diff -r 27e2b5bb6d4b -r 9df467527ae5 hedgewars/uAIMisc.pas --- a/hedgewars/uAIMisc.pas Fri Feb 24 16:06:12 2006 +0000 +++ b/hedgewars/uAIMisc.pas Wed Jun 14 15:50:22 2006 +0000 @@ -1,93 +1,30 @@ -(* - * Hedgewars, a worms-like game - * Copyright (c) 2005 Andrey Korotaev - * - * 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 uAIMisc; interface -uses uConsts, uGears, SDLh; -{$INCLUDE options.inc} +uses SDLh, uConsts; -type TTargets = record - Count: integer; - ar: array[0..cMaxHHIndex*5] of TPoint; +type TTarget = record + Point: TPoint; + Score: integer; + end; + TTargets = record + Count: Longword; + ar: array[0..cMaxHHIndex*5] of TTarget; end; - + procedure FillTargets(var Targets: TTargets); -function DxDy2Angle(const _dY, _dX: Extended): integer; +function DxDy2AttackAngle(const _dY, _dX: Extended): integer; function TestColl(x, y, r: integer): boolean; function NoMyHHNear(x, y, r: integer): boolean; -function HHGo(Gear: PGear): boolean; implementation -uses uTeams, uStore, uMisc, uLand, uCollisions; +uses uTeams, uMisc, uLand; procedure FillTargets(var Targets: TTargets); var t: PTeam; - i, k: integer; - r: integer; - MaxHealth: integer; - score: array[0..cMaxHHIndex*5] of integer; - - procedure qSort(iLo, iHi: Integer); - var - Lo, Hi, Mid, T: Integer; - P: TPoint; - begin - Lo := iLo; - Hi := iHi; - Mid := score[(Lo + Hi) div 2]; - repeat - while score[Lo] > Mid do Inc(Lo); - while score[Hi] < Mid do Dec(Hi); - if Lo <= Hi then - begin - T := score[Lo]; - score[Lo] := score[Hi]; - score[Hi] := T; - P := Targets.ar[Lo]; - Targets.ar[Lo] := Targets.ar[Hi]; - Targets.ar[Hi] := P; - Inc(Lo); - Dec(Hi) - end; - until Lo > Hi; - if Hi > iLo then qSort(iLo, Hi); - if Lo < iHi then qSort(Lo, iHi); - end; - + i: Longword; begin Targets.Count:= 0; t:= TeamsList; -MaxHealth:= 0; while t <> nil do begin if t <> CurrentTeam then @@ -96,44 +33,17 @@ begin with Targets.ar[Targets.Count], t.Hedgehogs[i] do begin - X:= Round(Gear.X); - Y:= Round(Gear.Y); - if integer(Gear.Health) > MaxHealth then MaxHealth:= Gear.Health; - score[Targets.Count]:= random(3) - integer(Gear.Health div 5) + Point.X:= Round(Gear.X); + Point.Y:= Round(Gear.Y); + Score:= 100 - Gear.Health end; inc(Targets.Count) end; t:= t.Next - end; -// выставляем оценку за попадание в ёжика: -// - если есть соседи-противники, то оценка увеличивается -// - чем меньше хелса у ёжика, тем больше оценка (код см. выше) -// - если есть соседи-"свои", то уменьшается -with Targets do - for i:= 0 to Targets.Count - 1 do - begin - for k:= Succ(i) to Pred(Targets.Count) do - begin - r:= 100 - round(sqrt(sqr(ar[i].X - ar[k].X) + sqr(ar[i].Y - ar[k].Y))); - if r > 0 then - begin - inc(score[i], r); - inc(score[k], r) - end; - end; - for k:= 0 to cMaxHHIndex do - with CurrentTeam.Hedgehogs[k] do - if Gear <> nil then - begin - r:= 100 - round(sqrt(sqr(ar[i].X - round(Gear.X)) + sqr(ar[i].Y - round(Gear.Y)))); - if r > 0 then dec(score[i], (r * 3) div 2 + MaxHealth + 5 - integer(Gear.Health)); - end; - end; -// сортируем по убыванию согласно оценке -if Targets.Count >= 2 then qSort(0, Pred(Targets.Count)); + end end; -function DxDy2Angle(const _dY, _dX: Extended): integer; +function DxDy2AttackAngle(const _dY, _dX: Extended): integer; const piDIVMaxAngle: Extended = pi/cMaxAngle; asm fld _dY @@ -175,97 +85,4 @@ until i > cMaxHHIndex end; -function HHGo(Gear: PGear): boolean; // false если нельзя двигаться -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 HHTestCollisionYwithGear(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 HHTestCollisionYwithGear(Gear, -1)) then Gear.Y:= Gear.Y - 1; - if not (TestCollisionXwithXYShift(Gear, 0, -5, Sign(Gear.dX)) - or HHTestCollisionYwithGear(Gear, -1)) then Gear.Y:= Gear.Y - 1; - if not (TestCollisionXwithXYShift(Gear, 0, -4, Sign(Gear.dX)) - or HHTestCollisionYwithGear(Gear, -1)) then Gear.Y:= Gear.Y - 1; - if not (TestCollisionXwithXYShift(Gear, 0, -3, Sign(Gear.dX)) - or HHTestCollisionYwithGear(Gear, -1)) then Gear.Y:= Gear.Y - 1; - if not (TestCollisionXwithXYShift(Gear, 0, -2, Sign(Gear.dX)) - or HHTestCollisionYwithGear(Gear, -1)) then Gear.Y:= Gear.Y - 1; - if not (TestCollisionXwithXYShift(Gear, 0, -1, Sign(Gear.dX)) - or HHTestCollisionYwithGear(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 HHTestCollisionYwithGear(Gear, 1) then - begin - Gear.Y:= Gear.Y + 1; - if not HHTestCollisionYwithGear(Gear, 1) then - begin - Gear.Y:= Gear.Y + 1; - if not HHTestCollisionYwithGear(Gear, 1) then - begin - Gear.Y:= Gear.Y + 1; - if not HHTestCollisionYwithGear(Gear, 1) then - begin - Gear.Y:= Gear.Y + 1; - if not HHTestCollisionYwithGear(Gear, 1) then - begin - Gear.Y:= Gear.Y + 1; - if not HHTestCollisionYwithGear(Gear, 1) then - begin - Gear.Y:= Gear.Y + 1; - if not HHTestCollisionYwithGear(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.