simplify mine/explosive damage calc. clear dX in stable explosives. remove 0/4096 in trace routines.
--- a/hedgewars/GSHandlers.inc Sat May 04 13:58:18 2013 -0400
+++ b/hedgewars/GSHandlers.inc Sat May 04 14:46:29 2013 -0400
@@ -1407,6 +1407,7 @@
////////////////////////////////////////////////////////////////////////////////
procedure doStepMine(Gear: PGear);
var vg: PVisualGear;
+ dxdy: hwFloat;
begin
if (Gear^.State and gstMoving) <> 0 then
begin
@@ -1425,14 +1426,13 @@
doStepFallingGear(Gear);
if (Gear^.Health = 0) then
begin
- if (Gear^.dY > _0_2) and (TestCollisionYwithGear(Gear, 1) <> 0) then
- inc(Gear^.Damage, hwRound(Gear^.dY * _70))
- else if (Gear^.dX > _0_2) and TestCollisionXwithGear(Gear, 1) then
- inc(Gear^.Damage, hwRound(Gear^.dX * _70))
- else if (Gear^.dY < -_0_2) and (TestCollisionYwithGear(Gear, -1) <> 0) then
- inc(Gear^.Damage, hwRound(Gear^.dY * -_70))
- else if (Gear^.dX < -_0_2) and TestCollisionXwithGear(Gear, -1) then
- inc(Gear^.Damage, hwRound(Gear^.dX * -_70));
+ dxdy:= hwAbs(Gear^.dX)+hwAbs(Gear^.dY);
+ if (dxdy > _0_3) and
+ ((TestCollisionYwithGear(Gear, 1) <> 0) or
+ TestCollisionXwithGear(Gear, 1) or
+ (TestCollisionYwithGear(Gear, -1) <> 0) or
+ TestCollisionXwithGear(Gear, -1)) then
+ inc(Gear^.Damage, hwRound(dxdy * _25));
if ((GameTicks and $FF) = 0) and (Gear^.Damage > random(30)) then
begin
@@ -1575,6 +1575,7 @@
var
i: LongInt;
particle: PVisualGear;
+ dxdy: hwFloat;
begin
if (Gear^.dY.QWordValue = 0) and (Gear^.dY.QWordValue = 0) and (TestCollisionYwithGear(Gear, 1) = 0) then
SetLittle(Gear^.dY);
@@ -1585,26 +1586,23 @@
begin
DeleteCI(Gear);
AllInactive := false;
- if (Gear^.dY > _0_2) and (TestCollisionYwithGear(Gear, 1) <> 0) then
+ dxdy:= hwAbs(Gear^.dX)+hwAbs(Gear^.dY);
+ if (dxdy > _0_3) then
begin
- Gear^.State := Gear^.State or gsttmpFlag;
- inc(Gear^.Damage, hwRound(Gear^.dY * _70));
- for i:= min(12, hwRound(Gear^.dY*_10)) downto 0 do
+ if (TestCollisionYwithGear(Gear, 1) <> 0) then
begin
- particle := AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12,vgtDust);
- if particle <> nil then
- particle^.dX := particle^.dX + (Gear^.dX.QWordValue / 21474836480)
+ Gear^.State := Gear^.State or gsttmpFlag;
+ inc(Gear^.Damage, hwRound(dxdy * _25));
+ for i:= min(12, hwRound(dxdy*_10)) downto 0 do
+ begin
+ particle := AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12,vgtDust);
+ if particle <> nil then
+ particle^.dX := particle^.dX + (Gear^.dX.QWordValue / 21474836480)
+ end
end
- end
- else if (Gear^.dX > _0_2) and TestCollisionXwithGear(Gear, 1) then
- inc(Gear^.Damage, hwRound(Gear^.dX * _70))
-
- else if (Gear^.dY < -_0_2) and (TestCollisionYwithGear(Gear, -1) <> 0) then
- inc(Gear^.Damage, hwRound(Gear^.dY * -_70))
-
- else if (Gear^.dX < -_0_2) and TestCollisionXwithGear(Gear, -1) then
- inc(Gear^.Damage, hwRound(Gear^.dX * -_70));
-
+ else if TestCollisionXwithGear(Gear, 1) or (TestCollisionYwithGear(Gear, -1) <> 0) or TestCollisionXwithGear(Gear, -1) then
+ inc(Gear^.Damage, hwRound(dxdy * _25))
+ end;
doStepFallingGear(Gear);
CalcRotationDirAngle(Gear);
//CheckGearDrowning(Gear)
@@ -1678,7 +1676,8 @@
begin
//if V > _0_03 then Gear^.State:= Gear^.State or gstAnimation;
if (hwAbs(Gear^.dX) > _0_15) or ((hwAbs(Gear^.dY) > _0_15) and (hwAbs(Gear^.dX) > _0_02)) then
- Gear^.doStep := @doStepRollingBarrel;
+ Gear^.doStep := @doStepRollingBarrel
+ else Gear^.dX:= _0;
if (Gear^.Health > 0) and ((Gear^.Health * 100 div cBarrelHealth) < random(90)) and ((GameTicks and $FF) = 0) then
if (cBarrelHealth div Gear^.Health) > 2 then
--- a/hedgewars/uAIMisc.pas Sat May 04 13:58:18 2013 -0400
+++ b/hedgewars/uAIMisc.pas Sat May 04 14:46:29 2013 -0400
@@ -310,10 +310,10 @@
if not CheckBounds(x, y, r) then
exit(false);
- if (Land[y-r, x] <> 0) or
- (Land[y+r, x] <> 0) or
- (Land[y, x+r] <> 0) or
- (Land[y, x-r] <> 0) then
+ if (Land[y-r, x-r] <> 0) or
+ (Land[y+r, x-r] <> 0) or
+ (Land[y-r, x+r] <> 0) or
+ (Land[y+r, x+r] <> 0) then
exit(true);
TestCollWithEverything := false;
@@ -324,10 +324,10 @@
if not CheckBounds(x, y, r) then
exit(false);
- if (Land[y-r, x] > lfAllObjMask) or
- (Land[y+r, x] > lfAllObjMask) or
- (Land[y, x-r] > lfAllObjMask) or
- (Land[y, x+r] > lfAllObjMask) then
+ if (Land[y-r, x-r] > lfAllObjMask) or
+ (Land[y+r, x-r] > lfAllObjMask) or
+ (Land[y-r, x-r] > lfAllObjMask) or
+ (Land[y+r, x+r] > lfAllObjMask) then
exit(true);
TestCollExcludingObjects:= false;
@@ -338,10 +338,10 @@
if not CheckBounds(x, y, r) then
exit(false);
- if (Land[y-r, x] and lfNotCurrentMask <> 0) or
- (Land[y+r, x] and lfNotCurrentMask <> 0) or
- (Land[y, x-r] and lfNotCurrentMask <> 0) or
- (Land[y, x+r] and lfNotCurrentMask <> 0) then
+ if (Land[y-r, x-r] and lfNotCurrentMask <> 0) or
+ (Land[y+r, x-r] and lfNotCurrentMask <> 0) or
+ (Land[y+r, x-r] and lfNotCurrentMask <> 0) or
+ (Land[y+r, x+r] and lfNotCurrentMask <> 0) then
exit(true);
TestColl:= false;
@@ -368,7 +368,7 @@
function TraceFall(eX, eY: LongInt; var x, y: Real; dX, dY: Real; r: LongWord; Kind: TGearType): LongInt;
var skipLandCheck: boolean;
- rCorner: real;
+ rCorner, dxdy: real;
dmg, radius: LongInt;
begin
skipLandCheck:= true;
@@ -395,32 +395,26 @@
dmg := 1 + trunc((abs(dY) - 0.4) * 70);
if dmg >= 1 then exit(dmg)
end
-// so. the problem w/ explosives is it only uses dX or dY depending on impact, and we don't know which we hit. Maybe we didn't even hit, given TestColl check corners.
else
begin
- if ((dY > 0.2) and (Land[trunc(y)+radius, trunc(x)] > lfAllObjMask)) or
- ((dY < -0.2) and (Land[trunc(y)-radius, trunc(x)] > lfAllObjMask)) then
- begin
- dmg := 1 + trunc(abs(dY) * 70);
- if dmg >= 1 then exit(dmg)
- end
+ dxdy:= abs(dX)+abs(dY);
// so we don't know at present if a barrel is already rolling. Would need to add that to target info I guess
- else if ((Kind = gtMine) or (abs(dX) > 0.15) or ((abs(dY) > 0.15) and (abs(dX) > 0.02))) and
- (((dX > 0.2) and (Land[trunc(y), trunc(x)+radius] > lfAllObjMask)) or
- ((dX < -0.2) and (Land[trunc(y), trunc(x)-radius] > lfAllObjMask))) then
+// a barrel oriented vertically only considers dY. however, AI doesn't know to use hammer, and could only bat vertically w/ bat, so probably shouldn't matter
+ if (dxdy > 0.3) then
begin
- dmg := 1 + trunc(abs(dX) * 70);
- if dmg >= 1 then exit(dmg)
+ dmg := 1 + trunc(dxdy * 25);
+ exit(dmg)
end
end;
exit(0)
end;
- if (y > cWaterLine) or (x > 4096) or (x < 0) then exit(-1)
+ if (y > cWaterLine) or (x > leftX) or (x < rightX) then exit(-1)
end
end;
function TraceShoveFall(var x, y: Real; dX, dY: Real; Kind: TGearType): LongInt;
var dmg, radius: LongInt;
+ dxdy: real;
begin
//v:= random($FFFFFFFF);
if Kind = gtHedgehog then
@@ -451,27 +445,20 @@
if dmg >= 1 then
exit(dmg);
end
-// so. the problem w/ explosives is it only uses dX or dY depending on impact, and we don't know which we hit. Maybe we didn't even hit, given TestColl check corners.
else
begin
- if ((dY > 0.2) and (Land[trunc(y)+radius, trunc(x)] > lfAllObjMask)) or
- ((dY < -0.2) and (Land[trunc(y)-radius, trunc(x)] > lfAllObjMask)) then
- begin
- dmg := 1 + trunc(abs(dY) * 70);
- if dmg >= 1 then exit(dmg)
- end
+ dxdy:= abs(dX)+abs(dY);
// so we don't know at present if a barrel is already rolling. Would need to add that to target info I guess
- else if ((Kind = gtMine) or (abs(dX) > 0.15) or ((abs(dY) > 0.15) and (abs(dX) > 0.02))) and
- (((dX > 0.2) and (Land[trunc(y), trunc(x)+radius] > lfAllObjMask)) or
- ((dX < -0.2) and (Land[trunc(y), trunc(x)-radius] > lfAllObjMask))) then
+// a barrel oriented vertically only considers dY. however, AI doesn't know to use hammer, and could only bat vertically w/ bat, so probably shouldn't matter
+ if (dxdy > 0.3) then
begin
- dmg := 1 + trunc(abs(dX) * 70);
- if dmg >= 1 then exit(dmg)
+ dmg := 1 + trunc(dxdy * 25);
+ exit(dmg)
end
end;
exit(0)
end;
- if (y > cWaterLine) or (x > 4096) or (x < 0) then
+ if (y > cWaterLine) or (x > leftX) or (x < rightX) then
// returning -1 for drowning so it can be considered in the Rate routine
exit(-1)
end;