Ensure that Clan ammo always takes precedence over Per Hog Ammo in the flags. It'd be best for the user sake if these buttons acted more like radio buttons.
(*
* 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 uAIAmmoTests;
interface
uses SDLh, uConsts, uFloat, uTypes;
const
amtest_OnTurn = $00000001; // from one position
amtest_NoTarget = $00000002; // each pos, but no targetting
var windSpeed: real;
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 TestSnowball(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
function TestGrenade(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
function TestMolotov(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
function TestClusterBomb(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
function TestWatermelon(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 TestSniperRifle(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 TestWhip(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
function TestAirAttack(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
function TestTeleport(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
function TestHammer(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: @TestClusterBomb; flags: 0), // amClusterBomb
(proc: @TestBazooka; flags: 0), // amBazooka
(proc: nil; flags: 0), // amBee
(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: amtest_NoTarget), // amFirePunch
(proc: @TestWhip; flags: amtest_NoTarget), // amWhip
(proc: @TestBaseballBat; flags: amtest_NoTarget), // 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: 0), // amTeleport
//(proc: @TestTeleport; 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: @TestWatermelon; flags: 0), // amWatermelon
(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: @TestSniperRifle; flags: 0), // amSniperRifle
(proc: nil; flags: 0), // amJetpack
(proc: @TestMolotov; flags: 0), // amMolotov
(proc: nil; flags: 0), // amBirdy
(proc: nil; flags: 0), // amPortalGun
(proc: nil; flags: 0), // amPiano
(proc: @TestGrenade; flags: 0), // amGasBomb
(proc: @TestShotgun; flags: 0), // amSineGun
(proc: nil; flags: 0), // amFlamethrower
(proc: @TestGrenade; flags: 0), // amSMine
(proc: @TestHammer; flags: amtest_NoTarget), // amHammer
(proc: nil; flags: 0), // amResurrector
(proc: nil; flags: 0), // amDrillStrike
(proc: nil; flags: 0), // amSnowball
(proc: nil; flags: 0), // amTardis
(proc: nil; flags: 0), // amStructure
(proc: nil; flags: 0), // amLandGun
(proc: nil; flags: 0) // amIceGun
);
const BadTurn = Low(LongInt) div 4;
implementation
uses uAIMisc, uVariables, uUtils;
function Metric(x1, y1, x2, y2: LongInt): LongInt; inline;
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, mX, mY: real;
rTime: LongInt;
EX, EY: LongInt;
valueResult: LongInt;
x, y, dX, dY: real;
t: LongInt;
value: LongInt;
begin
mX:= hwFloat2Float(Me^.X);
mY:= hwFloat2Float(Me^.Y);
ap.Time:= 0;
rTime:= 350;
ap.ExplR:= 0;
valueResult:= BadTurn;
repeat
rTime:= rTime + 300 + Level * 50 + random(300);
Vx:= - windSpeed * rTime * 0.5 + (Targ.X + AIrndSign(2) - mX) / rTime;
Vy:= cGravityf * rTime * 0.5 - (Targ.Y - mY) / rTime;
r:= sqr(Vx) + sqr(Vy);
if not (r > 1) then
begin
x:= mX;
y:= mY;
dX:= Vx;
dY:= -Vy;
t:= rTime;
repeat
x:= x + dX;
y:= y + dY;
dX:= dX + windSpeed;
dY:= dY + cGravityf;
dec(t)
until TestCollExcludingMe(Me, trunc(x), trunc(y), 5) or (t <= 0);
EX:= trunc(x);
EY:= trunc(y);
if Me^.Hedgehog^.BotLevel = 1 then
value:= RateExplosion(Me, EX, EY, 101, afTrackFall or afErasesLand)
else value:= RateExplosion(Me, EX, EY, 101);
if value = 0 then
value:= - Metric(Targ.X, Targ.Y, EX, EY) div 64;
if valueResult <= value then
begin
ap.Angle:= DxDy2AttackAnglef(Vx, Vy) + AIrndSign(random((Level - 1) * 9));
ap.Power:= trunc(sqrt(r) * cMaxPower) - random((Level - 1) * 17 + 1);
ap.ExplR:= 100;
ap.ExplX:= EX;
ap.ExplY:= EY;
valueResult:= value
end;
end
//until (value > 204800) or (rTime > 4250); not so useful since adding score to the drowning
until rTime > 4250;
TestBazooka:= valueResult
end;
function TestSnowball(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
var Vx, Vy, r: real;
rTime: LongInt;
EX, EY: LongInt;
valueResult: LongInt;
x, y, dX, dY, meX, meY: real;
t: LongInt;
value: LongInt;
begin
meX:= hwFloat2Float(Me^.X);
meY:= hwFloat2Float(Me^.Y);
ap.Time:= 0;
rTime:= 350;
ap.ExplR:= 0;
valueResult:= BadTurn;
repeat
rTime:= rTime + 300 + Level * 50 + random(1000);
Vx:= - windSpeed * rTime * 0.5 + ((Targ.X + AIrndSign(2)) - meX) / rTime;
Vy:= cGravityf * rTime * 0.5 - (Targ.Y - meY) / rTime;
r:= sqr(Vx) + sqr(Vy);
if not (r > 1) then
begin
x:= meX;
y:= meY;
dX:= Vx;
dY:= -Vy;
t:= rTime;
repeat
x:= x + dX;
y:= y + dY;
dX:= dX + windSpeed;
dY:= dY + cGravityf;
dec(t)
until TestCollExcludingMe(Me, trunc(x), trunc(y), 5) or (t <= 0);
EX:= trunc(x);
EY:= trunc(y);
value:= RateShove(Me, trunc(x), trunc(y), 5, 1, trunc((abs(dX)+abs(dY))*20), -dX, -dY, afTrackFall);
if value = 0 then
value:= - Metric(Targ.X, Targ.Y, EX, EY) div 64;
if valueResult <= value then
begin
ap.Angle:= DxDy2AttackAnglef(Vx, Vy) + AIrndSign(random((Level - 1) * 9));
ap.Power:= trunc(sqrt(r) * cMaxPower) - random((Level - 1) * 17 + 1);
ap.ExplR:= 0;
ap.ExplX:= EX;
ap.ExplY:= EY;
valueResult:= value
end;
end
until (rTime > 4250);
TestSnowball:= valueResult
end;
function TestMolotov(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
var Vx, Vy, r: real;
Score, EX, EY, valueResult: LongInt;
TestTime: Longword;
x, y, dY, meX, meY: real;
t: LongInt;
begin
meX:= hwFloat2Float(Me^.X);
meY:= hwFloat2Float(Me^.Y);
valueResult:= BadTurn;
TestTime:= 0;
ap.ExplR:= 0;
repeat
inc(TestTime, 300);
Vx:= (Targ.X - meX) / TestTime;
Vy:= cGravityf * (TestTime div 2) - Targ.Y - meY / TestTime;
r:= sqr(Vx) + sqr(Vy);
if not (r > 1) then
begin
x:= meX;
y:= meY;
dY:= -Vy;
t:= TestTime;
repeat
x:= x + Vx;
y:= y + dY;
dY:= dY + cGravityf;
dec(t)
until TestCollExcludingMe(Me, trunc(x), trunc(y), 7) or (t = 0);
EX:= trunc(x);
EY:= trunc(y);
if t < 50 then
Score:= RateExplosion(Me, EX, EY, 97) // average of 17 attempts, most good, but some failing spectacularly
else
Score:= BadTurn;
if valueResult < Score then
begin
ap.Angle:= DxDy2AttackAnglef(Vx, Vy) + AIrndSign(random(Level));
ap.Power:= trunc(sqrt(r) * cMaxPower) + AIrndSign(random(Level) * 15);
ap.Time:= TestTime;
ap.ExplR:= 100;
ap.ExplX:= EX;
ap.ExplY:= EY;
valueResult:= Score
end;
end
until (TestTime > 4250);
TestMolotov:= valueResult
end;
function TestGrenade(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
const tDelta = 24;
var Vx, Vy, r: real;
Score, EX, EY, valueResult: LongInt;
TestTime: Longword;
x, y, meX, meY, dY: real;
t: LongInt;
begin
valueResult:= BadTurn;
TestTime:= 0;
ap.ExplR:= 0;
meX:= hwFloat2Float(Me^.X);
meY:= hwFloat2Float(Me^.Y);
repeat
inc(TestTime, 1000);
Vx:= (Targ.X - meX) / (TestTime + tDelta);
Vy:= cGravityf * ((TestTime + tDelta) div 2) - (Targ.Y - meY) / (TestTime + tDelta);
r:= sqr(Vx) + sqr(Vy);
if not (r > 1) then
begin
x:= meX;
y:= meY;
dY:= -Vy;
t:= TestTime;
repeat
x:= x + Vx;
y:= y + dY;
dY:= dY + cGravityf;
dec(t)
until TestCollExcludingMe(Me, trunc(x), trunc(y), 5) or (t = 0);
EX:= trunc(x);
EY:= trunc(y);
if t < 50 then
if Me^.Hedgehog^.BotLevel = 1 then
Score:= RateExplosion(Me, EX, EY, 101, afTrackFall or afErasesLand)
else Score:= RateExplosion(Me, EX, EY, 101)
else
Score:= BadTurn;
if valueResult < Score then
begin
ap.Angle:= DxDy2AttackAnglef(Vx, Vy) + AIrndSign(random(Level));
ap.Power:= trunc(sqrt(r) * cMaxPower) + AIrndSign(random(Level) * 15);
ap.Time:= TestTime;
ap.ExplR:= 100;
ap.ExplX:= EX;
ap.ExplY:= EY;
valueResult:= Score
end;
end
//until (Score > 204800) or (TestTime > 4000);
until TestTime > 4000;
TestGrenade:= valueResult
end;
function TestClusterBomb(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
const tDelta = 24;
var Vx, Vy, r: real;
Score, EX, EY, valueResult: LongInt;
TestTime: Longword;
x, y, dY, meX, meY: real;
t: LongInt;
begin
valueResult:= BadTurn;
TestTime:= 0;
ap.ExplR:= 0;
meX:= hwFloat2Float(Me^.X);
meY:= hwFloat2Float(Me^.Y);
repeat
inc(TestTime, 1000);
// Try to overshoot slightly, seems to pay slightly better dividends in terms of hitting cluster
if meX<Targ.X then
Vx:= ((Targ.X+10) - meX) / (TestTime + tDelta)
else
Vx:= ((Targ.X-10) - meX) / (TestTime + tDelta);
Vy:= cGravityf * ((TestTime + tDelta) div 2) - ((Targ.Y-50) - meY) / (TestTime + tDelta);
r:= sqr(Vx)+sqr(Vy);
if not (r > 1) then
begin
x:= meX;
y:= meY;
dY:= -Vy;
t:= TestTime;
repeat
x:= x + Vx;
y:= y + dY;
dY:= dY + cGravityf;
dec(t)
until TestCollExcludingMe(Me, trunc(x), trunc(y), 5) or (t = 0);
EX:= trunc(x);
EY:= trunc(y);
if t < 50 then
Score:= RateExplosion(Me, EX, EY, 41)
else
Score:= BadTurn;
if valueResult < Score then
begin
ap.Angle:= DxDy2AttackAnglef(Vx, Vy) + AIrndSign(random(Level));
ap.Power:= trunc(sqrt(r) * cMaxPower) + AIrndSign(random(Level) * 15);
ap.Time:= TestTime;
ap.ExplR:= 90;
ap.ExplX:= EX;
ap.ExplY:= EY;
valueResult:= Score
end;
end
until (TestTime = 4000);
TestClusterBomb:= valueResult
end;
function TestWatermelon(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
const tDelta = 24;
var Vx, Vy, r: real;
Score, EX, EY, valueResult: LongInt;
TestTime: Longword;
x, y, dY, meX, meY: real;
t: LongInt;
begin
valueResult:= BadTurn;
TestTime:= 0;
ap.ExplR:= 0;
meX:= hwFloat2Float(Me^.X);
meY:= hwFloat2Float(Me^.Y);
repeat
inc(TestTime, 1000);
Vx:= (Targ.X - meX) / (TestTime + tDelta);
Vy:= cGravityf * ((TestTime + tDelta) div 2) - ((Targ.Y-50) - meY) / (TestTime + tDelta);
r:= sqr(Vx)+sqr(Vy);
if not (r > 1) then
begin
x:= meX;
y:= meY;
dY:= -Vy;
t:= TestTime;
repeat
x:= x + Vx;
y:= y + dY;
dY:= dY + cGravityf;
dec(t)
until TestCollExcludingMe(Me, trunc(x), trunc(y), 7) or (t = 0);
EX:= trunc(x);
EY:= trunc(y);
if t < 50 then
Score:= RateExplosion(Me, EX, EY, 200) + RateExplosion(Me, EX, EY + 120, 200)
else
Score:= BadTurn;
if valueResult < Score then
begin
ap.Angle:= DxDy2AttackAnglef(Vx, Vy) + AIrndSign(random(Level));
ap.Power:= trunc(sqrt(r) * cMaxPower) + AIrndSign(random(Level) * 15);
ap.Time:= TestTime;
ap.ExplR:= 300;
ap.ExplX:= EX;
ap.ExplY:= EY;
valueResult:= Score
end;
end
until (TestTime = 4000);
TestWatermelon:= valueResult
end;
function Solve(TX, TY, MX, MY: LongInt): LongWord;
var A, B, D, T: real;
C: LongInt;
begin
A:= sqr(cGravityf);
B:= - cGravityf * (TY - MY) - 1;
C:= sqr(TY - MY) + sqr(TX - MX);
D:= sqr(B) - A * C;
if D >= 0 then
begin
D:= sqrt(D) - B;
if D >= 0 then
T:= sqrt(D * 2 / A)
else
T:= 0;
Solve:= trunc(T)
end
else
Solve:= 0
end;
function TestMortar(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
//const tDelta = 24;
var Vx, Vy: real;
Score, EX, EY: LongInt;
TestTime: Longword;
x, y, dY, meX, meY: real;
begin
TestMortar:= BadTurn;
ap.ExplR:= 0;
meX:= hwFloat2Float(Me^.X);
meY:= hwFloat2Float(Me^.Y);
if (Level > 2) then
exit(BadTurn);
TestTime:= Solve(Targ.X, Targ.Y, trunc(meX), trunc(meY));
if TestTime = 0 then
exit(BadTurn);
Vx:= (Targ.X - meX) / TestTime;
Vy:= cGravityf * (TestTime div 2) - (Targ.Y - meY) / TestTime;
x:= meX;
y:= meY;
dY:= -Vy;
repeat
x:= x + Vx;
y:= y + dY;
dY:= dY + cGravityf;
EX:= trunc(x);
EY:= trunc(y);
until TestCollExcludingMe(Me, EX, EY, 5) or (EY > cWaterLine);
if (EY < cWaterLine) and (dY >= 0) then
begin
Score:= RateExplosion(Me, EX, EY, 91);
if (Score = 0) then
if (dY > 0.15) then
Score:= - abs(Targ.Y - EY) div 32
else
Score:= BadTurn
else if (Score < 0) then
Score:= BadTurn
end
else
Score:= BadTurn;
if BadTurn < Score then
begin
ap.Angle:= DxDy2AttackAnglef(Vx, Vy) + AIrndSign(random(Level));
ap.Power:= 1;
ap.ExplR:= 100;
ap.ExplX:= EX;
ap.ExplY:= EY;
TestMortar:= Score
end;
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: real;
rx, ry, valueResult: LongInt;
range: integer;
begin
TestShotgun:= BadTurn;
ap.ExplR:= 0;
ap.Time:= 0;
ap.Power:= 1;
x:= hwFloat2Float(Me^.X);
y:= hwFloat2Float(Me^.Y);
range:= Metric(trunc(x), trunc(y), Targ.X, Targ.Y);
if ( range < MIN_RANGE ) or ( range > MAX_RANGE ) then
exit(BadTurn);
Vx:= (Targ.X - x) * 1 / 1024;
Vy:= (Targ.Y - y) * 1 / 1024;
ap.Angle:= DxDy2AttackAnglef(Vx, -Vy);
repeat
x:= x + vX;
y:= y + vY;
rx:= trunc(x);
ry:= trunc(y);
if TestCollExcludingMe(Me, rx, ry, 2) then
begin
x:= x + vX * 8;
y:= y + vY * 8;
valueResult:= RateShotgun(Me, vX, vY, rx, ry);
if valueResult = 0 then
valueResult:= - Metric(Targ.X, Targ.Y, rx, ry) div 64
else
dec(valueResult, Level * 4000);
// 27/20 is reuse bonus
exit(valueResult * 27 div 20)
end
until (Abs(Targ.X - trunc(x)) + Abs(Targ.Y - trunc(y)) < 4)
or (x < 0)
or (y < 0)
or (trunc(x) > LAND_WIDTH)
or (trunc(y) > LAND_HEIGHT);
TestShotgun:= BadTurn
end;
function TestDesertEagle(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
var Vx, Vy, x, y, t, dmgMod: real;
d: Longword;
fallDmg, valueResult: LongInt;
begin
dmgMod:= 0.01 * hwFloat2Float(cDamageModifier) * cDamagePercent;
Level:= Level; // avoid compiler hint
ap.ExplR:= 0;
ap.Time:= 0;
ap.Power:= 1;
x:= hwFloat2Float(Me^.X);
y:= hwFloat2Float(Me^.Y);
if Abs(trunc(x) - Targ.X) + Abs(trunc(y) - Targ.Y) < 40 then
begin
TestDesertEagle:= BadTurn;
exit(BadTurn);
end;
t:= 2 / sqrt(sqr(Targ.X - x)+sqr(Targ.Y-y));
Vx:= (Targ.X - x) * t;
Vy:= (Targ.Y - y) * t;
ap.Angle:= DxDy2AttackAnglef(Vx, -Vy);
d:= 0;
repeat
x:= x + vX;
y:= y + vY;
if ((trunc(x) and LAND_WIDTH_MASK) = 0)and((trunc(y) and LAND_HEIGHT_MASK) = 0)
and (Land[trunc(y), trunc(x)] <> 0) then
inc(d);
until (Abs(Targ.X - trunc(x)) + Abs(Targ.Y - trunc(y)) < 5)
or (x < 0)
or (y < 0)
or (trunc(x) > LAND_WIDTH)
or (trunc(y) > LAND_HEIGHT)
or (d > 50);
if Abs(Targ.X - trunc(x)) + Abs(Targ.Y - trunc(y)) < 5 then
begin
fallDmg:= TraceShoveFall(Targ.X, Targ.Y, vX * 0.00125 * 20, vY * 0.00125 * 20);
if fallDmg < 0 then
valueResult:= 204800
else valueResult:= Max(0, (4 - d div 50) * trunc((7+fallDmg)*dmgMod) * 1024)
end
else
valueResult:= BadTurn;
TestDesertEagle:= valueResult
end;
function TestSniperRifle(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
var Vx, Vy, x, y, t, dmg, dmgMod: real;
d: Longword;
fallDmg, valueResult: LongInt;
begin
dmgMod:= 0.01 * hwFloat2Float(cDamageModifier) * cDamagePercent;
Level:= Level; // avoid compiler hint
ap.ExplR:= 0;
ap.Time:= 0;
ap.Power:= 1;
x:= hwFloat2Float(Me^.X);
y:= hwFloat2Float(Me^.Y);
if Abs(trunc(x) - Targ.X) + Abs(trunc(y) - Targ.Y) < 40 then
exit(BadTurn);
dmg:= sqrt(sqr(Targ.X - x)+sqr(Targ.Y-y));
t:= 1.5 / dmg;
dmg:= dmg * 0.025; // div 40
Vx:= (Targ.X - x) * t;
Vy:= (Targ.Y - y) * t;
ap.Angle:= DxDy2AttackAnglef(Vx, -Vy);
d:= 0;
repeat
x:= x + vX;
y:= y + vY;
if ((trunc(x) and LAND_WIDTH_MASK) = 0)and((trunc(y) and LAND_HEIGHT_MASK) = 0)
and (Land[trunc(y), trunc(x)] <> 0) then
inc(d);
until (Abs(Targ.X - trunc(x)) + Abs(Targ.Y - trunc(y)) < 4)
or (x < 0)
or (y < 0)
or (trunc(x) > LAND_WIDTH)
or (trunc(y) > LAND_HEIGHT)
or (d > 23);
if Abs(Targ.X - trunc(x)) + Abs(Targ.Y - trunc(y)) < 4 then
begin
fallDmg:= TraceShoveFall(Targ.X, Targ.Y, vX * 0.00166 * dmg, vY * 0.00166 * dmg);
if fallDmg < 0 then
TestSniperRifle:= BadTurn
else
TestSniperRifle:= Max(0, trunc((dmg + fallDmg) * dmgMod) * 1024)
end
else
TestSniperRifle:= BadTurn
end;
function TestBaseballBat(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
var valueResult, a, v1, v2: LongInt;
x, y: LongInt;
dx, dy: real;
begin
Level:= Level; // avoid compiler hint
ap.ExplR:= 0;
ap.Time:= 0;
ap.Power:= 1;
x:= hwRound(Me^.X);
y:= hwRound(Me^.Y);
a:= 0;
valueResult:= 0;
while a <= cMaxAngle div 2 do
begin
dx:= sin(a / cMaxAngle * pi) * 0.5;
dy:= cos(a / cMaxAngle * pi) * 0.5;
v1:= RateShove(Me, x - 10, y
, 33, 30, 115
, -dx, -dy, afTrackFall);
v2:= RateShove(Me, x + 10, y
, 33, 30, 115
, dx, -dy, afTrackFall);
if (v1 > valueResult) or (v2 > valueResult) then
if (v2 > v1)
or {don't encourage turning for no gain}((v2 = v1) and (not Me^.dX.isNegative)) then
begin
ap.Angle:= a;
valueResult:= v2
end
else
begin
ap.Angle:= -a;
valueResult:= v1
end;
a:= a + 15 + random(cMaxAngle div 16)
end;
if valueResult <= 0 then
valueResult:= BadTurn;
TestBaseballBat:= valueResult;
end;
function TestFirePunch(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
var valueResult, v1, v2, i: LongInt;
x, y: LongInt;
begin
Level:= Level; // avoid compiler hint
ap.ExplR:= 0;
ap.Time:= 0;
ap.Power:= 1;
x:= hwRound(Me^.X);
y:= hwRound(Me^.Y);
v1:= 0;
for i:= 0 to 8 do
begin
v1:= v1 + RateShove(Me, x - 10, y - 10 * i
, 18, 30, 40
, -0.45, -0.9, afTrackFall or afSetSkip);
end;
v1:= v1 + RateShove(Me, x - 10, y - 90
, 18, 30, 40
, -0.45, -0.9, afTrackFall);
// now try opposite direction
v2:= 0;
for i:= 0 to 8 do
begin
v2:= v2 + RateShove(Me, x + 10, y - 10 * i
, 18, 30, 40
, 0.45, -0.9, afTrackFall or afSetSkip);
end;
v2:= v2 + RateShove(Me, x + 10, y - 90
, 18, 30, 40
, 0.45, -0.9, afTrackFall);
if (v2 > v1)
or {don't encourage turning for no gain}((v2 = v1) and (not Me^.dX.isNegative)) then
begin
ap.Angle:= 1;
valueResult:= v2
end
else
begin
ap.Angle:= -1;
valueResult:= v1
end;
if valueResult <= 0 then
valueResult:= BadTurn;
TestFirePunch:= valueResult;
end;
function TestWhip(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
var valueResult, v1, v2: LongInt;
x, y: LongInt;
begin
Level:= Level; // avoid compiler hint
ap.ExplR:= 0;
ap.Time:= 0;
ap.Power:= 1;
x:= hwRound(Me^.X);
y:= hwRound(Me^.Y);
// check left direction
{first RateShove checks farthermost of two whip's AmmoShove attacks
to encourage distant attacks (damaged hog is excluded from view of second
RateShove call)}
v1:= RateShove(Me, x - 15, y
, 30, 30, 25
, -1, -0.8, afTrackFall or afSetSkip);
v1:= v1 +
RateShove(Me, x, y
, 30, 30, 25
, -1, -0.8, afTrackFall);
// now try opposite direction
v2:= RateShove(Me, x + 15, y
, 30, 30, 25
, 1, -0.8, afTrackFall or afSetSkip);
v2:= v2 +
RateShove(Me, x, y
, 30, 30, 25
, 1, -0.8, afTrackFall);
if (v2 > v1)
or {don't encourage turning for no gain}((v2 = v1) and (not Me^.dX.isNegative)) then
begin
ap.Angle:= 1;
valueResult:= v2
end
else
begin
ap.Angle:= -1;
valueResult:= v1
end;
if valueResult <= 0 then
valueResult:= BadTurn
else
inc(valueResult);
TestWhip:= valueResult;
end;
function TestHammer(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
var rate: LongInt;
begin
Level:= Level; // avoid compiler hint
ap.ExplR:= 0;
ap.Time:= 0;
ap.Power:= 1;
ap.Angle:= 0;
rate:= RateHammer(Me);
if rate = 0 then
rate:= BadTurn;
TestHammer:= rate;
end;
function TestAirAttack(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
const cShift = 4;
var bombsSpeed, X, Y, dY: real;
b: array[0..9] of boolean;
dmg: array[0..9] of LongInt;
fexit: boolean;
i, t, valueResult: LongInt;
begin
ap.ExplR:= 0;
ap.Time:= 0;
if (Level > 3) then
exit(BadTurn);
ap.Angle:= 0;
ap.AttackPutX:= Targ.X;
ap.AttackPutY:= Targ.Y;
bombsSpeed:= hwFloat2Float(cBombsSpeed);
X:= Targ.X - 135 - cShift; // hh center - cShift
X:= X - bombsSpeed * sqrt(((Targ.Y + 128) * 2) / cGravityf);
Y:= -128;
dY:= 0;
for i:= 0 to 9 do
begin
b[i]:= true;
dmg[i]:= 0
end;
valueResult:= 0;
repeat
X:= X + bombsSpeed;
Y:= Y + dY;
dY:= dY + cGravityf;
fexit:= true;
for i:= 0 to 9 do
if b[i] then
begin
fexit:= false;
if TestColl(trunc(X) + LongWord(i * 30), trunc(Y), 4) then
begin
b[i]:= false;
dmg[i]:= RateExplosion(Me, trunc(X) + LongWord(i * 30), trunc(Y), 58)
// 58 (instead of 60) for better prediction (hh moves after explosion of one of the rockets)
end
end;
until fexit or (Y > cWaterLine);
for i:= 0 to 5 do inc(valueResult, dmg[i]);
t:= valueResult;
ap.AttackPutX:= Targ.X - 60;
for i:= 0 to 3 do
begin
dec(t, dmg[i]);
inc(t, dmg[i + 6]);
if t > valueResult then
begin
valueResult:= t;
ap.AttackPutX:= Targ.X - 30 - cShift + i * 30
end
end;
if valueResult <= 0 then
valueResult:= BadTurn;
TestAirAttack:= valueResult;
end;
function TestTeleport(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
var
i, failNum: longword;
maxTop: longword;
begin
TestTeleport := BadTurn;
exit(BadTurn);
Level:= Level; // avoid compiler hint
//FillBonuses(true, [gtCase]);
if bonuses.Count = 0 then
begin
if Me^.Health <= 100 then
begin
maxTop := Targ.Y - cHHRadius * 2;
while not TestColl(Targ.X, maxTop, cHHRadius) and (maxTop > topY + cHHRadius * 2 + 1) do
dec(maxTop, cHHRadius*2);
if not TestColl(Targ.X, maxTop + cHHRadius, cHHRadius) then
begin
ap.AttackPutX := Targ.X;
ap.AttackPutY := maxTop + cHHRadius;
TestTeleport := Targ.Y - maxTop;
end;
end;
end
else
begin
failNum := 0;
repeat
i := random(bonuses.Count);
inc(failNum);
until not TestColl(bonuses.ar[i].X, bonuses.ar[i].Y - cHHRadius - bonuses.ar[i].Radius, cHHRadius)
or (failNum = bonuses.Count*2);
if failNum < bonuses.Count*2 then
begin
ap.AttackPutX := bonuses.ar[i].X;
ap.AttackPutY := bonuses.ar[i].Y - cHHRadius - bonuses.ar[i].Radius;
TestTeleport := 0;
end;
end;
end;
end.