- New First Aid powerup
- New power progressbar
- Less powerful Desert Eagle
- Bots can use Desert Eagle
- Set TurnTimeLeft to 0 when hh damaged
- Bots can handle situation when ammo is over
- Bots can go in different directions to reach good position, not just only go left or right
- Small fixes for FillLand (use all the array)
- Fixes for world geometry, get rid of one variable
- Added missed in previous commit files
- New test map
(* * 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 uAIActions;interfaceuses uGears;const MAXACTIONS = 96; aia_none = 0; aia_Left = 1; aia_Right = 2; aia_Timer = 3; aia_attack = 4; aia_Up = 5; aia_Down = 6; aia_Weapon = $80000000; aia_WaitX = $80000001; aia_WaitY = $80000002; aia_LookLeft = $80000003; aia_LookRight = $80000004; aia_AwareExpl = $80000005; aim_push = $80000000; aim_release = $80000001; ai_specmask = $80000000;type TAction = record Action, Param: Longword; X, Y: integer; Time: Longword; end; TActions = record Count, Pos: Longword; actions: array[0..Pred(MAXACTIONS)] of TAction; Score: integer; end;procedure AddAction(var Actions: TActions; Action, Param, TimeDelta: Longword; const X: integer = 0; Y: integer = 0);procedure ProcessAction(var Actions: TActions; Me: PGear);implementationuses uMisc, uTeams, uConsts, uConsole, uAIMisc;const ActionIdToStr: array[0..6] of string[16] = ({aia_none} '',{aia_Left} 'left',{aia_Right} 'right',{aia_Timer} 'timer',{aia_attack} 'attack',{aia_Up} 'up',{aia_Down} 'down' );procedure AddAction(var Actions: TActions; Action, Param, TimeDelta: Longword; const X: integer = 0; Y: integer = 0);beginwith Actions do begin actions[Count].Action:= Action; actions[Count].Param:= Param; actions[Count].X:= X; actions[Count].Y:= Y; if Count > 0 then actions[Count].Time:= TimeDelta else actions[Count].Time:= GameTicks + TimeDelta; inc(Count); TryDo(Count < MAXACTIONS, 'AI: actions overflow', true); endend;procedure SetWeapon(weap: Longword);beginwith CurrentTeam^ do with Hedgehogs[CurrHedgehog] do while Ammo[CurSlot, CurAmmo].AmmoType <> TAmmoType(weap) do ParseCommand('/slot ' + chr(49 + Ammoz[TAmmoType(weap)].Slot));end;procedure ProcessAction(var Actions: TActions; Me: PGear);var s: shortstring;beginif Actions.Pos >= Actions.Count then exit;with Actions.actions[Actions.Pos] do begin if Time > GameTicks then exit; if (Action and ai_specmask) <> 0 then case Action of aia_Weapon: SetWeapon(Param); aia_WaitX: if round(Me.X) = Param then Time:= GameTicks else exit; aia_WaitY: if round(Me.Y) = Param then Time:= GameTicks else exit; aia_LookLeft: if Me.dX >= 0 then begin ParseCommand('+left'); exit end else ParseCommand('-left'); aia_LookRight: if Me.dX < 0 then begin ParseCommand('+right'); exit end else ParseCommand('-right'); aia_AwareExpl: AwareOfExplosion(X, Y, Param); end else begin s:= ActionIdToStr[Action]; if (Param and ai_specmask) <> 0 then case Param of aim_push: s:= '+' + s; aim_release: s:= '-' + s; end else if Param <> 0 then s:= s + ' ' + inttostr(Param); ParseCommand(s) end end;inc(Actions.Pos);if Actions.Pos <= Actions.Count then inc(Actions.actions[Actions.Pos].Time, GameTicks)end;end.