- New team level icons
- Blue circle ammo icon to let new weapon be visible in ammo menu
(*
* Hedgewars, a worms-like game
* Copyright (c) 2005, 2006 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 uAIMisc;
interface
uses SDLh, uConsts, uGears;
{$INCLUDE options.inc}
type TTarget = record
Point: TPoint;
Score: integer;
end;
TTargets = record
Count: Longword;
ar: array[0..cMaxHHIndex*5] of TTarget;
end;
TJumpType = (jmpNone, jmpHJump, jmpLJump);
TGoInfo = record
Ticks: Longword;
FallPix: Longword;
JumpType: TJumpType;
end;
procedure FillTargets;
procedure FillBonuses(isAfterAttack: boolean);
procedure AwareOfExplosion(x, y, r: integer);
function RatePlace(Gear: PGear): 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, AltGear: PGear; out GoInfo: TGoInfo): boolean;
function rndSign(num: integer): integer;
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 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 HHJump(Gear: PGear; JumpType: TJumpType; out GoInfo: TGoInfo): boolean;
var bX, bY: integer;
begin
Result:= false;
GoInfo.Ticks:= 0;
GoInfo.FallPix:= 0;
GoInfo.JumpType:= jmpNone;
bX:= round(Gear.X);
bY:= round(Gear.Y);
case JumpType of
jmpNone: exit;
jmpHJump: if not TestCollisionYwithGear(Gear, -1) then
begin
Gear.dY:= -0.20;
Gear.dX:= 0.0000001 * hwSign(Gear.dX);
Gear.X:= Gear.X - hwSign(Gear.dX)*0.00008; // shift compensation
Gear.State:= Gear.State or gstFalling or gstHHJumping;
end else exit;
jmpLJump: begin
if not TestCollisionYwithGear(Gear, -1) then
if not TestCollisionXwithXYShift(Gear, 0, -2, hwSign(Gear.dX)) then Gear.Y:= Gear.Y - 2 else
if not TestCollisionXwithXYShift(Gear, 0, -1, hwSign(Gear.dX)) then Gear.Y:= Gear.Y - 1;
if not (TestCollisionXwithGear(Gear, hwSign(Gear.dX))
or TestCollisionYwithGear(Gear, -1)) then
begin
Gear.dY:= -0.15;
Gear.dX:= hwSign(Gear.dX) * 0.15;
Gear.State:= Gear.State or gstFalling or gstHHJumping
end else exit
end
end;
repeat
if Gear.Y + cHHRadius >= cWaterLine then exit;
if (Gear.State and gstFalling) <> 0 then
begin
if (GoInfo.Ticks = 350) then
if (abs(Gear.dX) < 0.0000002) and (Gear.dY < -0.02) then
begin
Gear.dY:= -0.25;
Gear.dX:= hwSign(Gear.dX) * 0.02
end;
if TestCollisionXwithGear(Gear, hwSign(Gear.dX)) then Gear.dX:= 0.0000001 * hwSign(Gear.dX);
Gear.X:= Gear.X + Gear.dX;
inc(GoInfo.Ticks);
Gear.dY:= Gear.dY + cGravity;
if Gear.dY > 0.40 then exit;
if (Gear.dY < 0)and TestCollisionYwithGear(Gear, -1) then Gear.dY:= 0;
Gear.Y:= Gear.Y + Gear.dY;
if (Gear.dY >= 0)and TestCollisionYwithGear(Gear, 1) then
begin
Gear.State:= Gear.State and not (gstFalling or gstHHJumping);
Gear.dY:= 0;
case JumpType of
jmpHJump: if (bY - Gear.Y > 5) then
begin
Result:= true;
GoInfo.JumpType:= jmpHJump;
inc(GoInfo.Ticks, 300 + 300) // 300 before jump, 300 after
end;
jmpLJump: if abs(bX - Gear.X) > 30 then
begin
Result:= true;
GoInfo.JumpType:= jmpLJump;
inc(GoInfo.Ticks, 300 + 300) // 300 before jump, 300 after
end;
end;
exit
end;
end;
until false;
end;
function HHGo(Gear, AltGear: PGear; out GoInfo: TGoInfo): boolean;
var pX, pY: integer;
begin
Result:= false;
AltGear^:= Gear^;
GoInfo.Ticks:= 0;
GoInfo.FallPix:= 0;
GoInfo.JumpType:= jmpNone;
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.FallPix:= 0;
HHJump(AltGear, jmpLJump, GoInfo); // try ljump enstead of fall with damage
exit
end;
Gear.Y:= Gear.Y + Gear.dY;
if round(Gear.Y) > pY then inc(GoInfo.FallPix);
if TestCollisionYwithGear(Gear, 1) then
begin
inc(GoInfo.Ticks, 300);
Gear.State:= Gear.State and not (gstFalling or gstHHJumping);
Gear.dY:= 0;
Result:= true;
HHJump(AltGear, jmpLJump, GoInfo); // try ljump instead of fall
exit
end;
continue
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, hwSign(Gear.dX)) then
begin
if not (TestCollisionXwithXYShift(Gear, 0, -6, hwSign(Gear.dX))
or TestCollisionYwithGear(Gear, -1)) then Gear.Y:= Gear.Y - 1;
if not (TestCollisionXwithXYShift(Gear, 0, -5, hwSign(Gear.dX))
or TestCollisionYwithGear(Gear, -1)) then Gear.Y:= Gear.Y - 1;
if not (TestCollisionXwithXYShift(Gear, 0, -4, hwSign(Gear.dX))
or TestCollisionYwithGear(Gear, -1)) then Gear.Y:= Gear.Y - 1;
if not (TestCollisionXwithXYShift(Gear, 0, -3, hwSign(Gear.dX))
or TestCollisionYwithGear(Gear, -1)) then Gear.Y:= Gear.Y - 1;
if not (TestCollisionXwithXYShift(Gear, 0, -2, hwSign(Gear.dX))
or TestCollisionYwithGear(Gear, -1)) then Gear.Y:= Gear.Y - 1;
if not (TestCollisionXwithXYShift(Gear, 0, -1, hwSign(Gear.dX))
or TestCollisionYwithGear(Gear, -1)) then Gear.Y:= Gear.Y - 1;
end;
if not TestCollisionXwithGear(Gear, hwSign(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 * hwSign(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);
HHJump(AltGear, jmpHJump, GoInfo)
end;
function rndSign(num: integer): integer;
begin
if random(2) = 0 then Result:= num
else Result:= - num
end;
end.