--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/hedgewars/uAIMisc.pas Mon Aug 22 13:35:41 2005 +0000
@@ -0,0 +1,271 @@
+(*
+ * Hedgewars, a worms-like game
+ * Copyright (c) 2005 Andrey Korotaev <unC0Rr@gmail.com>
+ *
+ * Distributed under the terms of the BSD-modified licence:
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a copy
+ * of this software and associated documentation files (the "Software"), to deal
+ * with the Software without restriction, including without limitation the
+ * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
+ * sell copies of the Software, and to permit persons to whom the Software is
+ * furnished to do so, subject to the following conditions:
+ *
+ * 1. Redistributions of source code must retain the above copyright notice,
+ * this list of conditions and the following disclaimer.
+ * 2. Redistributions in binary form must reproduce the above copyright notice,
+ * this list of conditions and the following disclaimer in the documentation
+ * and/or other materials provided with the distribution.
+ * 3. The name of the author may not be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED
+ * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
+ * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
+ * EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+ * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
+ * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
+ * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
+ * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
+ * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ *)
+
+unit uAIMisc;
+interface
+uses uConsts, uGears, SDLh;
+{$INCLUDE options.inc}
+
+type TTargets = record
+ Count: integer;
+ ar: array[0..cMaxHHIndex*5] of TPoint;
+ end;
+
+procedure FillTargets(var Targets: TTargets);
+function DxDy2Angle(const _dY, _dX: Extended): integer;
+function TestColl(x, y, r: integer): boolean;
+function NoMyHHNear(x, y, r: integer): boolean;
+function HHGo(Gear: PGear): boolean;
+
+implementation
+uses uTeams, uStore, uMisc, uLand, uCollisions;
+
+procedure FillTargets(var Targets: TTargets);
+var t: PTeam;
+ i, k: integer;
+ r: integer;
+ MaxHealth: integer;
+ score: array[0..cMaxHHIndex*5] of integer;
+
+ procedure qSort(iLo, iHi: Integer);
+ var
+ Lo, Hi, Mid, T: Integer;
+ P: TPoint;
+ begin
+ Lo := iLo;
+ Hi := iHi;
+ Mid := score[(Lo + Hi) div 2];
+ repeat
+ while score[Lo] > Mid do Inc(Lo);
+ while score[Hi] < Mid do Dec(Hi);
+ if Lo <= Hi then
+ begin
+ T := score[Lo];
+ score[Lo] := score[Hi];
+ score[Hi] := T;
+ P := Targets.ar[Lo];
+ Targets.ar[Lo] := Targets.ar[Hi];
+ Targets.ar[Hi] := P;
+ Inc(Lo);
+ Dec(Hi)
+ end;
+ until Lo > Hi;
+ if Hi > iLo then qSort(iLo, Hi);
+ if Lo < iHi then qSort(Lo, iHi);
+ end;
+
+begin
+Targets.Count:= 0;
+t:= TeamsList;
+MaxHealth:= 0;
+while t <> nil do
+ begin
+ if t <> CurrentTeam then
+ for i:= 0 to cMaxHHIndex do
+ if t.Hedgehogs[i].Gear <> nil then
+ begin
+ with Targets.ar[Targets.Count], t.Hedgehogs[i] do
+ begin
+ X:= Round(Gear.X);
+ Y:= Round(Gear.Y);
+ if integer(Gear.Health) > MaxHealth then MaxHealth:= Gear.Health;
+ score[Targets.Count]:= random(3) - integer(Gear.Health div 5)
+ end;
+ inc(Targets.Count)
+ end;
+ t:= t.Next
+ end;
+// выставляем оценку за попадание в ёжика:
+// - если есть соседи-противники, то оценка увеличивается
+// - чем меньше хелса у ёжика, тем больше оценка (код см. выше)
+// - если есть соседи-"свои", то уменьшается
+with Targets do
+ for i:= 0 to Targets.Count - 1 do
+ begin
+ for k:= Succ(i) to Pred(Targets.Count) do
+ begin
+ r:= 100 - round(sqrt(sqr(ar[i].X - ar[k].X) + sqr(ar[i].Y - ar[k].Y)));
+ if r > 0 then
+ begin
+ inc(score[i], r);
+ inc(score[k], r)
+ end;
+ end;
+ for k:= 0 to cMaxHHIndex do
+ with CurrentTeam.Hedgehogs[k] do
+ if Gear <> nil then
+ begin
+ r:= 100 - round(sqrt(sqr(ar[i].X - round(Gear.X)) + sqr(ar[i].Y - round(Gear.Y))));
+ if r > 0 then dec(score[i], (r * 3) div 2 + MaxHealth + 5 - integer(Gear.Health));
+ end;
+ end;
+// сортируем по убыванию согласно оценке
+if Targets.Count >= 2 then qSort(0, Pred(Targets.Count));
+end;
+
+function DxDy2Angle(const _dY, _dX: Extended): integer;
+const piDIVMaxAngle: Extended = pi/cMaxAngle;
+asm
+ fld _dY
+ fld _dX
+ fpatan
+ fld piDIVMaxAngle
+ fdiv
+ sub esp, 4
+ fistp dword ptr [esp]
+ pop eax
+end;
+
+function TestColl(x, y, r: integer): boolean;
+begin
+Result:=(((x-r) and $FFFFF800) = 0)and(((y-r) and $FFFFFC00) = 0) and (Land[y-r, x-r] <> 0);
+if Result then exit;
+Result:=(((x-r) and $FFFFF800) = 0)and(((y+r) and $FFFFFC00) = 0) and (Land[y+r, x-r] <> 0);
+if Result then exit;
+Result:=(((x+r) and $FFFFF800) = 0)and(((y-r) and $FFFFFC00) = 0) and (Land[y-r, x+r] <> 0);
+if Result then exit;
+Result:=(((x+r) and $FFFFF800) = 0)and(((y+r) and $FFFFFC00) = 0) and (Land[y+r, x+r] <> 0);
+end;
+
+function NoMyHHNear(x, y, r: integer): boolean;
+var i: integer;
+begin
+i:= 0;
+r:= sqr(r);
+Result:= true;
+repeat
+ with CurrentTeam.Hedgehogs[i] do
+ if Gear <> nil then
+ if sqr(Gear.X - x) + sqr(Gear.Y - y) <= r then
+ begin
+ Result:= false;
+ exit
+ end;
+inc(i)
+until i > cMaxHHIndex
+end;
+
+function HHGo(Gear: PGear): boolean; // false если нельзя двигаться
+var pX, pY: integer;
+begin
+Result:= false;
+repeat
+pX:= round(Gear.X);
+pY:= round(Gear.Y);
+if pY + cHHHalfHeight >= cWaterLine then exit;
+if (Gear.State and gstFalling) <> 0 then
+ begin
+ Gear.dY:= Gear.dY + cGravity;
+ if Gear.dY > 0.35 then exit;
+ Gear.Y:= Gear.Y + Gear.dY;
+ if HHTestCollisionYwithGear(Gear, 1) then
+ begin
+ Gear.State:= Gear.State and not (gstFalling or gstHHJumping);
+ Gear.dY:= 0
+ end;
+ continue
+ end;
+ {if ((Gear.Message and gm_LJump )<>0) then
+ begin
+ Gear.Message:= 0;
+ if not HHTestCollisionYwithGear(Gear, -1) then
+ if not TestCollisionXwithXYShift(Gear, 0, -2, Sign(Gear.dX)) then Gear.Y:= Gear.Y - 2 else
+ if not TestCollisionXwithXYShift(Gear, 0, -1, Sign(Gear.dX)) then Gear.Y:= Gear.Y - 1;
+ if not (TestCollisionXwithGear(Gear, Sign(Gear.dX))
+ or HHTestCollisionYwithGear(Gear, -1)) then
+ begin
+ Gear.dY:= -0.15;
+ Gear.dX:= Sign(Gear.dX) * 0.15;
+ Gear.State:= Gear.State or gstFalling or gstHHJumping;
+ exit
+ end;
+ end;}
+ if (Gear.Message and gm_Left )<>0 then Gear.dX:= -1.0 else
+ if (Gear.Message and gm_Right )<>0 then Gear.dX:= 1.0 else exit;
+ if TestCollisionXwithGear(Gear, Sign(Gear.dX)) then
+ begin
+ if not (TestCollisionXwithXYShift(Gear, 0, -6, Sign(Gear.dX))
+ or HHTestCollisionYwithGear(Gear, -1)) then Gear.Y:= Gear.Y - 1;
+ if not (TestCollisionXwithXYShift(Gear, 0, -5, Sign(Gear.dX))
+ or HHTestCollisionYwithGear(Gear, -1)) then Gear.Y:= Gear.Y - 1;
+ if not (TestCollisionXwithXYShift(Gear, 0, -4, Sign(Gear.dX))
+ or HHTestCollisionYwithGear(Gear, -1)) then Gear.Y:= Gear.Y - 1;
+ if not (TestCollisionXwithXYShift(Gear, 0, -3, Sign(Gear.dX))
+ or HHTestCollisionYwithGear(Gear, -1)) then Gear.Y:= Gear.Y - 1;
+ if not (TestCollisionXwithXYShift(Gear, 0, -2, Sign(Gear.dX))
+ or HHTestCollisionYwithGear(Gear, -1)) then Gear.Y:= Gear.Y - 1;
+ if not (TestCollisionXwithXYShift(Gear, 0, -1, Sign(Gear.dX))
+ or HHTestCollisionYwithGear(Gear, -1)) then Gear.Y:= Gear.Y - 1;
+ end;
+
+ if not TestCollisionXwithGear(Gear, Sign(Gear.dX)) then Gear.X:= Gear.X + Gear.dX;
+ if not HHTestCollisionYwithGear(Gear, 1) then
+ begin
+ Gear.Y:= Gear.Y + 1;
+ if not HHTestCollisionYwithGear(Gear, 1) then
+ begin
+ Gear.Y:= Gear.Y + 1;
+ if not HHTestCollisionYwithGear(Gear, 1) then
+ begin
+ Gear.Y:= Gear.Y + 1;
+ if not HHTestCollisionYwithGear(Gear, 1) then
+ begin
+ Gear.Y:= Gear.Y + 1;
+ if not HHTestCollisionYwithGear(Gear, 1) then
+ begin
+ Gear.Y:= Gear.Y + 1;
+ if not HHTestCollisionYwithGear(Gear, 1) then
+ begin
+ Gear.Y:= Gear.Y + 1;
+ if not HHTestCollisionYwithGear(Gear, 1) then
+ begin
+ Gear.Y:= Gear.Y - 6;
+ Gear.dY:= 0;
+ Gear.dX:= 0.0000001 * Sign(Gear.dX);
+ Gear.State:= Gear.State or gstFalling
+ end
+ end
+ end
+ end
+ end
+ end
+ end;
+if (pX <> round(Gear.X))and ((Gear.State and gstFalling) = 0) then
+ begin
+ Result:= true;
+ exit
+ end;
+until (pX = round(Gear.X)) and (pY = round(Gear.Y)) and ((Gear.State and gstFalling) = 0);
+end;
+
+end.