--- a/hedgewars/uAIMisc.pas Thu Jan 14 16:38:43 2010 +0000
+++ b/hedgewars/uAIMisc.pas Thu Jan 14 16:46:50 2010 +0000
@@ -162,17 +162,17 @@
function RatePlace(Gear: PGear): LongInt;
var i, r: LongInt;
- Result: LongInt;
+ rate: LongInt;
begin
-Result:= 0;
+rate:= 0;
for i:= 0 to Pred(bonuses.Count) do
with bonuses.ar[i] do
begin
r:= hwRound(Distance(Gear^.X - int2hwFloat(X), Gear^.Y - int2hwFloat(Y)));
if r < Radius then
- inc(Result, Score * (Radius - r))
+ inc(rate, Score * (Radius - r))
end;
- RatePlace:= Result
+ RatePlace:= rate;
end;
// Wrapper to test various approaches. If it works reasonably, will just replace.
@@ -204,9 +204,9 @@
end;
function RateExplosion(Me: PGear; x, y, r: LongInt): LongInt;
-var i, dmg, Result: LongInt;
+var i, dmg, rate: LongInt;
begin
-Result:= 0;
+rate:= 0;
// add our virtual position
with Targets.ar[Targets.Count] do
begin
@@ -223,20 +223,20 @@
begin
dmg:= min(dmg div 2, r);
if dmg >= abs(Score) then
- if Score > 0 then inc(Result, KillScore)
- else dec(Result, KillScore * friendlyfactor div 100)
+ if Score > 0 then inc(rate, KillScore)
+ else dec(rate, KillScore * friendlyfactor div 100)
else
- if Score > 0 then inc(Result, dmg)
- else dec(Result, dmg * friendlyfactor div 100)
+ if Score > 0 then inc(rate, dmg)
+ else dec(rate, dmg * friendlyfactor div 100)
end;
end;
-RateExplosion:= Result * 1024
+RateExplosion:= rate * 1024;
end;
function RateShove(Me: PGear; x, y, r, power: LongInt): LongInt;
-var i, dmg, Result: LongInt;
+var i, dmg, rate: LongInt;
begin
-Result:= 0;
+rate:= 0;
for i:= 0 to Pred(Targets.Count) do
with Targets.ar[i] do
begin
@@ -244,22 +244,22 @@
if dmg > 0 then
begin
if power >= abs(Score) then
- if Score > 0 then inc(Result, KillScore)
- else dec(Result, KillScore * friendlyfactor div 100)
+ if Score > 0 then inc(rate, KillScore)
+ else dec(rate, KillScore * friendlyfactor div 100)
else
- if Score > 0 then inc(Result, power)
- else dec(Result, power * friendlyfactor div 100)
+ if Score > 0 then inc(rate, power)
+ else dec(rate, power * friendlyfactor div 100)
end;
end;
-RateShove:= Result * 1024
+RateShove:= rate * 1024
end;
function RateShotgun(Me: PGear; x, y: LongInt): LongInt;
const
REUSE_BONUS = 1.35;
-var i, dmg, Result: LongInt;
+var i, dmg, rate: LongInt;
begin
-Result:= 0;
+rate:= 0;
// add our virtual position
with Targets.ar[Targets.Count] do
begin
@@ -276,31 +276,31 @@
if dmg > 0 then
begin
if dmg >= abs(Score) then dmg := KillScore;
- if Score > 0 then inc(Result, dmg)
- else dec(Result, dmg * friendlyfactor div 100);
+ if Score > 0 then inc(rate, dmg)
+ else dec(rate, dmg * friendlyfactor div 100);
end;
end;
-RateShotgun:= Result * 1024
+RateShotgun:= rate * 1024;
end;
function HHJump(Gear: PGear; JumpType: TJumpType; var GoInfo: TGoInfo): boolean;
var bX, bY: LongInt;
- Result: boolean;
+ bRes: boolean;
begin
-Result:= false;
+bRes:= false;
GoInfo.Ticks:= 0;
GoInfo.FallPix:= 0;
GoInfo.JumpType:= jmpNone;
bX:= hwRound(Gear^.X);
bY:= hwRound(Gear^.Y);
case JumpType of
- jmpNone: exit(Result);
+ jmpNone: exit(bRes);
jmpHJump: if not TestCollisionYwithGear(Gear, -1) then
begin
Gear^.dY:= -_0_2;
SetLittle(Gear^.dX);
Gear^.State:= Gear^.State or gstMoving or gstHHJumping;
- end else exit(Result);
+ end else exit(bRes);
jmpLJump: begin
if not TestCollisionYwithGear(Gear, -1) then
if not TestCollisionXwithXYShift(Gear, _0, -2, hwSign(Gear^.dX)) then Gear^.Y:= Gear^.Y - int2hwFloat(2) else
@@ -311,12 +311,12 @@
Gear^.dY:= -_0_15;
Gear^.dX:= SignAs(_0_15, Gear^.dX);
Gear^.State:= Gear^.State or gstMoving or gstHHJumping
- end else exit(Result)
+ end else exit(bRes)
end
end;
repeat
-if not (hwRound(Gear^.Y) + cHHRadius < cWaterLine) then exit(Result);
+if not (hwRound(Gear^.Y) + cHHRadius < cWaterLine) then exit(bRes);
if (Gear^.State and gstMoving) <> 0 then
begin
if (GoInfo.Ticks = 350) then
@@ -329,7 +329,7 @@
Gear^.X:= Gear^.X + Gear^.dX;
inc(GoInfo.Ticks);
Gear^.dY:= Gear^.dY + cGravity;
- if Gear^.dY > _0_4 then exit(Result);
+ if Gear^.dY > _0_4 then exit(bRes);
if (Gear^.dY.isNegative)and TestCollisionYwithGear(Gear, -1) then Gear^.dY:= _0;
Gear^.Y:= Gear^.Y + Gear^.dY;
if (not Gear^.dY.isNegative)and TestCollisionYwithGear(Gear, 1) then
@@ -339,18 +339,18 @@
case JumpType of
jmpHJump: if bY - hwRound(Gear^.Y) > 5 then
begin
- Result:= true;
+ bRes:= true;
GoInfo.JumpType:= jmpHJump;
inc(GoInfo.Ticks, 300 + 300) // 300 before jump, 300 after
end;
jmpLJump: if abs(bX - hwRound(Gear^.X)) > 30 then
begin
- Result:= true;
+ bRes:= true;
GoInfo.JumpType:= jmpLJump;
inc(GoInfo.Ticks, 300 + 300) // 300 before jump, 300 after
end;
end;
- exit(Result)
+ exit(bRes)
end;
end;
until false
@@ -358,9 +358,9 @@
function HHGo(Gear, AltGear: PGear; var GoInfo: TGoInfo): boolean;
var pX, pY: LongInt;
- Result: boolean;
+ bRes: boolean;
begin
-Result:= false;
+bRes:= false;
AltGear^:= Gear^;
GoInfo.Ticks:= 0;
@@ -378,7 +378,7 @@
begin
Goinfo.FallPix:= 0;
HHJump(AltGear, jmpLJump, GoInfo); // try ljump instead of fall with damage
- exit(Result)
+ exit(bRes)
end;
Gear^.Y:= Gear^.Y + Gear^.dY;
if hwRound(Gear^.Y) > pY then inc(GoInfo.FallPix);
@@ -387,14 +387,14 @@
inc(GoInfo.Ticks, 410);
Gear^.State:= Gear^.State and not (gstMoving or gstHHJumping);
Gear^.dY:= _0;
- Result:= true;
+ bRes:= true;
HHJump(AltGear, jmpLJump, GoInfo); // try ljump instead of fall
- exit(Result)
+ exit(bRes)
end;
continue
end;
if (Gear^.Message and gm_Left )<>0 then Gear^.dX:= -cLittle else
- if (Gear^.Message and gm_Right )<>0 then Gear^.dX:= cLittle else exit(Result);
+ if (Gear^.Message and gm_Right )<>0 then Gear^.dX:= cLittle else exit(bRes);
if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then
begin
if not (TestCollisionXwithXYShift(Gear, _0, -6, hwSign(Gear^.dX))
@@ -450,7 +450,7 @@
exit(true);
until (pX = hwRound(Gear^.X)) and (pY = hwRound(Gear^.Y)) and ((Gear^.State and gstMoving) = 0);
HHJump(AltGear, jmpHJump, GoInfo);
-HHGo:= Result
+HHGo:= bRes;
end;
function AIrndSign(num: LongInt): LongInt;