hedgewars/uAIMisc.pas
author nemo
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2015 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
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 *)
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{$INCLUDE "options.inc"}
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unit uAIMisc;
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interface
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uses SDLh, uConsts, uFloat, uTypes;
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const MAXBONUS = 1024;
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      afTrackFall  = $00000001;
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      afErasesLand = $00000002;
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      afSetSkip    = $00000004;
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      BadTurn = Low(LongInt) div 4;
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type TTarget = record // starting to look more and more like a gear
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    Point: TPoint;
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    Score, Radius: LongInt;
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    State: LongWord;
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    Density: real;
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    skip, matters, dead: boolean;
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    Kind: TGearType;
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    end;
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TTargets = record
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    Count: Longword;
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    ar: array[0..Pred(256)] of TTarget;
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    reset: boolean;
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    end;
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TJumpType = (jmpNone, jmpHJump, jmpLJump);
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TGoInfo = record
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    Ticks: Longword;
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    FallPix: Longword;
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    JumpType: TJumpType;
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    end;
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TBonus = record
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    X, Y: LongInt;
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    Radius: LongInt;
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    Score: LongInt;
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     end;
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TBonuses = record
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          activity: boolean;
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          Count : Longword;
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          ar    : array[0..Pred(MAXBONUS)] of TBonus;
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       end;
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Twalkbonuses =  record
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        Count: Longword;
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        ar: array[0..Pred(MAXBONUS div 8)] of TBonus;  // don't use too many
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        end;
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procedure initModule;
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procedure freeModule;
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procedure FillTargets;
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procedure ResetTargets; inline;
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procedure AddBonus(x, y: LongInt; r: Longword; s: LongInt); inline;
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procedure FillBonuses(isAfterAttack: boolean);
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procedure AwareOfExplosion(x, y, r: LongInt); inline;
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function  RatePlace(Gear: PGear): LongInt;
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function  CheckWrap(x: real): real; inline;
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function  TestColl(x, y, r: LongInt): boolean; inline;
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function  TestCollExcludingObjects(x, y, r: LongInt): boolean; inline;
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function  TestCollExcludingMe(Me: PGear; x, y, r: LongInt): boolean; inline;
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function  RateExplosion(Me: PGear; x, y, r: LongInt): LongInt; inline;
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function  RateExplosion(Me: PGear; x, y, r: LongInt; Flags: LongWord): LongInt; inline;
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function  RealRateExplosion(Me: PGear; x, y, r: LongInt; Flags: LongWord): LongInt;
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function  RateShove(Me: PGear; x, y, r, power, kick: LongInt; gdX, gdY: real; Flags: LongWord): LongInt;
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function  RateShotgun(Me: PGear; gdX, gdY: real; x, y: LongInt): LongInt;
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function  RateHammer(Me: PGear): LongInt;
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function  HHGo(Gear, AltGear: PGear; var GoInfo: TGoInfo): boolean;
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function  AIrndSign(num: LongInt): LongInt; inline;
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function  AIrndOffset(targ: TTarget; Level: LongWord): LongInt; inline;
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var ThinkingHH: PGear;
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    Targets: TTargets;
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    bonuses: TBonuses;
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    walkbonuses: Twalkbonuses;
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const KillScore = 200;
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var friendlyfactor: LongInt = 300;
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var dmgMod: real = 1.0;
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implementation
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uses uCollisions, uVariables, uUtils, uGearsUtils;
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var
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    KnownExplosion: record
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        X, Y, Radius: LongInt
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        end = (X: 0; Y: 0; Radius: 0);
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procedure ResetTargets; inline;
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var i: LongWord;
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begin
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if Targets.reset then
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    for i:= 0 to Targets.Count do
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        Targets.ar[i].dead:= false;
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Targets.reset:= false;
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end;
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procedure FillTargets;
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var //i, t: Longword;
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    f, e: LongInt;
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    Gear: PGear;
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begin
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Targets.Count:= 0;
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Targets.reset:= false;
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f:= 0;
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e:= 0;
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Gear:= GearsList;
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while Gear <> nil do
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    begin
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    if  (((Gear^.Kind = gtHedgehog) and
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            (Gear <> ThinkingHH) and
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            (Gear^.Health > Gear^.Damage) and
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            (not Gear^.Hedgehog^.Team^.hasgone)) or
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        ((Gear^.Kind = gtExplosives) and
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   139
            (Gear^.Health > Gear^.Damage)) or
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        ((Gear^.Kind = gtMine) and
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            (Gear^.Health = 0) and
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             (Gear^.Damage < 35))
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             )  and
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        (Targets.Count < 256) then
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        begin
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        with Targets.ar[Targets.Count] do
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            begin
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            skip:= false;
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            dead:= false;
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            Kind:= Gear^.Kind;
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            Radius:= Gear^.Radius;
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            Density:= hwFloat2Float(Gear^.Density)/3;
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            State:= Gear^.State;
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            matters:= (Gear^.AIHints and aihDoesntMatter) = 0;
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   155
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            Point.X:= hwRound(Gear^.X);
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            Point.Y:= hwRound(Gear^.Y);
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            if (Gear^.Kind = gtHedgehog) then
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                begin
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                if (Gear^.Hedgehog^.Team^.Clan = CurrentTeam^.Clan) then
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                    begin
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                    Score:= Gear^.Damage - Gear^.Health;
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                    inc(f)
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                    end
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                else
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                    begin
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                    Score:= Gear^.Health - Gear^.Damage;
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                    inc(e)
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                    end;
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                end
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            else if Gear^.Kind = gtExplosives then
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                Score:= Gear^.Health - Gear^.Damage
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            else if Gear^.Kind = gtMine then
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                Score:= max(0,35-Gear^.Damage);
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            end;
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        inc(Targets.Count)
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        end;
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    Gear:= Gear^.NextGear
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    end;
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8dd71d960cbc If there's more hedgehogs in AI's team than in others, then it will be less afraid to give damage to friend hedgehog
unc0rr
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8dd71d960cbc If there's more hedgehogs in AI's team than in others, then it will be less afraid to give damage to friend hedgehog
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   181
if e > f then friendlyfactor:= 300 + (e - f) * 30
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else friendlyfactor:= max(30, 300 - f * 80 div max(1,e))
4
bcbd7adb4e4b - set svn:eol-style to native
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   183
end;
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   184
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ccbf07b38a43 First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
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   185
procedure AddBonus(x, y: LongInt; r: Longword; s: LongInt); inline;
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begin
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if(bonuses.Count < MAXBONUS) then
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    begin
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    bonuses.ar[bonuses.Count].x:= x;
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    bonuses.ar[bonuses.Count].y:= y;
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    bonuses.ar[bonuses.Count].Radius:= r;
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    bonuses.ar[bonuses.Count].Score:= s;
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    inc(bonuses.Count);
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   194
    end;
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end;
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   196
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procedure AddWalkBonus(x, y: LongInt; r: Longword; s: LongInt); inline;
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begin
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   199
if(walkbonuses.Count < MAXBONUS div 8) then
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    begin
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   201
    walkbonuses.ar[walkbonuses.Count].x:= x;
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nemo
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    walkbonuses.ar[walkbonuses.Count].y:= y;
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nemo
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   203
    walkbonuses.ar[walkbonuses.Count].Radius:= r;
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    walkbonuses.ar[walkbonuses.Count].Score:= s;
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nemo
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   205
    inc(walkbonuses.Count);
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   206
    end;
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   207
end;
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
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   208
6888
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
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   209
procedure FillBonuses(isAfterAttack: boolean);
66
9643d75baf1e Many AI improvements, bots do think in separate thread
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var Gear: PGear;
549
4278a80140a8 - Introduce clans (teams with same color)
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   211
    MyClan: PClan;
7375
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   212
    i: Longint;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
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   213
begin
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bonuses.Count:= 0;
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   215
bonuses.activity:= false;
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3836973380b9 remove some more PHedgehog casts
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   216
MyClan:= ThinkingHH^.Hedgehog^.Team^.Clan;
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9643d75baf1e Many AI improvements, bots do think in separate thread
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Gear:= GearsList;
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   218
while Gear <> nil do
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   219
    begin
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lovelacer
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        case Gear^.Kind of
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   221
            gtGrenade
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            , gtClusterBomb
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            , gtGasBomb
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   224
            , gtShell
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            , gtAirAttack
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            , gtMortar
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            , gtWatermelon
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            , gtDrill
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            , gtAirBomb
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            , gtCluster
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   231
            , gtMelonPiece
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            , gtMolotov: bonuses.activity:= true;
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lovelacer
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   233
            gtCase:
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c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
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   234
                AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y) + 3, 37, 25);
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lovelacer
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   235
            gtFlame:
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lovelacer
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   236
                if (Gear^.State and gsttmpFlag) <> 0 then
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lovelacer
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   237
                    AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 20, -50);
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   238
// avoid mines unless they are very likely to be duds, or are duds. also avoid if they are about to blow
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unc0rr
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   239
            gtMine: begin
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   240
                if (Gear^.State and gstMoving) <> 0 then bonuses.activity:= true;
10510
9329dab04490 some whitespace fixes
sheepluva
parents: 10354
diff changeset
   241
6580
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lovelacer
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   242
                if ((Gear^.State and gstAttacking) = 0) and (((cMineDudPercent < 90) and (Gear^.Health <> 0))
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lovelacer
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diff changeset
   243
                or (isAfterAttack and (Gear^.Health = 0) and (Gear^.Damage > 30))) then
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lovelacer
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   244
                    AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 50, -50)
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lovelacer
parents: 6474
diff changeset
   245
                else if (Gear^.State and gstAttacking) <> 0 then
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lovelacer
parents: 6474
diff changeset
   246
                    AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 100, -50); // mine is on
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                end;
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   248
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   249
            gtExplosives:
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   250
                begin
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   251
                //if (Gear^.State and gstMoving) <> 0 then bonuses.activity:= true;
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   252
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   253
                if isAfterAttack then
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                    AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 75, -60 + Gear^.Health);
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   255
                end;
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unc0rr
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   256
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
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   257
            gtSMine: begin
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   258
                if (Gear^.State and (gstMoving or gstAttacking)) <> 0 then bonuses.activity:= true;
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unc0rr
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   259
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lovelacer
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                AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 50, -30);
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   261
                end;
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   262
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lovelacer
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   263
            gtDynamite:
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unc0rr
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   264
                begin
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unc0rr
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   265
                bonuses.activity:= true;
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lovelacer
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   266
                AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 150, -75);
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   267
                end;
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parents: 8895
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   268
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lovelacer
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   269
            gtHedgehog:
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lovelacer
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   270
                begin
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sheepluva
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   271
                if (ThinkingHH <> Gear)
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   272
                    and (((Gear^.State and (gstMoving or gstDrowning or gstHHDeath)) <> 0)
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   273
                        or (Gear^.Health = 0)
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   274
                        or (Gear^.Damage >= Gear^.Health))
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                    then begin
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   276
                    bonuses.activity:= true;
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   277
                    end;
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sheepluva
parents: 10354
diff changeset
   278
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lovelacer
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   279
                if Gear^.Damage >= Gear^.Health then
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lovelacer
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                    AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 60, -25)
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
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   281
                else
7385
4acb5c021cb9 Don't consider moving hedgehogs in place rating in after attack mode
unc0rr
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   282
                    if isAfterAttack
4acb5c021cb9 Don't consider moving hedgehogs in place rating in after attack mode
unc0rr
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   283
                      and (ThinkingHH^.Hedgehog <> Gear^.Hedgehog)
4acb5c021cb9 Don't consider moving hedgehogs in place rating in after attack mode
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   284
                      and ((hwAbs(Gear^.dX) + hwAbs(Gear^.dY)) < _0_1) then
6580
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lovelacer
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   285
                        if (ClansCount > 2) or (MyClan = Gear^.Hedgehog^.Team^.Clan) then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
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   286
                            AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 150, -3) // hedgehog-friend
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lovelacer
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   287
                        else
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lovelacer
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   288
                            AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 100, 3)
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lovelacer
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   289
                end;
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lovelacer
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   290
            end;
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   291
    Gear:= Gear^.NextGear
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   292
    end;
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   293
71
5f56c6979496 - Changed falling damage scoring
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   294
if isAfterAttack and (KnownExplosion.Radius > 0) then
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lovelacer
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   295
    with KnownExplosion do
74
42257fee61ae - Unicode support for team and hedgehogs names
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   296
        AddBonus(X, Y, Radius + 10, -Radius);
7375
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
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   297
if isAfterAttack then
7378
ac9ce7f033df Reduce number of walk bonuses further, doubt even 128 are needed. Fix count reset.
nemo
parents: 7375
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   298
    begin
7375
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7360
diff changeset
   299
    for i:= 0 to Pred(walkbonuses.Count) do
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7360
diff changeset
   300
        with walkbonuses.ar[i] do
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7360
diff changeset
   301
            AddBonus(X, Y, Radius, Score);
7378
ac9ce7f033df Reduce number of walk bonuses further, doubt even 128 are needed. Fix count reset.
nemo
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   302
    walkbonuses.Count:= 0
ac9ce7f033df Reduce number of walk bonuses further, doubt even 128 are needed. Fix count reset.
nemo
parents: 7375
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   303
    end;
71
5f56c6979496 - Changed falling damage scoring
unc0rr
parents: 70
diff changeset
   304
end;
5f56c6979496 - Changed falling damage scoring
unc0rr
parents: 70
diff changeset
   305
6986
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6952
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   306
procedure AwareOfExplosion(x, y, r: LongInt); inline;
71
5f56c6979496 - Changed falling damage scoring
unc0rr
parents: 70
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   307
begin
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409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6952
diff changeset
   308
    KnownExplosion.X:= x;
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6952
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   309
    KnownExplosion.Y:= y;
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
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   310
    KnownExplosion.Radius:= r
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
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diff changeset
   311
end;
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unc0rr
parents: 64
diff changeset
   312
371
731ad6d27bd1 integer -> LongInt
unc0rr
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   313
function RatePlace(Gear: PGear): LongInt;
731ad6d27bd1 integer -> LongInt
unc0rr
parents: 370
diff changeset
   314
var i, r: LongInt;
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ed789a7ef68d makes freepascal code compatible with OBJFPC mode
koda
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   315
    rate: LongInt;
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nemo
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   316
    gX, gY: real;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
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   317
begin
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a9c6457dca29 Minimise another sqrt check.
nemo
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   318
gX:= hwFloat2Float(Gear^.X);
a9c6457dca29 Minimise another sqrt check.
nemo
parents: 6777
diff changeset
   319
gY:= hwFloat2Float(Gear^.Y);
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ed789a7ef68d makes freepascal code compatible with OBJFPC mode
koda
parents: 2616
diff changeset
   320
rate:= 0;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   321
for i:= 0 to Pred(bonuses.Count) do
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
   322
    with bonuses.ar[i] do
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
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diff changeset
   323
        begin
6778
a9c6457dca29 Minimise another sqrt check.
nemo
parents: 6777
diff changeset
   324
        r:= Radius;
a9c6457dca29 Minimise another sqrt check.
nemo
parents: 6777
diff changeset
   325
        if abs(gX-X)+abs(gY-Y) < Radius then
a9c6457dca29 Minimise another sqrt check.
nemo
parents: 6777
diff changeset
   326
            r:= trunc(sqrt(sqr(gX - X)+sqr(gY - Y)));
7164
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
   327
        if r < 20 then
6777
fb71556205f4 Avoid local rate minimums around hog (within 15 pixels). Not tested.
unc0rr
parents: 6776
diff changeset
   328
                inc(rate, Score * Radius)
fb71556205f4 Avoid local rate minimums around hog (within 15 pixels). Not tested.
unc0rr
parents: 6776
diff changeset
   329
        else if r < Radius then
fb71556205f4 Avoid local rate minimums around hog (within 15 pixels). Not tested.
unc0rr
parents: 6776
diff changeset
   330
                inc(rate, Score * (Radius - r))
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unc0rr
parents: 2716
diff changeset
   331
        end;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
   332
    RatePlace:= rate;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   333
end;
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   334
13673
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13477
diff changeset
   335
function CheckWrap(x: real): real; inline;
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13477
diff changeset
   336
begin
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13477
diff changeset
   337
    if WorldEdge = weWrap then
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13477
diff changeset
   338
        if (x < leftX) then
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13477
diff changeset
   339
             x:= x + (rightX - leftX)
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13477
diff changeset
   340
        else if x > rightX then    
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13477
diff changeset
   341
             x:= x - (rightX - leftX);
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13477
diff changeset
   342
    CheckWrap:= x;
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13477
diff changeset
   343
end;
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13477
diff changeset
   344
8845
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   345
function CheckBounds(x, y, r: Longint): boolean; inline;
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   346
begin
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   347
    CheckBounds := (((x-r) and LAND_WIDTH_MASK) = 0) and
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   348
        (((x+r) and LAND_WIDTH_MASK) = 0) and
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   349
        (((y-r) and LAND_HEIGHT_MASK) = 0) and
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   350
        (((y+r) and LAND_HEIGHT_MASK) = 0);
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   351
end;
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   352
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   353
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   354
function TestCollWithEverything(x, y, r: LongInt): boolean; inline;
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   355
begin
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   356
    if not CheckBounds(x, y, r) then
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   357
        exit(false);
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   358
8958
3818b38d72c0 simplify mine/explosive damage calc. clear dX in stable explosives. remove 0/4096 in trace routines.
nemo
parents: 8957
diff changeset
   359
    if (Land[y-r, x-r] <> 0) or
3818b38d72c0 simplify mine/explosive damage calc. clear dX in stable explosives. remove 0/4096 in trace routines.
nemo
parents: 8957
diff changeset
   360
       (Land[y+r, x-r] <> 0) or
3818b38d72c0 simplify mine/explosive damage calc. clear dX in stable explosives. remove 0/4096 in trace routines.
nemo
parents: 8957
diff changeset
   361
       (Land[y-r, x+r] <> 0) or
3818b38d72c0 simplify mine/explosive damage calc. clear dX in stable explosives. remove 0/4096 in trace routines.
nemo
parents: 8957
diff changeset
   362
       (Land[y+r, x+r] <> 0) then
8845
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   363
       exit(true);
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   364
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   365
    TestCollWithEverything := false;
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   366
end;
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   367
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   368
function TestCollExcludingObjects(x, y, r: LongInt): boolean; inline;
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   369
begin
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   370
    if not CheckBounds(x, y, r) then
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   371
        exit(false);
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   372
8958
3818b38d72c0 simplify mine/explosive damage calc. clear dX in stable explosives. remove 0/4096 in trace routines.
nemo
parents: 8957
diff changeset
   373
    if (Land[y-r, x-r] > lfAllObjMask) or
3818b38d72c0 simplify mine/explosive damage calc. clear dX in stable explosives. remove 0/4096 in trace routines.
nemo
parents: 8957
diff changeset
   374
       (Land[y+r, x-r] > lfAllObjMask) or
3818b38d72c0 simplify mine/explosive damage calc. clear dX in stable explosives. remove 0/4096 in trace routines.
nemo
parents: 8957
diff changeset
   375
       (Land[y-r, x-r] > lfAllObjMask) or
3818b38d72c0 simplify mine/explosive damage calc. clear dX in stable explosives. remove 0/4096 in trace routines.
nemo
parents: 8957
diff changeset
   376
       (Land[y+r, x+r] > lfAllObjMask) then
8845
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   377
       exit(true);
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   378
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   379
    TestCollExcludingObjects:= false;
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   380
end;
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   381
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   382
function TestColl(x, y, r: LongInt): boolean; inline;
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   383
begin
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   384
    if not CheckBounds(x, y, r) then
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   385
        exit(false);
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   386
13468
f1d349a52bc7 Refactor: lfCurrentHog→lfCurHogCrate, lfNotCurrentMask→lfNotCurHogCrate
Wuzzy <Wuzzy2@mail.ru>
parents: 11046
diff changeset
   387
    if (Land[y-r, x-r] and lfNotCurHogCrate <> 0) or
f1d349a52bc7 Refactor: lfCurrentHog→lfCurHogCrate, lfNotCurrentMask→lfNotCurHogCrate
Wuzzy <Wuzzy2@mail.ru>
parents: 11046
diff changeset
   388
       (Land[y+r, x-r] and lfNotCurHogCrate <> 0) or
f1d349a52bc7 Refactor: lfCurrentHog→lfCurHogCrate, lfNotCurrentMask→lfNotCurHogCrate
Wuzzy <Wuzzy2@mail.ru>
parents: 11046
diff changeset
   389
       (Land[y+r, x-r] and lfNotCurHogCrate <> 0) or
f1d349a52bc7 Refactor: lfCurrentHog→lfCurHogCrate, lfNotCurrentMask→lfNotCurHogCrate
Wuzzy <Wuzzy2@mail.ru>
parents: 11046
diff changeset
   390
       (Land[y+r, x+r] and lfNotCurHogCrate <> 0) then
8845
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   391
       exit(true);
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   392
8845
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   393
    TestColl:= false;
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   394
end;
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   395
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   396
2616
6e2b341dc408 AI fire w/o moving for artillery. Needs testing, but seems to work quickly and w/o AI screwups.
nemo
parents: 2599
diff changeset
   397
// Wrapper to test various approaches.  If it works reasonably, will just replace.
6e2b341dc408 AI fire w/o moving for artillery. Needs testing, but seems to work quickly and w/o AI screwups.
nemo
parents: 2599
diff changeset
   398
// Right now, converting to hwFloat is a tad inefficient since the x/y were hwFloat to begin with...
6986
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6952
diff changeset
   399
function TestCollExcludingMe(Me: PGear; x, y, r: LongInt): boolean; inline;
2616
6e2b341dc408 AI fire w/o moving for artillery. Needs testing, but seems to work quickly and w/o AI screwups.
nemo
parents: 2599
diff changeset
   400
var MeX, MeY: LongInt;
6e2b341dc408 AI fire w/o moving for artillery. Needs testing, but seems to work quickly and w/o AI screwups.
nemo
parents: 2599
diff changeset
   401
begin
6e2b341dc408 AI fire w/o moving for artillery. Needs testing, but seems to work quickly and w/o AI screwups.
nemo
parents: 2599
diff changeset
   402
    if ((x and LAND_WIDTH_MASK) = 0) and ((y and LAND_HEIGHT_MASK) = 0) then
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   403
    begin
2616
6e2b341dc408 AI fire w/o moving for artillery. Needs testing, but seems to work quickly and w/o AI screwups.
nemo
parents: 2599
diff changeset
   404
        MeX:= hwRound(Me^.X);
6e2b341dc408 AI fire w/o moving for artillery. Needs testing, but seems to work quickly and w/o AI screwups.
nemo
parents: 2599
diff changeset
   405
        MeY:= hwRound(Me^.Y);
6e2b341dc408 AI fire w/o moving for artillery. Needs testing, but seems to work quickly and w/o AI screwups.
nemo
parents: 2599
diff changeset
   406
        // We are still inside the hog. Skip radius test
8845
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   407
        if ((sqr(x-MeX) + sqr(y-MeY)) < 256) and (Land[y, x] and lfObjMask = 0) then
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   408
            exit(false);
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   409
    end;
8845
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   410
    TestCollExcludingMe:= TestCollWithEverything(x, y, r)
7208
62e36dc45098 Ignore all objects for fall tracing with shove to avoid considering checkins as obstacles. many objects will get knocked by the kick anyway, so end result should be pretty good. Oh, and ditch the sniper rifle doubling.
nemo
parents: 7164
diff changeset
   411
end;
62e36dc45098 Ignore all objects for fall tracing with shove to avoid considering checkins as obstacles. many objects will get knocked by the kick anyway, so end result should be pretty good. Oh, and ditch the sniper rifle doubling.
nemo
parents: 7164
diff changeset
   412
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   413
6767
ccbf07b38a43 First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
parents: 6766
diff changeset
   414
8962
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   415
function TraceFall(eX, eY: LongInt; var x, y: Real; dX, dY: Real; r: LongWord; Target: TTarget): LongInt;
6767
ccbf07b38a43 First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
parents: 6766
diff changeset
   416
var skipLandCheck: boolean;
8962
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   417
    rCorner, dxdy, odX, odY: real;
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   418
    dmg: LongInt;
6767
ccbf07b38a43 First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
parents: 6766
diff changeset
   419
begin
8962
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   420
    odX:= dX;
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   421
    odY:= dY;
6769
44ad49a3a126 Add drowning to grenade too, try some little optimisations
nemo
parents: 6768
diff changeset
   422
    skipLandCheck:= true;
6767
ccbf07b38a43 First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
parents: 6766
diff changeset
   423
    // ok. attempt approximate search for an unbroken trajectory into water.  if it continues far enough, assume out of map
ccbf07b38a43 First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
parents: 6766
diff changeset
   424
    rCorner:= r * 0.75;
ccbf07b38a43 First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
parents: 6766
diff changeset
   425
    while true do
8952
a6ee1e7310fb trying to make AI aware of mine/explosive break point. also remove redundant test.
nemo
parents: 8951
diff changeset
   426
        begin
13673
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13477
diff changeset
   427
        x:= CheckWrap(x);
6767
ccbf07b38a43 First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
parents: 6766
diff changeset
   428
        x:= x + dX;
6768
a142cf8dbbd3 Fix silliness
unc0rr
parents: 6767
diff changeset
   429
        y:= y + dY;
a142cf8dbbd3 Fix silliness
unc0rr
parents: 6767
diff changeset
   430
        dY:= dY + cGravityf;
6769
44ad49a3a126 Add drowning to grenade too, try some little optimisations
nemo
parents: 6768
diff changeset
   431
        skipLandCheck:= skipLandCheck and (r <> 0) and (abs(eX-x) + abs(eY-y) < r) and ((abs(eX-x) < rCorner) or (abs(eY-y) < rCorner));
8962
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   432
        if not skipLandCheck and TestCollExcludingObjects(trunc(x), trunc(y), Target.Radius) then
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   433
            with Target do
8952
a6ee1e7310fb trying to make AI aware of mine/explosive break point. also remove redundant test.
nemo
parents: 8951
diff changeset
   434
                begin
8962
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   435
                if (Kind = gtHedgehog) and (0.4 < dY) then
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   436
                    begin
8966
5ab59d79bc9a remove redundant abs, and some incorrect 1+ to damage
nemo
parents: 8964
diff changeset
   437
                    dmg := 1 + trunc((dY - 0.4) * 70);
5ab59d79bc9a remove redundant abs, and some incorrect 1+ to damage
nemo
parents: 8964
diff changeset
   438
                    exit(dmg)
8962
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   439
                    end
10015
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   440
                else
8952
a6ee1e7310fb trying to make AI aware of mine/explosive break point. also remove redundant test.
nemo
parents: 8951
diff changeset
   441
                    begin
8962
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   442
                    dxdy:= abs(dX)+abs(dY);
10015
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   443
                    if ((Kind = gtMine) and (dxdy > 0.35)) or
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   444
                       ((Kind = gtExplosives) and
8969
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   445
                            (((State and gstTmpFlag <> 0) and (dxdy > 0.35)) or
10015
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   446
                             ((State and gstTmpFlag = 0) and
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   447
                                ((abs(odX) > 0.15) or ((abs(odY) > 0.15) and
8962
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   448
                                (abs(odX) > 0.02))) and (dxdy > 0.35)))) then
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   449
                        begin
8966
5ab59d79bc9a remove redundant abs, and some incorrect 1+ to damage
nemo
parents: 8964
diff changeset
   450
                        dmg := trunc(dxdy * 25);
8962
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   451
                        exit(dmg)
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   452
                        end
9136
78f087fd3e5b parsing ok, stops at uGears
koda
parents: 9127
diff changeset
   453
                    else if (Kind = gtExplosives) and (not(abs(odX) > 0.15) or ((abs(odY) > 0.15) and (abs(odX) > 0.02))) and (dY > 0.2) then
8962
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   454
                        begin
8966
5ab59d79bc9a remove redundant abs, and some incorrect 1+ to damage
nemo
parents: 8964
diff changeset
   455
                        dmg := trunc(dy * 70);
8962
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   456
                        exit(dmg)
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   457
                        end
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   458
                    end;
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   459
            exit(0)
8952
a6ee1e7310fb trying to make AI aware of mine/explosive break point. also remove redundant test.
nemo
parents: 8951
diff changeset
   460
            end;
10354
56bd029245fc WIP: weSea tweaks, functional and visual
sheepluva
parents: 10164
diff changeset
   461
        if CheckCoordInWater(round(x), round(y)) then exit(-1)
8952
a6ee1e7310fb trying to make AI aware of mine/explosive break point. also remove redundant test.
nemo
parents: 8951
diff changeset
   462
        end
6767
ccbf07b38a43 First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
parents: 6766
diff changeset
   463
end;
ccbf07b38a43 First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
parents: 6766
diff changeset
   464
8962
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   465
function TraceShoveFall(var x, y: Real; dX, dY: Real; Target: TTarget): LongInt;
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   466
var dmg: LongInt;
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   467
    dxdy, odX, odY: real;
6770
7d2c6cdb816a Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
parents: 6769
diff changeset
   468
begin
8962
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   469
    odX:= dX;
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   470
    odY:= dY;
7716
95117607b81a Fix some hints
unc0rr
parents: 7651
diff changeset
   471
//v:= random($FFFFFFFF);
6770
7d2c6cdb816a Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
parents: 6769
diff changeset
   472
    while true do
8957
bdeb52d57dae explosive/mine damage for shove fall. AI still seems to refuse to bat dud mines :(
nemo
parents: 8956
diff changeset
   473
        begin
13673
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13477
diff changeset
   474
        x:= CheckWrap(x);
6770
7d2c6cdb816a Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
parents: 6769
diff changeset
   475
        x:= x + dX;
7d2c6cdb816a Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
parents: 6769
diff changeset
   476
        y:= y + dY;
7d2c6cdb816a Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
parents: 6769
diff changeset
   477
        dY:= dY + cGravityf;
7435
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
   478
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   479
{        if ((trunc(y) and LAND_HEIGHT_MASK) = 0) and ((trunc(x) and LAND_WIDTH_MASK) = 0) then
7210
2ff30b79d2b0 - Adjust some consts so whip and firepunch work perfectly
unc0rr
parents: 7208
diff changeset
   480
            begin
2ff30b79d2b0 - Adjust some consts so whip and firepunch work perfectly
unc0rr
parents: 7208
diff changeset
   481
            LandPixels[trunc(y), trunc(x)]:= v;
2ff30b79d2b0 - Adjust some consts so whip and firepunch work perfectly
unc0rr
parents: 7208
diff changeset
   482
            UpdateLandTexture(trunc(X), 1, trunc(Y), 1, true);
7435
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
   483
            end;}
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
   484
8962
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   485
        if TestCollExcludingObjects(trunc(x), trunc(y), Target.Radius) then
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   486
            with Target do
8957
bdeb52d57dae explosive/mine damage for shove fall. AI still seems to refuse to bat dud mines :(
nemo
parents: 8956
diff changeset
   487
                begin
8962
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   488
                if (Kind = gtHedgehog) and (0.4 < dY) then
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   489
                    begin
8966
5ab59d79bc9a remove redundant abs, and some incorrect 1+ to damage
nemo
parents: 8964
diff changeset
   490
                    dmg := trunc((dY - 0.4) * 70);
5ab59d79bc9a remove redundant abs, and some incorrect 1+ to damage
nemo
parents: 8964
diff changeset
   491
                    exit(dmg);
8962
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   492
                    end
10015
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   493
                else
8957
bdeb52d57dae explosive/mine damage for shove fall. AI still seems to refuse to bat dud mines :(
nemo
parents: 8956
diff changeset
   494
                    begin
8962
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   495
                    dxdy:= abs(dX)+abs(dY);
10015
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   496
                    if ((Kind = gtMine) and (dxdy > 0.4)) or
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   497
                       ((Kind = gtExplosives) and
8971
fcb29a13b1b1 Adjust barrel damage so AI can actually bat to explode them. Fix state flag check. Remove unneeded dmgMod var. Cancel dX for low dX barrel tracing.
nemo
parents: 8970
diff changeset
   498
                            (((State and gstTmpFlag <> 0) and (dxdy > 0.4)) or
10015
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   499
                             ((State and gstTmpFlag = 0) and
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   500
                                ((abs(odX) > 0.15) or ((abs(odY) > 0.15) and
8962
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   501
                                (abs(odX) > 0.02))) and (dxdy > 0.35)))) then
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   502
                        begin
8971
fcb29a13b1b1 Adjust barrel damage so AI can actually bat to explode them. Fix state flag check. Remove unneeded dmgMod var. Cancel dX for low dX barrel tracing.
nemo
parents: 8970
diff changeset
   503
                        dmg := trunc(dxdy * 50);
8962
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   504
                        exit(dmg)
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   505
                        end
9136
78f087fd3e5b parsing ok, stops at uGears
koda
parents: 9127
diff changeset
   506
                    else if (Kind = gtExplosives) and (not(abs(odX) > 0.15) or ((abs(odY) > 0.15) and (abs(odX) > 0.02))) and (dY > 0.2) then
8962
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   507
                        begin
8966
5ab59d79bc9a remove redundant abs, and some incorrect 1+ to damage
nemo
parents: 8964
diff changeset
   508
                        dmg := trunc(dy * 70);
8962
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   509
                        exit(dmg)
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   510
                        end
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   511
                    end;
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   512
            exit(0)
6770
7d2c6cdb816a Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
parents: 6769
diff changeset
   513
        end;
10354
56bd029245fc WIP: weSea tweaks, functional and visual
sheepluva
parents: 10164
diff changeset
   514
        if CheckCoordInWater(round(x), round(y)) then
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   515
            // returning -1 for drowning so it can be considered in the Rate routine
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   516
            exit(-1)
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   517
    end;
6770
7d2c6cdb816a Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
parents: 6769
diff changeset
   518
end;
7d2c6cdb816a Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
parents: 6769
diff changeset
   519
8939
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   520
function RateExplosion(Me: PGear; x, y, r: LongInt): LongInt; inline;
6986
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6952
diff changeset
   521
begin
8939
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   522
    RateExplosion:= RealRateExplosion(Me, x, y, r, 0);
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   523
    ResetTargets;
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   524
end;
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   525
function RateExplosion(Me: PGear; x, y, r: LongInt; Flags: LongWord): LongInt; inline;
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   526
begin
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   527
    RateExplosion:= RealRateExplosion(Me, x, y, r, Flags);
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   528
    ResetTargets;
6986
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6952
diff changeset
   529
end;
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6952
diff changeset
   530
8939
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   531
function RealRateExplosion(Me: PGear; x, y, r: LongInt; Flags: LongWord): LongInt;
8951
95dd846caf5d only rate subs if significant. still very much need correct fall+damage esp given different knocks.
nemo
parents: 8950
diff changeset
   532
var i, fallDmg, dmg, dmgBase, rate, subrate, erasure: LongInt;
8939
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   533
    pX, pY, dX, dY: real;
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   534
    hadSkips: boolean;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   535
begin
13673
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13477
diff changeset
   536
x:= round(CheckWrap(real(x)));
6783
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   537
fallDmg:= 0;
2695
ed789a7ef68d makes freepascal code compatible with OBJFPC mode
koda
parents: 2616
diff changeset
   538
rate:= 0;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   539
// add our virtual position
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   540
with Targets.ar[Targets.Count] do
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   541
    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   542
    Point.x:= hwRound(Me^.X);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   543
    Point.y:= hwRound(Me^.Y);
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   544
    skip:= false;
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   545
    matters:= true;
8960
nemo
parents: 8958
diff changeset
   546
    Kind:= gtHedgehog;
8961
nemo
parents: 8960
diff changeset
   547
    Density:= 1;
8963
1a8335f0d968 Apply radius consistently. Still doesn't explain AI fail I think, although I can't run it right now.
nemo
parents: 8962
diff changeset
   548
    Radius:= cHHRadius;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   549
    Score:= - ThinkingHH^.Health
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   550
    end;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   551
// rate explosion
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   552
7161
21a9c70b2070 Name the flags for fall tracking and indicating whether the explosion erases terrain.
nemo
parents: 7154
diff changeset
   553
if (Flags and afErasesLand <> 0) and (GameFlags and gfSolidLand = 0) then erasure:= r
6767
ccbf07b38a43 First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
parents: 6766
diff changeset
   554
else erasure:= 0;
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   555
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   556
hadSkips:= false;
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   557
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   558
for i:= 0 to Targets.Count do
8939
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   559
    if not Targets.ar[i].dead then
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   560
        with Targets.ar[i] do
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   561
          if not matters then hadSkips:= true
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   562
            else
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   563
            begin
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   564
            dmg:= 0;
8963
1a8335f0d968 Apply radius consistently. Still doesn't explain AI fail I think, although I can't run it right now.
nemo
parents: 8962
diff changeset
   565
            dmgBase:= r + Radius div 2;
8939
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   566
            if abs(Point.x - x) + abs(Point.y - y) < dmgBase then
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   567
                dmg:= trunc(dmgMod * min((dmgBase - trunc(sqrt(sqr(Point.x - x)+sqr(Point.y - y)))) div 2, r));
5642
0ce9e01bae56 Make AI aware of damage modifiers
unc0rr
parents: 5604
diff changeset
   568
8939
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   569
            if dmg > 0 then
6767
ccbf07b38a43 First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
parents: 6766
diff changeset
   570
                begin
8939
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   571
                pX:= Point.x;
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   572
                pY:= Point.y;
8962
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   573
                fallDmg:= 0;
10635
8e8b320eefad nil out CurrentHedgehog in FreeModule, add a test for nil'd CurrentHedgehog in DelCI since I'd still like to use DeleteGear for the other stuff it does. Move some variable initialiasations in AI Misc to hopefully avoid some uninit val errors.
nemo
parents: 10510
diff changeset
   574
                dX:= 0;
8971
fcb29a13b1b1 Adjust barrel damage so AI can actually bat to explode them. Fix state flag check. Remove unneeded dmgMod var. Cancel dX for low dX barrel tracing.
nemo
parents: 8970
diff changeset
   575
                if (Flags and afTrackFall <> 0) and (Score > 0) and (dmg < Score) then
8939
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   576
                    begin
8955
nemo
parents: 8954
diff changeset
   577
                    dX:= (0.005 * dmg + 0.01) / Density;
8939
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   578
                    dY:= dX;
10015
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   579
                    if (Kind = gtExplosives) and (State and gstTmpFlag = 0) and
10140
a846641d2b04 What about exact value?
unc0rr
parents: 10108
diff changeset
   580
                       (((abs(dY) >= 0.15) and (abs(dX) < 0.02)) or
8954
1e8b390ab011 try to guess at barrel state. prob should flag it..
nemo
parents: 8953
diff changeset
   581
                        ((abs(dY) < 0.15) and (abs(dX) < 0.15))) then
1e8b390ab011 try to guess at barrel state. prob should flag it..
nemo
parents: 8953
diff changeset
   582
                        dX:= 0;
8971
fcb29a13b1b1 Adjust barrel damage so AI can actually bat to explode them. Fix state flag check. Remove unneeded dmgMod var. Cancel dX for low dX barrel tracing.
nemo
parents: 8970
diff changeset
   583
fcb29a13b1b1 Adjust barrel damage so AI can actually bat to explode them. Fix state flag check. Remove unneeded dmgMod var. Cancel dX for low dX barrel tracing.
nemo
parents: 8970
diff changeset
   584
                    if pX - x < 0 then dX:= -dX;
fcb29a13b1b1 Adjust barrel damage so AI can actually bat to explode them. Fix state flag check. Remove unneeded dmgMod var. Cancel dX for low dX barrel tracing.
nemo
parents: 8970
diff changeset
   585
                    if pY - y < 0 then dY:= -dY;
fcb29a13b1b1 Adjust barrel damage so AI can actually bat to explode them. Fix state flag check. Remove unneeded dmgMod var. Cancel dX for low dX barrel tracing.
nemo
parents: 8970
diff changeset
   586
8939
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   587
                    if (x and LAND_WIDTH_MASK = 0) and ((y+cHHRadius+2) and LAND_HEIGHT_MASK = 0) and
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   588
                       (Land[y+cHHRadius+2, x] and lfIndestructible <> 0) then
8962
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   589
                         fallDmg:= trunc(TraceFall(x, y, pX, pY, dX, dY, 0, Targets.ar[i]) * dmgMod)
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   590
                    else fallDmg:= trunc(TraceFall(x, y, pX, pY, dX, dY, erasure, Targets.ar[i]) * dmgMod)
8939
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   591
                    end;
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   592
                if Kind = gtHedgehog then
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   593
                    begin
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   594
                    if fallDmg < 0 then // drowning. score healthier hogs higher, since their death is more likely to benefit the AI
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   595
                        begin
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   596
                        if Score > 0 then
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   597
                            inc(rate, (KillScore + Score div 10) * 1024)   // Add a bit of a bonus for bigger hog drownings
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   598
                        else
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   599
                            dec(rate, (KillScore * friendlyfactor div 100 - Score div 10) * 1024) // and more of a punishment for drowning bigger friendly hogs
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   600
                        end
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   601
                    else if (dmg+fallDmg) >= abs(Score) then
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   602
                        begin
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   603
                        dead:= true;
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   604
                        Targets.reset:= true;
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   605
                        if dX < 0.035 then
8951
95dd846caf5d only rate subs if significant. still very much need correct fall+damage esp given different knocks.
nemo
parents: 8950
diff changeset
   606
                            begin
95dd846caf5d only rate subs if significant. still very much need correct fall+damage esp given different knocks.
nemo
parents: 8950
diff changeset
   607
                            subrate:= RealRateExplosion(Me, round(pX), round(pY), 61, afErasesLand or (Flags and afTrackFall));
95dd846caf5d only rate subs if significant. still very much need correct fall+damage esp given different knocks.
nemo
parents: 8950
diff changeset
   608
                            if abs(subrate) > 2000 then inc(Rate,subrate)
95dd846caf5d only rate subs if significant. still very much need correct fall+damage esp given different knocks.
nemo
parents: 8950
diff changeset
   609
                            end;
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   610
                        if Score > 0 then
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   611
                             inc(rate, KillScore * 1024 + (dmg + fallDmg)) // tiny bonus for dealing more damage than needed to kill
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   612
                        else dec(rate, KillScore * friendlyfactor div 100 * 1024)
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   613
                        end
8939
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   614
                    else
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   615
                        begin
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   616
                        if Score > 0 then
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   617
                             inc(rate, (dmg + fallDmg) * 1024)
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   618
                        else dec(rate, (dmg + fallDmg) * friendlyfactor div 100 * 1024)
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   619
                        end
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   620
                    end
8962
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   621
                else if (fallDmg >= 0) and ((dmg+fallDmg) >= Score) then
8939
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   622
                    begin
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   623
                    dead:= true;
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   624
                    Targets.reset:= true;
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   625
                    if Kind = gtExplosives then
8951
95dd846caf5d only rate subs if significant. still very much need correct fall+damage esp given different knocks.
nemo
parents: 8950
diff changeset
   626
                         subrate:= RealRateExplosion(Me, round(pX), round(pY), 151, afErasesLand or (Flags and afTrackFall))
95dd846caf5d only rate subs if significant. still very much need correct fall+damage esp given different knocks.
nemo
parents: 8950
diff changeset
   627
                    else subrate:= RealRateExplosion(Me, round(pX), round(pY), 101, afErasesLand or (Flags and afTrackFall));
95dd846caf5d only rate subs if significant. still very much need correct fall+damage esp given different knocks.
nemo
parents: 8950
diff changeset
   628
                    if abs(subrate) > 2000 then inc(Rate,subrate);
8939
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   629
                    end
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   630
                end
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   631
            end;
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   632
13477
d3209e0caf12 Fix aihDoesntMatter still being attacked with air attack
Wuzzy <Wuzzy2@mail.ru>
parents: 13475
diff changeset
   633
if hadSkips and (rate <= 0) then
8939
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   634
    RealRateExplosion:= BadTurn
13475
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13468
diff changeset
   635
else
8939
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   636
    RealRateExplosion:= rate;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   637
end;
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   638
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   639
function RateShove(Me: PGear; x, y, r, power, kick: LongInt; gdX, gdY: real; Flags: LongWord): LongInt;
8951
95dd846caf5d only rate subs if significant. still very much need correct fall+damage esp given different knocks.
nemo
parents: 8950
diff changeset
   640
var i, fallDmg, dmg, rate, subrate: LongInt;
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   641
    dX, dY, pX, pY: real;
13475
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13468
diff changeset
   642
    hadSkips: boolean;
79
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
   643
begin
6783
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   644
fallDmg:= 0;
7210
2ff30b79d2b0 - Adjust some consts so whip and firepunch work perfectly
unc0rr
parents: 7208
diff changeset
   645
dX:= gdX * 0.01 * kick;
2ff30b79d2b0 - Adjust some consts so whip and firepunch work perfectly
unc0rr
parents: 7208
diff changeset
   646
dY:= gdY * 0.01 * kick;
2695
ed789a7ef68d makes freepascal code compatible with OBJFPC mode
koda
parents: 2616
diff changeset
   647
rate:= 0;
13475
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13468
diff changeset
   648
hadSkips:= false;
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 393
diff changeset
   649
for i:= 0 to Pred(Targets.Count) do
79
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
   650
    with Targets.ar[i] do
8969
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   651
        if skip then
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   652
            begin
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   653
            if Flags and afSetSkip = 0 then skip:= false
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   654
            end
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   655
        else if matters then
79
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
   656
            begin
8969
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   657
            dmg:= 0;
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   658
            if abs(Point.x - x) + abs(Point.y - y) < r then
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   659
                dmg:= r - trunc(sqrt(sqr(Point.x - x)+sqr(Point.y - y)));
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   660
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   661
            if dmg > 0 then
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   662
                begin
8969
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   663
                pX:= Point.x;
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   664
                pY:= Point.y-2;
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   665
                fallDmg:= 0;
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   666
                if (Flags and afSetSkip <> 0) then skip:= true;
9136
78f087fd3e5b parsing ok, stops at uGears
koda
parents: 9127
diff changeset
   667
                if (not dead) and (Flags and afTrackFall <> 0) and (Score > 0) and (power < Score) then
10015
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   668
                    if (Kind = gtExplosives) and (State and gstTmpFlag = 0) and
8971
fcb29a13b1b1 Adjust barrel damage so AI can actually bat to explode them. Fix state flag check. Remove unneeded dmgMod var. Cancel dX for low dX barrel tracing.
nemo
parents: 8970
diff changeset
   669
                       (((abs(dY) > 0.15) and (abs(dX) < 0.02)) or
fcb29a13b1b1 Adjust barrel damage so AI can actually bat to explode them. Fix state flag check. Remove unneeded dmgMod var. Cancel dX for low dX barrel tracing.
nemo
parents: 8970
diff changeset
   670
                        ((abs(dY) < 0.15) and (abs(dX) < 0.15))) then
fcb29a13b1b1 Adjust barrel damage so AI can actually bat to explode them. Fix state flag check. Remove unneeded dmgMod var. Cancel dX for low dX barrel tracing.
nemo
parents: 8970
diff changeset
   671
                        fallDmg:= trunc(TraceShoveFall(pX, pY, 0, dY, Targets.ar[i]) * dmgMod)
fcb29a13b1b1 Adjust barrel damage so AI can actually bat to explode them. Fix state flag check. Remove unneeded dmgMod var. Cancel dX for low dX barrel tracing.
nemo
parents: 8970
diff changeset
   672
                    else
fcb29a13b1b1 Adjust barrel damage so AI can actually bat to explode them. Fix state flag check. Remove unneeded dmgMod var. Cancel dX for low dX barrel tracing.
nemo
parents: 8970
diff changeset
   673
                        fallDmg:= trunc(TraceShoveFall(pX, pY, dX, dY, Targets.ar[i]) * dmgMod);
8969
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   674
                if Kind = gtHedgehog then
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   675
                    begin
8969
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   676
                    if fallDmg < 0 then // drowning. score healthier hogs higher, since their death is more likely to benefit the AI
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   677
                        begin
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   678
                        if Score > 0 then
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   679
                            inc(rate, KillScore + Score div 10)   // Add a bit of a bonus for bigger hog drownings
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   680
                        else
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   681
                            dec(rate, KillScore * friendlyfactor div 100 - Score div 10) // and more of a punishment for drowning bigger friendly hogs
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   682
                        end
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   683
                    else if power+fallDmg >= abs(Score) then
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   684
                        begin
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   685
                        dead:= true;
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   686
                        Targets.reset:= true;
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   687
                        if dX < 0.035 then
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   688
                            begin
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   689
                            subrate:= RealRateExplosion(Me, round(pX), round(pY), 61, afErasesLand or afTrackFall);
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   690
                            if abs(subrate) > 2000 then inc(Rate,subrate div 1024)
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   691
                            end;
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   692
                        if Score > 0 then
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   693
                            inc(rate, KillScore)
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   694
                        else
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   695
                            dec(rate, KillScore * friendlyfactor div 100)
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   696
                        end
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   697
                    else
8969
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   698
                        begin
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   699
                        if Score > 0 then
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   700
                            inc(rate, power+fallDmg)
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   701
                        else
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   702
                            dec(rate, (power+fallDmg) * friendlyfactor div 100)
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   703
                        end
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   704
                    end
8969
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   705
                else if (fallDmg >= 0) and ((dmg+fallDmg) >= Score) then
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   706
                    begin
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   707
                    dead:= true;
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   708
                    Targets.reset:= true;
8969
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   709
                    if Kind = gtExplosives then
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   710
                         subrate:= RealRateExplosion(Me, round(pX), round(pY), 151, afErasesLand or (Flags and afTrackFall))
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   711
                    else subrate:= RealRateExplosion(Me, round(pX), round(pY), 101, afErasesLand or (Flags and afTrackFall));
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   712
                    if abs(subrate) > 2000 then inc(Rate,subrate div 1024);
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   713
                    end
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   714
                end
13475
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13468
diff changeset
   715
            end
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13468
diff changeset
   716
        else
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13468
diff changeset
   717
            hadSkips:= true;
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13468
diff changeset
   718
13477
d3209e0caf12 Fix aihDoesntMatter still being attacked with air attack
Wuzzy <Wuzzy2@mail.ru>
parents: 13475
diff changeset
   719
if hadSkips and (rate <= 0) then
13475
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13468
diff changeset
   720
    RateShove:= BadTurn
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13468
diff changeset
   721
else
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13468
diff changeset
   722
    RateShove:= rate * 1024;
8970
nemo
parents: 8969
diff changeset
   723
ResetTargets
79
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
   724
end;
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
   725
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   726
function RateShotgun(Me: PGear; gdX, gdY: real; x, y: LongInt): LongInt;
8951
95dd846caf5d only rate subs if significant. still very much need correct fall+damage esp given different knocks.
nemo
parents: 8950
diff changeset
   727
var i, dmg, fallDmg, baseDmg, rate, subrate, erasure: LongInt;
8939
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   728
    pX, pY, dX, dY: real;
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   729
    hadSkips: boolean;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   730
begin
2695
ed789a7ef68d makes freepascal code compatible with OBJFPC mode
koda
parents: 2616
diff changeset
   731
rate:= 0;
6776
7a05f48bfa43 Compatibility
unc0rr
parents: 6775
diff changeset
   732
gdX:= gdX * 0.01;
7a05f48bfa43 Compatibility
unc0rr
parents: 6775
diff changeset
   733
gdY:= gdX * 0.01;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   734
// add our virtual position
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   735
with Targets.ar[Targets.Count] do
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   736
    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   737
    Point.x:= hwRound(Me^.X);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   738
    Point.y:= hwRound(Me^.Y);
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   739
    skip:= false;
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   740
    matters:= true;
8960
nemo
parents: 8958
diff changeset
   741
    Kind:= gtHedgehog;
8961
nemo
parents: 8960
diff changeset
   742
    Density:= 1;
8963
1a8335f0d968 Apply radius consistently. Still doesn't explain AI fail I think, although I can't run it right now.
nemo
parents: 8962
diff changeset
   743
    Radius:= cHHRadius;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   744
    Score:= - ThinkingHH^.Health
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   745
    end;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   746
// rate shot
6771
87a947097d00 Teach AI to drown with shotgun too
nemo
parents: 6770
diff changeset
   747
baseDmg:= cHHRadius + cShotgunRadius + 4;
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   748
6771
87a947097d00 Teach AI to drown with shotgun too
nemo
parents: 6770
diff changeset
   749
if GameFlags and gfSolidLand = 0 then erasure:= cShotgunRadius
87a947097d00 Teach AI to drown with shotgun too
nemo
parents: 6770
diff changeset
   750
else erasure:= 0;
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   751
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   752
hadSkips:= false;
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   753
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   754
for i:= 0 to Targets.Count do
8939
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   755
    if not Targets.ar[i].dead then
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   756
        with Targets.ar[i] do
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   757
          if not matters then hadSkips:= true
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   758
            else
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   759
            begin
8939
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   760
            dmg:= 0;
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   761
            if abs(Point.x - x) + abs(Point.y - y) < baseDmg then
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   762
                begin
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   763
                dmg:= min(baseDmg - trunc(sqrt(sqr(Point.x - x)+sqr(Point.y - y))), 25);
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   764
                dmg:= trunc(dmg * dmgMod);
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   765
                end;
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   766
            if dmg > 0 then
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   767
                begin
10635
8e8b320eefad nil out CurrentHedgehog in FreeModule, add a test for nil'd CurrentHedgehog in DelCI since I'd still like to use DeleteGear for the other stuff it does. Move some variable initialiasations in AI Misc to hopefully avoid some uninit val errors.
nemo
parents: 10510
diff changeset
   768
                fallDmg:= 0;
8e8b320eefad nil out CurrentHedgehog in FreeModule, add a test for nil'd CurrentHedgehog in DelCI since I'd still like to use DeleteGear for the other stuff it does. Move some variable initialiasations in AI Misc to hopefully avoid some uninit val errors.
nemo
parents: 10510
diff changeset
   769
                pX:= Point.x;
8e8b320eefad nil out CurrentHedgehog in FreeModule, add a test for nil'd CurrentHedgehog in DelCI since I'd still like to use DeleteGear for the other stuff it does. Move some variable initialiasations in AI Misc to hopefully avoid some uninit val errors.
nemo
parents: 10510
diff changeset
   770
                pY:= Point.y;
9136
78f087fd3e5b parsing ok, stops at uGears
koda
parents: 9127
diff changeset
   771
                if (not dead) and (Score > 0) and (dmg < Score) then
8971
fcb29a13b1b1 Adjust barrel damage so AI can actually bat to explode them. Fix state flag check. Remove unneeded dmgMod var. Cancel dX for low dX barrel tracing.
nemo
parents: 8970
diff changeset
   772
                    begin
fcb29a13b1b1 Adjust barrel damage so AI can actually bat to explode them. Fix state flag check. Remove unneeded dmgMod var. Cancel dX for low dX barrel tracing.
nemo
parents: 8970
diff changeset
   773
                    dX:= gdX * dmg / Density;
fcb29a13b1b1 Adjust barrel damage so AI can actually bat to explode them. Fix state flag check. Remove unneeded dmgMod var. Cancel dX for low dX barrel tracing.
nemo
parents: 8970
diff changeset
   774
                    dY:= gdY * dmg / Density;
fcb29a13b1b1 Adjust barrel damage so AI can actually bat to explode them. Fix state flag check. Remove unneeded dmgMod var. Cancel dX for low dX barrel tracing.
nemo
parents: 8970
diff changeset
   775
                    if dX < 0 then dX:= dX - 0.01
fcb29a13b1b1 Adjust barrel damage so AI can actually bat to explode them. Fix state flag check. Remove unneeded dmgMod var. Cancel dX for low dX barrel tracing.
nemo
parents: 8970
diff changeset
   776
                    else dX:= dX + 0.01;
10015
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   777
                    if (Kind = gtExplosives) and (State and gstTmpFlag = 0) and
8971
fcb29a13b1b1 Adjust barrel damage so AI can actually bat to explode them. Fix state flag check. Remove unneeded dmgMod var. Cancel dX for low dX barrel tracing.
nemo
parents: 8970
diff changeset
   778
                       (((abs(dY) > 0.15) and (abs(dX) < 0.02)) or
10015
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   779
                        ((abs(dY) < 0.15) and (abs(dX) < 0.15))) then
8971
fcb29a13b1b1 Adjust barrel damage so AI can actually bat to explode them. Fix state flag check. Remove unneeded dmgMod var. Cancel dX for low dX barrel tracing.
nemo
parents: 8970
diff changeset
   780
                       dX:= 0;
fcb29a13b1b1 Adjust barrel damage so AI can actually bat to explode them. Fix state flag check. Remove unneeded dmgMod var. Cancel dX for low dX barrel tracing.
nemo
parents: 8970
diff changeset
   781
                    if (x and LAND_WIDTH_MASK = 0) and ((y+cHHRadius+2) and LAND_HEIGHT_MASK = 0) and
fcb29a13b1b1 Adjust barrel damage so AI can actually bat to explode them. Fix state flag check. Remove unneeded dmgMod var. Cancel dX for low dX barrel tracing.
nemo
parents: 8970
diff changeset
   782
                       (Land[y+cHHRadius+2, x] and lfIndestructible <> 0) then
fcb29a13b1b1 Adjust barrel damage so AI can actually bat to explode them. Fix state flag check. Remove unneeded dmgMod var. Cancel dX for low dX barrel tracing.
nemo
parents: 8970
diff changeset
   783
                         fallDmg:= trunc(TraceFall(x, y, pX, pY, dX, dY, 0, Targets.ar[i]) * dmgMod)
fcb29a13b1b1 Adjust barrel damage so AI can actually bat to explode them. Fix state flag check. Remove unneeded dmgMod var. Cancel dX for low dX barrel tracing.
nemo
parents: 8970
diff changeset
   784
                    else fallDmg:= trunc(TraceFall(x, y, pX, pY, dX, dY, erasure, Targets.ar[i]) * dmgMod)
fcb29a13b1b1 Adjust barrel damage so AI can actually bat to explode them. Fix state flag check. Remove unneeded dmgMod var. Cancel dX for low dX barrel tracing.
nemo
parents: 8970
diff changeset
   785
                    end;
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   786
                if Kind = gtHedgehog then
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   787
                    begin
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   788
                    if fallDmg < 0 then // drowning. score healthier hogs higher, since their death is more likely to benefit the AI
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   789
                        begin
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   790
                        if Score > 0 then
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   791
                            inc(rate, KillScore + Score div 10)   // Add a bit of a bonus for bigger hog drownings
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   792
                        else
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   793
                            dec(rate, KillScore * friendlyfactor div 100 - Score div 10) // and more of a punishment for drowning bigger friendly hogs
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   794
                        end
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   795
                    else if (dmg+fallDmg) >= abs(Score) then
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   796
                        begin
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   797
                        dead:= true;
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   798
                        Targets.reset:= true;
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   799
                        if dX < 0.035 then
8951
95dd846caf5d only rate subs if significant. still very much need correct fall+damage esp given different knocks.
nemo
parents: 8950
diff changeset
   800
                            begin
95dd846caf5d only rate subs if significant. still very much need correct fall+damage esp given different knocks.
nemo
parents: 8950
diff changeset
   801
                            subrate:= RealRateExplosion(Me, round(pX), round(pY), 61, afErasesLand or afTrackFall);
95dd846caf5d only rate subs if significant. still very much need correct fall+damage esp given different knocks.
nemo
parents: 8950
diff changeset
   802
                            if abs(subrate) > 2000 then inc(Rate,subrate div 1024)
95dd846caf5d only rate subs if significant. still very much need correct fall+damage esp given different knocks.
nemo
parents: 8950
diff changeset
   803
                            end;
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   804
                        if Score > 0 then
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   805
                            inc(rate, KillScore)
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   806
                        else
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   807
                            dec(rate, KillScore * friendlyfactor div 100)
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   808
                        end
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   809
                    else if Score > 0 then
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   810
                         inc(rate, dmg+fallDmg)
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   811
                    else dec(rate, (dmg+fallDmg) * friendlyfactor div 100)
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   812
                    end
8962
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   813
                else if (fallDmg >= 0) and ((dmg+fallDmg) >= Score) then
8939
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   814
                    begin
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   815
                    dead:= true;
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   816
                    Targets.reset:= true;
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   817
                    if Kind = gtExplosives then
8951
95dd846caf5d only rate subs if significant. still very much need correct fall+damage esp given different knocks.
nemo
parents: 8950
diff changeset
   818
                         subrate:= RealRateExplosion(Me, round(pX), round(pY), 151, afErasesLand or afTrackFall)
95dd846caf5d only rate subs if significant. still very much need correct fall+damage esp given different knocks.
nemo
parents: 8950
diff changeset
   819
                    else subrate:= RealRateExplosion(Me, round(pX), round(pY), 101, afErasesLand or afTrackFall);
95dd846caf5d only rate subs if significant. still very much need correct fall+damage esp given different knocks.
nemo
parents: 8950
diff changeset
   820
                    if abs(subrate) > 2000 then inc(Rate,subrate div 1024);
8939
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   821
                    end
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   822
                end
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   823
            end;
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   824
13477
d3209e0caf12 Fix aihDoesntMatter still being attacked with air attack
Wuzzy <Wuzzy2@mail.ru>
parents: 13475
diff changeset
   825
if hadSkips and (rate <= 0) then
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   826
    RateShotgun:= BadTurn
13475
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13468
diff changeset
   827
else
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   828
    RateShotgun:= rate * 1024;
13475
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13468
diff changeset
   829
ResetTargets;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   830
end;
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   831
5645
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   832
function RateHammer(Me: PGear): LongInt;
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   833
var x, y, i, r, rate: LongInt;
13475
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13468
diff changeset
   834
    hadSkips: boolean;
5645
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   835
begin
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   836
// hammer hit shift against attecker hog is 10
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   837
x:= hwRound(Me^.X) + hwSign(Me^.dX) * 10;
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   838
y:= hwRound(Me^.Y);
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   839
rate:= 0;
13475
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13468
diff changeset
   840
hadSkips:= false;
5645
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   841
for i:= 0 to Pred(Targets.Count) do
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   842
    with Targets.ar[i] do
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   843
         // hammer hit radius is 8, shift is 10
13475
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13468
diff changeset
   844
      if (not matters) then
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13468
diff changeset
   845
          hadSkips:= true
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13468
diff changeset
   846
      else if matters and (Kind = gtHedgehog) and (abs(Point.x - x) + abs(Point.y - y) < 18) then
7279
18a620394623 Fix completely broken RateHammer
unc0rr
parents: 7274
diff changeset
   847
            begin
6785
a8aa5984185f Allow RC plane to go through portals
nemo
parents: 6783
diff changeset
   848
            r:= trunc(sqrt(sqr(Point.x - x)+sqr(Point.y - y)));
5645
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   849
7279
18a620394623 Fix completely broken RateHammer
unc0rr
parents: 7274
diff changeset
   850
            if r <= 18 then
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   851
                if Score > 0 then
7279
18a620394623 Fix completely broken RateHammer
unc0rr
parents: 7274
diff changeset
   852
                    inc(rate, Score div 3)
18a620394623 Fix completely broken RateHammer
unc0rr
parents: 7274
diff changeset
   853
                else
7285
unc0rr
parents: 7279
diff changeset
   854
                    inc(rate, Score div 3 * friendlyfactor div 100)
7279
18a620394623 Fix completely broken RateHammer
unc0rr
parents: 7274
diff changeset
   855
            end;
13475
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13468
diff changeset
   856
13477
d3209e0caf12 Fix aihDoesntMatter still being attacked with air attack
Wuzzy <Wuzzy2@mail.ru>
parents: 13475
diff changeset
   857
if hadSkips and (rate <= 0) then
13475
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13468
diff changeset
   858
    RateHammer:= BadTurn
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13468
diff changeset
   859
else
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13468
diff changeset
   860
    RateHammer:= rate * 1024;
5645
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   861
end;
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   862
369
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
   863
function HHJump(Gear: PGear; JumpType: TJumpType; var GoInfo: TGoInfo): boolean;
371
731ad6d27bd1 integer -> LongInt
unc0rr
parents: 370
diff changeset
   864
var bX, bY: LongInt;
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
   865
begin
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   866
HHJump:= false;
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
   867
GoInfo.Ticks:= 0;
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
   868
GoInfo.JumpType:= jmpNone;
369
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
   869
bX:= hwRound(Gear^.X);
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
   870
bY:= hwRound(Gear^.Y);
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
   871
case JumpType of
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   872
    jmpNone: exit(false);
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   873
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   874
    jmpHJump:
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   875
        if TestCollisionYwithGear(Gear, -1) = 0 then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   876
        begin
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   877
            Gear^.dY:= -_0_2;
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   878
            SetLittle(Gear^.dX);
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   879
            Gear^.State:= Gear^.State or gstMoving or gstHHJumping;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   880
        end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   881
    else
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   882
        exit(false);
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   883
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   884
    jmpLJump:
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   885
        begin
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   886
            if TestCollisionYwithGear(Gear, -1) <> 0 then
9706
5178d2263521 return land word from uCollisions to make decisions based on it. Should be handy for trampoline.
nemo
parents: 9137
diff changeset
   887
                if TestCollisionXwithXYShift(Gear, _0, -2, hwSign(Gear^.dX)) = 0 then
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   888
                    Gear^.Y:= Gear^.Y - int2hwFloat(2)
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   889
                else
9706
5178d2263521 return land word from uCollisions to make decisions based on it. Should be handy for trampoline.
nemo
parents: 9137
diff changeset
   890
                    if TestCollisionXwithXYShift(Gear, _0, -1, hwSign(Gear^.dX)) = 0 then
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   891
                        Gear^.Y:= Gear^.Y - _1;
9706
5178d2263521 return land word from uCollisions to make decisions based on it. Should be handy for trampoline.
nemo
parents: 9137
diff changeset
   892
            if (TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) = 0) and
5178d2263521 return land word from uCollisions to make decisions based on it. Should be handy for trampoline.
nemo
parents: 9137
diff changeset
   893
               (TestCollisionYwithGear(Gear, -1) = 0) then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   894
            begin
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   895
                Gear^.dY:= -_0_15;
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   896
                Gear^.dX:= SignAs(_0_15, Gear^.dX);
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   897
                Gear^.State:= Gear^.State or gstMoving or gstHHJumping
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   898
            end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   899
        else
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   900
            exit(false)
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   901
        end
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   902
end;
2376
ece7b87f1334 Strip trailing spaces
nemo
parents: 1941
diff changeset
   903
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
   904
repeat
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   905
        {if ((hwRound(Gear^.Y) and LAND_HEIGHT_MASK) = 0) and ((hwRound(Gear^.X) and LAND_WIDTH_MASK) = 0) then
7435
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
   906
            begin
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
   907
            LandPixels[hwRound(Gear^.Y), hwRound(Gear^.X)]:= Gear^.Hedgehog^.Team^.Clan^.Color;
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
   908
            UpdateLandTexture(hwRound(Gear^.X), 1, hwRound(Gear^.Y), 1, true);
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
   909
            end;}
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   910
10354
56bd029245fc WIP: weSea tweaks, functional and visual
sheepluva
parents: 10164
diff changeset
   911
    if CheckCoordInWater(hwRound(Gear^.X), hwRound(Gear^.Y) + cHHRadius) then
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   912
        exit(false);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   913
    if (Gear^.State and gstMoving) <> 0 then
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   914
    begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   915
        if (GoInfo.Ticks = 350) then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   916
            if (not (hwAbs(Gear^.dX) > cLittle)) and (Gear^.dY < -_0_02) then
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   917
            begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   918
                Gear^.dY:= -_0_25;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   919
                Gear^.dX:= SignAs(_0_02, Gear^.dX)
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   920
            end;
9706
5178d2263521 return land word from uCollisions to make decisions based on it. Should be handy for trampoline.
nemo
parents: 9137
diff changeset
   921
        if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) <> 0 then SetLittle(Gear^.dX);
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   922
            Gear^.X:= Gear^.X + Gear^.dX;
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   923
        inc(GoInfo.Ticks);
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   924
        Gear^.dY:= Gear^.dY + cGravity;
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   925
        if Gear^.dY > _0_4 then
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   926
            exit(false);
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   927
        if (Gear^.dY.isNegative) and (TestCollisionYwithGear(Gear, -1) <> 0) then
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   928
            Gear^.dY:= _0;
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   929
        Gear^.Y:= Gear^.Y + Gear^.dY;
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   930
        if (not Gear^.dY.isNegative) and (TestCollisionYwithGear(Gear, 1) <> 0) then
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   931
            begin
7426
55b49cc1f33a Changes for the benefit of pas2c. Use downto in for loops to avoid repeated calls of Random/GetRandom. Wrap nots.
nemo
parents: 7385
diff changeset
   932
            Gear^.State:= Gear^.State and (not (gstMoving or gstHHJumping));
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   933
            Gear^.dY:= _0;
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   934
            case JumpType of
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   935
                jmpHJump:
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   936
                    if bY - hwRound(Gear^.Y) > 5 then
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   937
                        begin
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   938
                        GoInfo.JumpType:= jmpHJump;
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   939
                        inc(GoInfo.Ticks, 300 + 300); // 300 before jump, 300 after
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   940
                        exit(true)
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   941
                        end;
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   942
                jmpLJump:
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   943
                    if abs(bX - hwRound(Gear^.X)) > 30 then
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   944
                        begin
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   945
                        GoInfo.JumpType:= jmpLJump;
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   946
                        inc(GoInfo.Ticks, 300 + 300); // 300 before jump, 300 after
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   947
                        exit(true)
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   948
                        end
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   949
                end;
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   950
            exit(false)
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   951
            end;
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   952
    end;
369
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
   953
until false
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
   954
end;
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
   955
369
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
   956
function HHGo(Gear, AltGear: PGear; var GoInfo: TGoInfo): boolean;
7375
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7360
diff changeset
   957
var pX, pY, tY: LongInt;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   958
begin
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   959
HHGo:= false;
13468
f1d349a52bc7 Refactor: lfCurrentHog→lfCurHogCrate, lfNotCurrentMask→lfNotCurHogCrate
Wuzzy <Wuzzy2@mail.ru>
parents: 11046
diff changeset
   960
Gear^.CollisionMask:= lfNotCurHogCrate;
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
   961
AltGear^:= Gear^;
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
   962
75
d2b737858ff7 - New First Aid powerup
unc0rr
parents: 74
diff changeset
   963
GoInfo.Ticks:= 0;
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
   964
GoInfo.FallPix:= 0;
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
   965
GoInfo.JumpType:= jmpNone;
7375
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7360
diff changeset
   966
tY:= hwRound(Gear^.Y);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   967
repeat
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   968
        {if ((hwRound(Gear^.Y) and LAND_HEIGHT_MASK) = 0) and ((hwRound(Gear^.X) and LAND_WIDTH_MASK) = 0) then
7435
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
   969
            begin
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
   970
            LandPixels[hwRound(Gear^.Y), hwRound(Gear^.X)]:= random($FFFFFFFF);//Gear^.Hedgehog^.Team^.Clan^.Color;
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
   971
            UpdateLandTexture(hwRound(Gear^.X), 1, hwRound(Gear^.Y), 1, true);
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
   972
            end;}
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
   973
7164
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
   974
    pX:= hwRound(Gear^.X);
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
   975
    pY:= hwRound(Gear^.Y);
10354
56bd029245fc WIP: weSea tweaks, functional and visual
sheepluva
parents: 10164
diff changeset
   976
    if CheckCoordInWater(pX, pY + cHHRadius) then
7375
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7360
diff changeset
   977
        begin
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7360
diff changeset
   978
        if AltGear^.Hedgehog^.BotLevel < 4 then
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7360
diff changeset
   979
            AddWalkBonus(pX, tY, 250, -40);
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7360
diff changeset
   980
        exit(false)
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7360
diff changeset
   981
        end;
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   982
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   983
    // hog is falling
7164
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
   984
    if (Gear^.State and gstMoving) <> 0 then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   985
        begin
7164
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
   986
        inc(GoInfo.Ticks);
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
   987
        Gear^.dY:= Gear^.dY + cGravity;
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
   988
        if Gear^.dY > _0_4 then
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
   989
            begin
7433
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7430
diff changeset
   990
            GoInfo.FallPix:= 0;
7164
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
   991
            // try ljump instead of fall with damage
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   992
            HHJump(AltGear, jmpLJump, GoInfo);
7375
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7360
diff changeset
   993
            if AltGear^.Hedgehog^.BotLevel < 4 then
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7360
diff changeset
   994
                AddWalkBonus(pX, tY, 175, -20);
7164
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
   995
            exit(false)
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
   996
            end;
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
   997
        Gear^.Y:= Gear^.Y + Gear^.dY;
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
   998
        if hwRound(Gear^.Y) > pY then
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
   999
            inc(GoInfo.FallPix);
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
  1000
        if TestCollisionYwithGear(Gear, 1) <> 0 then
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
  1001
            begin
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
  1002
            inc(GoInfo.Ticks, 410);
7426
55b49cc1f33a Changes for the benefit of pas2c. Use downto in for loops to avoid repeated calls of Random/GetRandom. Wrap nots.
nemo
parents: 7385
diff changeset
  1003
            Gear^.State:= Gear^.State and (not (gstMoving or gstHHJumping));
7164
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
  1004
            Gear^.dY:= _0;
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
  1005
            // try ljump instead of fall
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
  1006
            HHJump(AltGear, jmpLJump, GoInfo);
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
  1007
            exit(true)
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
  1008
            end;
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
  1009
        continue
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
  1010
        end;
7719
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7716
diff changeset
  1011
7164
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
  1012
        // usual walk
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
  1013
        if (Gear^.Message and gmLeft) <> 0 then
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
  1014
            Gear^.dX:= -cLittle
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
  1015
        else
7164
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
  1016
            if (Gear^.Message and gmRight) <> 0 then
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
  1017
                Gear^.dX:=  cLittle
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
  1018
            else
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
  1019
                exit(false);
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
  1020
7719
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7716
diff changeset
  1021
        if MakeHedgehogsStep(Gear) then
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7716
diff changeset
  1022
            inc(GoInfo.Ticks, cHHStepTicks);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
  1023
7164
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
  1024
        // we have moved for 1 px
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
  1025
        if (pX <> hwRound(Gear^.X)) and ((Gear^.State and gstMoving) = 0) then
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
  1026
            exit(true)
542
ec26095f1bed - Get rid of ammoProp_AttackInFall and gstFalling
unc0rr
parents: 509
diff changeset
  1027
until (pX = hwRound(Gear^.X)) and (pY = hwRound(Gear^.Y)) and ((Gear^.State and gstMoving) = 0);
7164
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
  1028
375
18012da67681 AI works properly
unc0rr
parents: 371
diff changeset
  1029
HHJump(AltGear, jmpHJump, GoInfo);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1030
end;
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1031
14217
ca179b615c0b adding X offset seems to improve chance of drownings
nemo
parents: 13673
diff changeset
  1032
function AIrndSign(num: LongInt): LongInt; inline;
136
89970b70b076 Implement bot levels
unc0rr
parents: 108
diff changeset
  1033
begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
  1034
if random(2) = 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
  1035
    AIrndSign:=   num
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
  1036
else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
  1037
    AIrndSign:= - num
2376
ece7b87f1334 Strip trailing spaces
nemo
parents: 1941
diff changeset
  1038
end;
136
89970b70b076 Implement bot levels
unc0rr
parents: 108
diff changeset
  1039
14217
ca179b615c0b adding X offset seems to improve chance of drownings
nemo
parents: 13673
diff changeset
  1040
function AIrndOffset(targ: TTarget; Level: LongWord): LongInt; inline;
ca179b615c0b adding X offset seems to improve chance of drownings
nemo
parents: 13673
diff changeset
  1041
begin
ca179b615c0b adding X offset seems to improve chance of drownings
nemo
parents: 13673
diff changeset
  1042
if Level <> 1 then exit(0);
ca179b615c0b adding X offset seems to improve chance of drownings
nemo
parents: 13673
diff changeset
  1043
// at present level 2 doesn't track falls on most things
ca179b615c0b adding X offset seems to improve chance of drownings
nemo
parents: 13673
diff changeset
  1044
//if Level = 2 then exit(round(targ.Radius*(random(5)-2)/2));
14218
09dacb61d526 more seems to work better?
nemo
parents: 14217
diff changeset
  1045
AIrndOffset := targ.Radius*(random(7)-3)*2
14217
ca179b615c0b adding X offset seems to improve chance of drownings
nemo
parents: 13673
diff changeset
  1046
end;
ca179b615c0b adding X offset seems to improve chance of drownings
nemo
parents: 13673
diff changeset
  1047
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3018
diff changeset
  1048
procedure initModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
  1049
begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
  1050
    friendlyfactor:= 300;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
  1051
    KnownExplosion.X:= 0;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
  1052
    KnownExplosion.Y:= 0;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
  1053
    KnownExplosion.Radius:= 0;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
  1054
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
  1055
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3018
diff changeset
  1056
procedure freeModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
  1057
begin
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
  1058
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
  1059
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1060
end.