- Increased FPS
- Dynamite, not full implemetation
- Bots can use Desert Eagle
- Various fixes for collisions with hhs and ammo
- Simplified mine code
(*
* 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.