- Mine weapon
- Random mines on map
- Refactored code that places weapons to slots
- Generating more spawn points
- cMaxSlot -> cMaxSlotIndex, cMaxSlotAmmo -> cMaxSlotAmmoIndex
- Changed weapons to slots mapping
(*
* Hedgewars, a worms-like game
* Copyright (c) 2005 Andrey Korotaev <unC0Rr@gmail.com>
*
* Distributed under the terms of the BSD-modified licence:
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* with the Software without restriction, including without limitation the
* rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
* sell copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* 1. Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
* 3. The name of the author may not be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED
* WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*)
unit uAIAmmoTests;
interface
uses uConsts, SDLh;
{$INCLUDE options.inc}
const ctfNotFull = $00000001;
ctfBreach = $00000002;
function TestGrenade(Me, Targ: TPoint; Flags: Longword; out Time: Longword; out Angle, Power: integer): boolean;
function TestBazooka(Me, Targ: TPoint; Flags: Longword; out Time: Longword; out Angle, Power: integer): boolean;
function TestShotgun(Me, Targ: TPoint; Flags: Longword; out Time: Longword; out Angle, Power: integer): boolean;
type TAmmoTestProc = function (Me, Targ: TPoint; Flags: Longword; out Time: Longword; out Angle, Power: integer): boolean;
const AmmoTests: array[TAmmoType] of
record
Test: TAmmoTestProc;
Flags: Longword;
end = (
( Test: TestGrenade;
Flags: ctfNotFull;
),
( Test: TestBazooka;
Flags: ctfNotFull or ctfBreach;
),
( Test: nil;
Flags: 0;
),
( Test: TestShotgun;
Flags: ctfBreach;
),
( Test: nil;
Flags: 0;
),
( Test: nil;
Flags: 0;
),
( Test: nil;
Flags: 0;
),
( Test: nil;
Flags: 0;
)
);
implementation
uses uMisc, uAIMisc;
function TestGrenade(Me, Targ: TPoint; Flags: Longword; out Time: Longword; out Angle, Power: integer): boolean;
var Vx, Vy, r: real;
flHasTrace: boolean;
function CheckTrace: boolean;
var x, y, dY: real;
t: integer;
begin
x:= Me.X;
y:= Me.Y;
dY:= -Vy;
Result:= false;
if (Flags and ctfNotFull) = 0 then t:= Time
else t:= Time - 100;
repeat
x:= x + Vx;
y:= y + dY;
dY:= dY + cGravity;
if TestColl(round(x), round(y), 5) then exit;
dec(t);
until t <= 0;
Result:= true
end;
begin
Result:= false;
Time:= 0;
flHasTrace:= false;
repeat
inc(Time, 1000);
Vx:= (Targ.X - Me.X) / Time;
Vy:= cGravity*(Time div 2) - (Targ.Y - Me.Y) / Time;
r:= sqr(Vx) + sqr(Vy);
if r <= 1 then flHasTrace:= CheckTrace
else exit
until flHasTrace or (Time = 5000);
if not flHasTrace then exit;
r:= sqrt(r);
Angle:= DxDy2Angle(Vx, Vy);
Power:= round(r * cMaxPower);
Result:= true
end;
function TestBazooka(Me, Targ: TPoint; Flags: Longword; out Time: Longword; out Angle, Power: integer): boolean;
var Vx, Vy, r: real;
rTime: real;
flHasTrace: boolean;
function CheckTrace: boolean;
var x, y, dX, dY: real;
t: integer;
begin
x:= Me.X + Vx*20;
y:= Me.Y + Vy*20;
dX:= Vx;
dY:= -Vy;
Result:= false;
if (Flags and ctfNotFull) = 0 then t:= trunc(rTime)
else t:= trunc(rTime) - 100;
repeat
x:= x + dX;
y:= y + dY;
dX:= dX + cWindSpeed;
dY:= dY + cGravity;
if TestColl(round(x), round(y), 5) then
begin
if (Flags and ctfBreach) <> 0 then
Result:= NoMyHHNear(round(x), round(y), 110);
exit
end;
dec(t)
until t <= 0;
Result:= true
end;
begin
Time:= 0;
Result:= false;
rTime:= 10;
flHasTrace:= false;
repeat
rTime:= rTime + 100 + random*300;
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 flHasTrace:= CheckTrace
until flHasTrace or (rTime >= 5000);
if not flHasTrace then exit;
r:= sqrt(r);
Angle:= DxDy2Angle(Vx, Vy);
Power:= round(r * cMaxPower);
Result:= true
end;
function TestShotgun(Me, Targ: TPoint; Flags: Longword; out Time: Longword; out Angle, Power: integer): boolean;
var Vx, Vy, x, y: real;
begin
Time:= 0;
Power:= 1;
Vx:= (Targ.X - Me.X)/1024;
Vy:= (Targ.Y - Me.Y)/1024;
x:= Me.X;
y:= Me.Y;
Angle:= DxDy2Angle(Vx, -Vy);
repeat
x:= x + vX;
y:= y + vY;
if TestColl(round(x), round(y), 2) then
begin
if (Flags and ctfBreach) <> 0 then
Result:= NoMyHHNear(round(x), round(y), 27)
else Result:= false;
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:= true
end;
end.