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(*
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* Hedgewars, a worms-like game
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* Copyright (c) 2005, 2006 Andrey Korotaev <unC0Rr@gmail.com>
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*
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* Distributed under the terms of the BSD-modified licence:
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* with the Software without restriction, including without limitation the
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* rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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* sell copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* 1. Redistributions of source code must retain the above copyright notice,
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* this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright notice,
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* this list of conditions and the following disclaimer in the documentation
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* and/or other materials provided with the distribution.
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* 3. The name of the author may not be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED
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* WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
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* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*)
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unit uAI;
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interface
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{$INCLUDE options.inc}
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procedure ProcessBot;
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implementation
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uses uAIActions, uAIMisc, uMisc, uTeams, uConsts, uAIAmmoTests, uGears, SDLh, uConsole;
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procedure Think;
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var Targets: TTargets;
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Angle, Power: integer;
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Time: Longword;
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procedure FindTarget(Flags: Longword);
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var t: integer;
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a, aa: TAmmoType;
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Me: TPoint;
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begin
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t:= 0;
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with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do
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begin
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Me.X:= round(Gear.X);
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Me.Y:= round(Gear.Y);
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end;
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repeat
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if isInMultiShoot or (CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog].AttacksNum > 0)
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then with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do
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a:= Ammo[CurSlot, CurAmmo].AmmoType
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else a:= TAmmoType(random(ord(High(TAmmoType))));
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aa:= a;
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repeat
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if Assigned(AmmoTests[a].Test)
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and ((Flags = 0) or ((Flags and AmmoTests[a].Flags) <> 0)) then
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if AmmoTests[a].Test(Me, Targets.ar[t], Flags, Time, Angle, Power) then
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begin
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AddAction(aia_Weapon, ord(a), 1000);
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if Time <> 0 then AddAction(aia_Timer, Time div 1000, 400);
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exit
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end;
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if a = High(TAmmoType) then a:= Low(TAmmoType)
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else inc(a)
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until isInMultiShoot or (a = aa) or (CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog].AttacksNum > 0);
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inc(t)
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until (t >= Targets.Count)
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end;
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procedure TryGo(lvl, Flags: Longword);
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var tmpGear: TGear;
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i, t: integer;
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begin
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with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do
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for t:= aia_Left to aia_Right do
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if IsActionListEmpty then
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begin
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tmpGear:= Gear^;
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i:= 0;
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Gear.Message:= t;
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while HHGo(Gear) do
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begin
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if (i mod 5 = 0) then
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begin
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FindTarget(Flags);
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if not IsActionListEmpty then
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begin
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if i > 0 then
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begin
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AddAction(t, aim_push, 1000);
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AddAction(aia_WaitX, round(Gear.X), 0);
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AddAction(t, aim_release, 0)
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end;
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Gear^:= tmpGear;
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exit
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end
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end;
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inc(i)
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end;
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Gear^:= tmpGear
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end
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end;
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begin
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with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do
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if ((Gear.State and (gstAttacked or gstAttacking or gstMoving or gstFalling)) <> 0)
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or isInMultiShoot then exit;
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FillTargets(Targets);
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TryGo(0, 0);
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if IsActionListEmpty then
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TryGo(0, ctfNotFull);
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if IsActionListEmpty then
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TryGo(0, ctfBreach);
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if IsActionListEmpty then
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begin
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if CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog].AttacksNum = 0 then
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begin
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AddAction(aia_Weapon, ord(amSkip), 1000);
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AddAction(aia_Attack, aim_push, 1000);
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end else ParseCommand('skip');
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exit
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end;
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with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do
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begin
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if (Angle > 0) then AddAction(aia_LookRight, 0, 200)
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else if (Angle < 0) then AddAction(aia_LookLeft, 0, 200);
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Angle:= integer(Gear.Angle) - Abs(Angle);
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if Angle > 0 then
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begin
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AddAction(aia_Up, aim_push, 500);
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AddAction(aia_Up, aim_release, Angle)
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end else if Angle < 0 then
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begin
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AddAction(aia_Down, aim_push, 500);
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AddAction(aia_Down, aim_release, -Angle)
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end;
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AddAction(aia_attack, aim_push, 300);
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AddAction(aia_attack, aim_release, Power);
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end
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end;
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procedure ProcessBot;
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begin
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with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do //HACK: v--- temp hack to make AI work
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if (Gear <> nil)and((Gear.State and gstHHDriven) <> 0) and (TurnTimeLeft < 29990) then
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begin
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if IsActionListEmpty then Think;
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ProcessAction
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end
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end;
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end.
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