- New test map
- Baseball bat
- Flames
- Bots can use baseball bat
- Many small changes
(*
* Hedgewars, a worms-like game
* Copyright (c) 2005, 2006 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 SDLh, uConsts, uGears;
type TTarget = record
Point: TPoint;
Score: integer;
end;
TTargets = record
Count: Longword;
ar: array[0..cMaxHHIndex*5] of TTarget;
end;
TGoInfo = record
Ticks: Longword;
FallTicks: Longword;
end;
procedure FillTargets;
procedure FillBonuses(isAfterAttack: boolean);
procedure AwareOfExplosion(x, y, r: integer);
function RatePlace(Gear: PGear): integer;
function DxDy2AttackAngle(const _dY, _dX: Extended): integer;
function TestColl(x, y, r: integer): boolean;
function RateExplosion(Me: PGear; x, y, r: integer): integer;
function RateShove(Me: PGear; x, y, r, power: integer): integer;
function HHGo(Gear: PGear; out GoInfo: TGoInfo): boolean;
var ThinkingHH: PGear;
Targets: TTargets;
implementation
uses uTeams, uMisc, uLand, uCollisions;
const KillScore = 200;
MAXBONUS = 1024;
type TBonus = record
X, Y: integer;
Radius: integer;
Score: integer;
end;
var bonuses: record
Count: Longword;
ar: array[0..Pred(MAXBONUS)] of TBonus;
end;
KnownExplosion: record
X, Y, Radius: integer
end = (X: 0; Y: 0; Radius: 0);
procedure FillTargets;
var t: PTeam;
i: Longword;
begin
Targets.Count:= 0;
t:= TeamsList;
while t <> nil do
begin
for i:= 0 to cMaxHHIndex do
if (t.Hedgehogs[i].Gear <> nil)
and (t.Hedgehogs[i].Gear <> ThinkingHH) then
begin
with Targets.ar[Targets.Count], t.Hedgehogs[i] do
begin
Point.X:= Round(Gear.X);
Point.Y:= Round(Gear.Y);
if t.Color <> CurrentTeam.Color then Score:= Gear.Health
else Score:= -Gear.Health
end;
inc(Targets.Count)
end;
t:= t.Next
end
end;
procedure FillBonuses(isAfterAttack: boolean);
var Gear: PGear;
MyColor: Longword;
procedure AddBonus(x, y: integer; r: Longword; s: integer);
begin
bonuses.ar[bonuses.Count].x:= x;
bonuses.ar[bonuses.Count].y:= y;
bonuses.ar[bonuses.Count].Radius:= r;
bonuses.ar[bonuses.Count].Score:= s;
inc(bonuses.Count);
TryDo(bonuses.Count <= MAXBONUS, 'Bonuses overflow', true)
end;
begin
bonuses.Count:= 0;
MyColor:= PHedgehog(ThinkingHH.Hedgehog).Team.Color;
Gear:= GearsList;
while Gear <> nil do
begin
case Gear.Kind of
gtCase: AddBonus(round(Gear.X), round(Gear.Y), 33, 25);
gtMine: if (Gear.State and gstAttacking) = 0 then AddBonus(round(Gear.X), round(Gear.Y), 50, -50)
else AddBonus(round(Gear.X), round(Gear.Y), 100, -50); // mine is on
gtDynamite: AddBonus(round(Gear.X), round(Gear.Y), 150, -75);
gtHedgehog: begin
if Gear.Damage >= Gear.Health then AddBonus(round(Gear.X), round(Gear.Y), 60, -25) else
if isAfterAttack and (ThinkingHH.Hedgehog <> Gear.Hedgehog) then
if (MyColor = PHedgehog(Gear.Hedgehog).Team.Color) then AddBonus(round(Gear.X), round(Gear.Y), 150, -3) // hedgehog-friend
else AddBonus(round(Gear.X), round(Gear.Y), 100, 3)
end;
end;
Gear:= Gear.NextGear
end;
if isAfterAttack and (KnownExplosion.Radius > 0) then
with KnownExplosion do
AddBonus(X, Y, Radius + 10, -Radius);
end;
procedure AwareOfExplosion(x, y, r: integer);
begin
KnownExplosion.X:= x;
KnownExplosion.Y:= y;
KnownExplosion.Radius:= r
end;
function RatePlace(Gear: PGear): integer;
var i, r: integer;
begin
Result:= 0;
for i:= 0 to Pred(bonuses.Count) do
with bonuses.ar[i] do
begin
r:= round(sqrt(sqr(Gear.X - X) + sqr(Gear.Y - y)));
if r < Radius then
inc(Result, Score * (Radius - r))
end;
end;
function DxDy2AttackAngle(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 RateExplosion(Me: PGear; x, y, r: integer): integer;
var i, dmg: integer;
begin
Result:= 0;
// add our virtual position
with Targets.ar[Targets.Count] do
begin
Point.x:= round(Me.X);
Point.y:= round(Me.Y);
Score:= - ThinkingHH.Health
end;
// rate explosion
for i:= 0 to Targets.Count do
with Targets.ar[i] do
begin
dmg:= r - Round(sqrt(sqr(Point.x - x) + sqr(Point.y - y)));
if dmg > 0 then
begin
dmg:= dmg shr 1;
if dmg > abs(Score) then
if Score > 0 then inc(Result, KillScore)
else dec(Result, KillScore * 3)
else
if Score > 0 then inc(Result, dmg)
else dec(Result, dmg * 3)
end;
end;
Result:= Result * 1024
end;
function RateShove(Me: PGear; x, y, r, power: integer): integer;
var i, dmg: integer;
begin
Result:= 0;
for i:= 0 to Targets.Count do
with Targets.ar[i] do
begin
dmg:= r - Round(sqrt(sqr(Point.x - x) + sqr(Point.y - y)));
if dmg > 0 then
begin
if power > abs(Score) then
if Score > 0 then inc(Result, KillScore)
else dec(Result, KillScore * 3)
else
if Score > 0 then inc(Result, power)
else dec(Result, power * 3)
end;
end;
Result:= Result * 1024
end;
function HHGo(Gear: PGear; out GoInfo: TGoInfo): boolean;
var pX, pY: integer;
begin
Result:= false;
GoInfo.Ticks:= 0;
GoInfo.FallTicks:= 0;
repeat
pX:= round(Gear.X);
pY:= round(Gear.Y);
if pY + cHHRadius >= cWaterLine then exit;
if (Gear.State and gstFalling) <> 0 then
begin
inc(GoInfo.Ticks);
Gear.dY:= Gear.dY + cGravity;
if Gear.dY > 0.40 then
begin
Goinfo.FallTicks:= 0;
exit
end;
Gear.Y:= Gear.Y + Gear.dY;
if round(Gear.Y) > pY then inc(GoInfo.FallTicks);
if TestCollisionYwithGear(Gear, 1) then
begin
inc(GoInfo.Ticks, 300);
Gear.State:= Gear.State and not (gstFalling or gstHHJumping);
Gear.dY:= 0;
Result:= true;
exit
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 TestCollisionYwithGear(Gear, -1)) then Gear.Y:= Gear.Y - 1;
if not (TestCollisionXwithXYShift(Gear, 0, -5, Sign(Gear.dX))
or TestCollisionYwithGear(Gear, -1)) then Gear.Y:= Gear.Y - 1;
if not (TestCollisionXwithXYShift(Gear, 0, -4, Sign(Gear.dX))
or TestCollisionYwithGear(Gear, -1)) then Gear.Y:= Gear.Y - 1;
if not (TestCollisionXwithXYShift(Gear, 0, -3, Sign(Gear.dX))
or TestCollisionYwithGear(Gear, -1)) then Gear.Y:= Gear.Y - 1;
if not (TestCollisionXwithXYShift(Gear, 0, -2, Sign(Gear.dX))
or TestCollisionYwithGear(Gear, -1)) then Gear.Y:= Gear.Y - 1;
if not (TestCollisionXwithXYShift(Gear, 0, -1, Sign(Gear.dX))
or TestCollisionYwithGear(Gear, -1)) then Gear.Y:= Gear.Y - 1;
end;
if not TestCollisionXwithGear(Gear, Sign(Gear.dX)) then
begin
Gear.X:= Gear.X + Gear.dX;
inc(GoInfo.Ticks, cHHStepTicks)
end;
if not TestCollisionYwithGear(Gear, 1) then
begin
Gear.Y:= Gear.Y + 1;
if not TestCollisionYwithGear(Gear, 1) then
begin
Gear.Y:= Gear.Y + 1;
if not TestCollisionYwithGear(Gear, 1) then
begin
Gear.Y:= Gear.Y + 1;
if not TestCollisionYwithGear(Gear, 1) then
begin
Gear.Y:= Gear.Y + 1;
if not TestCollisionYwithGear(Gear, 1) then
begin
Gear.Y:= Gear.Y + 1;
if not TestCollisionYwithGear(Gear, 1) then
begin
Gear.Y:= Gear.Y + 1;
if not TestCollisionYwithGear(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.