hedgewars/uAIMisc.pas
author alfadur
Tue, 21 May 2019 23:04:50 +0300
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parent 14769 b3fa6a19fc25
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permissions -rw-r--r--
add rope layers
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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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nemo
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            matters:= (Gear^.AIHints and aihDoesntMatter) = 0;
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koda
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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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   158
            if (Gear^.Kind = gtHedgehog) then
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   159
                begin
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   160
                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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   169
                    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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   175
            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
unc0rr
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   181
if e > f then friendlyfactor:= 300 + (e - f) * 30
5881
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   182
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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unc0rr
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   184
6767
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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unc0rr
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if(bonuses.Count < MAXBONUS) then
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   188
    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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unc0rr
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    bonuses.ar[bonuses.Count].Radius:= r;
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unc0rr
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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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   195
end;
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unc0rr
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   196
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nemo
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procedure AddWalkBonus(x, y: LongInt; r: Longword; s: LongInt); inline;
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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begin
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ac9ce7f033df Reduce number of walk bonuses further, doubt even 128 are needed. Fix count reset.
nemo
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   199
if(walkbonuses.Count < MAXBONUS div 8) then
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nemo
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   200
    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
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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;
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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   203
    walkbonuses.ar[walkbonuses.Count].Radius:= r;
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nemo
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    walkbonuses.ar[walkbonuses.Count].Score:= s;
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nemo
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   205
    inc(walkbonuses.Count);
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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   206
    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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   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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   210
var Gear: PGear;
549
4278a80140a8 - Introduce clans (teams with same color)
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   211
    MyClan: PClan;
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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   212
    i: Longint;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
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   213
begin
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
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   214
bonuses.Count:= 0;
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0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
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   215
bonuses.activity:= false;
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3836973380b9 remove some more PHedgehog casts
nemo
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   216
MyClan:= ThinkingHH^.Hedgehog^.Team^.Clan;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
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   217
Gear:= GearsList;
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
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   218
while Gear <> nil do
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   219
    begin
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lovelacer
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   220
        case Gear^.Kind of
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unc0rr
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diff changeset
   221
            gtGrenade
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
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   222
            , gtClusterBomb
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unc0rr
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   223
            , gtGasBomb
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unc0rr
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   224
            , gtShell
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unc0rr
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   225
            , gtAirAttack
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unc0rr
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   226
            , gtMortar
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unc0rr
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   227
            , gtWatermelon
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unc0rr
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   228
            , gtDrill
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unc0rr
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   229
            , gtAirBomb
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unc0rr
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   230
            , gtCluster
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unc0rr
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diff changeset
   231
            , gtMelonPiece
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184df3900ec4 - Bots activate extra time if needed
unc0rr
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   232
            , gtBee
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   233
            , gtMolotov: bonuses.activity:= true;
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lovelacer
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diff changeset
   234
            gtCase:
14269
6f3f59266c4c flag crates since waste of time for mutant.
nemo
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diff changeset
   235
                if (Gear^.AIHints and aihDoesntMatter) = 0 then
6f3f59266c4c flag crates since waste of time for mutant.
nemo
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   236
                    AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y) + 3, 37, 25);
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lovelacer
parents: 6474
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   237
            gtFlame:
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lovelacer
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diff changeset
   238
                if (Gear^.State and gsttmpFlag) <> 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   239
                    AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 20, -50);
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koda
parents: 8895
diff changeset
   240
// avoid mines unless they are very likely to be duds, or are duds. also avoid if they are about to blow
10164
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unc0rr
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diff changeset
   241
            gtMine: begin
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
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diff changeset
   242
                if (Gear^.State and gstMoving) <> 0 then bonuses.activity:= true;
10510
9329dab04490 some whitespace fixes
sheepluva
parents: 10354
diff changeset
   243
14769
b3fa6a19fc25 Computer hog no longer walks into player-placed mines if >= 90% duds
Wuzzy <Wuzzy2@mail.ru>
parents: 14591
diff changeset
   244
                if ((Gear^.State and gstAttacking) = 0) and (((cMineDudPercent < 90) or ((Gear^.State and gstWait) <> 0) and (Gear^.Health <> 0))
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   245
                or (isAfterAttack and (Gear^.Health = 0) and (Gear^.Damage > 30))) then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   246
                    AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 50, -50)
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
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   247
                else if (Gear^.State and gstAttacking) <> 0 then
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lovelacer
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                    AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 100, -50); // mine is on
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unc0rr
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   249
                end;
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8736f3a0ff7f ai improvements are release branch safe
nemo
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   250
            gtAirMine: if ((Gear^.State and gstFrozen) = 0) then AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), gear^.Angle+5, -30);
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parents: 8895
diff changeset
   251
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lovelacer
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   252
            gtExplosives:
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unc0rr
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   253
                begin
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unc0rr
parents: 10140
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   254
                //if (Gear^.State and gstMoving) <> 0 then bonuses.activity:= true;
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parents: 8895
diff changeset
   255
10164
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unc0rr
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diff changeset
   256
                if isAfterAttack then
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unc0rr
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   257
                    AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 75, -60 + Gear^.Health);
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unc0rr
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diff changeset
   258
                end;
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10140
diff changeset
   259
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
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   260
            gtSMine: begin
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unc0rr
parents: 10140
diff changeset
   261
                if (Gear^.State and (gstMoving or gstAttacking)) <> 0 then bonuses.activity:= true;
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10140
diff changeset
   262
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lovelacer
parents: 6474
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   263
                AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 50, -30);
10164
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unc0rr
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diff changeset
   264
                end;
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13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   265
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lovelacer
parents: 6474
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   266
            gtDynamite:
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unc0rr
parents: 10140
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   267
                begin
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unc0rr
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   268
                bonuses.activity:= true;
6580
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lovelacer
parents: 6474
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   269
                AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 150, -75);
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unc0rr
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   270
                end;
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koda
parents: 8895
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   271
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lovelacer
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   272
            gtHedgehog:
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lovelacer
parents: 6474
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   273
                begin
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sheepluva
parents: 10354
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   274
                if (ThinkingHH <> Gear)
9329dab04490 some whitespace fixes
sheepluva
parents: 10354
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   275
                    and (((Gear^.State and (gstMoving or gstDrowning or gstHHDeath)) <> 0)
10164
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unc0rr
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   276
                        or (Gear^.Health = 0)
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sheepluva
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   277
                        or (Gear^.Damage >= Gear^.Health))
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unc0rr
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   278
                    then begin
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unc0rr
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   279
                    bonuses.activity:= true;
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unc0rr
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   280
                    end;
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sheepluva
parents: 10354
diff changeset
   281
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6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   282
                if Gear^.Damage >= Gear^.Health then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   283
                    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
parents: 6474
diff changeset
   284
                else
7385
4acb5c021cb9 Don't consider moving hedgehogs in place rating in after attack mode
unc0rr
parents: 7378
diff changeset
   285
                    if isAfterAttack
4acb5c021cb9 Don't consider moving hedgehogs in place rating in after attack mode
unc0rr
parents: 7378
diff changeset
   286
                      and (ThinkingHH^.Hedgehog <> Gear^.Hedgehog)
4acb5c021cb9 Don't consider moving hedgehogs in place rating in after attack mode
unc0rr
parents: 7378
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   287
                      and ((hwAbs(Gear^.dX) + hwAbs(Gear^.dY)) < _0_1) then
6580
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lovelacer
parents: 6474
diff changeset
   288
                        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
diff changeset
   289
                            AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 150, -3) // hedgehog-friend
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lovelacer
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diff changeset
   290
                        else
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lovelacer
parents: 6474
diff changeset
   291
                            AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 100, 3)
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lovelacer
parents: 6474
diff changeset
   292
                end;
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lovelacer
parents: 6474
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   293
            end;
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
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   294
    Gear:= Gear^.NextGear
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   295
    end;
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unc0rr
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diff changeset
   296
71
5f56c6979496 - Changed falling damage scoring
unc0rr
parents: 70
diff changeset
   297
if isAfterAttack and (KnownExplosion.Radius > 0) then
6580
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lovelacer
parents: 6474
diff changeset
   298
    with KnownExplosion do
74
42257fee61ae - Unicode support for team and hedgehogs names
unc0rr
parents: 71
diff changeset
   299
        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
parents: 7360
diff changeset
   300
if isAfterAttack then
7378
ac9ce7f033df Reduce number of walk bonuses further, doubt even 128 are needed. Fix count reset.
nemo
parents: 7375
diff changeset
   301
    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
   302
    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
   303
        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
   304
            AddBonus(X, Y, Radius, Score);
7378
ac9ce7f033df Reduce number of walk bonuses further, doubt even 128 are needed. Fix count reset.
nemo
parents: 7375
diff changeset
   305
    walkbonuses.Count:= 0
ac9ce7f033df Reduce number of walk bonuses further, doubt even 128 are needed. Fix count reset.
nemo
parents: 7375
diff changeset
   306
    end;
71
5f56c6979496 - Changed falling damage scoring
unc0rr
parents: 70
diff changeset
   307
end;
5f56c6979496 - Changed falling damage scoring
unc0rr
parents: 70
diff changeset
   308
6986
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6952
diff changeset
   309
procedure AwareOfExplosion(x, y, r: LongInt); inline;
71
5f56c6979496 - Changed falling damage scoring
unc0rr
parents: 70
diff changeset
   310
begin
6986
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6952
diff changeset
   311
    KnownExplosion.X:= x;
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6952
diff changeset
   312
    KnownExplosion.Y:= y;
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6952
diff changeset
   313
    KnownExplosion.Radius:= r
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   314
end;
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   315
371
731ad6d27bd1 integer -> LongInt
unc0rr
parents: 370
diff changeset
   316
function RatePlace(Gear: PGear): LongInt;
731ad6d27bd1 integer -> LongInt
unc0rr
parents: 370
diff changeset
   317
var i, r: LongInt;
2695
ed789a7ef68d makes freepascal code compatible with OBJFPC mode
koda
parents: 2616
diff changeset
   318
    rate: LongInt;
6778
a9c6457dca29 Minimise another sqrt check.
nemo
parents: 6777
diff changeset
   319
    gX, gY: real;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   320
begin
6778
a9c6457dca29 Minimise another sqrt check.
nemo
parents: 6777
diff changeset
   321
gX:= hwFloat2Float(Gear^.X);
a9c6457dca29 Minimise another sqrt check.
nemo
parents: 6777
diff changeset
   322
gY:= hwFloat2Float(Gear^.Y);
2695
ed789a7ef68d makes freepascal code compatible with OBJFPC mode
koda
parents: 2616
diff changeset
   323
rate:= 0;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   324
for i:= 0 to Pred(bonuses.Count) do
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
   325
    with bonuses.ar[i] do
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
   326
        begin
6778
a9c6457dca29 Minimise another sqrt check.
nemo
parents: 6777
diff changeset
   327
        r:= Radius;
a9c6457dca29 Minimise another sqrt check.
nemo
parents: 6777
diff changeset
   328
        if abs(gX-X)+abs(gY-Y) < Radius then
a9c6457dca29 Minimise another sqrt check.
nemo
parents: 6777
diff changeset
   329
            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
   330
        if r < 20 then
6777
fb71556205f4 Avoid local rate minimums around hog (within 15 pixels). Not tested.
unc0rr
parents: 6776
diff changeset
   331
                inc(rate, Score * Radius)
fb71556205f4 Avoid local rate minimums around hog (within 15 pixels). Not tested.
unc0rr
parents: 6776
diff changeset
   332
        else if r < Radius then
fb71556205f4 Avoid local rate minimums around hog (within 15 pixels). Not tested.
unc0rr
parents: 6776
diff changeset
   333
                inc(rate, Score * (Radius - r))
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
   334
        end;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
   335
    RatePlace:= rate;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   336
end;
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   337
13673
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13477
diff changeset
   338
function CheckWrap(x: real): real; inline;
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13477
diff changeset
   339
begin
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13477
diff changeset
   340
    if WorldEdge = weWrap then
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13477
diff changeset
   341
        if (x < leftX) then
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13477
diff changeset
   342
             x:= x + (rightX - leftX)
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13477
diff changeset
   343
        else if x > rightX then    
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13477
diff changeset
   344
             x:= x - (rightX - leftX);
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13477
diff changeset
   345
    CheckWrap:= x;
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13477
diff changeset
   346
end;
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13477
diff changeset
   347
8845
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   348
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
   349
begin
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   350
    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
   351
        (((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
   352
        (((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
   353
        (((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
   354
end;
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   355
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   356
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   357
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
   358
begin
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   359
    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
   360
        exit(false);
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   361
8958
3818b38d72c0 simplify mine/explosive damage calc. clear dX in stable explosives. remove 0/4096 in trace routines.
nemo
parents: 8957
diff changeset
   362
    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
   363
       (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
   364
       (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
   365
       (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
   366
       exit(true);
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
    TestCollWithEverything := false;
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   369
end;
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   370
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   371
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
   372
begin
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   373
    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
   374
        exit(false);
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   375
8958
3818b38d72c0 simplify mine/explosive damage calc. clear dX in stable explosives. remove 0/4096 in trace routines.
nemo
parents: 8957
diff changeset
   376
    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
   377
       (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
   378
       (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
   379
       (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
   380
       exit(true);
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
    TestCollExcludingObjects:= false;
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   383
end;
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   384
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   385
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
   386
begin
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   387
    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
   388
        exit(false);
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   389
13468
f1d349a52bc7 Refactor: lfCurrentHog→lfCurHogCrate, lfNotCurrentMask→lfNotCurHogCrate
Wuzzy <Wuzzy2@mail.ru>
parents: 11046
diff changeset
   390
    if (Land[y-r, x-r] and lfNotCurHogCrate <> 0) or
f1d349a52bc7 Refactor: lfCurrentHog→lfCurHogCrate, lfNotCurrentMask→lfNotCurHogCrate
Wuzzy <Wuzzy2@mail.ru>
parents: 11046
diff changeset
   391
       (Land[y+r, x-r] and lfNotCurHogCrate <> 0) or
f1d349a52bc7 Refactor: lfCurrentHog→lfCurHogCrate, lfNotCurrentMask→lfNotCurHogCrate
Wuzzy <Wuzzy2@mail.ru>
parents: 11046
diff changeset
   392
       (Land[y+r, x-r] and lfNotCurHogCrate <> 0) or
f1d349a52bc7 Refactor: lfCurrentHog→lfCurHogCrate, lfNotCurrentMask→lfNotCurHogCrate
Wuzzy <Wuzzy2@mail.ru>
parents: 11046
diff changeset
   393
       (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
   394
       exit(true);
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   395
8845
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   396
    TestColl:= false;
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   397
end;
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   398
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   399
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
// 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
   401
// 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
   402
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
   403
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
   404
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
   405
    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
   406
    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
   407
        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
   408
        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
   409
        // 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
   410
        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
   411
            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
   412
    end;
8845
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   413
    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
   414
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
   415
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   416
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
   417
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
   418
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
   419
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
   420
    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
   421
    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
   422
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
   423
    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
   424
    odY:= dY;
6769
44ad49a3a126 Add drowning to grenade too, try some little optimisations
nemo
parents: 6768
diff changeset
   425
    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
   426
    // 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
   427
    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
   428
    while true do
8952
a6ee1e7310fb trying to make AI aware of mine/explosive break point. also remove redundant test.
nemo
parents: 8951
diff changeset
   429
        begin
13673
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13477
diff changeset
   430
        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
   431
        x:= x + dX;
6768
a142cf8dbbd3 Fix silliness
unc0rr
parents: 6767
diff changeset
   432
        y:= y + dY;
a142cf8dbbd3 Fix silliness
unc0rr
parents: 6767
diff changeset
   433
        dY:= dY + cGravityf;
6769
44ad49a3a126 Add drowning to grenade too, try some little optimisations
nemo
parents: 6768
diff changeset
   434
        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
   435
        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
   436
            with Target do
8952
a6ee1e7310fb trying to make AI aware of mine/explosive break point. also remove redundant test.
nemo
parents: 8951
diff changeset
   437
                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
   438
                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
   439
                    begin
8966
5ab59d79bc9a remove redundant abs, and some incorrect 1+ to damage
nemo
parents: 8964
diff changeset
   440
                    dmg := 1 + trunc((dY - 0.4) * 70);
5ab59d79bc9a remove redundant abs, and some incorrect 1+ to damage
nemo
parents: 8964
diff changeset
   441
                    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
   442
                    end
10015
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   443
                else
8952
a6ee1e7310fb trying to make AI aware of mine/explosive break point. also remove redundant test.
nemo
parents: 8951
diff changeset
   444
                    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
   445
                    dxdy:= abs(dX)+abs(dY);
10015
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   446
                    if ((Kind = gtMine) and (dxdy > 0.35)) or
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   447
                       ((Kind = gtExplosives) and
8969
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   448
                            (((State and gstTmpFlag <> 0) and (dxdy > 0.35)) or
10015
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   449
                             ((State and gstTmpFlag = 0) and
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   450
                                ((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
   451
                                (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
   452
                        begin
8966
5ab59d79bc9a remove redundant abs, and some incorrect 1+ to damage
nemo
parents: 8964
diff changeset
   453
                        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
   454
                        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
   455
                        end
9136
78f087fd3e5b parsing ok, stops at uGears
koda
parents: 9127
diff changeset
   456
                    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
   457
                        begin
8966
5ab59d79bc9a remove redundant abs, and some incorrect 1+ to damage
nemo
parents: 8964
diff changeset
   458
                        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
   459
                        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
   460
                        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
   461
                    end;
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   462
            exit(0)
8952
a6ee1e7310fb trying to make AI aware of mine/explosive break point. also remove redundant test.
nemo
parents: 8951
diff changeset
   463
            end;
10354
56bd029245fc WIP: weSea tweaks, functional and visual
sheepluva
parents: 10164
diff changeset
   464
        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
   465
        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
   466
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
   467
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
   468
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
   469
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
   470
    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
   471
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
   472
    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
   473
    odY:= dY;
7716
95117607b81a Fix some hints
unc0rr
parents: 7651
diff changeset
   474
//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
   475
    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
   476
        begin
13673
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13477
diff changeset
   477
        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
   478
        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
   479
        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
   480
        dY:= dY + cGravityf;
7435
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
   481
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   482
{        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
   483
            begin
2ff30b79d2b0 - Adjust some consts so whip and firepunch work perfectly
unc0rr
parents: 7208
diff changeset
   484
            LandPixels[trunc(y), trunc(x)]:= v;
2ff30b79d2b0 - Adjust some consts so whip and firepunch work perfectly
unc0rr
parents: 7208
diff changeset
   485
            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
   486
            end;}
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
   487
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 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
   489
            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
   490
                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
   491
                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
   492
                    begin
8966
5ab59d79bc9a remove redundant abs, and some incorrect 1+ to damage
nemo
parents: 8964
diff changeset
   493
                    dmg := trunc((dY - 0.4) * 70);
5ab59d79bc9a remove redundant abs, and some incorrect 1+ to damage
nemo
parents: 8964
diff changeset
   494
                    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
   495
                    end
10015
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   496
                else
8957
bdeb52d57dae explosive/mine damage for shove fall. AI still seems to refuse to bat dud mines :(
nemo
parents: 8956
diff changeset
   497
                    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
   498
                    dxdy:= abs(dX)+abs(dY);
10015
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   499
                    if ((Kind = gtMine) and (dxdy > 0.4)) or
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   500
                       ((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
   501
                            (((State and gstTmpFlag <> 0) and (dxdy > 0.4)) or
10015
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   502
                             ((State and gstTmpFlag = 0) and
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   503
                                ((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
   504
                                (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
   505
                        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
   506
                        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
   507
                        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
   508
                        end
9136
78f087fd3e5b parsing ok, stops at uGears
koda
parents: 9127
diff changeset
   509
                    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
   510
                        begin
8966
5ab59d79bc9a remove redundant abs, and some incorrect 1+ to damage
nemo
parents: 8964
diff changeset
   511
                        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
   512
                        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
   513
                        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
   514
                    end;
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   515
            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
   516
        end;
10354
56bd029245fc WIP: weSea tweaks, functional and visual
sheepluva
parents: 10164
diff changeset
   517
        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
   518
            // 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
   519
            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
   520
    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
   521
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
   522
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
   523
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
   524
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
   525
    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
   526
    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
   527
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
   528
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
   529
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
   530
    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
   531
    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
   532
end;
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6952
diff changeset
   533
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
   534
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
   535
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
   536
    pX, pY, dX, dY: real;
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   537
    hadSkips: boolean;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   538
begin
13673
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13477
diff changeset
   539
x:= round(CheckWrap(real(x)));
6783
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   540
fallDmg:= 0;
2695
ed789a7ef68d makes freepascal code compatible with OBJFPC mode
koda
parents: 2616
diff changeset
   541
rate:= 0;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   542
// add our virtual position
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   543
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
   544
    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   545
    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
   546
    Point.y:= hwRound(Me^.Y);
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   547
    skip:= false;
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   548
    matters:= true;
8960
nemo
parents: 8958
diff changeset
   549
    Kind:= gtHedgehog;
8961
nemo
parents: 8960
diff changeset
   550
    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
   551
    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
   552
    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
   553
    end;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   554
// rate explosion
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   555
7161
21a9c70b2070 Name the flags for fall tracking and indicating whether the explosion erases terrain.
nemo
parents: 7154
diff changeset
   556
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
   557
else erasure:= 0;
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   558
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   559
hadSkips:= false;
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   560
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   561
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
   562
    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
   563
        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
   564
          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
   565
            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
   566
            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
   567
            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
   568
            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
   569
            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
   570
                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
   571
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
   572
            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
   573
                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
   574
                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
   575
                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
   576
                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
   577
                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
   578
                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
   579
                    begin
8955
nemo
parents: 8954
diff changeset
   580
                    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
   581
                    dY:= dX;
10015
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   582
                    if (Kind = gtExplosives) and (State and gstTmpFlag = 0) and
10140
a846641d2b04 What about exact value?
unc0rr
parents: 10108
diff changeset
   583
                       (((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
   584
                        ((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
   585
                        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
   586
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
   587
                    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
   588
                    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
   589
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
   590
                    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
   591
                       (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
   592
                         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
   593
                    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
   594
                    end;
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   595
                if Kind = gtHedgehog then
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   596
                    begin
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   597
                    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
   598
                        begin
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   599
                        if Score > 0 then
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   600
                            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
   601
                        else
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   602
                            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
   603
                        end
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   604
                    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
   605
                        begin
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   606
                        dead:= true;
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   607
                        Targets.reset:= true;
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   608
                        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
   609
                            begin
95dd846caf5d only rate subs if significant. still very much need correct fall+damage esp given different knocks.
nemo
parents: 8950
diff changeset
   610
                            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
   611
                            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
   612
                            end;
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   613
                        if Score > 0 then
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   614
                             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
   615
                        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
   616
                        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
   617
                    else
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   618
                        begin
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   619
                        if Score > 0 then
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   620
                             inc(rate, (dmg + fallDmg) * 1024)
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   621
                        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
   622
                        end
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   623
                    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
   624
                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
   625
                    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
   626
                    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
   627
                    Targets.reset:= true;
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   628
                    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
   629
                         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
   630
                    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
   631
                    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
   632
                    end
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   633
                end
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   634
            end;
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   635
13477
d3209e0caf12 Fix aihDoesntMatter still being attacked with air attack
Wuzzy <Wuzzy2@mail.ru>
parents: 13475
diff changeset
   636
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
   637
    RealRateExplosion:= BadTurn
13475
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13468
diff changeset
   638
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
   639
    RealRateExplosion:= rate;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   640
end;
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   641
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   642
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
   643
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
   644
    dX, dY, pX, pY: real;
13475
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13468
diff changeset
   645
    hadSkips: boolean;
79
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
   646
begin
6783
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   647
fallDmg:= 0;
7210
2ff30b79d2b0 - Adjust some consts so whip and firepunch work perfectly
unc0rr
parents: 7208
diff changeset
   648
dX:= gdX * 0.01 * kick;
2ff30b79d2b0 - Adjust some consts so whip and firepunch work perfectly
unc0rr
parents: 7208
diff changeset
   649
dY:= gdY * 0.01 * kick;
2695
ed789a7ef68d makes freepascal code compatible with OBJFPC mode
koda
parents: 2616
diff changeset
   650
rate:= 0;
13475
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13468
diff changeset
   651
hadSkips:= false;
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 393
diff changeset
   652
for i:= 0 to Pred(Targets.Count) do
79
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
   653
    with Targets.ar[i] do
8969
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   654
        if skip then
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   655
            begin
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   656
            if Flags and afSetSkip = 0 then skip:= false
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   657
            end
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   658
        else if matters then
79
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
   659
            begin
8969
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   660
            dmg:= 0;
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   661
            if abs(Point.x - x) + abs(Point.y - y) < r then
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   662
                dmg:= r - trunc(sqrt(sqr(Point.x - x)+sqr(Point.y - y)));
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   663
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   664
            if dmg > 0 then
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   665
                begin
8969
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   666
                pX:= Point.x;
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   667
                pY:= Point.y-2;
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   668
                fallDmg:= 0;
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   669
                if (Flags and afSetSkip <> 0) then skip:= true;
9136
78f087fd3e5b parsing ok, stops at uGears
koda
parents: 9127
diff changeset
   670
                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
   671
                    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
   672
                       (((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
   673
                        ((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
   674
                        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
   675
                    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
   676
                        fallDmg:= trunc(TraceShoveFall(pX, pY, dX, dY, Targets.ar[i]) * dmgMod);
8969
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   677
                if Kind = gtHedgehog then
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   678
                    begin
8969
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   679
                    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
   680
                        begin
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   681
                        if Score > 0 then
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   682
                            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
   683
                        else
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   684
                            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
   685
                        end
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   686
                    else if power+fallDmg >= abs(Score) then
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   687
                        begin
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   688
                        dead:= true;
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   689
                        Targets.reset:= true;
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   690
                        if dX < 0.035 then
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   691
                            begin
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   692
                            subrate:= RealRateExplosion(Me, round(pX), round(pY), 61, afErasesLand or afTrackFall);
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   693
                            if abs(subrate) > 2000 then inc(Rate,subrate div 1024)
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   694
                            end;
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   695
                        if Score > 0 then
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   696
                            inc(rate, KillScore)
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   697
                        else
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   698
                            dec(rate, KillScore * friendlyfactor div 100)
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   699
                        end
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   700
                    else
8969
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   701
                        begin
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   702
                        if Score > 0 then
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   703
                            inc(rate, power+fallDmg)
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   704
                        else
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   705
                            dec(rate, (power+fallDmg) * friendlyfactor div 100)
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   706
                        end
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   707
                    end
8969
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   708
                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
   709
                    begin
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   710
                    dead:= true;
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   711
                    Targets.reset:= true;
8969
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   712
                    if Kind = gtExplosives then
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   713
                         subrate:= RealRateExplosion(Me, round(pX), round(pY), 151, afErasesLand or (Flags and afTrackFall))
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   714
                    else subrate:= RealRateExplosion(Me, round(pX), round(pY), 101, afErasesLand or (Flags and afTrackFall));
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   715
                    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
   716
                    end
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   717
                end
13475
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13468
diff changeset
   718
            end
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13468
diff changeset
   719
        else
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13468
diff changeset
   720
            hadSkips:= true;
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13468
diff changeset
   721
13477
d3209e0caf12 Fix aihDoesntMatter still being attacked with air attack
Wuzzy <Wuzzy2@mail.ru>
parents: 13475
diff changeset
   722
if hadSkips and (rate <= 0) then
13475
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13468
diff changeset
   723
    RateShove:= BadTurn
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13468
diff changeset
   724
else
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13468
diff changeset
   725
    RateShove:= rate * 1024;
8970
nemo
parents: 8969
diff changeset
   726
ResetTargets
79
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
   727
end;
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
   728
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   729
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
   730
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
   731
    pX, pY, dX, dY: real;
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   732
    hadSkips: boolean;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   733
begin
2695
ed789a7ef68d makes freepascal code compatible with OBJFPC mode
koda
parents: 2616
diff changeset
   734
rate:= 0;
6776
7a05f48bfa43 Compatibility
unc0rr
parents: 6775
diff changeset
   735
gdX:= gdX * 0.01;
7a05f48bfa43 Compatibility
unc0rr
parents: 6775
diff changeset
   736
gdY:= gdX * 0.01;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   737
// add our virtual position
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   738
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
   739
    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   740
    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
   741
    Point.y:= hwRound(Me^.Y);
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   742
    skip:= false;
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   743
    matters:= true;
8960
nemo
parents: 8958
diff changeset
   744
    Kind:= gtHedgehog;
8961
nemo
parents: 8960
diff changeset
   745
    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
   746
    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
   747
    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
   748
    end;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   749
// rate shot
6771
87a947097d00 Teach AI to drown with shotgun too
nemo
parents: 6770
diff changeset
   750
baseDmg:= cHHRadius + cShotgunRadius + 4;
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   751
6771
87a947097d00 Teach AI to drown with shotgun too
nemo
parents: 6770
diff changeset
   752
if GameFlags and gfSolidLand = 0 then erasure:= cShotgunRadius
87a947097d00 Teach AI to drown with shotgun too
nemo
parents: 6770
diff changeset
   753
else erasure:= 0;
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   754
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   755
hadSkips:= false;
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   756
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   757
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
   758
    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
   759
        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
   760
          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
   761
            else
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   762
            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
   763
            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
   764
            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
   765
                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
   766
                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
   767
                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
   768
                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
   769
            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
   770
                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
   771
                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
   772
                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
   773
                pY:= Point.y;
9136
78f087fd3e5b parsing ok, stops at uGears
koda
parents: 9127
diff changeset
   774
                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
   775
                    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
   776
                    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
   777
                    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
   778
                    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
   779
                    else dX:= dX + 0.01;
10015
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   780
                    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
   781
                       (((abs(dY) > 0.15) and (abs(dX) < 0.02)) or
10015
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   782
                        ((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
   783
                       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
   784
                    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
   785
                       (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
   786
                         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
   787
                    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
   788
                    end;
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   789
                if Kind = gtHedgehog then
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   790
                    begin
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   791
                    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
   792
                        begin
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   793
                        if Score > 0 then
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   794
                            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
   795
                        else
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   796
                            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
   797
                        end
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   798
                    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
   799
                        begin
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   800
                        dead:= true;
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   801
                        Targets.reset:= true;
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   802
                        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
   803
                            begin
95dd846caf5d only rate subs if significant. still very much need correct fall+damage esp given different knocks.
nemo
parents: 8950
diff changeset
   804
                            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
   805
                            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
   806
                            end;
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   807
                        if Score > 0 then
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   808
                            inc(rate, KillScore)
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   809
                        else
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   810
                            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
   811
                        end
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   812
                    else if Score > 0 then
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   813
                         inc(rate, dmg+fallDmg)
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   814
                    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
   815
                    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
   816
                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
   817
                    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
   818
                    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
   819
                    Targets.reset:= true;
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   820
                    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
   821
                         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
   822
                    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
   823
                    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
   824
                    end
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   825
                end
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   826
            end;
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   827
13477
d3209e0caf12 Fix aihDoesntMatter still being attacked with air attack
Wuzzy <Wuzzy2@mail.ru>
parents: 13475
diff changeset
   828
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
   829
    RateShotgun:= BadTurn
13475
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13468
diff changeset
   830
else
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   831
    RateShotgun:= rate * 1024;
13475
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13468
diff changeset
   832
ResetTargets;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   833
end;
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   834
5645
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   835
function RateHammer(Me: PGear): LongInt;
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   836
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
   837
    hadSkips: boolean;
5645
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   838
begin
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   839
// hammer hit shift against attecker hog is 10
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   840
x:= hwRound(Me^.X) + hwSign(Me^.dX) * 10;
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   841
y:= hwRound(Me^.Y);
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   842
rate:= 0;
13475
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13468
diff changeset
   843
hadSkips:= false;
5645
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   844
for i:= 0 to Pred(Targets.Count) do
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   845
    with Targets.ar[i] do
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   846
         // 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
   847
      if (not matters) then
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13468
diff changeset
   848
          hadSkips:= true
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13468
diff changeset
   849
      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
   850
            begin
6785
a8aa5984185f Allow RC plane to go through portals
nemo
parents: 6783
diff changeset
   851
            r:= trunc(sqrt(sqr(Point.x - x)+sqr(Point.y - y)));
5645
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   852
7279
18a620394623 Fix completely broken RateHammer
unc0rr
parents: 7274
diff changeset
   853
            if r <= 18 then
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   854
                if Score > 0 then
7279
18a620394623 Fix completely broken RateHammer
unc0rr
parents: 7274
diff changeset
   855
                    inc(rate, Score div 3)
18a620394623 Fix completely broken RateHammer
unc0rr
parents: 7274
diff changeset
   856
                else
7285
unc0rr
parents: 7279
diff changeset
   857
                    inc(rate, Score div 3 * friendlyfactor div 100)
7279
18a620394623 Fix completely broken RateHammer
unc0rr
parents: 7274
diff changeset
   858
            end;
13475
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13468
diff changeset
   859
13477
d3209e0caf12 Fix aihDoesntMatter still being attacked with air attack
Wuzzy <Wuzzy2@mail.ru>
parents: 13475
diff changeset
   860
if hadSkips and (rate <= 0) then
13475
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13468
diff changeset
   861
    RateHammer:= BadTurn
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13468
diff changeset
   862
else
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13468
diff changeset
   863
    RateHammer:= rate * 1024;
5645
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   864
end;
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   865
369
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
   866
function HHJump(Gear: PGear; JumpType: TJumpType; var GoInfo: TGoInfo): boolean;
371
731ad6d27bd1 integer -> LongInt
unc0rr
parents: 370
diff changeset
   867
var bX, bY: LongInt;
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
   868
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
   869
HHJump:= false;
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
   870
GoInfo.Ticks:= 0;
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
   871
GoInfo.JumpType:= jmpNone;
369
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
   872
bX:= hwRound(Gear^.X);
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
   873
bY:= hwRound(Gear^.Y);
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
   874
case JumpType of
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   875
    jmpNone: exit(false);
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   876
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   877
    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
   878
        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
   879
        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
   880
            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
   881
            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
   882
            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
   883
        end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   884
    else
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   885
        exit(false);
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   886
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   887
    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
   888
        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
   889
            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
   890
                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
   891
                    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
   892
                else
9706
5178d2263521 return land word from uCollisions to make decisions based on it. Should be handy for trampoline.
nemo
parents: 9137
diff changeset
   893
                    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
   894
                        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
   895
            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
   896
               (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
   897
            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
   898
                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
   899
                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
   900
                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
   901
            end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   902
        else
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   903
            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
   904
        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
   905
end;
2376
ece7b87f1334 Strip trailing spaces
nemo
parents: 1941
diff changeset
   906
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
   907
repeat
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   908
        {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
   909
            begin
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
   910
            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
   911
            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
   912
            end;}
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   913
10354
56bd029245fc WIP: weSea tweaks, functional and visual
sheepluva
parents: 10164
diff changeset
   914
    if CheckCoordInWater(hwRound(Gear^.X), hwRound(Gear^.Y) + cHHRadius) then
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   915
        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
   916
    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
   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
        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
   919
            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
   920
            begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   921
                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
   922
                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
   923
            end;
9706
5178d2263521 return land word from uCollisions to make decisions based on it. Should be handy for trampoline.
nemo
parents: 9137
diff changeset
   924
        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
   925
            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
   926
        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
   927
        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
   928
        if Gear^.dY > _0_4 then
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   929
            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
   930
        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
   931
            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
   932
        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
   933
        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
   934
            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
   935
            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
   936
            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
   937
            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
   938
                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
   939
                    if bY - hwRound(Gear^.Y) > 5 then
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   940
                        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
   941
                        GoInfo.JumpType:= jmpHJump;
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   942
                        inc(GoInfo.Ticks, 300 + 300); // 300 before jump, 300 after
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   943
                        exit(true)
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   944
                        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
   945
                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
   946
                    if abs(bX - hwRound(Gear^.X)) > 30 then
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   947
                        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
   948
                        GoInfo.JumpType:= jmpLJump;
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   949
                        inc(GoInfo.Ticks, 300 + 300); // 300 before jump, 300 after
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   950
                        exit(true)
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   951
                        end
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   952
                end;
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   953
            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
   954
            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
   955
    end;
369
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
   956
until false
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
   957
end;
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
   958
369
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
   959
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
   960
var pX, pY, tY: LongInt;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   961
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
   962
HHGo:= false;
13468
f1d349a52bc7 Refactor: lfCurrentHog→lfCurHogCrate, lfNotCurrentMask→lfNotCurHogCrate
Wuzzy <Wuzzy2@mail.ru>
parents: 11046
diff changeset
   963
Gear^.CollisionMask:= lfNotCurHogCrate;
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
   964
AltGear^:= Gear^;
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
   965
75
d2b737858ff7 - New First Aid powerup
unc0rr
parents: 74
diff changeset
   966
GoInfo.Ticks:= 0;
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
   967
GoInfo.FallPix:= 0;
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
   968
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
   969
tY:= hwRound(Gear^.Y);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   970
repeat
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   971
        {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
   972
            begin
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
   973
            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
   974
            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
   975
            end;}
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
   976
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
   977
    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
   978
    pY:= hwRound(Gear^.Y);
10354
56bd029245fc WIP: weSea tweaks, functional and visual
sheepluva
parents: 10164
diff changeset
   979
    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
   980
        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
   981
        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
   982
            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
   983
        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
   984
        end;
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   985
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   986
    // 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
   987
    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
   988
        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
   989
        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
   990
        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
   991
        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
   992
            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
   993
            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
   994
            // try ljump instead of fall with damage
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   995
            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
   996
            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
   997
                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
   998
            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
   999
            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
  1000
        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
  1001
        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
  1002
            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
  1003
        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
  1004
            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
  1005
            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
  1006
            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
  1007
            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
  1008
            // 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
  1009
            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
  1010
            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
  1011
            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
  1012
        continue
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
  1013
        end;
7719
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7716
diff changeset
  1014
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
  1015
        // 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
  1016
        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
  1017
            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
  1018
        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
  1019
            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
  1020
                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
  1021
            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
  1022
                exit(false);
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
  1023
7719
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7716
diff changeset
  1024
        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
  1025
            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
  1026
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
  1027
        // 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
  1028
        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
  1029
            exit(true)
542
ec26095f1bed - Get rid of ammoProp_AttackInFall and gstFalling
unc0rr
parents: 509
diff changeset
  1030
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
  1031
375
18012da67681 AI works properly
unc0rr
parents: 371
diff changeset
  1032
HHJump(AltGear, jmpHJump, GoInfo);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1033
end;
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1034
14217
ca179b615c0b adding X offset seems to improve chance of drownings
nemo
parents: 13673
diff changeset
  1035
function AIrndSign(num: LongInt): LongInt; inline;
136
89970b70b076 Implement bot levels
unc0rr
parents: 108
diff changeset
  1036
begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
  1037
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
  1038
    AIrndSign:=   num
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
  1039
else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
  1040
    AIrndSign:= - num
2376
ece7b87f1334 Strip trailing spaces
nemo
parents: 1941
diff changeset
  1041
end;
136
89970b70b076 Implement bot levels
unc0rr
parents: 108
diff changeset
  1042
14217
ca179b615c0b adding X offset seems to improve chance of drownings
nemo
parents: 13673
diff changeset
  1043
function AIrndOffset(targ: TTarget; Level: LongWord): LongInt; inline;
ca179b615c0b adding X offset seems to improve chance of drownings
nemo
parents: 13673
diff changeset
  1044
begin
ca179b615c0b adding X offset seems to improve chance of drownings
nemo
parents: 13673
diff changeset
  1045
if Level <> 1 then exit(0);
ca179b615c0b adding X offset seems to improve chance of drownings
nemo
parents: 13673
diff changeset
  1046
// 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
  1047
//if Level = 2 then exit(round(targ.Radius*(random(5)-2)/2));
14218
09dacb61d526 more seems to work better?
nemo
parents: 14217
diff changeset
  1048
AIrndOffset := targ.Radius*(random(7)-3)*2
14217
ca179b615c0b adding X offset seems to improve chance of drownings
nemo
parents: 13673
diff changeset
  1049
end;
ca179b615c0b adding X offset seems to improve chance of drownings
nemo
parents: 13673
diff changeset
  1050
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3018
diff changeset
  1051
procedure initModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
  1052
begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
  1053
    friendlyfactor:= 300;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
  1054
    KnownExplosion.X:= 0;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
  1055
    KnownExplosion.Y:= 0;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
  1056
    KnownExplosion.Radius:= 0;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
  1057
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
  1058
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3018
diff changeset
  1059
procedure freeModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
  1060
begin
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
  1061
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
  1062
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1063
end.