--- a/hedgewars/uAIAmmoTests.pas Sat May 04 14:46:29 2013 -0400
+++ b/hedgewars/uAIAmmoTests.pas Sat May 04 21:40:52 2013 -0400
@@ -20,7 +20,7 @@
unit uAIAmmoTests;
interface
-uses SDLh, uConsts, uFloat, uTypes;
+uses SDLh, uConsts, uFloat, uTypes, uAIMisc;
const
amtest_Rare = $00000001; // check only several positions
amtest_NoTarget = $00000002; // each pos, but no targetting
@@ -34,27 +34,27 @@
AttackPutX, AttackPutY: LongInt;
end;
-function TestBazooka(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
-function TestSnowball(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
-function TestGrenade(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
-function TestMolotov(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
-function TestClusterBomb(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
-function TestWatermelon(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
-function TestDrillRocket(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
-function TestMortar(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 TestSniperRifle(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 TestWhip(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
-function TestKamikaze(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
-function TestAirAttack(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
-function TestTeleport(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
-function TestHammer(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
-function TestCake(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
+function TestBazooka(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
+function TestSnowball(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
+function TestGrenade(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
+function TestMolotov(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
+function TestClusterBomb(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
+function TestWatermelon(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
+function TestDrillRocket(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
+function TestMortar(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
+function TestShotgun(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
+function TestDesertEagle(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
+function TestSniperRifle(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
+function TestBaseballBat(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
+function TestFirePunch(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
+function TestWhip(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
+function TestKamikaze(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
+function TestAirAttack(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
+function TestTeleport(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
+function TestHammer(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
+function TestCake(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
-type TAmmoTestProc = function (Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
+type TAmmoTestProc = function (Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
TAmmoTest = record
proc: TAmmoTestProc;
flags: Longword;
@@ -123,14 +123,14 @@
);
implementation
-uses uAIMisc, uVariables, uUtils, uGearsHandlers;
+uses uVariables, uUtils, uGearsHandlers;
function Metric(x1, y1, x2, y2: LongInt): LongInt; inline;
begin
Metric:= abs(x1 - x2) + abs(y1 - y2)
end;
-function TestBazooka(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
+function TestBazooka(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
var Vx, Vy, r, mX, mY: real;
rTime: LongInt;
EX, EY: LongInt;
@@ -147,8 +147,8 @@
valueResult:= BadTurn;
repeat
rTime:= rTime + 300 + Level * 50 + random(300);
- Vx:= - windSpeed * rTime * 0.5 + (Targ.X + AIrndSign(2) - mX) / rTime;
- Vy:= cGravityf * rTime * 0.5 - (Targ.Y + 1 - mY) / rTime;
+ Vx:= - windSpeed * rTime * 0.5 + (Targ.Point.X + AIrndSign(2) - mX) / rTime;
+ Vy:= cGravityf * rTime * 0.5 - (Targ.Point.Y + 1 - mY) / rTime;
r:= sqr(Vx) + sqr(Vy);
if not (r > 1) then
begin
@@ -171,8 +171,8 @@
if Level = 1 then
value:= RateExplosion(Me, EX, EY, 101, afTrackFall or afErasesLand)
else value:= RateExplosion(Me, EX, EY, 101);
- if value = 0 then
- value:= 1024 - Metric(Targ.X, Targ.Y, EX, EY) div 64;
+ if (value = 0) and (Targ.Kind = gtHedgehog) then
+ value:= 1024 - Metric(Targ.Point.X, Targ.Point.Y, EX, EY) div 64;
if valueResult <= value then
begin
ap.Angle:= DxDy2AttackAnglef(Vx, Vy) + AIrndSign(random((Level - 1) * 9));
@@ -189,7 +189,7 @@
end;
-function TestDrillRocket(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
+function TestDrillRocket(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
var Vx, Vy, r, mX, mY: real;
rTime: LongInt;
EX, EY: LongInt;
@@ -210,8 +210,8 @@
valueResult:= BadTurn;
repeat
rTime:= rTime + 300 + Level * 50 + random(300);
- Vx:= - windSpeed * rTime * 0.5 + (Targ.X + AIrndSign(2) - mX) / rTime;
- Vy:= cGravityf * rTime * 0.5 - (Targ.Y - 35 - mY) / rTime;
+ Vx:= - windSpeed * rTime * 0.5 + (Targ.Point.X + AIrndSign(2) - mX) / rTime;
+ Vy:= cGravityf * rTime * 0.5 - (Targ.Point.Y - 35 - mY) / rTime;
r:= sqr(Vx) + sqr(Vy);
if not (r > 1) then
begin
@@ -229,7 +229,7 @@
until (((Me = CurrentHedgehog^.Gear) and TestColl(trunc(x), trunc(y), 5)) or
((Me <> CurrentHedgehog^.Gear) and TestCollExcludingMe(Me^.Hedgehog^.Gear, trunc(x), trunc(y), 5))) or (y > cWaterLine);
- if TestCollExcludingObjects(trunc(x), trunc(y), 5) and (Abs(Targ.X - trunc(x)) + Abs(Targ.Y - trunc(y)) > 21) then
+ if TestCollExcludingObjects(trunc(x), trunc(y), 5) and (Abs(Targ.Point.X - trunc(x)) + Abs(Targ.Point.Y - trunc(y)) > 21) then
begin
timer := 500;
t2 := 0.5 / sqrt(sqr(dX) + sqr(dY));
@@ -239,7 +239,7 @@
x:= x + dX;
y:= y + dY;
dec(timer);
- until (Abs(Targ.X - trunc(x)) + Abs(Targ.Y - trunc(y)) < 22)
+ until (Abs(Targ.Point.X - trunc(x)) + Abs(Targ.Point.Y - trunc(y)) < 22)
or (x < 0)
or (y < 0)
or (trunc(x) > LAND_WIDTH)
@@ -250,7 +250,7 @@
EX:= trunc(x);
EY:= trunc(y);
// Try to prevent AI from thinking firing into water will cause a drowning
- if (EY < cWaterLine-5) and (Timer > 0) and (Abs(Targ.X - trunc(x)) + Abs(Targ.Y - trunc(y)) > 21) then exit(BadTurn);
+ if (EY < cWaterLine-5) and (Timer > 0) and (Abs(Targ.Point.X - trunc(x)) + Abs(Targ.Point.Y - trunc(y)) > 21) then exit(BadTurn);
if Level = 1 then
value:= RateExplosion(Me, EX, EY, 101, afTrackFall or afErasesLand)
else value:= RateExplosion(Me, EX, EY, 101);
@@ -269,7 +269,7 @@
end;
-function TestSnowball(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
+function TestSnowball(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
var Vx, Vy, r: real;
rTime: LongInt;
EX, EY: LongInt;
@@ -287,8 +287,8 @@
valueResult:= BadTurn;
repeat
rTime:= rTime + 300 + Level * 50 + random(1000);
- Vx:= - windSpeed * rTime * 0.5 + ((Targ.X + AIrndSign(2)) - meX) / rTime;
- Vy:= cGravityf * rTime * 0.5 - (Targ.Y - meY) / rTime;
+ Vx:= - windSpeed * rTime * 0.5 + ((Targ.Point.X + AIrndSign(2)) - meX) / rTime;
+ Vy:= cGravityf * rTime * 0.5 - (Targ.Point.Y - meY) / rTime;
r:= sqr(Vx) + sqr(Vy);
if not (r > 1) then
begin
@@ -311,7 +311,7 @@
value:= RateShove(Me, trunc(x), trunc(y), 5, 1, trunc((abs(dX)+abs(dY))*20), -dX, -dY, afTrackFall);
// LOL copypasta: this is score for digging with... snowball
//if value = 0 then
- // value:= - Metric(Targ.X, Targ.Y, EX, EY) div 64;
+ // value:= - Metric(Targ.Point.X, Targ.Point.Y, EX, EY) div 64;
if valueResult <= value then
begin
@@ -327,7 +327,7 @@
TestSnowball:= valueResult
end;
-function TestMolotov(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
+function TestMolotov(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
var Vx, Vy, r: real;
Score, EX, EY, valueResult: LongInt;
TestTime: Longword;
@@ -341,8 +341,8 @@
ap.ExplR:= 0;
repeat
inc(TestTime, 300);
- Vx:= (Targ.X - meX) / TestTime;
- Vy:= cGravityf * (TestTime div 2) - Targ.Y - meY / TestTime;
+ Vx:= (Targ.Point.X - meX) / TestTime;
+ Vy:= cGravityf * (TestTime div 2) - Targ.Point.Y - meY / TestTime;
r:= sqr(Vx) + sqr(Vy);
if not (r > 1) then
begin
@@ -378,7 +378,7 @@
TestMolotov:= valueResult
end;
-function TestGrenade(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
+function TestGrenade(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
const tDelta = 24;
var Vx, Vy, r: real;
Score, EX, EY, valueResult: LongInt;
@@ -393,8 +393,8 @@
meY:= hwFloat2Float(Me^.Y);
repeat
inc(TestTime, 1000);
- Vx:= (Targ.X - meX) / (TestTime + tDelta);
- Vy:= cGravityf * ((TestTime + tDelta) div 2) - (Targ.Y - meY) / (TestTime + tDelta);
+ Vx:= (Targ.Point.X - meX) / (TestTime + tDelta);
+ Vy:= cGravityf * ((TestTime + tDelta) div 2) - (Targ.Point.Y - meY) / (TestTime + tDelta);
r:= sqr(Vx) + sqr(Vy);
if not (r > 1) then
begin
@@ -434,7 +434,7 @@
TestGrenade:= valueResult
end;
-function TestClusterBomb(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
+function TestClusterBomb(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
const tDelta = 24;
var Vx, Vy, r: real;
Score, EX, EY, valueResult: LongInt;
@@ -450,11 +450,11 @@
repeat
inc(TestTime, 900);
// Try to overshoot slightly, seems to pay slightly better dividends in terms of hitting cluster
- if meX<Targ.X then
- Vx:= ((Targ.X+10) - meX) / (TestTime + tDelta)
+ if meX<Targ.Point.X then
+ Vx:= ((Targ.Point.X+10) - meX) / (TestTime + tDelta)
else
- Vx:= ((Targ.X-10) - meX) / (TestTime + tDelta);
- Vy:= cGravityf * ((TestTime + tDelta) div 2) - ((Targ.Y-50) - meY) / (TestTime + tDelta);
+ Vx:= ((Targ.Point.X-10) - meX) / (TestTime + tDelta);
+ Vy:= cGravityf * ((TestTime + tDelta) div 2) - ((Targ.Point.Y-50) - meY) / (TestTime + tDelta);
r:= sqr(Vx)+sqr(Vy);
if not (r > 1) then
begin
@@ -491,7 +491,7 @@
TestClusterBomb:= valueResult
end;
-function TestWatermelon(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
+function TestWatermelon(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
const tDelta = 24;
var Vx, Vy, r: real;
Score, EX, EY, valueResult: LongInt;
@@ -506,8 +506,8 @@
meY:= hwFloat2Float(Me^.Y);
repeat
inc(TestTime, 900);
- Vx:= (Targ.X - meX) / (TestTime + tDelta);
- Vy:= cGravityf * ((TestTime + tDelta) div 2) - ((Targ.Y-50) - meY) / (TestTime + tDelta);
+ Vx:= (Targ.Point.X - meX) / (TestTime + tDelta);
+ Vy:= cGravityf * ((TestTime + tDelta) div 2) - ((Targ.Point.Y-50) - meY) / (TestTime + tDelta);
r:= sqr(Vx)+sqr(Vy);
if not (r > 1) then
begin
@@ -567,7 +567,7 @@
Solve:= 0
end;
-function TestMortar(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
+function TestMortar(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
//const tDelta = 24;
var Vx, Vy: real;
Score, EX, EY: LongInt;
@@ -583,13 +583,13 @@
if (Level > 2) then
exit(BadTurn);
- TestTime:= Solve(Targ.X, Targ.Y, trunc(meX), trunc(meY));
+ TestTime:= Solve(Targ.Point.X, Targ.Point.Y, trunc(meX), trunc(meY));
if TestTime = 0 then
exit(BadTurn);
- Vx:= (Targ.X - meX) / TestTime;
- Vy:= cGravityf * (TestTime div 2) - (Targ.Y - meY) / TestTime;
+ Vx:= (Targ.Point.X - meX) / TestTime;
+ Vy:= cGravityf * (TestTime div 2) - (Targ.Point.Y - meY) / TestTime;
x:= meX;
y:= meY;
@@ -609,7 +609,7 @@
Score:= RateExplosion(Me, EX, EY, 91);
if (Score = 0) then
if (dY > 0.15) then
- Score:= - abs(Targ.Y - EY) div 32
+ Score:= - abs(Targ.Point.Y - EY) div 32
else
Score:= BadTurn
else if (Score < 0) then
@@ -629,7 +629,7 @@
end;
end;
-function TestShotgun(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
+function TestShotgun(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
const
MIN_RANGE = 80;
MAX_RANGE = 400;
@@ -643,12 +643,12 @@
ap.Power:= 1;
x:= hwFloat2Float(Me^.X);
y:= hwFloat2Float(Me^.Y);
-range:= Metric(trunc(x), trunc(y), Targ.X, Targ.Y);
+range:= Metric(trunc(x), trunc(y), Targ.Point.X, Targ.Point.Y);
if ( range < MIN_RANGE ) or ( range > MAX_RANGE ) then
exit(BadTurn);
-Vx:= (Targ.X - x) * 1 / 1024;
-Vy:= (Targ.Y - y) * 1 / 1024;
+Vx:= (Targ.Point.X - x) * 1 / 1024;
+Vy:= (Targ.Point.Y - y) * 1 / 1024;
ap.Angle:= DxDy2AttackAnglef(Vx, -Vy);
repeat
x:= x + vX;
@@ -662,14 +662,14 @@
y:= y + vY * 8;
valueResult:= RateShotgun(Me, vX, vY, rx, ry);
- if valueResult = 0 then
- valueResult:= 1024 - Metric(Targ.X, Targ.Y, rx, ry) div 64
+ if (valueResult = 0) and (Targ.Kind = gtHedgehog) then
+ valueResult:= 1024 - Metric(Targ.Point.X, Targ.Point.Y, rx, ry) div 64
else
dec(valueResult, Level * 4000);
// 27/20 is reuse bonus
exit(valueResult * 27 div 20)
end
-until (Abs(Targ.X - trunc(x)) + Abs(Targ.Y - trunc(y)) < 4)
+until (Abs(Targ.Point.X - trunc(x)) + Abs(Targ.Point.Y - trunc(y)) < 4)
or (x < 0)
or (y < 0)
or (trunc(x) > LAND_WIDTH)
@@ -678,7 +678,7 @@
TestShotgun:= BadTurn
end;
-function TestDesertEagle(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
+function TestDesertEagle(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
var Vx, Vy, x, y, t, dmgMod: real;
d: Longword;
fallDmg, valueResult: LongInt;
@@ -693,12 +693,12 @@
x:= hwFloat2Float(Me^.X);
y:= hwFloat2Float(Me^.Y);
-if Abs(trunc(x) - Targ.X) + Abs(trunc(y) - Targ.Y) < 20 then
+if Abs(trunc(x) - Targ.Point.X) + Abs(trunc(y) - Targ.Point.Y) < 20 then
exit(BadTurn);
-t:= 2 / sqrt(sqr(Targ.X - x)+sqr(Targ.Y-y));
-Vx:= (Targ.X - x) * t;
-Vy:= (Targ.Y - y) * t;
+t:= 2 / sqrt(sqr(Targ.Point.X - x)+sqr(Targ.Point.Y-y));
+Vx:= (Targ.Point.X - x) * t;
+Vy:= (Targ.Point.Y - y) * t;
ap.Angle:= DxDy2AttackAnglef(Vx, -Vy);
d:= 0;
@@ -708,21 +708,21 @@
if ((trunc(x) and LAND_WIDTH_MASK) = 0)and((trunc(y) and LAND_HEIGHT_MASK) = 0)
and (Land[trunc(y), trunc(x)] <> 0) then
inc(d);
-until (Abs(Targ.X - trunc(x)) + Abs(Targ.Y - trunc(y)) < 5)
+until (Abs(Targ.Point.X - trunc(x)) + Abs(Targ.Point.Y - trunc(y)) < 5)
or (x < 0)
or (y < 0)
or (trunc(x) > LAND_WIDTH)
or (trunc(y) > LAND_HEIGHT)
or (d > 48);
-if Abs(Targ.X - trunc(x)) + Abs(Targ.Y - trunc(y)) < 5 then
- valueResult:= RateShove(Me, Targ.X, Targ.Y, 1, 7, 20, vX*0.125, vY*0.125, afTrackFall)
+if Abs(Targ.Point.X - trunc(x)) + Abs(Targ.Point.Y - trunc(y)) < 5 then
+ valueResult:= RateShove(Me, Targ.Point.X, Targ.Point.Y, 1, 7, 20, vX*0.125, vY*0.125, afTrackFall)
else valueResult:= BadTurn;
TestDesertEagle:= valueResult
end;
-function TestSniperRifle(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
+function TestSniperRifle(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
var Vx, Vy, x, y, t, dmg, dmgMod: real;
d: Longword;
fallDmg: LongInt;
@@ -735,14 +735,14 @@
ap.Power:= 1;
x:= hwFloat2Float(Me^.X);
y:= hwFloat2Float(Me^.Y);
-if Abs(trunc(x) - Targ.X) + Abs(trunc(y) - Targ.Y) < 40 then
+if Abs(trunc(x) - Targ.Point.X) + Abs(trunc(y) - Targ.Point.Y) < 40 then
exit(BadTurn);
-dmg:= sqrt(sqr(Targ.X - x)+sqr(Targ.Y-y));
+dmg:= sqrt(sqr(Targ.Point.X - x)+sqr(Targ.Point.Y-y));
t:= 1.5 / dmg;
dmg:= dmg * 0.025; // div 40
-Vx:= (Targ.X - x) * t;
-Vy:= (Targ.Y - y) * t;
+Vx:= (Targ.Point.X - x) * t;
+Vy:= (Targ.Point.Y - y) * t;
ap.Angle:= DxDy2AttackAnglef(Vx, -Vy);
d:= 0;
@@ -752,20 +752,20 @@
if ((trunc(x) and LAND_WIDTH_MASK) = 0)and((trunc(y) and LAND_HEIGHT_MASK) = 0)
and (Land[trunc(y), trunc(x)] <> 0) then
inc(d);
-until (Abs(Targ.X - trunc(x)) + Abs(Targ.Y - trunc(y)) < 4)
+until (Abs(Targ.Point.X - trunc(x)) + Abs(Targ.Point.Y - trunc(y)) < 4)
or (x < 0)
or (y < 0)
or (trunc(x) > LAND_WIDTH)
or (trunc(y) > LAND_HEIGHT)
or (d > 22);
-if Abs(Targ.X - trunc(x)) + Abs(Targ.Y - trunc(y)) < 4 then
- TestSniperRifle:= RateShove(Me, Targ.X, Targ.Y, 1, trunc(dmg), 20, vX*0.166, vY*0.166, afTrackFall)
+if Abs(Targ.Point.X - trunc(x)) + Abs(Targ.Point.Y - trunc(y)) < 4 then
+ TestSniperRifle:= RateShove(Me, Targ.Point.X, Targ.Point.Y, 1, trunc(dmg), 20, vX*0.166, vY*0.166, afTrackFall)
else TestSniperRifle:= BadTurn;
end;
-function TestBaseballBat(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
+function TestBaseballBat(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
var valueResult, a, v1, v2: LongInt;
x, y, trackFall: LongInt;
dx, dy: real;
@@ -817,7 +817,7 @@
TestBaseballBat:= valueResult;
end;
-function TestFirePunch(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
+function TestFirePunch(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
var valueResult, v1, v2, i: LongInt;
x, y, trackFall: LongInt;
begin
@@ -875,7 +875,7 @@
end;
-function TestWhip(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
+function TestWhip(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
var valueResult, v1, v2: LongInt;
x, y, trackFall: LongInt;
begin
@@ -930,7 +930,7 @@
TestWhip:= valueResult;
end;
-function TestKamikaze(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
+function TestKamikaze(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
const step = 8;
var valueResult, i, v, tx: LongInt;
trackFall: LongInt;
@@ -952,7 +952,7 @@
x:= hwFloat2Float(Me^.X);
y:= hwFloat2Float(Me^.Y);
- d:= sqrt(sqr(Targ.X - x) + sqr(Targ.Y - y));
+ d:= sqrt(sqr(Targ.Point.X - x) + sqr(Targ.Point.Y - y));
if d < 10 then
begin
dx:= 0;
@@ -962,8 +962,8 @@
else
begin
t:= step / d;
- dx:= (Targ.X - x) * t;
- dy:= (Targ.Y - y) * t;
+ dx:= (Targ.Point.X - x) * t;
+ dy:= (Targ.Point.Y - y) * t;
ap.Angle:= DxDy2AttackAnglef(dx, -dy)
end;
@@ -1014,7 +1014,7 @@
TestKamikaze:= valueResult;
end;
-function TestHammer(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
+function TestHammer(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
var rate: LongInt;
begin
Level:= Level; // avoid compiler hint
@@ -1031,7 +1031,7 @@
TestHammer:= rate;
end;
-function TestAirAttack(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
+function TestAirAttack(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
const cShift = 4;
var bombsSpeed, X, Y, dY: real;
b: array[0..9] of boolean;
@@ -1045,12 +1045,12 @@
exit(BadTurn);
ap.Angle:= 0;
-ap.AttackPutX:= Targ.X;
-ap.AttackPutY:= Targ.Y;
+ap.AttackPutX:= Targ.Point.X;
+ap.AttackPutY:= Targ.Point.Y;
bombsSpeed:= hwFloat2Float(cBombsSpeed);
-X:= Targ.X - 135 - cShift; // hh center - cShift
-X:= X - bombsSpeed * sqrt(((Targ.Y + 128) * 2) / cGravityf);
+X:= Targ.Point.X - 135 - cShift; // hh center - cShift
+X:= X - bombsSpeed * sqrt(((Targ.Point.Y + 128) * 2) / cGravityf);
Y:= -128;
dY:= 0;
@@ -1082,7 +1082,7 @@
for i:= 0 to 5 do inc(valueResult, dmg[i]);
t:= valueResult;
-ap.AttackPutX:= Targ.X - 60;
+ap.AttackPutX:= Targ.Point.X - 60;
for i:= 0 to 3 do
begin
@@ -1091,7 +1091,7 @@
if t > valueResult then
begin
valueResult:= t;
- ap.AttackPutX:= Targ.X - 30 - cShift + i * 30
+ ap.AttackPutX:= Targ.Point.X - 30 - cShift + i * 30
end
end;
@@ -1101,7 +1101,7 @@
end;
-function TestTeleport(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
+function TestTeleport(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
var
i, failNum: longword;
maxTop: longword;
@@ -1114,15 +1114,15 @@
begin
if Me^.Health <= 100 then
begin
- maxTop := Targ.Y - cHHRadius * 2;
+ maxTop := Targ.Point.Y - cHHRadius * 2;
- while not TestColl(Targ.X, maxTop, cHHRadius) and (maxTop > topY + cHHRadius * 2 + 1) do
+ while not TestColl(Targ.Point.X, maxTop, cHHRadius) and (maxTop > topY + cHHRadius * 2 + 1) do
dec(maxTop, cHHRadius*2);
- if not TestColl(Targ.X, maxTop + cHHRadius, cHHRadius) then
+ if not TestColl(Targ.Point.X, maxTop + cHHRadius, cHHRadius) then
begin
- ap.AttackPutX := Targ.X;
+ ap.AttackPutX := Targ.Point.X;
ap.AttackPutY := maxTop + cHHRadius;
- TestTeleport := Targ.Y - maxTop;
+ TestTeleport := Targ.Point.Y - maxTop;
end;
end;
end
@@ -1165,7 +1165,7 @@
end;
end;
-function TestCake(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
+function TestCake(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
var valueResult, v1, v2: LongInt;
cake: TGear;
begin