- Many AI improvements
- New 'spray objects' on generated land
- Many small fixes
unit uAIMisc;
interface
uses SDLh, uConsts, uGears;
type TTarget = record
Point: TPoint;
Score: integer;
end;
TTargets = record
Count: Longword;
ar: array[0..cMaxHHIndex*5] of TTarget;
end;
procedure FillTargets;
procedure FillBonuses(isAfterAttack: boolean);
function RatePlace(Gear: PGear): integer;
function DxDy2AttackAngle(const _dY, _dX: Extended): integer;
function TestColl(x, y, r: integer): boolean;
function RateExplosion(Me: PGear; x, y, r: integer): integer;
function HHGo(Gear: PGear): boolean;
var ThinkingHH: PGear;
Targets: TTargets;
implementation
uses uTeams, uMisc, uLand, uCollisions;
const KillScore = 200;
MAXBONUS = 1024;
type TBonus = record
X, Y: integer;
Radius: integer;
Score: integer;
end;
var bonuses: record
Count: Longword;
ar: array[0..Pred(MAXBONUS)] of TBonus;
end;
procedure FillTargets;
var t: PTeam;
i: Longword;
begin
Targets.Count:= 0;
t:= TeamsList;
while t <> nil do
begin
for i:= 0 to cMaxHHIndex do
if (t.Hedgehogs[i].Gear <> nil)
and (t.Hedgehogs[i].Gear <> ThinkingHH) then
begin
with Targets.ar[Targets.Count], t.Hedgehogs[i] do
begin
Point.X:= Round(Gear.X);
Point.Y:= Round(Gear.Y);
if t <> CurrentTeam then Score:= Gear.Health
else Score:= -Gear.Health
end;
inc(Targets.Count)
end;
t:= t.Next
end
end;
procedure FillBonuses(isAfterAttack: boolean);
var Gear: PGear;
MyColor: Longword;
procedure AddBonus(x, y: integer; r: Longword; s: integer);
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);
TryDo(bonuses.Count <= MAXBONUS, 'Bonuses overflow', true)
end;
begin
bonuses.Count:= 0;
MyColor:= PHedgehog(ThinkingHH.Hedgehog).Team.Color;
Gear:= GearsList;
while Gear <> nil do
begin
case Gear.Kind of
gtCase: AddBonus(round(Gear.X), round(Gear.Y), 33, 25);
gtMine: AddBonus(round(Gear.X), round(Gear.Y), 46, -50);
gtDynamite: AddBonus(round(Gear.X), round(Gear.Y), 150, -75);
gtHedgehog: begin
if Gear.Damage >= Gear.Health then AddBonus(round(Gear.X), round(Gear.Y), 50, -25);
if isAfterAttack
and (ThinkingHH.Hedgehog <> Gear.Hedgehog)
and (MyColor = PHedgehog(Gear.Hedgehog).Team.Color) then AddBonus(round(Gear.X), round(Gear.Y), 100, -1);
end;
end;
Gear:= Gear.NextGear
end
end;
function RatePlace(Gear: PGear): integer;
var i, r: integer;
begin
Result:= 0;
for i:= 0 to Pred(bonuses.Count) do
with bonuses.ar[i] do
begin
r:= round(sqrt(sqr(Gear.X - X) + sqr(Gear.Y - y)));
if r < Radius then
inc(Result, Score * (Radius - r))
end;
end;
function DxDy2AttackAngle(const _dY, _dX: Extended): integer;
const piDIVMaxAngle: Extended = pi/cMaxAngle;
asm
fld _dY
fld _dX
fpatan
fld piDIVMaxAngle
fdiv
sub esp, 4
fistp dword ptr [esp]
pop eax
end;
function TestColl(x, y, r: integer): boolean;
begin
Result:=(((x-r) and $FFFFF800) = 0)and(((y-r) and $FFFFFC00) = 0) and (Land[y-r, x-r] <> 0);
if Result then exit;
Result:=(((x-r) and $FFFFF800) = 0)and(((y+r) and $FFFFFC00) = 0) and (Land[y+r, x-r] <> 0);
if Result then exit;
Result:=(((x+r) and $FFFFF800) = 0)and(((y-r) and $FFFFFC00) = 0) and (Land[y-r, x+r] <> 0);
if Result then exit;
Result:=(((x+r) and $FFFFF800) = 0)and(((y+r) and $FFFFFC00) = 0) and (Land[y+r, x+r] <> 0);
end;
function RateExplosion(Me: PGear; x, y, r: integer): integer;
var i, dmg: integer;
begin
Result:= 0;
// add our virtual position
with Targets.ar[Targets.Count] do
begin
Point.x:= round(Me.X);
Point.y:= round(Me.Y);
Score:= - ThinkingHH.Health
end;
// rate explosion
for i:= 0 to Targets.Count do
with Targets.ar[i] do
begin
dmg:= r - Round(sqrt(sqr(Point.x - x) + sqr(Point.y - y)));
if dmg > 0 then
begin
dmg:= dmg shr 1;
if dmg > abs(Score) then
if Score > 0 then inc(Result, KillScore)
else dec(Result, KillScore * 3)
else
if Score > 0 then inc(Result, dmg)
else dec(Result, dmg * 3)
end;
end;
Result:= Result * 1024
end;
function HHGo(Gear: PGear): boolean;
var pX, pY: integer;
begin
Result:= false;
repeat
pX:= round(Gear.X);
pY:= round(Gear.Y);
if pY + cHHRadius >= cWaterLine then exit;
if (Gear.State and gstFalling) <> 0 then
begin
Gear.dY:= Gear.dY + cGravity;
if Gear.dY > 0.35 then exit;
Gear.Y:= Gear.Y + Gear.dY;
if TestCollisionYwithGear(Gear, 1) then
begin
Gear.State:= Gear.State and not (gstFalling or gstHHJumping);
Gear.dY:= 0
end;
continue
end;
{if ((Gear.Message and gm_LJump )<>0) then
begin
Gear.Message:= 0;
if not HHTestCollisionYwithGear(Gear, -1) then
if not TestCollisionXwithXYShift(Gear, 0, -2, Sign(Gear.dX)) then Gear.Y:= Gear.Y - 2 else
if not TestCollisionXwithXYShift(Gear, 0, -1, Sign(Gear.dX)) then Gear.Y:= Gear.Y - 1;
if not (TestCollisionXwithGear(Gear, Sign(Gear.dX))
or HHTestCollisionYwithGear(Gear, -1)) then
begin
Gear.dY:= -0.15;
Gear.dX:= Sign(Gear.dX) * 0.15;
Gear.State:= Gear.State or gstFalling or gstHHJumping;
exit
end;
end;}
if (Gear.Message and gm_Left )<>0 then Gear.dX:= -1.0 else
if (Gear.Message and gm_Right )<>0 then Gear.dX:= 1.0 else exit;
if TestCollisionXwithGear(Gear, Sign(Gear.dX)) then
begin
if not (TestCollisionXwithXYShift(Gear, 0, -6, Sign(Gear.dX))
or TestCollisionYwithGear(Gear, -1)) then Gear.Y:= Gear.Y - 1;
if not (TestCollisionXwithXYShift(Gear, 0, -5, Sign(Gear.dX))
or TestCollisionYwithGear(Gear, -1)) then Gear.Y:= Gear.Y - 1;
if not (TestCollisionXwithXYShift(Gear, 0, -4, Sign(Gear.dX))
or TestCollisionYwithGear(Gear, -1)) then Gear.Y:= Gear.Y - 1;
if not (TestCollisionXwithXYShift(Gear, 0, -3, Sign(Gear.dX))
or TestCollisionYwithGear(Gear, -1)) then Gear.Y:= Gear.Y - 1;
if not (TestCollisionXwithXYShift(Gear, 0, -2, Sign(Gear.dX))
or TestCollisionYwithGear(Gear, -1)) then Gear.Y:= Gear.Y - 1;
if not (TestCollisionXwithXYShift(Gear, 0, -1, Sign(Gear.dX))
or TestCollisionYwithGear(Gear, -1)) then Gear.Y:= Gear.Y - 1;
end;
if not TestCollisionXwithGear(Gear, Sign(Gear.dX)) then Gear.X:= Gear.X + Gear.dX;
if not TestCollisionYwithGear(Gear, 1) then
begin
Gear.Y:= Gear.Y + 1;
if not TestCollisionYwithGear(Gear, 1) then
begin
Gear.Y:= Gear.Y + 1;
if not TestCollisionYwithGear(Gear, 1) then
begin
Gear.Y:= Gear.Y + 1;
if not TestCollisionYwithGear(Gear, 1) then
begin
Gear.Y:= Gear.Y + 1;
if not TestCollisionYwithGear(Gear, 1) then
begin
Gear.Y:= Gear.Y + 1;
if not TestCollisionYwithGear(Gear, 1) then
begin
Gear.Y:= Gear.Y + 1;
if not TestCollisionYwithGear(Gear, 1) then
begin
Gear.Y:= Gear.Y - 6;
Gear.dY:= 0;
Gear.dX:= 0.0000001 * Sign(Gear.dX);
Gear.State:= Gear.State or gstFalling
end
end
end
end
end
end
end;
if (pX <> round(Gear.X))and ((Gear.State and gstFalling) = 0) then
begin
Result:= true;
exit
end;
until (pX = round(Gear.X)) and (pY = round(Gear.Y)) and ((Gear.State and gstFalling) = 0);
end;
end.