- More accurate rope collision detection
- Implement hedgehog on rope speed limit
- All this should prevent rope to be stuck in the ground
(*
* Hedgewars, a worms-like game
* Copyright (c) 2005-2007 Andrey Korotaev <unC0Rr@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
*)
unit uAIAmmoTests;
interface
uses SDLh, uGears, uConsts, uFloat;
const amtest_OnTurn = $00000001;
type TAttackParams = record
Time: Longword;
Angle, Power: LongInt;
ExplX, ExplY, ExplR: LongInt;
AttackPutX, AttackPutY: LongInt;
end;
function TestBazooka(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
function TestGrenade(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
function TestShotgun(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
function TestDesertEagle(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
function TestBaseballBat(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
function TestFirePunch(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
function TestAirAttack(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
type TAmmoTestProc = function (Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
TAmmoTest = record
proc: TAmmoTestProc;
flags: Longword;
end;
const AmmoTests: array[TAmmoType] of TAmmoTest =
(
(proc: @TestGrenade; flags: 0), // amGrenade
(proc: nil; flags: 0), // amClusterBomb
(proc: @TestBazooka; flags: 0), // amBazooka
(proc: nil; flags: 0), // amUFO
(proc: @TestShotgun; flags: 0), // amShotgun
(proc: nil; flags: 0), // amPickHammer
(proc: nil; flags: 0), // amSkip
(proc: nil; flags: 0), // amRope
(proc: nil; flags: 0), // amMine
(proc: @TestDesertEagle; flags: 0), // amDEagle
(proc: nil; flags: 0), // amDynamite
(proc: @TestFirePunch; flags: 0), // amFirePunch
(proc: @TestBaseballBat; flags: 0), // amBaseballBat
(proc: nil; flags: 0), // amParachute
(proc: @TestAirAttack; flags: amtest_OnTurn), // amAirAttack
(proc: nil; flags: 0), // amMineStrike
(proc: nil; flags: 0), // amBlowTorch
(proc: nil; flags: 0), // amGirder
(proc: nil; flags: amtest_OnTurn), // amTeleport
(proc: nil; flags: 0) // amSwitch
);
const BadTurn = Low(LongInt) div 4;
implementation
uses uMisc, uAIMisc, uLand;
function Metric(x1, y1, x2, y2: LongInt): LongInt;
begin
Metric:= abs(x1 - x2) + abs(y1 - y2)
end;
function TestBazooka(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
var Vx, Vy, r: hwFloat;
rTime: LongInt;
Score, EX, EY: LongInt;
Result: LongInt;
function CheckTrace: LongInt;
var x, y, dX, dY: hwFloat;
t: LongInt;
Result: LongInt;
begin
x:= Me^.X;
y:= Me^.Y;
dX:= Vx;
dY:= -Vy;
t:= rTime;
repeat
x:= x + dX;
y:= y + dY;
dX:= dX + cWindSpeed;
dY:= dY + cGravity;
dec(t)
until TestColl(hwRound(x), hwRound(y), 5) or (t <= 0);
EX:= hwRound(x);
EY:= hwRound(y);
Result:= RateExplosion(Me, EX, EY, 101);
if Result = 0 then Result:= - Metric(Targ.X, Targ.Y, EX, EY) div 64;
CheckTrace:= Result
end;
begin
ap.Time:= 0;
rTime:= 350;
ap.ExplR:= 0;
Result:= BadTurn;
repeat
rTime:= rTime + 300 + Level * 50 + random(300);
Vx:= - cWindSpeed * rTime * _0_5 + (int2hwFloat(Targ.X + AIrndSign(2)) - Me^.X) / int2hwFloat(rTime);
Vy:= cGravity * rTime * _0_5 - (int2hwFloat(Targ.Y) - Me^.Y) / int2hwFloat(rTime);
r:= Distance(Vx, Vy);
if not (r > _1) then
begin
Score:= CheckTrace;
if Result <= Score then
begin
ap.Angle:= DxDy2AttackAngle(Vx, Vy) + AIrndSign(random((Level - 1) * 9));
ap.Power:= hwRound(r * cMaxPower) - random((Level - 1) * 17 + 1);
ap.ExplR:= 100;
ap.ExplX:= EX;
ap.ExplY:= EY;
Result:= Score
end;
end
until (rTime > 4250);
TestBazooka:= Result
end;
function TestGrenade(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
const tDelta = 24;
var Vx, Vy, r: hwFloat;
Score, EX, EY, Result: LongInt;
TestTime: Longword;
function CheckTrace: LongInt;
var x, y, dY: hwFloat;
t: LongInt;
begin
x:= Me^.X;
y:= Me^.Y;
dY:= -Vy;
t:= TestTime;
repeat
x:= x + Vx;
y:= y + dY;
dY:= dY + cGravity;
dec(t)
until TestColl(hwRound(x), hwRound(y), 5) or (t = 0);
EX:= hwRound(x);
EY:= hwRound(y);
if t < 50 then CheckTrace:= RateExplosion(Me, EX, EY, 101)
else CheckTrace:= Low(LongInt)
end;
begin
Result:= BadTurn;
TestTime:= 0;
ap.ExplR:= 0;
repeat
inc(TestTime, 1000);
Vx:= (int2hwFloat(Targ.X) - Me^.X) / int2hwFloat(TestTime + tDelta);
Vy:= cGravity * ((TestTime + tDelta) div 2) - (int2hwFloat(Targ.Y) - Me^.Y) / int2hwFloat(TestTime + tDelta);
r:= Distance(Vx, Vy);
if not (r > _1) then
begin
Score:= CheckTrace;
if Result < Score then
begin
ap.Angle:= DxDy2AttackAngle(Vx, Vy) + AIrndSign(random(Level));
ap.Power:= hwRound(r * cMaxPower) + AIrndSign(random(Level) * 15);
ap.Time:= TestTime;
ap.ExplR:= 100;
ap.ExplX:= EX;
ap.ExplY:= EY;
Result:= Score
end;
end
until (TestTime = 4000);
TestGrenade:= Result
end;
function TestShotgun(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
var Vx, Vy, x, y: hwFloat;
rx, ry, Result: LongInt;
begin
ap.ExplR:= 0;
ap.Time:= 0;
ap.Power:= 1;
if Metric(hwRound(Me^.X), hwRound(Me^.Y), Targ.X, Targ.Y) < 80 then
exit(BadTurn);
Vx:= (int2hwFloat(Targ.X) - Me^.X) * _1div1024;
Vy:= (int2hwFloat(Targ.Y) - Me^.Y) * _1div1024;
x:= Me^.X;
y:= Me^.Y;
ap.Angle:= DxDy2AttackAngle(Vx, -Vy);
repeat
x:= x + vX;
y:= y + vY;
rx:= hwRound(x);
ry:= hwRound(y);
if TestColl(rx, ry, 2) then
begin
x:= x + vX * 8;
y:= y + vY * 8;
Result:= RateShotgun(Me, rx, ry) * 2;
if Result = 0 then Result:= - Metric(Targ.X, Targ.Y, rx, ry) div 64
else dec(Result, Level * 4000);
exit(Result)
end
until (Abs(Targ.X - hwRound(x)) + Abs(Targ.Y - hwRound(y)) < 4) or (x < _0) or (y < _0) or (x > _2048) or (y > _1024);
TestShotgun:= BadTurn
end;
function TestDesertEagle(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
var Vx, Vy, x, y, t: hwFloat;
d: Longword;
Result: LongInt;
begin
ap.ExplR:= 0;
ap.Time:= 0;
ap.Power:= 1;
if Abs(hwRound(Me^.X) - Targ.X) + Abs(hwRound(Me^.Y) - Targ.Y) < 80 then
exit(BadTurn);
t:= _0_5 / Distance(int2hwFloat(Targ.X) - Me^.X, int2hwFloat(Targ.Y) - Me^.Y);
Vx:= (int2hwFloat(Targ.X) - Me^.X) * t;
Vy:= (int2hwFloat(Targ.Y) - Me^.Y) * t;
x:= Me^.X;
y:= Me^.Y;
ap.Angle:= DxDy2AttackAngle(Vx, -Vy);
d:= 0;
repeat
x:= x + vX;
y:= y + vY;
if ((hwRound(x) and $FFFFF800) = 0)and((hwRound(y) and $FFFFFC00) = 0)
and (Land[hwRound(y), hwRound(x)] <> 0) then inc(d);
until (Abs(Targ.X - hwRound(x)) + Abs(Targ.Y - hwRound(y)) < 4) or (x < _0) or (y < _0) or (x > _2048) or (y > _1024) or (d > 200);
if Abs(Targ.X - hwRound(x)) + Abs(Targ.Y - hwRound(y)) < 3 then Result:= max(0, (4 - d div 50) * 7 * 1024)
else Result:= BadTurn;
TestDesertEagle:= Result
end;
function TestBaseballBat(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
var Result: LongInt;
begin
ap.ExplR:= 0;
if (Level > 2) or (Abs(hwRound(Me^.X) - Targ.X) + Abs(hwRound(Me^.Y) - Targ.Y) > 25) then
exit(BadTurn);
ap.Time:= 0;
ap.Power:= 1;
if (Targ.X) - hwRound(Me^.X) >= 0 then ap.Angle:= cMaxAngle div 4
else ap.Angle:= - cMaxAngle div 4;
Result:= RateShove(Me, hwRound(Me^.X) + 10 * hwSign(int2hwFloat(Targ.X) - Me^.X), hwRound(Me^.Y), 15, 30);
if Result <= 0 then Result:= BadTurn else inc(Result);
TestBaseballBat:= Result
end;
function TestFirePunch(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
var i, Result: LongInt;
begin
ap.ExplR:= 0;
ap.Time:= 0;
ap.Power:= 1;
ap.Angle:= 0;
if (Abs(hwRound(Me^.X) - Targ.X) > 25) or (Abs(hwRound(Me^.Y) - 50 - Targ.Y) > 50) then
exit(BadTurn);
Result:= 0;
for i:= 0 to 4 do
Result:= Result + RateShove(Me, hwRound(Me^.X) + 10 * hwSign(int2hwFloat(Targ.X) - Me^.X),
hwRound(Me^.Y) - 20 * i - 5, 10, 30);
if Result <= 0 then Result:= BadTurn else inc(Result);
TestFirePunch:= Result
end;
function TestAirAttack(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
const cShift = 4;
var X, Y, dY: hwFloat;
b: array[0..9] of boolean;
dmg: array[0..9] of LongInt;
fexit: boolean;
i, t, Result: LongInt;
begin
ap.ExplR:= 0;
ap.Time:= 0;
if (Level > 3) then exit(BadTurn);
ap.AttackPutX:= Targ.X;
ap.AttackPutY:= Targ.Y;
X:= int2hwFloat(Targ.X - 135 - cShift); // hh center - cShift
X:= X - cBombsSpeed * hwSqrt(int2hwFloat((Targ.Y + 128) * 2) / cGravity);
Y:= -_128;
dY:= _0;
for i:= 0 to 9 do
begin
b[i]:= true;
dmg[i]:= 0
end;
Result:= 0;
repeat
X:= X + cBombsSpeed;
Y:= Y + dY;
dY:= dY + cGravity;
fexit:= true;
for i:= 0 to 9 do
if b[i] then
begin
fexit:= false;
if TestColl(hwRound(X) + i * 30, hwRound(Y), 4) then
begin
b[i]:= false;
dmg[i]:= RateExplosion(Me, hwRound(X) + i * 30, hwRound(Y), 58)
// 58 (instead of 60) for better prediction (hh moves after explosion of one of the rockets)
end
end;
until fexit or (Y > _1024);
for i:= 0 to 5 do inc(Result, dmg[i]);
t:= Result;
ap.AttackPutX:= Targ.X - 60;
for i:= 0 to 3 do
begin
dec(t, dmg[i]);
inc(t, dmg[i + 6]);
if t > Result then
begin
Result:= t;
ap.AttackPutX:= Targ.X - 30 - cShift + i * 30
end
end;
if Result <= 0 then Result:= BadTurn;
TestAirAttack:= Result
end;
end.