189 if (Ammoz[a].Ammo.Propz and ammoprop_AttackingPut) = 0 then |
189 if (Ammoz[a].Ammo.Propz and ammoprop_AttackingPut) = 0 then |
190 begin |
190 begin |
191 AddAction(BestActions, aia_attack, aim_push, 650 + random(300), 0, 0); |
191 AddAction(BestActions, aia_attack, aim_push, 650 + random(300), 0, 0); |
192 AddAction(BestActions, aia_attack, aim_release, ap.Power, 0, 0); |
192 AddAction(BestActions, aia_attack, aim_release, ap.Power, 0, 0); |
193 end; |
193 end; |
194 |
194 |
|
195 if (Ammoz[a].Ammo.Propz and ammoprop_Track) <> 0 then |
|
196 begin |
|
197 AddAction(BestActions, aia_waitAmmoXY, 0, 12, ap.ExplX, ap.ExplY); |
|
198 AddAction(BestActions, aia_attack, aim_push, 1, 0, 0); |
|
199 AddAction(BestActions, aia_attack, aim_release, 7, 0, 0); |
|
200 end; |
|
201 |
195 if ap.ExplR > 0 then |
202 if ap.ExplR > 0 then |
196 AddAction(BestActions, aia_AwareExpl, ap.ExplR, 10, ap.ExplX, ap.ExplY); |
203 AddAction(BestActions, aia_AwareExpl, ap.ExplR, 10, ap.ExplX, ap.ExplY); |
197 end |
204 end |
198 end; |
205 end; |
199 if a = High(TAmmoType) then |
206 if a = High(TAmmoType) then |
474 StartThink(Gear); |
481 StartThink(Gear); |
475 StartTicks:= GameTicks |
482 StartTicks:= GameTicks |
476 |
483 |
477 end else |
484 end else |
478 begin |
485 begin |
479 (* |
486 {if not scoreShown then |
480 if not scoreShown then |
|
481 begin |
487 begin |
482 if BestActions.Score > 0 then ParseCommand('/say Expected score = ' + inttostr(BestActions.Score div 1024), true); |
488 if BestActions.Score > 0 then ParseCommand('/say Expected score = ' + inttostr(BestActions.Score div 1024), true); |
483 scoreShown:= true |
489 scoreShown:= true |
484 end;*) |
490 end;} |
485 ProcessAction(BestActions, Gear) |
491 ProcessAction(BestActions, Gear) |
486 end |
492 end |
487 else if ((GameTicks - StartTicks) > cMaxAIThinkTime) |
493 else if ((GameTicks - StartTicks) > cMaxAIThinkTime) |
488 or (TurnTimeLeft <= cStopThinkTime) then |
494 or (TurnTimeLeft <= cStopThinkTime) then |
489 StopThinking:= true |
495 StopThinking:= true |