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:= RateExplosion(Me, round(x), round(y), 25) * 2;
if Result = 0 then Result:= - Metric(Targ.X, Targ.Y, round(x), round(y)) div 64;
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;
end.