hedgewars/uAIMisc.pas
author alfadur
Fri, 31 Jul 2020 05:41:53 +0300
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2015 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
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 *)
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{$INCLUDE "options.inc"}
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unit uAIMisc;
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interface
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uses SDLh, uConsts, uFloat, uTypes;
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const MAXBONUS = 1024;
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      afTrackFall  = $00000001;
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      afErasesLand = $00000002;
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      afSetSkip    = $00000004;
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      afIgnoreMe   = $00000008;
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      BadTurn = Low(LongInt) div 4;
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type TTarget = record // starting to look more and more like a gear
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    Point: TPoint;
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    Score, Radius: LongInt;
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    State: LongWord;
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    Density: real;
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    skip, matters, dead: boolean;
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    Kind: TGearType;
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    end;
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TTargets = record
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    Count: Longword;
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    ar: array[0..Pred(256)] of TTarget;
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    reset: boolean;
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    end;
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TJumpType = (jmpNone, jmpHJump, jmpLJump);
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TGoInfo = record
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    Ticks: Longword;
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    FallPix: Longword;
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    JumpType: TJumpType;
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    end;
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TBonus = record
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    X, Y: LongInt;
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    Radius: LongInt;
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    Score: LongInt;
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     end;
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TBonuses = record
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          activity: boolean;
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          Count : LongInt;
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          ar    : array[0..Pred(MAXBONUS)] of TBonus;
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       end;
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Twalkbonuses =  record
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        Count: Longword;
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        ar: array[0..Pred(MAXBONUS div 8)] of TBonus;  // don't use too many
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        end;
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procedure initModule;
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procedure freeModule;
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procedure FillTargets;
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procedure ResetTargets; inline;
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procedure AddBonus(x, y: LongInt; r: Longword; s: LongInt); inline;
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procedure FillBonuses(isAfterAttack: boolean);
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procedure AwareOfExplosion(x, y, r: LongInt); inline;
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function  RatePlace(Gear: PGear): LongInt;
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function  CheckWrap(x: real): real; inline;
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function  TestColl(x, y, r: LongInt): boolean; inline;
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function  TestCollHogsOrObjects(x, y, r: LongInt): boolean; inline;
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function  TestCollExcludingObjects(x, y, r: LongInt): boolean; inline;
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function  TestCollExcludingMe(Me: PGear; x, y, r: LongInt): boolean; inline;
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function  RateExplosion(Me: PGear; x, y, r: LongInt): LongInt; inline;
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function  RateExplosion(Me: PGear; x, y, r: LongInt; Flags: LongWord): LongInt; inline;
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function  RealRateExplosion(Me: PGear; x, y, r: LongInt; Flags: LongWord): LongInt;
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function  RateShove(Me: PGear; x, y, r, power, kick: LongInt; gdX, gdY: real; Flags: LongWord): LongInt;
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function  RateShotgun(Me: PGear; gdX, gdY: real; x, y: LongInt): LongInt;
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function  RateSeduction(Me: PGear): LongInt;
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function  RateResurrector(Me: PGear): LongInt;
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function  RateHammer(Me: PGear): LongInt;
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function  HHGo(Gear, AltGear: PGear; var GoInfo: TGoInfo): boolean;
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function  AIrndSign(num: LongInt): LongInt; inline;
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function  AIrndOffset(targ: TTarget; Level: LongWord): LongInt; inline;
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var ThinkingHH: PGear;
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    Targets: TTargets;
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    bonuses: TBonuses;
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    walkbonuses: Twalkbonuses;
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const KillScore = 200;
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      ResurrectScore = 100;
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var friendlyfactor: LongInt = 300;
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var dmgMod: real = 1.0;
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implementation
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uses uCollisions, uVariables, uUtils, uGearsUtils, uAIAmmoTests;
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var
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    KnownExplosion: record
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        X, Y, Radius: LongInt
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        end = (X: 0; Y: 0; Radius: 0);
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procedure ResetTargets; inline;
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var i: LongWord;
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begin
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if Targets.reset then
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    for i:= 0 to Targets.Count do
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        Targets.ar[i].dead:= false;
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Targets.reset:= false;
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end;
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procedure FillTargets;
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var //i, t: Longword;
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    f, e: LongInt;
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    Gear: PGear;
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begin
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Targets.Count:= 0;
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Targets.reset:= false;
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f:= 0;
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e:= 0;
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Gear:= GearsList;
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   137
while Gear <> nil do
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   138
    begin
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    if  (((Gear^.Kind = gtHedgehog) and
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            (Gear <> ThinkingHH) and
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            (Gear^.Health > Gear^.Damage) and
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            (not Gear^.Hedgehog^.Team^.hasgone)) or
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        ((Gear^.Kind = gtGrave) and
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            (Gear^.Health = 0)) or
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        ((Gear^.Kind = gtExplosives) and
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            (Gear^.Health > Gear^.Damage)) or
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        ((Gear^.Kind = gtMine) and
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f01b836d702e I was using this to test firepunching likely duds, but most of the time that would probably just make him bazooka them
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            (Gear^.Health = 0) and
f01b836d702e I was using this to test firepunching likely duds, but most of the time that would probably just make him bazooka them
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             (Gear^.Damage < 35))
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             )  and
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        (Targets.Count < 256) then
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        begin
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        with Targets.ar[Targets.Count] do
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            begin
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            skip:= false;
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            dead:= false;
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            Kind:= Gear^.Kind;
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9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
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            Radius:= Gear^.Radius;
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            Density:= hwFloat2Float(Gear^.Density)/3;
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ff121fd3d08f *sigh* freakin "with"
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            State:= Gear^.State;
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            matters:= (Gear^.AIHints and aihDoesntMatter) = 0;
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   162
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            Point.X:= hwRound(Gear^.X);
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            Point.Y:= hwRound(Gear^.Y);
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            if (Gear^.Kind = gtHedgehog) then
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                begin
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                if (Gear^.Hedgehog^.Team^.Clan = CurrentTeam^.Clan) then
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                    begin
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                    Score:= Gear^.Damage - Gear^.Health;
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                    inc(f)
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                    end
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                else
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                    begin
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                    Score:= Gear^.Health - Gear^.Damage;
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                    inc(e)
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                    end;
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                end
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            else if Gear^.Kind = gtGrave then
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                if (Gear^.Hedgehog^.Team^.Clan = CurrentTeam^.Clan) then
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                    begin
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                    Score:= ResurrectScore;
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                    inc(f);
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                    end
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                else
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                    begin
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                    Score:= -ResurrectScore;
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                    inc(e);
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                    end
8956
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            else if Gear^.Kind = gtExplosives then
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                Score:= Gear^.Health - Gear^.Damage
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            else if Gear^.Kind = gtMine then
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                Score:= max(0,35-Gear^.Damage);
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   193
            end;
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        inc(Targets.Count)
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   195
        end;
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   196
    Gear:= Gear^.NextGear
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   197
    end;
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8dd71d960cbc If there's more hedgehogs in AI's team than in others, then it will be less afraid to give damage to friend hedgehog
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   198
8dd71d960cbc If there's more hedgehogs in AI's team than in others, then it will be less afraid to give damage to friend hedgehog
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   199
if e > f then friendlyfactor:= 300 + (e - f) * 30
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   200
else friendlyfactor:= max(30, 300 - f * 80 div max(1,e))
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   201
end;
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   202
6767
ccbf07b38a43 First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
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   203
procedure AddBonus(x, y: LongInt; r: Longword; s: LongInt); inline;
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begin
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if(bonuses.Count < MAXBONUS) then
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   206
    begin
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    bonuses.ar[bonuses.Count].x:= x;
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    bonuses.ar[bonuses.Count].y:= y;
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   209
    bonuses.ar[bonuses.Count].Radius:= r;
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    bonuses.ar[bonuses.Count].Score:= s;
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   211
    inc(bonuses.Count);
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   212
    end;
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   213
end;
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   214
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nemo
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   215
procedure AddWalkBonus(x, y: LongInt; r: Longword; s: LongInt); inline;
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
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   216
begin
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ac9ce7f033df Reduce number of walk bonuses further, doubt even 128 are needed. Fix count reset.
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   217
if(walkbonuses.Count < MAXBONUS div 8) then
7375
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   218
    begin
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
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   219
    walkbonuses.ar[walkbonuses.Count].x:= x;
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
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   220
    walkbonuses.ar[walkbonuses.Count].y:= y;
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
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   221
    walkbonuses.ar[walkbonuses.Count].Radius:= r;
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
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   222
    walkbonuses.ar[walkbonuses.Count].Score:= s;
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
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   223
    inc(walkbonuses.Count);
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
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   224
    end;
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
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   225
end;
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
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diff changeset
   226
6888
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
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   227
procedure FillBonuses(isAfterAttack: boolean);
66
9643d75baf1e Many AI improvements, bots do think in separate thread
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   228
var Gear: PGear;
549
4278a80140a8 - Introduce clans (teams with same color)
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   229
    MyClan: PClan;
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   230
    i: Longint;
66
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   231
begin
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   232
bonuses.Count:= 0;
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   233
bonuses.activity:= false;
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3836973380b9 remove some more PHedgehog casts
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   234
MyClan:= ThinkingHH^.Hedgehog^.Team^.Clan;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
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   235
Gear:= GearsList;
9643d75baf1e Many AI improvements, bots do think in separate thread
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   236
while Gear <> nil do
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3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
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   237
    begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
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   238
        case Gear^.Kind of
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   239
            gtAirAttack
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   240
            , gtAirBomb
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   241
            , gtBall
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   242
            , gtBee
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   243
            , gtBirdy
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   244
            , gtClusterBomb
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   245
            , gtCake
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   246
            , gtCluster
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   247
            , gtDrill
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   248
            , gtEgg
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unc0rr
parents: 10140
diff changeset
   249
            , gtGasBomb
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Wuzzy <Wuzzy2@mail.ru>
parents: 15715
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   250
            , gtGrenade
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Wuzzy <Wuzzy2@mail.ru>
parents: 15715
diff changeset
   251
            , gtHellishBomb
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Wuzzy <Wuzzy2@mail.ru>
parents: 15715
diff changeset
   252
            , gtPiano
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Wuzzy <Wuzzy2@mail.ru>
parents: 15715
diff changeset
   253
            , gtPoisonCloud
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Wuzzy <Wuzzy2@mail.ru>
parents: 15715
diff changeset
   254
            , gtRCPlane
12973ea952c6 AI: Update list of gears that trigger activity
Wuzzy <Wuzzy2@mail.ru>
parents: 15715
diff changeset
   255
            , gtMelonPiece
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Wuzzy <Wuzzy2@mail.ru>
parents: 15715
diff changeset
   256
            , gtMolotov
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unc0rr
parents: 10140
diff changeset
   257
            , gtMortar
15748
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Wuzzy <Wuzzy2@mail.ru>
parents: 15715
diff changeset
   258
            , gtNapalmBomb
12973ea952c6 AI: Update list of gears that trigger activity
Wuzzy <Wuzzy2@mail.ru>
parents: 15715
diff changeset
   259
            , gtShell
12973ea952c6 AI: Update list of gears that trigger activity
Wuzzy <Wuzzy2@mail.ru>
parents: 15715
diff changeset
   260
            , gtSnowball
12973ea952c6 AI: Update list of gears that trigger activity
Wuzzy <Wuzzy2@mail.ru>
parents: 15715
diff changeset
   261
            , gtWatermelon: bonuses.activity:= true;
6580
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lovelacer
parents: 6474
diff changeset
   262
            gtCase:
14285
6f3f59266c4c flag crates since waste of time for mutant.
nemo
parents: 14234
diff changeset
   263
                if (Gear^.AIHints and aihDoesntMatter) = 0 then
6f3f59266c4c flag crates since waste of time for mutant.
nemo
parents: 14234
diff changeset
   264
                    AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y) + 3, 37, 25);
6580
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lovelacer
parents: 6474
diff changeset
   265
            gtFlame:
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lovelacer
parents: 6474
diff changeset
   266
                if (Gear^.State and gsttmpFlag) <> 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   267
                    AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 20, -50);
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13ac59499066 update 0.9.19 with dev branch
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parents: 8895
diff changeset
   268
// avoid mines unless they are very likely to be duds, or are duds. also avoid if they are about to blow
10164
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unc0rr
parents: 10140
diff changeset
   269
            gtMine: begin
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10140
diff changeset
   270
                if (Gear^.State and gstMoving) <> 0 then bonuses.activity:= true;
10510
9329dab04490 some whitespace fixes
sheepluva
parents: 10354
diff changeset
   271
14785
b3fa6a19fc25 Computer hog no longer walks into player-placed mines if >= 90% duds
Wuzzy <Wuzzy2@mail.ru>
parents: 14607
diff changeset
   272
                if ((Gear^.State and gstAttacking) = 0) and (((cMineDudPercent < 90) or ((Gear^.State and gstWait) <> 0) and (Gear^.Health <> 0))
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   273
                or (isAfterAttack and (Gear^.Health = 0) and (Gear^.Damage > 30))) then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   274
                    AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 50, -50)
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   275
                else if (Gear^.State and gstAttacking) <> 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   276
                    AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 100, -50); // mine is on
10164
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10140
diff changeset
   277
                end;
14606
8736f3a0ff7f ai improvements are release branch safe
nemo
parents: 14285
diff changeset
   278
            gtAirMine: if ((Gear^.State and gstFrozen) = 0) then AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), gear^.Angle+5, -30);
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13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   279
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   280
            gtExplosives:
10164
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10140
diff changeset
   281
                begin
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10140
diff changeset
   282
                //if (Gear^.State and gstMoving) <> 0 then bonuses.activity:= true;
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   283
10164
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10140
diff changeset
   284
                if isAfterAttack then
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10140
diff changeset
   285
                    AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 75, -60 + Gear^.Health);
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10140
diff changeset
   286
                end;
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10140
diff changeset
   287
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10140
diff changeset
   288
            gtSMine: begin
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10140
diff changeset
   289
                if (Gear^.State and (gstMoving or gstAttacking)) <> 0 then bonuses.activity:= true;
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10140
diff changeset
   290
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   291
                AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 50, -30);
10164
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10140
diff changeset
   292
                end;
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   293
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   294
            gtDynamite:
10164
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10140
diff changeset
   295
                begin
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10140
diff changeset
   296
                bonuses.activity:= true;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   297
                AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 150, -75);
10164
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10140
diff changeset
   298
                end;
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   299
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   300
            gtHedgehog:
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   301
                begin
10510
9329dab04490 some whitespace fixes
sheepluva
parents: 10354
diff changeset
   302
                if (ThinkingHH <> Gear)
9329dab04490 some whitespace fixes
sheepluva
parents: 10354
diff changeset
   303
                    and (((Gear^.State and (gstMoving or gstDrowning or gstHHDeath)) <> 0)
10164
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10140
diff changeset
   304
                        or (Gear^.Health = 0)
10510
9329dab04490 some whitespace fixes
sheepluva
parents: 10354
diff changeset
   305
                        or (Gear^.Damage >= Gear^.Health))
10164
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10140
diff changeset
   306
                    then begin
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10140
diff changeset
   307
                    bonuses.activity:= true;
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10140
diff changeset
   308
                    end;
10510
9329dab04490 some whitespace fixes
sheepluva
parents: 10354
diff changeset
   309
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   310
                if Gear^.Damage >= Gear^.Health then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   311
                    AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 60, -25)
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   312
                else
7385
4acb5c021cb9 Don't consider moving hedgehogs in place rating in after attack mode
unc0rr
parents: 7378
diff changeset
   313
                    if isAfterAttack
4acb5c021cb9 Don't consider moving hedgehogs in place rating in after attack mode
unc0rr
parents: 7378
diff changeset
   314
                      and (ThinkingHH^.Hedgehog <> Gear^.Hedgehog)
4acb5c021cb9 Don't consider moving hedgehogs in place rating in after attack mode
unc0rr
parents: 7378
diff changeset
   315
                      and ((hwAbs(Gear^.dX) + hwAbs(Gear^.dY)) < _0_1) then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   316
                        if (ClansCount > 2) or (MyClan = Gear^.Hedgehog^.Team^.Clan) then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   317
                            AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 150, -3) // hedgehog-friend
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   318
                        else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   319
                            AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 100, 3)
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   320
                end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   321
            end;
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
   322
    Gear:= Gear^.NextGear
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
   323
    end;
10164
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10140
diff changeset
   324
71
5f56c6979496 - Changed falling damage scoring
unc0rr
parents: 70
diff changeset
   325
if isAfterAttack and (KnownExplosion.Radius > 0) then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   326
    with KnownExplosion do
74
42257fee61ae - Unicode support for team and hedgehogs names
unc0rr
parents: 71
diff changeset
   327
        AddBonus(X, Y, Radius + 10, -Radius);
7375
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7360
diff changeset
   328
if isAfterAttack then
7378
ac9ce7f033df Reduce number of walk bonuses further, doubt even 128 are needed. Fix count reset.
nemo
parents: 7375
diff changeset
   329
    begin
7375
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7360
diff changeset
   330
    for i:= 0 to Pred(walkbonuses.Count) do
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7360
diff changeset
   331
        with walkbonuses.ar[i] do
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7360
diff changeset
   332
            AddBonus(X, Y, Radius, Score);
7378
ac9ce7f033df Reduce number of walk bonuses further, doubt even 128 are needed. Fix count reset.
nemo
parents: 7375
diff changeset
   333
    walkbonuses.Count:= 0
ac9ce7f033df Reduce number of walk bonuses further, doubt even 128 are needed. Fix count reset.
nemo
parents: 7375
diff changeset
   334
    end;
71
5f56c6979496 - Changed falling damage scoring
unc0rr
parents: 70
diff changeset
   335
end;
5f56c6979496 - Changed falling damage scoring
unc0rr
parents: 70
diff changeset
   336
6986
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6952
diff changeset
   337
procedure AwareOfExplosion(x, y, r: LongInt); inline;
71
5f56c6979496 - Changed falling damage scoring
unc0rr
parents: 70
diff changeset
   338
begin
6986
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6952
diff changeset
   339
    KnownExplosion.X:= x;
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6952
diff changeset
   340
    KnownExplosion.Y:= y;
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6952
diff changeset
   341
    KnownExplosion.Radius:= r
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   342
end;
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   343
371
731ad6d27bd1 integer -> LongInt
unc0rr
parents: 370
diff changeset
   344
function RatePlace(Gear: PGear): LongInt;
731ad6d27bd1 integer -> LongInt
unc0rr
parents: 370
diff changeset
   345
var i, r: LongInt;
2695
ed789a7ef68d makes freepascal code compatible with OBJFPC mode
koda
parents: 2616
diff changeset
   346
    rate: LongInt;
6778
a9c6457dca29 Minimise another sqrt check.
nemo
parents: 6777
diff changeset
   347
    gX, gY: real;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   348
begin
6778
a9c6457dca29 Minimise another sqrt check.
nemo
parents: 6777
diff changeset
   349
gX:= hwFloat2Float(Gear^.X);
a9c6457dca29 Minimise another sqrt check.
nemo
parents: 6777
diff changeset
   350
gY:= hwFloat2Float(Gear^.Y);
2695
ed789a7ef68d makes freepascal code compatible with OBJFPC mode
koda
parents: 2616
diff changeset
   351
rate:= 0;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   352
for i:= 0 to Pred(bonuses.Count) do
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
   353
    with bonuses.ar[i] do
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
   354
        begin
6778
a9c6457dca29 Minimise another sqrt check.
nemo
parents: 6777
diff changeset
   355
        r:= Radius;
a9c6457dca29 Minimise another sqrt check.
nemo
parents: 6777
diff changeset
   356
        if abs(gX-X)+abs(gY-Y) < Radius then
a9c6457dca29 Minimise another sqrt check.
nemo
parents: 6777
diff changeset
   357
            r:= trunc(sqrt(sqr(gX - X)+sqr(gY - Y)));
7164
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
   358
        if r < 20 then
6777
fb71556205f4 Avoid local rate minimums around hog (within 15 pixels). Not tested.
unc0rr
parents: 6776
diff changeset
   359
                inc(rate, Score * Radius)
fb71556205f4 Avoid local rate minimums around hog (within 15 pixels). Not tested.
unc0rr
parents: 6776
diff changeset
   360
        else if r < Radius then
fb71556205f4 Avoid local rate minimums around hog (within 15 pixels). Not tested.
unc0rr
parents: 6776
diff changeset
   361
                inc(rate, Score * (Radius - r))
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
   362
        end;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
   363
    RatePlace:= rate;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   364
end;
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   365
13668
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13478
diff changeset
   366
function CheckWrap(x: real): real; inline;
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13478
diff changeset
   367
begin
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13478
diff changeset
   368
    if WorldEdge = weWrap then
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13478
diff changeset
   369
        if (x < leftX) then
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13478
diff changeset
   370
             x:= x + (rightX - leftX)
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13478
diff changeset
   371
        else if x > rightX then    
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13478
diff changeset
   372
             x:= x - (rightX - leftX);
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13478
diff changeset
   373
    CheckWrap:= x;
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13478
diff changeset
   374
end;
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13478
diff changeset
   375
8845
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   376
function CheckBounds(x, y, r: Longint): boolean; inline;
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   377
begin
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   378
    CheckBounds := (((x-r) and LAND_WIDTH_MASK) = 0) and
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   379
        (((x+r) and LAND_WIDTH_MASK) = 0) and
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   380
        (((y-r) and LAND_HEIGHT_MASK) = 0) and
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   381
        (((y+r) and LAND_HEIGHT_MASK) = 0);
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   382
end;
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   383
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   384
15750
cc8882e46784 AI: Fix bad AI collision checks
Wuzzy <Wuzzy2@mail.ru>
parents: 15749
diff changeset
   385
// Check for collision with anything
8845
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   386
function TestCollWithEverything(x, y, r: LongInt): boolean; inline;
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   387
begin
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   388
    if not CheckBounds(x, y, r) then
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   389
        exit(false);
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   390
8958
3818b38d72c0 simplify mine/explosive damage calc. clear dX in stable explosives. remove 0/4096 in trace routines.
nemo
parents: 8957
diff changeset
   391
    if (Land[y-r, x-r] <> 0) or
3818b38d72c0 simplify mine/explosive damage calc. clear dX in stable explosives. remove 0/4096 in trace routines.
nemo
parents: 8957
diff changeset
   392
       (Land[y+r, x-r] <> 0) or
3818b38d72c0 simplify mine/explosive damage calc. clear dX in stable explosives. remove 0/4096 in trace routines.
nemo
parents: 8957
diff changeset
   393
       (Land[y-r, x+r] <> 0) or
3818b38d72c0 simplify mine/explosive damage calc. clear dX in stable explosives. remove 0/4096 in trace routines.
nemo
parents: 8957
diff changeset
   394
       (Land[y+r, x+r] <> 0) then
8845
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   395
       exit(true);
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   396
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   397
    TestCollWithEverything := false;
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   398
end;
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   399
15750
cc8882e46784 AI: Fix bad AI collision checks
Wuzzy <Wuzzy2@mail.ru>
parents: 15749
diff changeset
   400
// Check for collision with non-objects
8845
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   401
function TestCollExcludingObjects(x, y, r: LongInt): boolean; inline;
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   402
begin
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   403
    if not CheckBounds(x, y, r) then
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   404
        exit(false);
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   405
8958
3818b38d72c0 simplify mine/explosive damage calc. clear dX in stable explosives. remove 0/4096 in trace routines.
nemo
parents: 8957
diff changeset
   406
    if (Land[y-r, x-r] > lfAllObjMask) or
3818b38d72c0 simplify mine/explosive damage calc. clear dX in stable explosives. remove 0/4096 in trace routines.
nemo
parents: 8957
diff changeset
   407
       (Land[y+r, x-r] > lfAllObjMask) or
15749
f9c2fd4bfb3e Fix some incorrect AI collision checks
Wuzzy <Wuzzy2@mail.ru>
parents: 15748
diff changeset
   408
       (Land[y-r, x+r] > lfAllObjMask) or
8958
3818b38d72c0 simplify mine/explosive damage calc. clear dX in stable explosives. remove 0/4096 in trace routines.
nemo
parents: 8957
diff changeset
   409
       (Land[y+r, x+r] > lfAllObjMask) then
8845
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   410
       exit(true);
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   411
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   412
    TestCollExcludingObjects:= false;
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   413
end;
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   414
15750
cc8882e46784 AI: Fix bad AI collision checks
Wuzzy <Wuzzy2@mail.ru>
parents: 15749
diff changeset
   415
// Check for collision with something other than current hedgehog or crate
8845
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   416
function TestColl(x, y, r: LongInt): boolean; inline;
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   417
begin
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   418
    if not CheckBounds(x, y, r) then
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   419
        exit(false);
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   420
13469
f1d349a52bc7 Refactor: lfCurrentHog→lfCurHogCrate, lfNotCurrentMask→lfNotCurHogCrate
Wuzzy <Wuzzy2@mail.ru>
parents: 11046
diff changeset
   421
    if (Land[y-r, x-r] and lfNotCurHogCrate <> 0) or
f1d349a52bc7 Refactor: lfCurrentHog→lfCurHogCrate, lfNotCurrentMask→lfNotCurHogCrate
Wuzzy <Wuzzy2@mail.ru>
parents: 11046
diff changeset
   422
       (Land[y+r, x-r] and lfNotCurHogCrate <> 0) or
15749
f9c2fd4bfb3e Fix some incorrect AI collision checks
Wuzzy <Wuzzy2@mail.ru>
parents: 15748
diff changeset
   423
       (Land[y-r, x+r] and lfNotCurHogCrate <> 0) or
13469
f1d349a52bc7 Refactor: lfCurrentHog→lfCurHogCrate, lfNotCurrentMask→lfNotCurHogCrate
Wuzzy <Wuzzy2@mail.ru>
parents: 11046
diff changeset
   424
       (Land[y+r, x+r] and lfNotCurHogCrate <> 0) then
8845
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   425
       exit(true);
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   426
8845
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   427
    TestColl:= false;
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   428
end;
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   429
15750
cc8882e46784 AI: Fix bad AI collision checks
Wuzzy <Wuzzy2@mail.ru>
parents: 15749
diff changeset
   430
// Check for collision with hedgehog or object
cc8882e46784 AI: Fix bad AI collision checks
Wuzzy <Wuzzy2@mail.ru>
parents: 15749
diff changeset
   431
function TestCollHogsOrObjects(x, y, r: LongInt): boolean; inline;
cc8882e46784 AI: Fix bad AI collision checks
Wuzzy <Wuzzy2@mail.ru>
parents: 15749
diff changeset
   432
begin
cc8882e46784 AI: Fix bad AI collision checks
Wuzzy <Wuzzy2@mail.ru>
parents: 15749
diff changeset
   433
    if not CheckBounds(x, y, r) then
cc8882e46784 AI: Fix bad AI collision checks
Wuzzy <Wuzzy2@mail.ru>
parents: 15749
diff changeset
   434
        exit(false);
8845
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   435
15750
cc8882e46784 AI: Fix bad AI collision checks
Wuzzy <Wuzzy2@mail.ru>
parents: 15749
diff changeset
   436
    if (Land[y-r, x-r] and lfAllObjMask <> 0) or
cc8882e46784 AI: Fix bad AI collision checks
Wuzzy <Wuzzy2@mail.ru>
parents: 15749
diff changeset
   437
       (Land[y+r, x-r] and lfAllObjMask <> 0) or
cc8882e46784 AI: Fix bad AI collision checks
Wuzzy <Wuzzy2@mail.ru>
parents: 15749
diff changeset
   438
       (Land[y-r, x+r] and lfAllObjMask <> 0) or
cc8882e46784 AI: Fix bad AI collision checks
Wuzzy <Wuzzy2@mail.ru>
parents: 15749
diff changeset
   439
       (Land[y+r, x+r] and lfAllObjMask <> 0) then
cc8882e46784 AI: Fix bad AI collision checks
Wuzzy <Wuzzy2@mail.ru>
parents: 15749
diff changeset
   440
       exit(true);
cc8882e46784 AI: Fix bad AI collision checks
Wuzzy <Wuzzy2@mail.ru>
parents: 15749
diff changeset
   441
cc8882e46784 AI: Fix bad AI collision checks
Wuzzy <Wuzzy2@mail.ru>
parents: 15749
diff changeset
   442
    TestCollHogsOrObjects:= false;
cc8882e46784 AI: Fix bad AI collision checks
Wuzzy <Wuzzy2@mail.ru>
parents: 15749
diff changeset
   443
end;
cc8882e46784 AI: Fix bad AI collision checks
Wuzzy <Wuzzy2@mail.ru>
parents: 15749
diff changeset
   444
cc8882e46784 AI: Fix bad AI collision checks
Wuzzy <Wuzzy2@mail.ru>
parents: 15749
diff changeset
   445
// Check for collision with something other than the given "Me" gear.
2616
6e2b341dc408 AI fire w/o moving for artillery. Needs testing, but seems to work quickly and w/o AI screwups.
nemo
parents: 2599
diff changeset
   446
// Wrapper to test various approaches.  If it works reasonably, will just replace.
6e2b341dc408 AI fire w/o moving for artillery. Needs testing, but seems to work quickly and w/o AI screwups.
nemo
parents: 2599
diff changeset
   447
// Right now, converting to hwFloat is a tad inefficient since the x/y were hwFloat to begin with...
6986
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6952
diff changeset
   448
function TestCollExcludingMe(Me: PGear; x, y, r: LongInt): boolean; inline;
2616
6e2b341dc408 AI fire w/o moving for artillery. Needs testing, but seems to work quickly and w/o AI screwups.
nemo
parents: 2599
diff changeset
   449
var MeX, MeY: LongInt;
6e2b341dc408 AI fire w/o moving for artillery. Needs testing, but seems to work quickly and w/o AI screwups.
nemo
parents: 2599
diff changeset
   450
begin
6e2b341dc408 AI fire w/o moving for artillery. Needs testing, but seems to work quickly and w/o AI screwups.
nemo
parents: 2599
diff changeset
   451
    if ((x and LAND_WIDTH_MASK) = 0) and ((y and LAND_HEIGHT_MASK) = 0) then
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   452
    begin
2616
6e2b341dc408 AI fire w/o moving for artillery. Needs testing, but seems to work quickly and w/o AI screwups.
nemo
parents: 2599
diff changeset
   453
        MeX:= hwRound(Me^.X);
6e2b341dc408 AI fire w/o moving for artillery. Needs testing, but seems to work quickly and w/o AI screwups.
nemo
parents: 2599
diff changeset
   454
        MeY:= hwRound(Me^.Y);
6e2b341dc408 AI fire w/o moving for artillery. Needs testing, but seems to work quickly and w/o AI screwups.
nemo
parents: 2599
diff changeset
   455
        // We are still inside the hog. Skip radius test
8845
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   456
        if ((sqr(x-MeX) + sqr(y-MeY)) < 256) and (Land[y, x] and lfObjMask = 0) then
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   457
            exit(false);
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   458
    end;
8845
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   459
    TestCollExcludingMe:= TestCollWithEverything(x, y, r)
7208
62e36dc45098 Ignore all objects for fall tracing with shove to avoid considering checkins as obstacles. many objects will get knocked by the kick anyway, so end result should be pretty good. Oh, and ditch the sniper rifle doubling.
nemo
parents: 7164
diff changeset
   460
end;
62e36dc45098 Ignore all objects for fall tracing with shove to avoid considering checkins as obstacles. many objects will get knocked by the kick anyway, so end result should be pretty good. Oh, and ditch the sniper rifle doubling.
nemo
parents: 7164
diff changeset
   461
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   462
6767
ccbf07b38a43 First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
parents: 6766
diff changeset
   463
8962
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   464
function TraceFall(eX, eY: LongInt; var x, y: Real; dX, dY: Real; r: LongWord; Target: TTarget): LongInt;
6767
ccbf07b38a43 First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
parents: 6766
diff changeset
   465
var skipLandCheck: boolean;
8962
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   466
    rCorner, dxdy, odX, odY: real;
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   467
    dmg: LongInt;
6767
ccbf07b38a43 First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
parents: 6766
diff changeset
   468
begin
8962
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   469
    odX:= dX;
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   470
    odY:= dY;
6769
44ad49a3a126 Add drowning to grenade too, try some little optimisations
nemo
parents: 6768
diff changeset
   471
    skipLandCheck:= true;
6767
ccbf07b38a43 First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
parents: 6766
diff changeset
   472
    // ok. attempt approximate search for an unbroken trajectory into water.  if it continues far enough, assume out of map
ccbf07b38a43 First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
parents: 6766
diff changeset
   473
    rCorner:= r * 0.75;
ccbf07b38a43 First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
parents: 6766
diff changeset
   474
    while true do
8952
a6ee1e7310fb trying to make AI aware of mine/explosive break point. also remove redundant test.
nemo
parents: 8951
diff changeset
   475
        begin
13668
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13478
diff changeset
   476
        x:= CheckWrap(x);
6767
ccbf07b38a43 First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
parents: 6766
diff changeset
   477
        x:= x + dX;
6768
a142cf8dbbd3 Fix silliness
unc0rr
parents: 6767
diff changeset
   478
        y:= y + dY;
15712
c4d7eb75fd8a AI: Add aiGravity and aiGravityf variables
Wuzzy <Wuzzy2@mail.ru>
parents: 15707
diff changeset
   479
        dY:= dY + aiGravityf;
6769
44ad49a3a126 Add drowning to grenade too, try some little optimisations
nemo
parents: 6768
diff changeset
   480
        skipLandCheck:= skipLandCheck and (r <> 0) and (abs(eX-x) + abs(eY-y) < r) and ((abs(eX-x) < rCorner) or (abs(eY-y) < rCorner));
8962
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   481
        if not skipLandCheck and TestCollExcludingObjects(trunc(x), trunc(y), Target.Radius) then
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   482
            with Target do
8952
a6ee1e7310fb trying to make AI aware of mine/explosive break point. also remove redundant test.
nemo
parents: 8951
diff changeset
   483
                begin
8962
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   484
                if (Kind = gtHedgehog) and (0.4 < dY) then
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   485
                    begin
8966
5ab59d79bc9a remove redundant abs, and some incorrect 1+ to damage
nemo
parents: 8964
diff changeset
   486
                    dmg := 1 + trunc((dY - 0.4) * 70);
5ab59d79bc9a remove redundant abs, and some incorrect 1+ to damage
nemo
parents: 8964
diff changeset
   487
                    exit(dmg)
8962
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   488
                    end
10015
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   489
                else
8952
a6ee1e7310fb trying to make AI aware of mine/explosive break point. also remove redundant test.
nemo
parents: 8951
diff changeset
   490
                    begin
8962
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   491
                    dxdy:= abs(dX)+abs(dY);
10015
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   492
                    if ((Kind = gtMine) and (dxdy > 0.35)) or
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   493
                       ((Kind = gtExplosives) and
8969
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   494
                            (((State and gstTmpFlag <> 0) and (dxdy > 0.35)) or
10015
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   495
                             ((State and gstTmpFlag = 0) and
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   496
                                ((abs(odX) > 0.15) or ((abs(odY) > 0.15) and
8962
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   497
                                (abs(odX) > 0.02))) and (dxdy > 0.35)))) then
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   498
                        begin
8966
5ab59d79bc9a remove redundant abs, and some incorrect 1+ to damage
nemo
parents: 8964
diff changeset
   499
                        dmg := trunc(dxdy * 25);
8962
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   500
                        exit(dmg)
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   501
                        end
9136
78f087fd3e5b parsing ok, stops at uGears
koda
parents: 9127
diff changeset
   502
                    else if (Kind = gtExplosives) and (not(abs(odX) > 0.15) or ((abs(odY) > 0.15) and (abs(odX) > 0.02))) and (dY > 0.2) then
8962
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   503
                        begin
8966
5ab59d79bc9a remove redundant abs, and some incorrect 1+ to damage
nemo
parents: 8964
diff changeset
   504
                        dmg := trunc(dy * 70);
8962
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   505
                        exit(dmg)
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   506
                        end
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   507
                    end;
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   508
            exit(0)
8952
a6ee1e7310fb trying to make AI aware of mine/explosive break point. also remove redundant test.
nemo
parents: 8951
diff changeset
   509
            end;
10354
56bd029245fc WIP: weSea tweaks, functional and visual
sheepluva
parents: 10164
diff changeset
   510
        if CheckCoordInWater(round(x), round(y)) then exit(-1)
8952
a6ee1e7310fb trying to make AI aware of mine/explosive break point. also remove redundant test.
nemo
parents: 8951
diff changeset
   511
        end
6767
ccbf07b38a43 First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
parents: 6766
diff changeset
   512
end;
ccbf07b38a43 First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
parents: 6766
diff changeset
   513
8962
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   514
function TraceShoveFall(var x, y: Real; dX, dY: Real; Target: TTarget): LongInt;
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   515
var dmg: LongInt;
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   516
    dxdy, odX, odY: real;
6770
7d2c6cdb816a Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
parents: 6769
diff changeset
   517
begin
8962
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   518
    odX:= dX;
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   519
    odY:= dY;
7716
95117607b81a Fix some hints
unc0rr
parents: 7651
diff changeset
   520
//v:= random($FFFFFFFF);
6770
7d2c6cdb816a Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
parents: 6769
diff changeset
   521
    while true do
8957
bdeb52d57dae explosive/mine damage for shove fall. AI still seems to refuse to bat dud mines :(
nemo
parents: 8956
diff changeset
   522
        begin
13668
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13478
diff changeset
   523
        x:= CheckWrap(x);
6770
7d2c6cdb816a Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
parents: 6769
diff changeset
   524
        x:= x + dX;
7d2c6cdb816a Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
parents: 6769
diff changeset
   525
        y:= y + dY;
15712
c4d7eb75fd8a AI: Add aiGravity and aiGravityf variables
Wuzzy <Wuzzy2@mail.ru>
parents: 15707
diff changeset
   526
        dY:= dY + aiGravityf;
7435
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
   527
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   528
{        if ((trunc(y) and LAND_HEIGHT_MASK) = 0) and ((trunc(x) and LAND_WIDTH_MASK) = 0) then
7210
2ff30b79d2b0 - Adjust some consts so whip and firepunch work perfectly
unc0rr
parents: 7208
diff changeset
   529
            begin
2ff30b79d2b0 - Adjust some consts so whip and firepunch work perfectly
unc0rr
parents: 7208
diff changeset
   530
            LandPixels[trunc(y), trunc(x)]:= v;
2ff30b79d2b0 - Adjust some consts so whip and firepunch work perfectly
unc0rr
parents: 7208
diff changeset
   531
            UpdateLandTexture(trunc(X), 1, trunc(Y), 1, true);
7435
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
   532
            end;}
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
   533
8962
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   534
        if TestCollExcludingObjects(trunc(x), trunc(y), Target.Radius) then
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   535
            with Target do
8957
bdeb52d57dae explosive/mine damage for shove fall. AI still seems to refuse to bat dud mines :(
nemo
parents: 8956
diff changeset
   536
                begin
8962
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   537
                if (Kind = gtHedgehog) and (0.4 < dY) then
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   538
                    begin
8966
5ab59d79bc9a remove redundant abs, and some incorrect 1+ to damage
nemo
parents: 8964
diff changeset
   539
                    dmg := trunc((dY - 0.4) * 70);
5ab59d79bc9a remove redundant abs, and some incorrect 1+ to damage
nemo
parents: 8964
diff changeset
   540
                    exit(dmg);
8962
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   541
                    end
10015
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   542
                else
8957
bdeb52d57dae explosive/mine damage for shove fall. AI still seems to refuse to bat dud mines :(
nemo
parents: 8956
diff changeset
   543
                    begin
8962
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   544
                    dxdy:= abs(dX)+abs(dY);
10015
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   545
                    if ((Kind = gtMine) and (dxdy > 0.4)) or
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   546
                       ((Kind = gtExplosives) and
8971
fcb29a13b1b1 Adjust barrel damage so AI can actually bat to explode them. Fix state flag check. Remove unneeded dmgMod var. Cancel dX for low dX barrel tracing.
nemo
parents: 8970
diff changeset
   547
                            (((State and gstTmpFlag <> 0) and (dxdy > 0.4)) or
10015
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   548
                             ((State and gstTmpFlag = 0) and
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   549
                                ((abs(odX) > 0.15) or ((abs(odY) > 0.15) and
8962
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   550
                                (abs(odX) > 0.02))) and (dxdy > 0.35)))) then
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   551
                        begin
8971
fcb29a13b1b1 Adjust barrel damage so AI can actually bat to explode them. Fix state flag check. Remove unneeded dmgMod var. Cancel dX for low dX barrel tracing.
nemo
parents: 8970
diff changeset
   552
                        dmg := trunc(dxdy * 50);
8962
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   553
                        exit(dmg)
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   554
                        end
9136
78f087fd3e5b parsing ok, stops at uGears
koda
parents: 9127
diff changeset
   555
                    else if (Kind = gtExplosives) and (not(abs(odX) > 0.15) or ((abs(odY) > 0.15) and (abs(odX) > 0.02))) and (dY > 0.2) then
8962
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   556
                        begin
8966
5ab59d79bc9a remove redundant abs, and some incorrect 1+ to damage
nemo
parents: 8964
diff changeset
   557
                        dmg := trunc(dy * 70);
8962
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   558
                        exit(dmg)
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   559
                        end
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   560
                    end;
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   561
            exit(0)
6770
7d2c6cdb816a Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
parents: 6769
diff changeset
   562
        end;
10354
56bd029245fc WIP: weSea tweaks, functional and visual
sheepluva
parents: 10164
diff changeset
   563
        if CheckCoordInWater(round(x), round(y)) then
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   564
            // returning -1 for drowning so it can be considered in the Rate routine
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   565
            exit(-1)
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   566
    end;
6770
7d2c6cdb816a Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
parents: 6769
diff changeset
   567
end;
7d2c6cdb816a Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
parents: 6769
diff changeset
   568
8939
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   569
function RateExplosion(Me: PGear; x, y, r: LongInt): LongInt; inline;
6986
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6952
diff changeset
   570
begin
8939
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   571
    RateExplosion:= RealRateExplosion(Me, x, y, r, 0);
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   572
    ResetTargets;
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   573
end;
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   574
function RateExplosion(Me: PGear; x, y, r: LongInt; Flags: LongWord): LongInt; inline;
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   575
begin
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   576
    RateExplosion:= RealRateExplosion(Me, x, y, r, Flags);
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   577
    ResetTargets;
6986
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6952
diff changeset
   578
end;
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6952
diff changeset
   579
8939
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   580
function RealRateExplosion(Me: PGear; x, y, r: LongInt; Flags: LongWord): LongInt;
8951
95dd846caf5d only rate subs if significant. still very much need correct fall+damage esp given different knocks.
nemo
parents: 8950
diff changeset
   581
var i, fallDmg, dmg, dmgBase, rate, subrate, erasure: LongInt;
8939
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   582
    pX, pY, dX, dY: real;
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   583
    hadSkips: boolean;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   584
begin
13668
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13478
diff changeset
   585
x:= round(CheckWrap(real(x)));
6783
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   586
fallDmg:= 0;
2695
ed789a7ef68d makes freepascal code compatible with OBJFPC mode
koda
parents: 2616
diff changeset
   587
rate:= 0;
15631
308930fe5f4a AI: Remove own gear from explosion/shove checks in kami/piano test
Wuzzy <Wuzzy2@mail.ru>
parents: 15410
diff changeset
   588
308930fe5f4a AI: Remove own gear from explosion/shove checks in kami/piano test
Wuzzy <Wuzzy2@mail.ru>
parents: 15410
diff changeset
   589
if (Flags and afIgnoreMe) = 0 then
15632
4ae2ebe812be AI: Tweak piano test
Wuzzy <Wuzzy2@mail.ru>
parents: 15631
diff changeset
   590
    // add our virtual position
15631
308930fe5f4a AI: Remove own gear from explosion/shove checks in kami/piano test
Wuzzy <Wuzzy2@mail.ru>
parents: 15410
diff changeset
   591
    with Targets.ar[Targets.Count] do
308930fe5f4a AI: Remove own gear from explosion/shove checks in kami/piano test
Wuzzy <Wuzzy2@mail.ru>
parents: 15410
diff changeset
   592
        begin
308930fe5f4a AI: Remove own gear from explosion/shove checks in kami/piano test
Wuzzy <Wuzzy2@mail.ru>
parents: 15410
diff changeset
   593
        Point.x:= hwRound(Me^.X);
308930fe5f4a AI: Remove own gear from explosion/shove checks in kami/piano test
Wuzzy <Wuzzy2@mail.ru>
parents: 15410
diff changeset
   594
        Point.y:= hwRound(Me^.Y);
308930fe5f4a AI: Remove own gear from explosion/shove checks in kami/piano test
Wuzzy <Wuzzy2@mail.ru>
parents: 15410
diff changeset
   595
        skip:= false;
308930fe5f4a AI: Remove own gear from explosion/shove checks in kami/piano test
Wuzzy <Wuzzy2@mail.ru>
parents: 15410
diff changeset
   596
        matters:= true;
308930fe5f4a AI: Remove own gear from explosion/shove checks in kami/piano test
Wuzzy <Wuzzy2@mail.ru>
parents: 15410
diff changeset
   597
        Kind:= gtHedgehog;
308930fe5f4a AI: Remove own gear from explosion/shove checks in kami/piano test
Wuzzy <Wuzzy2@mail.ru>
parents: 15410
diff changeset
   598
        Density:= 1;
308930fe5f4a AI: Remove own gear from explosion/shove checks in kami/piano test
Wuzzy <Wuzzy2@mail.ru>
parents: 15410
diff changeset
   599
        Radius:= cHHRadius;
308930fe5f4a AI: Remove own gear from explosion/shove checks in kami/piano test
Wuzzy <Wuzzy2@mail.ru>
parents: 15410
diff changeset
   600
        Score:= - ThinkingHH^.Health
308930fe5f4a AI: Remove own gear from explosion/shove checks in kami/piano test
Wuzzy <Wuzzy2@mail.ru>
parents: 15410
diff changeset
   601
        end;
308930fe5f4a AI: Remove own gear from explosion/shove checks in kami/piano test
Wuzzy <Wuzzy2@mail.ru>
parents: 15410
diff changeset
   602
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   603
// rate explosion
7161
21a9c70b2070 Name the flags for fall tracking and indicating whether the explosion erases terrain.
nemo
parents: 7154
diff changeset
   604
if (Flags and afErasesLand <> 0) and (GameFlags and gfSolidLand = 0) then erasure:= r
6767
ccbf07b38a43 First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
parents: 6766
diff changeset
   605
else erasure:= 0;
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   606
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   607
hadSkips:= false;
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   608
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   609
for i:= 0 to Targets.Count do
8939
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   610
    if not Targets.ar[i].dead then
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   611
        with Targets.ar[i] do
15631
308930fe5f4a AI: Remove own gear from explosion/shove checks in kami/piano test
Wuzzy <Wuzzy2@mail.ru>
parents: 15410
diff changeset
   612
          if not matters then
308930fe5f4a AI: Remove own gear from explosion/shove checks in kami/piano test
Wuzzy <Wuzzy2@mail.ru>
parents: 15410
diff changeset
   613
            hadSkips:= true
308930fe5f4a AI: Remove own gear from explosion/shove checks in kami/piano test
Wuzzy <Wuzzy2@mail.ru>
parents: 15410
diff changeset
   614
          else
8939
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   615
            begin
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   616
            dmg:= 0;
8963
1a8335f0d968 Apply radius consistently. Still doesn't explain AI fail I think, although I can't run it right now.
nemo
parents: 8962
diff changeset
   617
            dmgBase:= r + Radius div 2;
8939
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   618
            if abs(Point.x - x) + abs(Point.y - y) < dmgBase then
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   619
                dmg:= trunc(dmgMod * min((dmgBase - trunc(sqrt(sqr(Point.x - x)+sqr(Point.y - y)))) div 2, r));
5642
0ce9e01bae56 Make AI aware of damage modifiers
unc0rr
parents: 5604
diff changeset
   620
8939
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   621
            if dmg > 0 then
6767
ccbf07b38a43 First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
parents: 6766
diff changeset
   622
                begin
8939
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   623
                pX:= Point.x;
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   624
                pY:= Point.y;
8962
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   625
                fallDmg:= 0;
10635
8e8b320eefad nil out CurrentHedgehog in FreeModule, add a test for nil'd CurrentHedgehog in DelCI since I'd still like to use DeleteGear for the other stuff it does. Move some variable initialiasations in AI Misc to hopefully avoid some uninit val errors.
nemo
parents: 10510
diff changeset
   626
                dX:= 0;
8971
fcb29a13b1b1 Adjust barrel damage so AI can actually bat to explode them. Fix state flag check. Remove unneeded dmgMod var. Cancel dX for low dX barrel tracing.
nemo
parents: 8970
diff changeset
   627
                if (Flags and afTrackFall <> 0) and (Score > 0) and (dmg < Score) then
8939
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   628
                    begin
8955
nemo
parents: 8954
diff changeset
   629
                    dX:= (0.005 * dmg + 0.01) / Density;
8939
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   630
                    dY:= dX;
10015
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   631
                    if (Kind = gtExplosives) and (State and gstTmpFlag = 0) and
10140
a846641d2b04 What about exact value?
unc0rr
parents: 10108
diff changeset
   632
                       (((abs(dY) >= 0.15) and (abs(dX) < 0.02)) or
8954
1e8b390ab011 try to guess at barrel state. prob should flag it..
nemo
parents: 8953
diff changeset
   633
                        ((abs(dY) < 0.15) and (abs(dX) < 0.15))) then
1e8b390ab011 try to guess at barrel state. prob should flag it..
nemo
parents: 8953
diff changeset
   634
                        dX:= 0;
8971
fcb29a13b1b1 Adjust barrel damage so AI can actually bat to explode them. Fix state flag check. Remove unneeded dmgMod var. Cancel dX for low dX barrel tracing.
nemo
parents: 8970
diff changeset
   635
fcb29a13b1b1 Adjust barrel damage so AI can actually bat to explode them. Fix state flag check. Remove unneeded dmgMod var. Cancel dX for low dX barrel tracing.
nemo
parents: 8970
diff changeset
   636
                    if pX - x < 0 then dX:= -dX;
fcb29a13b1b1 Adjust barrel damage so AI can actually bat to explode them. Fix state flag check. Remove unneeded dmgMod var. Cancel dX for low dX barrel tracing.
nemo
parents: 8970
diff changeset
   637
                    if pY - y < 0 then dY:= -dY;
fcb29a13b1b1 Adjust barrel damage so AI can actually bat to explode them. Fix state flag check. Remove unneeded dmgMod var. Cancel dX for low dX barrel tracing.
nemo
parents: 8970
diff changeset
   638
8939
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   639
                    if (x and LAND_WIDTH_MASK = 0) and ((y+cHHRadius+2) and LAND_HEIGHT_MASK = 0) and
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   640
                       (Land[y+cHHRadius+2, x] and lfIndestructible <> 0) then
8962
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   641
                         fallDmg:= trunc(TraceFall(x, y, pX, pY, dX, dY, 0, Targets.ar[i]) * dmgMod)
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   642
                    else fallDmg:= trunc(TraceFall(x, y, pX, pY, dX, dY, erasure, Targets.ar[i]) * dmgMod)
8939
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   643
                    end;
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   644
                if Kind = gtHedgehog then
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   645
                    begin
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   646
                    if fallDmg < 0 then // drowning. score healthier hogs higher, since their death is more likely to benefit the AI
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   647
                        begin
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   648
                        if Score > 0 then
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   649
                            inc(rate, (KillScore + Score div 10) * 1024)   // Add a bit of a bonus for bigger hog drownings
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   650
                        else
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   651
                            dec(rate, (KillScore * friendlyfactor div 100 - Score div 10) * 1024) // and more of a punishment for drowning bigger friendly hogs
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   652
                        end
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   653
                    else if (dmg+fallDmg) >= abs(Score) then
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   654
                        begin
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   655
                        dead:= true;
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   656
                        Targets.reset:= true;
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   657
                        if dX < 0.035 then
8951
95dd846caf5d only rate subs if significant. still very much need correct fall+damage esp given different knocks.
nemo
parents: 8950
diff changeset
   658
                            begin
95dd846caf5d only rate subs if significant. still very much need correct fall+damage esp given different knocks.
nemo
parents: 8950
diff changeset
   659
                            subrate:= RealRateExplosion(Me, round(pX), round(pY), 61, afErasesLand or (Flags and afTrackFall));
95dd846caf5d only rate subs if significant. still very much need correct fall+damage esp given different knocks.
nemo
parents: 8950
diff changeset
   660
                            if abs(subrate) > 2000 then inc(Rate,subrate)
95dd846caf5d only rate subs if significant. still very much need correct fall+damage esp given different knocks.
nemo
parents: 8950
diff changeset
   661
                            end;
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   662
                        if Score > 0 then
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   663
                             inc(rate, KillScore * 1024 + (dmg + fallDmg)) // tiny bonus for dealing more damage than needed to kill
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   664
                        else dec(rate, KillScore * friendlyfactor div 100 * 1024)
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   665
                        end
8939
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   666
                    else
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   667
                        begin
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   668
                        if Score > 0 then
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   669
                             inc(rate, (dmg + fallDmg) * 1024)
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   670
                        else dec(rate, (dmg + fallDmg) * friendlyfactor div 100 * 1024)
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   671
                        end
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   672
                    end
8962
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   673
                else if (fallDmg >= 0) and ((dmg+fallDmg) >= Score) then
8939
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   674
                    begin
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   675
                    dead:= true;
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   676
                    Targets.reset:= true;
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   677
                    if Kind = gtExplosives then
8951
95dd846caf5d only rate subs if significant. still very much need correct fall+damage esp given different knocks.
nemo
parents: 8950
diff changeset
   678
                         subrate:= RealRateExplosion(Me, round(pX), round(pY), 151, afErasesLand or (Flags and afTrackFall))
95dd846caf5d only rate subs if significant. still very much need correct fall+damage esp given different knocks.
nemo
parents: 8950
diff changeset
   679
                    else subrate:= RealRateExplosion(Me, round(pX), round(pY), 101, afErasesLand or (Flags and afTrackFall));
95dd846caf5d only rate subs if significant. still very much need correct fall+damage esp given different knocks.
nemo
parents: 8950
diff changeset
   680
                    if abs(subrate) > 2000 then inc(Rate,subrate);
8939
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   681
                    end
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   682
                end
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   683
            end;
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   684
13478
d3209e0caf12 Fix aihDoesntMatter still being attacked with air attack
Wuzzy <Wuzzy2@mail.ru>
parents: 13476
diff changeset
   685
if hadSkips and (rate <= 0) then
8939
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   686
    RealRateExplosion:= BadTurn
13476
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13469
diff changeset
   687
else
8939
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   688
    RealRateExplosion:= rate;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   689
end;
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   690
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   691
function RateShove(Me: PGear; x, y, r, power, kick: LongInt; gdX, gdY: real; Flags: LongWord): LongInt;
8951
95dd846caf5d only rate subs if significant. still very much need correct fall+damage esp given different knocks.
nemo
parents: 8950
diff changeset
   692
var i, fallDmg, dmg, rate, subrate: LongInt;
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   693
    dX, dY, pX, pY: real;
13476
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13469
diff changeset
   694
    hadSkips: boolean;
79
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
   695
begin
6783
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   696
fallDmg:= 0;
7210
2ff30b79d2b0 - Adjust some consts so whip and firepunch work perfectly
unc0rr
parents: 7208
diff changeset
   697
dX:= gdX * 0.01 * kick;
2ff30b79d2b0 - Adjust some consts so whip and firepunch work perfectly
unc0rr
parents: 7208
diff changeset
   698
dY:= gdY * 0.01 * kick;
2695
ed789a7ef68d makes freepascal code compatible with OBJFPC mode
koda
parents: 2616
diff changeset
   699
rate:= 0;
13476
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13469
diff changeset
   700
hadSkips:= false;
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 393
diff changeset
   701
for i:= 0 to Pred(Targets.Count) do
79
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
   702
    with Targets.ar[i] do
8969
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   703
        if skip then
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   704
            begin
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   705
            if Flags and afSetSkip = 0 then skip:= false
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   706
            end
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   707
        else if matters then
79
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
   708
            begin
8969
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   709
            dmg:= 0;
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   710
            if abs(Point.x - x) + abs(Point.y - y) < r then
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   711
                dmg:= r - trunc(sqrt(sqr(Point.x - x)+sqr(Point.y - y)));
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   712
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   713
            if dmg > 0 then
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   714
                begin
8969
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   715
                pX:= Point.x;
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   716
                pY:= Point.y-2;
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   717
                fallDmg:= 0;
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   718
                if (Flags and afSetSkip <> 0) then skip:= true;
9136
78f087fd3e5b parsing ok, stops at uGears
koda
parents: 9127
diff changeset
   719
                if (not dead) and (Flags and afTrackFall <> 0) and (Score > 0) and (power < Score) then
10015
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   720
                    if (Kind = gtExplosives) and (State and gstTmpFlag = 0) and
8971
fcb29a13b1b1 Adjust barrel damage so AI can actually bat to explode them. Fix state flag check. Remove unneeded dmgMod var. Cancel dX for low dX barrel tracing.
nemo
parents: 8970
diff changeset
   721
                       (((abs(dY) > 0.15) and (abs(dX) < 0.02)) or
fcb29a13b1b1 Adjust barrel damage so AI can actually bat to explode them. Fix state flag check. Remove unneeded dmgMod var. Cancel dX for low dX barrel tracing.
nemo
parents: 8970
diff changeset
   722
                        ((abs(dY) < 0.15) and (abs(dX) < 0.15))) then
fcb29a13b1b1 Adjust barrel damage so AI can actually bat to explode them. Fix state flag check. Remove unneeded dmgMod var. Cancel dX for low dX barrel tracing.
nemo
parents: 8970
diff changeset
   723
                        fallDmg:= trunc(TraceShoveFall(pX, pY, 0, dY, Targets.ar[i]) * dmgMod)
fcb29a13b1b1 Adjust barrel damage so AI can actually bat to explode them. Fix state flag check. Remove unneeded dmgMod var. Cancel dX for low dX barrel tracing.
nemo
parents: 8970
diff changeset
   724
                    else
fcb29a13b1b1 Adjust barrel damage so AI can actually bat to explode them. Fix state flag check. Remove unneeded dmgMod var. Cancel dX for low dX barrel tracing.
nemo
parents: 8970
diff changeset
   725
                        fallDmg:= trunc(TraceShoveFall(pX, pY, dX, dY, Targets.ar[i]) * dmgMod);
8969
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   726
                if Kind = gtHedgehog then
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   727
                    begin
8969
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   728
                    if fallDmg < 0 then // drowning. score healthier hogs higher, since their death is more likely to benefit the AI
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   729
                        begin
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   730
                        if Score > 0 then
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   731
                            inc(rate, KillScore + Score div 10)   // Add a bit of a bonus for bigger hog drownings
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   732
                        else
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   733
                            dec(rate, KillScore * friendlyfactor div 100 - Score div 10) // and more of a punishment for drowning bigger friendly hogs
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   734
                        end
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   735
                    else if power+fallDmg >= abs(Score) then
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   736
                        begin
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   737
                        dead:= true;
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   738
                        Targets.reset:= true;
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   739
                        if dX < 0.035 then
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   740
                            begin
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   741
                            subrate:= RealRateExplosion(Me, round(pX), round(pY), 61, afErasesLand or afTrackFall);
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   742
                            if abs(subrate) > 2000 then inc(Rate,subrate div 1024)
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   743
                            end;
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   744
                        if Score > 0 then
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   745
                            inc(rate, KillScore)
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   746
                        else
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   747
                            dec(rate, KillScore * friendlyfactor div 100)
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   748
                        end
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   749
                    else
8969
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   750
                        begin
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   751
                        if Score > 0 then
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   752
                            inc(rate, power+fallDmg)
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   753
                        else
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   754
                            dec(rate, (power+fallDmg) * friendlyfactor div 100)
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   755
                        end
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   756
                    end
8969
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   757
                else if (fallDmg >= 0) and ((dmg+fallDmg) >= Score) then
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   758
                    begin
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   759
                    dead:= true;
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   760
                    Targets.reset:= true;
8969
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   761
                    if Kind = gtExplosives then
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   762
                         subrate:= RealRateExplosion(Me, round(pX), round(pY), 151, afErasesLand or (Flags and afTrackFall))
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   763
                    else subrate:= RealRateExplosion(Me, round(pX), round(pY), 101, afErasesLand or (Flags and afTrackFall));
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   764
                    if abs(subrate) > 2000 then inc(Rate,subrate div 1024);
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   765
                    end
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   766
                end
13476
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13469
diff changeset
   767
            end
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13469
diff changeset
   768
        else
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13469
diff changeset
   769
            hadSkips:= true;
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13469
diff changeset
   770
13478
d3209e0caf12 Fix aihDoesntMatter still being attacked with air attack
Wuzzy <Wuzzy2@mail.ru>
parents: 13476
diff changeset
   771
if hadSkips and (rate <= 0) then
13476
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13469
diff changeset
   772
    RateShove:= BadTurn
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13469
diff changeset
   773
else
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13469
diff changeset
   774
    RateShove:= rate * 1024;
8970
nemo
parents: 8969
diff changeset
   775
ResetTargets
79
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
   776
end;
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
   777
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   778
function RateShotgun(Me: PGear; gdX, gdY: real; x, y: LongInt): LongInt;
8951
95dd846caf5d only rate subs if significant. still very much need correct fall+damage esp given different knocks.
nemo
parents: 8950
diff changeset
   779
var i, dmg, fallDmg, baseDmg, rate, subrate, erasure: LongInt;
8939
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   780
    pX, pY, dX, dY: real;
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   781
    hadSkips: boolean;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   782
begin
2695
ed789a7ef68d makes freepascal code compatible with OBJFPC mode
koda
parents: 2616
diff changeset
   783
rate:= 0;
6776
7a05f48bfa43 Compatibility
unc0rr
parents: 6775
diff changeset
   784
gdX:= gdX * 0.01;
7a05f48bfa43 Compatibility
unc0rr
parents: 6775
diff changeset
   785
gdY:= gdX * 0.01;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   786
// add our virtual position
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   787
with Targets.ar[Targets.Count] do
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   788
    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   789
    Point.x:= hwRound(Me^.X);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   790
    Point.y:= hwRound(Me^.Y);
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   791
    skip:= false;
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   792
    matters:= true;
8960
nemo
parents: 8958
diff changeset
   793
    Kind:= gtHedgehog;
8961
nemo
parents: 8960
diff changeset
   794
    Density:= 1;
8963
1a8335f0d968 Apply radius consistently. Still doesn't explain AI fail I think, although I can't run it right now.
nemo
parents: 8962
diff changeset
   795
    Radius:= cHHRadius;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   796
    Score:= - ThinkingHH^.Health
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   797
    end;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   798
// rate shot
6771
87a947097d00 Teach AI to drown with shotgun too
nemo
parents: 6770
diff changeset
   799
baseDmg:= cHHRadius + cShotgunRadius + 4;
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   800
6771
87a947097d00 Teach AI to drown with shotgun too
nemo
parents: 6770
diff changeset
   801
if GameFlags and gfSolidLand = 0 then erasure:= cShotgunRadius
87a947097d00 Teach AI to drown with shotgun too
nemo
parents: 6770
diff changeset
   802
else erasure:= 0;
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   803
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   804
hadSkips:= false;
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   805
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   806
for i:= 0 to Targets.Count do
8939
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   807
    if not Targets.ar[i].dead then
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   808
        with Targets.ar[i] do
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   809
          if not matters then hadSkips:= true
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   810
            else
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   811
            begin
8939
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   812
            dmg:= 0;
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   813
            if abs(Point.x - x) + abs(Point.y - y) < baseDmg then
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   814
                begin
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   815
                dmg:= min(baseDmg - trunc(sqrt(sqr(Point.x - x)+sqr(Point.y - y))), 25);
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   816
                dmg:= trunc(dmg * dmgMod);
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   817
                end;
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   818
            if dmg > 0 then
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   819
                begin
10635
8e8b320eefad nil out CurrentHedgehog in FreeModule, add a test for nil'd CurrentHedgehog in DelCI since I'd still like to use DeleteGear for the other stuff it does. Move some variable initialiasations in AI Misc to hopefully avoid some uninit val errors.
nemo
parents: 10510
diff changeset
   820
                fallDmg:= 0;
8e8b320eefad nil out CurrentHedgehog in FreeModule, add a test for nil'd CurrentHedgehog in DelCI since I'd still like to use DeleteGear for the other stuff it does. Move some variable initialiasations in AI Misc to hopefully avoid some uninit val errors.
nemo
parents: 10510
diff changeset
   821
                pX:= Point.x;
8e8b320eefad nil out CurrentHedgehog in FreeModule, add a test for nil'd CurrentHedgehog in DelCI since I'd still like to use DeleteGear for the other stuff it does. Move some variable initialiasations in AI Misc to hopefully avoid some uninit val errors.
nemo
parents: 10510
diff changeset
   822
                pY:= Point.y;
9136
78f087fd3e5b parsing ok, stops at uGears
koda
parents: 9127
diff changeset
   823
                if (not dead) and (Score > 0) and (dmg < Score) then
8971
fcb29a13b1b1 Adjust barrel damage so AI can actually bat to explode them. Fix state flag check. Remove unneeded dmgMod var. Cancel dX for low dX barrel tracing.
nemo
parents: 8970
diff changeset
   824
                    begin
fcb29a13b1b1 Adjust barrel damage so AI can actually bat to explode them. Fix state flag check. Remove unneeded dmgMod var. Cancel dX for low dX barrel tracing.
nemo
parents: 8970
diff changeset
   825
                    dX:= gdX * dmg / Density;
fcb29a13b1b1 Adjust barrel damage so AI can actually bat to explode them. Fix state flag check. Remove unneeded dmgMod var. Cancel dX for low dX barrel tracing.
nemo
parents: 8970
diff changeset
   826
                    dY:= gdY * dmg / Density;
fcb29a13b1b1 Adjust barrel damage so AI can actually bat to explode them. Fix state flag check. Remove unneeded dmgMod var. Cancel dX for low dX barrel tracing.
nemo
parents: 8970
diff changeset
   827
                    if dX < 0 then dX:= dX - 0.01
fcb29a13b1b1 Adjust barrel damage so AI can actually bat to explode them. Fix state flag check. Remove unneeded dmgMod var. Cancel dX for low dX barrel tracing.
nemo
parents: 8970
diff changeset
   828
                    else dX:= dX + 0.01;
10015
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   829
                    if (Kind = gtExplosives) and (State and gstTmpFlag = 0) and
8971
fcb29a13b1b1 Adjust barrel damage so AI can actually bat to explode them. Fix state flag check. Remove unneeded dmgMod var. Cancel dX for low dX barrel tracing.
nemo
parents: 8970
diff changeset
   830
                       (((abs(dY) > 0.15) and (abs(dX) < 0.02)) or
10015
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   831
                        ((abs(dY) < 0.15) and (abs(dX) < 0.15))) then
8971
fcb29a13b1b1 Adjust barrel damage so AI can actually bat to explode them. Fix state flag check. Remove unneeded dmgMod var. Cancel dX for low dX barrel tracing.
nemo
parents: 8970
diff changeset
   832
                       dX:= 0;
fcb29a13b1b1 Adjust barrel damage so AI can actually bat to explode them. Fix state flag check. Remove unneeded dmgMod var. Cancel dX for low dX barrel tracing.
nemo
parents: 8970
diff changeset
   833
                    if (x and LAND_WIDTH_MASK = 0) and ((y+cHHRadius+2) and LAND_HEIGHT_MASK = 0) and
fcb29a13b1b1 Adjust barrel damage so AI can actually bat to explode them. Fix state flag check. Remove unneeded dmgMod var. Cancel dX for low dX barrel tracing.
nemo
parents: 8970
diff changeset
   834
                       (Land[y+cHHRadius+2, x] and lfIndestructible <> 0) then
fcb29a13b1b1 Adjust barrel damage so AI can actually bat to explode them. Fix state flag check. Remove unneeded dmgMod var. Cancel dX for low dX barrel tracing.
nemo
parents: 8970
diff changeset
   835
                         fallDmg:= trunc(TraceFall(x, y, pX, pY, dX, dY, 0, Targets.ar[i]) * dmgMod)
fcb29a13b1b1 Adjust barrel damage so AI can actually bat to explode them. Fix state flag check. Remove unneeded dmgMod var. Cancel dX for low dX barrel tracing.
nemo
parents: 8970
diff changeset
   836
                    else fallDmg:= trunc(TraceFall(x, y, pX, pY, dX, dY, erasure, Targets.ar[i]) * dmgMod)
fcb29a13b1b1 Adjust barrel damage so AI can actually bat to explode them. Fix state flag check. Remove unneeded dmgMod var. Cancel dX for low dX barrel tracing.
nemo
parents: 8970
diff changeset
   837
                    end;
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   838
                if Kind = gtHedgehog then
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   839
                    begin
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   840
                    if fallDmg < 0 then // drowning. score healthier hogs higher, since their death is more likely to benefit the AI
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   841
                        begin
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   842
                        if Score > 0 then
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   843
                            inc(rate, KillScore + Score div 10)   // Add a bit of a bonus for bigger hog drownings
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   844
                        else
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   845
                            dec(rate, KillScore * friendlyfactor div 100 - Score div 10) // and more of a punishment for drowning bigger friendly hogs
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   846
                        end
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   847
                    else if (dmg+fallDmg) >= abs(Score) then
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   848
                        begin
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   849
                        dead:= true;
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   850
                        Targets.reset:= true;
15387
381c828865e7 Fix a couple more uses of uninitialized variables
unC0Rr
parents: 15377
diff changeset
   851
                        if abs(gdX) < 0.035 then
8951
95dd846caf5d only rate subs if significant. still very much need correct fall+damage esp given different knocks.
nemo
parents: 8950
diff changeset
   852
                            begin
95dd846caf5d only rate subs if significant. still very much need correct fall+damage esp given different knocks.
nemo
parents: 8950
diff changeset
   853
                            subrate:= RealRateExplosion(Me, round(pX), round(pY), 61, afErasesLand or afTrackFall);
95dd846caf5d only rate subs if significant. still very much need correct fall+damage esp given different knocks.
nemo
parents: 8950
diff changeset
   854
                            if abs(subrate) > 2000 then inc(Rate,subrate div 1024)
95dd846caf5d only rate subs if significant. still very much need correct fall+damage esp given different knocks.
nemo
parents: 8950
diff changeset
   855
                            end;
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   856
                        if Score > 0 then
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   857
                            inc(rate, KillScore)
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   858
                        else
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   859
                            dec(rate, KillScore * friendlyfactor div 100)
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   860
                        end
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   861
                    else if Score > 0 then
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   862
                         inc(rate, dmg+fallDmg)
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   863
                    else dec(rate, (dmg+fallDmg) * friendlyfactor div 100)
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   864
                    end
8962
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   865
                else if (fallDmg >= 0) and ((dmg+fallDmg) >= Score) then
8939
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   866
                    begin
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   867
                    dead:= true;
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   868
                    Targets.reset:= true;
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   869
                    if Kind = gtExplosives then
8951
95dd846caf5d only rate subs if significant. still very much need correct fall+damage esp given different knocks.
nemo
parents: 8950
diff changeset
   870
                         subrate:= RealRateExplosion(Me, round(pX), round(pY), 151, afErasesLand or afTrackFall)
95dd846caf5d only rate subs if significant. still very much need correct fall+damage esp given different knocks.
nemo
parents: 8950
diff changeset
   871
                    else subrate:= RealRateExplosion(Me, round(pX), round(pY), 101, afErasesLand or afTrackFall);
95dd846caf5d only rate subs if significant. still very much need correct fall+damage esp given different knocks.
nemo
parents: 8950
diff changeset
   872
                    if abs(subrate) > 2000 then inc(Rate,subrate div 1024);
8939
b26aaf28c920 So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
nemo
parents: 8924
diff changeset
   873
                    end
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   874
                end
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   875
            end;
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   876
13478
d3209e0caf12 Fix aihDoesntMatter still being attacked with air attack
Wuzzy <Wuzzy2@mail.ru>
parents: 13476
diff changeset
   877
if hadSkips and (rate <= 0) then
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   878
    RateShotgun:= BadTurn
13476
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13469
diff changeset
   879
else
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   880
    RateShotgun:= rate * 1024;
13476
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13469
diff changeset
   881
ResetTargets;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   882
end;
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   883
15640
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   884
function RateSeduction(Me: PGear): LongInt;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   885
var pX, pY, i, r, rate, subrate, fallDmg: LongInt;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   886
    diffX, diffY: LongInt;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   887
    meX, meY, dX, dY: hwFloat;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   888
    pXr, pYr: real;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   889
    hadSkips: boolean;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   890
begin
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   891
meX:= Me^.X;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   892
meY:= Me^.Y;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   893
rate:= 0;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   894
for i:= 0 to Targets.Count do
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   895
    if not Targets.ar[i].dead then
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   896
        with Targets.ar[i] do
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   897
            begin
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   898
            pX:= Point.X;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   899
            pY:= Point.Y;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   900
            diffX:= pX - hwRound(meX);
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   901
            diffY:= pY - hwRound(meY);
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   902
            if (Me^.Hedgehog^.BotLevel < 4) and (abs(diffX) <= cHHRadius*2) and (diffY >= 0) and (diffY <= cHHRadius*2) then
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   903
                // Don't use seduction if too close to other hog. We could be
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   904
                // standing on it, so using seduction would remove the ground on
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   905
                // which we stand on, which is dangerous
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   906
                exit(BadTurn);
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   907
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   908
            if (not matters) then
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   909
                hadSkips:= true
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   910
            else if matters and (Kind = gtHedgehog) and (abs(pX - hwRound(meX)) + abs(pY - hwRound(meY)) < cSeductionDist) then
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   911
                begin
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   912
                r:= trunc(sqrt(sqr(abs(pX - hwRound(meX)))+sqr(abs(pY - hwRound(meY)))));
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   913
                if r < cSeductionDist then
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   914
                    begin
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   915
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   916
                    if (WorldEdge <> weWrap) or (not (hwAbs(meX - int2hwFloat(pX)) > int2hwFloat(cSeductionDist))) then
15712
c4d7eb75fd8a AI: Add aiGravity and aiGravityf variables
Wuzzy <Wuzzy2@mail.ru>
parents: 15707
diff changeset
   917
                        dX:= _50 * aiGravity * (meX - int2hwFloat(pX)) / _25
15640
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   918
                    else if (not (hwAbs(meX + int2hwFloat((RightX-LeftX) - pX)) > int2hwFloat(cSeductionDist))) then
15712
c4d7eb75fd8a AI: Add aiGravity and aiGravityf variables
Wuzzy <Wuzzy2@mail.ru>
parents: 15707
diff changeset
   919
                        dX:= _50 * aiGravity * (meX + (int2hwFloat((RightX-LeftX) - pX))) / _25
15640
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   920
                    else
15712
c4d7eb75fd8a AI: Add aiGravity and aiGravityf variables
Wuzzy <Wuzzy2@mail.ru>
parents: 15707
diff changeset
   921
                        dX:= _50 * aiGravity * (meX - (int2hwFloat((RightX-LeftX) - pX))) / _25;
15640
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   922
                    dY:= -_450 * cMaxWindSpeed * 2;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   923
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   924
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   925
                    pXr:= pX;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   926
                    pYr:= pY;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   927
                    fallDmg:= trunc(TraceShoveFall(pXr, pYr, hwFloat2Float(dX), hwFloat2Float(dY), Targets.ar[i]) * dmgMod);
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   928
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   929
                    // rate damage
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   930
                    if fallDmg < 0 then // drowning
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   931
                        begin
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   932
                        if Score > 0 then
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   933
                            inc(rate, (KillScore + Score div 10) * 1024) // Add a bit of a bonus for bigger hog drownings
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   934
                        else
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   935
                            dec(rate, (KillScore * friendlyfactor div 100 - Score div 10) * 1024) // and more of a punishment for drowning bigger friendly hogs
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   936
                        end
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   937
                    else if (fallDmg) >= abs(Score) then // deadly fall damage
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   938
                        begin
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   939
                        dead:= true;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   940
                        Targets.reset:= true;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   941
                        if (hwFloat2Float(dX) < 0.035) then
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   942
                            begin
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   943
                            subrate:= RealRateExplosion(Me, round(pX), round(pY), 61, afErasesLand or afTrackFall); // hog explodes
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   944
                            if abs(subrate) > 2000 then
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   945
                                inc(rate, subrate)
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   946
                            end;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   947
                        if Score > 0 then
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   948
                             inc(rate, KillScore * 1024 + (fallDmg)) // tiny bonus for dealing more damage than needed to kill
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   949
                        else
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   950
                             dec(rate, KillScore * friendlyfactor div 100 * 1024)
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   951
                        end
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   952
                    else if (fallDmg <> 0) then // non-deadly fall damage
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   953
                        if Score > 0 then
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   954
                             inc(rate, fallDmg * 1024)
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   955
                        else
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   956
                             dec(rate, fallDmg * friendlyfactor div 100 * 1024)
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   957
                    else // no damage, just shoved
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   958
                        if (Score < 0) then
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   959
                            dec(rate, 100); // small penalty for shoving friendly hogs as it might be dangerous
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   960
                    end;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   961
                end;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   962
            end;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   963
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   964
if hadSkips and (rate <= 0) then
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   965
    RateSeduction:= BadTurn
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   966
else
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   967
    RateSeduction:= rate * 1024;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   968
end;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15632
diff changeset
   969
15707
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15640
diff changeset
   970
function RateResurrector(Me: PGear): LongInt;
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15640
diff changeset
   971
var i, r, rate, pX, pY: LongInt;
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15640
diff changeset
   972
    meX, meY: hwFloat;
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15640
diff changeset
   973
    hadSkips: boolean;
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15640
diff changeset
   974
begin
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15640
diff changeset
   975
meX:= Me^.X;
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15640
diff changeset
   976
meY:= Me^.Y;
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15640
diff changeset
   977
rate:= 0;
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15640
diff changeset
   978
for i:= 0 to Targets.Count do
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15640
diff changeset
   979
    if (Targets.ar[i].Kind = gtGrave) and (not Targets.ar[i].dead) then
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15640
diff changeset
   980
        with Targets.ar[i] do
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15640
diff changeset
   981
            begin
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15640
diff changeset
   982
            pX:= Point.X;
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15640
diff changeset
   983
            pY:= Point.Y;
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15640
diff changeset
   984
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15640
diff changeset
   985
            if (not matters) then
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15640
diff changeset
   986
                hadSkips:= true
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15640
diff changeset
   987
            else if matters and (abs(pX - hwRound(meX)) + abs(pY - hwRound(meY)) < cResurrectorDist) then
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15640
diff changeset
   988
                begin
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15640
diff changeset
   989
                r:= trunc(sqrt(sqr(abs(pX - hwRound(meX)))+sqr(abs(pY - hwRound(meY)))));
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15640
diff changeset
   990
                if r < cResurrectorDist then
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15640
diff changeset
   991
                    begin
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15640
diff changeset
   992
                    if Score > 0 then
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15640
diff changeset
   993
                        inc(rate, Score * 1024)
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15640
diff changeset
   994
                    else
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15640
diff changeset
   995
                        inc(rate, Score * friendlyFactor div 100 * 1024);
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15640
diff changeset
   996
                    // a "dead" grave is a grave that we have resurrected
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15640
diff changeset
   997
                    dead:= true;
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15640
diff changeset
   998
                    Targets.reset:= true;
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15640
diff changeset
   999
                    end;
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15640
diff changeset
  1000
                end;
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15640
diff changeset
  1001
            end;
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15640
diff changeset
  1002
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15640
diff changeset
  1003
if hadSkips and (rate <= 0) then
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15640
diff changeset
  1004
    RateResurrector:= BadTurn
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15640
diff changeset
  1005
else
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15640
diff changeset
  1006
    RateResurrector:= rate * 1024;
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15640
diff changeset
  1007
end;
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15640
diff changeset
  1008
5645
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
  1009
function RateHammer(Me: PGear): LongInt;
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
  1010
var x, y, i, r, rate: LongInt;
13476
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13469
diff changeset
  1011
    hadSkips: boolean;
5645
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
  1012
begin
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
  1013
// hammer hit shift against attecker hog is 10
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
  1014
x:= hwRound(Me^.X) + hwSign(Me^.dX) * 10;
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
  1015
y:= hwRound(Me^.Y);
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
  1016
rate:= 0;
13476
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13469
diff changeset
  1017
hadSkips:= false;
5645
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
  1018
for i:= 0 to Pred(Targets.Count) do
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
  1019
    with Targets.ar[i] do
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
  1020
         // hammer hit radius is 8, shift is 10
13476
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13469
diff changeset
  1021
      if (not matters) then
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13469
diff changeset
  1022
          hadSkips:= true
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13469
diff changeset
  1023
      else if matters and (Kind = gtHedgehog) and (abs(Point.x - x) + abs(Point.y - y) < 18) then
7279
18a620394623 Fix completely broken RateHammer
unc0rr
parents: 7274
diff changeset
  1024
            begin
6785
a8aa5984185f Allow RC plane to go through portals
nemo
parents: 6783
diff changeset
  1025
            r:= trunc(sqrt(sqr(Point.x - x)+sqr(Point.y - y)));
5645
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
  1026
7279
18a620394623 Fix completely broken RateHammer
unc0rr
parents: 7274
diff changeset
  1027
            if r <= 18 then
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
  1028
                if Score > 0 then
7279
18a620394623 Fix completely broken RateHammer
unc0rr
parents: 7274
diff changeset
  1029
                    inc(rate, Score div 3)
18a620394623 Fix completely broken RateHammer
unc0rr
parents: 7274
diff changeset
  1030
                else
7285
unc0rr
parents: 7279
diff changeset
  1031
                    inc(rate, Score div 3 * friendlyfactor div 100)
7279
18a620394623 Fix completely broken RateHammer
unc0rr
parents: 7274
diff changeset
  1032
            end;
13476
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13469
diff changeset
  1033
13478
d3209e0caf12 Fix aihDoesntMatter still being attacked with air attack
Wuzzy <Wuzzy2@mail.ru>
parents: 13476
diff changeset
  1034
if hadSkips and (rate <= 0) then
13476
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13469
diff changeset
  1035
    RateHammer:= BadTurn
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13469
diff changeset
  1036
else
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13469
diff changeset
  1037
    RateHammer:= rate * 1024;
5645
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
  1038
end;
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
  1039
369
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
  1040
function HHJump(Gear: PGear; JumpType: TJumpType; var GoInfo: TGoInfo): boolean;
371
731ad6d27bd1 integer -> LongInt
unc0rr
parents: 370
diff changeset
  1041
var bX, bY: LongInt;
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
  1042
begin
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
  1043
HHJump:= false;
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
  1044
GoInfo.Ticks:= 0;
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
  1045
GoInfo.JumpType:= jmpNone;
369
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
  1046
bX:= hwRound(Gear^.X);
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
  1047
bY:= hwRound(Gear^.Y);
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
  1048
case JumpType of
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
  1049
    jmpNone: exit(false);
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
  1050
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
  1051
    jmpHJump:
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
  1052
        if TestCollisionYwithGear(Gear, -1) = 0 then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
  1053
        begin
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
  1054
            Gear^.dY:= -_0_2;
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
  1055
            SetLittle(Gear^.dX);
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
  1056
            Gear^.State:= Gear^.State or gstMoving or gstHHJumping;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
  1057
        end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
  1058
    else
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
  1059
        exit(false);
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
  1060
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
  1061
    jmpLJump:
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
  1062
        begin
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
  1063
            if TestCollisionYwithGear(Gear, -1) <> 0 then
9706
5178d2263521 return land word from uCollisions to make decisions based on it. Should be handy for trampoline.
nemo
parents: 9137
diff changeset
  1064
                if TestCollisionXwithXYShift(Gear, _0, -2, hwSign(Gear^.dX)) = 0 then
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
  1065
                    Gear^.Y:= Gear^.Y - int2hwFloat(2)
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
  1066
                else
9706
5178d2263521 return land word from uCollisions to make decisions based on it. Should be handy for trampoline.
nemo
parents: 9137
diff changeset
  1067
                    if TestCollisionXwithXYShift(Gear, _0, -1, hwSign(Gear^.dX)) = 0 then
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
  1068
                        Gear^.Y:= Gear^.Y - _1;
9706
5178d2263521 return land word from uCollisions to make decisions based on it. Should be handy for trampoline.
nemo
parents: 9137
diff changeset
  1069
            if (TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) = 0) and
5178d2263521 return land word from uCollisions to make decisions based on it. Should be handy for trampoline.
nemo
parents: 9137
diff changeset
  1070
               (TestCollisionYwithGear(Gear, -1) = 0) then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
  1071
            begin
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
  1072
                Gear^.dY:= -_0_15;
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
  1073
                Gear^.dX:= SignAs(_0_15, Gear^.dX);
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
  1074
                Gear^.State:= Gear^.State or gstMoving or gstHHJumping
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
  1075
            end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
  1076
        else
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
  1077
            exit(false)
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
  1078
        end
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
  1079
end;
2376
ece7b87f1334 Strip trailing spaces
nemo
parents: 1941
diff changeset
  1080
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
  1081
repeat
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
  1082
        {if ((hwRound(Gear^.Y) and LAND_HEIGHT_MASK) = 0) and ((hwRound(Gear^.X) and LAND_WIDTH_MASK) = 0) then
7435
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
  1083
            begin
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
  1084
            LandPixels[hwRound(Gear^.Y), hwRound(Gear^.X)]:= Gear^.Hedgehog^.Team^.Clan^.Color;
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
  1085
            UpdateLandTexture(hwRound(Gear^.X), 1, hwRound(Gear^.Y), 1, true);
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
  1086
            end;}
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
  1087
10354
56bd029245fc WIP: weSea tweaks, functional and visual
sheepluva
parents: 10164
diff changeset
  1088
    if CheckCoordInWater(hwRound(Gear^.X), hwRound(Gear^.Y) + cHHRadius) then
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
  1089
        exit(false);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
  1090
    if (Gear^.State and gstMoving) <> 0 then
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
  1091
    begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
  1092
        if (GoInfo.Ticks = 350) then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
  1093
            if (not (hwAbs(Gear^.dX) > cLittle)) and (Gear^.dY < -_0_02) then
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
  1094
            begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
  1095
                Gear^.dY:= -_0_25;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
  1096
                Gear^.dX:= SignAs(_0_02, Gear^.dX)
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
  1097
            end;
9706
5178d2263521 return land word from uCollisions to make decisions based on it. Should be handy for trampoline.
nemo
parents: 9137
diff changeset
  1098
        if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) <> 0 then SetLittle(Gear^.dX);
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
  1099
            Gear^.X:= Gear^.X + Gear^.dX;
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
  1100
        inc(GoInfo.Ticks);
15712
c4d7eb75fd8a AI: Add aiGravity and aiGravityf variables
Wuzzy <Wuzzy2@mail.ru>
parents: 15707
diff changeset
  1101
        Gear^.dY:= Gear^.dY + aiGravity;
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
  1102
        if Gear^.dY > _0_4 then
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
  1103
            exit(false);
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
  1104
        if (Gear^.dY.isNegative) and (TestCollisionYwithGear(Gear, -1) <> 0) then
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
  1105
            Gear^.dY:= _0;
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
  1106
        Gear^.Y:= Gear^.Y + Gear^.dY;
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
  1107
        if (not Gear^.dY.isNegative) and (TestCollisionYwithGear(Gear, 1) <> 0) then
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
  1108
            begin
7426
55b49cc1f33a Changes for the benefit of pas2c. Use downto in for loops to avoid repeated calls of Random/GetRandom. Wrap nots.
nemo
parents: 7385
diff changeset
  1109
            Gear^.State:= Gear^.State and (not (gstMoving or gstHHJumping));
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
  1110
            Gear^.dY:= _0;
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
  1111
            case JumpType of
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
  1112
                jmpHJump:
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
  1113
                    if bY - hwRound(Gear^.Y) > 5 then
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
  1114
                        begin
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
  1115
                        GoInfo.JumpType:= jmpHJump;
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
  1116
                        inc(GoInfo.Ticks, 300 + 300); // 300 before jump, 300 after
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
  1117
                        exit(true)
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
  1118
                        end;
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
  1119
                jmpLJump:
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
  1120
                    if abs(bX - hwRound(Gear^.X)) > 30 then
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
  1121
                        begin
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
  1122
                        GoInfo.JumpType:= jmpLJump;
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
  1123
                        inc(GoInfo.Ticks, 300 + 300); // 300 before jump, 300 after
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
  1124
                        exit(true)
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
  1125
                        end
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
  1126
                end;
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
  1127
            exit(false)
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
  1128
            end;
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
  1129
    end;
369
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
  1130
until false
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
  1131
end;
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
  1132
369
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
  1133
function HHGo(Gear, AltGear: PGear; var GoInfo: TGoInfo): boolean;
7375
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7360
diff changeset
  1134
var pX, pY, tY: LongInt;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
  1135
begin
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
  1136
HHGo:= false;
13469
f1d349a52bc7 Refactor: lfCurrentHog→lfCurHogCrate, lfNotCurrentMask→lfNotCurHogCrate
Wuzzy <Wuzzy2@mail.ru>
parents: 11046
diff changeset
  1137
Gear^.CollisionMask:= lfNotCurHogCrate;
15410
7718bdf60d45 Set dX sign early so jump calculations always get correct value
unc0rr
parents: 15387
diff changeset
  1138
7718bdf60d45 Set dX sign early so jump calculations always get correct value
unc0rr
parents: 15387
diff changeset
  1139
Gear^.dX.isNegative:= (Gear^.Message and gmLeft) <> 0;
7718bdf60d45 Set dX sign early so jump calculations always get correct value
unc0rr
parents: 15387
diff changeset
  1140
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
  1141
AltGear^:= Gear^;
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
  1142
75
d2b737858ff7 - New First Aid powerup
unc0rr
parents: 74
diff changeset
  1143
GoInfo.Ticks:= 0;
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
  1144
GoInfo.FallPix:= 0;
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
  1145
GoInfo.JumpType:= jmpNone;
7375
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7360
diff changeset
  1146
tY:= hwRound(Gear^.Y);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1147
repeat
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
  1148
        {if ((hwRound(Gear^.Y) and LAND_HEIGHT_MASK) = 0) and ((hwRound(Gear^.X) and LAND_WIDTH_MASK) = 0) then
7435
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
  1149
            begin
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
  1150
            LandPixels[hwRound(Gear^.Y), hwRound(Gear^.X)]:= random($FFFFFFFF);//Gear^.Hedgehog^.Team^.Clan^.Color;
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
  1151
            UpdateLandTexture(hwRound(Gear^.X), 1, hwRound(Gear^.Y), 1, true);
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
  1152
            end;}
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
  1153
7164
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
  1154
    pX:= hwRound(Gear^.X);
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
  1155
    pY:= hwRound(Gear^.Y);
10354
56bd029245fc WIP: weSea tweaks, functional and visual
sheepluva
parents: 10164
diff changeset
  1156
    if CheckCoordInWater(pX, pY + cHHRadius) then
7375
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7360
diff changeset
  1157
        begin
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7360
diff changeset
  1158
        if AltGear^.Hedgehog^.BotLevel < 4 then
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7360
diff changeset
  1159
            AddWalkBonus(pX, tY, 250, -40);
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7360
diff changeset
  1160
        exit(false)
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7360
diff changeset
  1161
        end;
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
  1162
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
  1163
    // hog is falling
7164
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
  1164
    if (Gear^.State and gstMoving) <> 0 then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
  1165
        begin
7164
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
  1166
        inc(GoInfo.Ticks);
15712
c4d7eb75fd8a AI: Add aiGravity and aiGravityf variables
Wuzzy <Wuzzy2@mail.ru>
parents: 15707
diff changeset
  1167
        Gear^.dY:= Gear^.dY + aiGravity;
15715
2aedd8ca836c AI: No longer afraid of heights if invulnerable
Wuzzy <Wuzzy2@mail.ru>
parents: 15712
diff changeset
  1168
        // taking fall damage?
2aedd8ca836c AI: No longer afraid of heights if invulnerable
Wuzzy <Wuzzy2@mail.ru>
parents: 15712
diff changeset
  1169
        if (Gear^.dY > _0_4) and (Gear^.Hedgehog^.Effects[heInvulnerable] = 0) then
7164
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
  1170
            begin
7433
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7430
diff changeset
  1171
            GoInfo.FallPix:= 0;
7164
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
  1172
            // try ljump instead of fall with damage
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
  1173
            HHJump(AltGear, jmpLJump, GoInfo);
7375
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7360
diff changeset
  1174
            if AltGear^.Hedgehog^.BotLevel < 4 then
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7360
diff changeset
  1175
                AddWalkBonus(pX, tY, 175, -20);
7164
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
  1176
            exit(false)
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
  1177
            end;
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
  1178
        Gear^.Y:= Gear^.Y + Gear^.dY;
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
  1179
        if hwRound(Gear^.Y) > pY then
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
  1180
            inc(GoInfo.FallPix);
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
  1181
        if TestCollisionYwithGear(Gear, 1) <> 0 then
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
  1182
            begin
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
  1183
            inc(GoInfo.Ticks, 410);
7426
55b49cc1f33a Changes for the benefit of pas2c. Use downto in for loops to avoid repeated calls of Random/GetRandom. Wrap nots.
nemo
parents: 7385
diff changeset
  1184
            Gear^.State:= Gear^.State and (not (gstMoving or gstHHJumping));
7164
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
  1185
            Gear^.dY:= _0;
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
  1186
            // try ljump instead of fall
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
  1187
            HHJump(AltGear, jmpLJump, GoInfo);
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
  1188
            exit(true)
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
  1189
            end;
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
  1190
        continue
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
  1191
        end;
7719
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7716
diff changeset
  1192
15410
7718bdf60d45 Set dX sign early so jump calculations always get correct value
unc0rr
parents: 15387
diff changeset
  1193
    // usual walk
7718bdf60d45 Set dX sign early so jump calculations always get correct value
unc0rr
parents: 15387
diff changeset
  1194
    Gear^.dX:= SignAs(cLittle, Gear^.dX);
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
  1195
15410
7718bdf60d45 Set dX sign early so jump calculations always get correct value
unc0rr
parents: 15387
diff changeset
  1196
    if MakeHedgehogsStep(Gear) then
7718bdf60d45 Set dX sign early so jump calculations always get correct value
unc0rr
parents: 15387
diff changeset
  1197
        inc(GoInfo.Ticks, cHHStepTicks);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
  1198
15410
7718bdf60d45 Set dX sign early so jump calculations always get correct value
unc0rr
parents: 15387
diff changeset
  1199
    // we have moved for 1 px
7718bdf60d45 Set dX sign early so jump calculations always get correct value
unc0rr
parents: 15387
diff changeset
  1200
    if (pX <> hwRound(Gear^.X)) and ((Gear^.State and gstMoving) = 0) then
7718bdf60d45 Set dX sign early so jump calculations always get correct value
unc0rr
parents: 15387
diff changeset
  1201
        exit(true)
542
ec26095f1bed - Get rid of ammoProp_AttackInFall and gstFalling
unc0rr
parents: 509
diff changeset
  1202
until (pX = hwRound(Gear^.X)) and (pY = hwRound(Gear^.Y)) and ((Gear^.State and gstMoving) = 0);
7164
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
  1203
375
18012da67681 AI works properly
unc0rr
parents: 371
diff changeset
  1204
HHJump(AltGear, jmpHJump, GoInfo);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1205
end;
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1206
14233
ca179b615c0b adding X offset seems to improve chance of drownings
nemo
parents: 13668
diff changeset
  1207
function AIrndSign(num: LongInt): LongInt; inline;
136
89970b70b076 Implement bot levels
unc0rr
parents: 108
diff changeset
  1208
begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
  1209
if random(2) = 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
  1210
    AIrndSign:=   num
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
  1211
else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
  1212
    AIrndSign:= - num
2376
ece7b87f1334 Strip trailing spaces
nemo
parents: 1941
diff changeset
  1213
end;
136
89970b70b076 Implement bot levels
unc0rr
parents: 108
diff changeset
  1214
14233
ca179b615c0b adding X offset seems to improve chance of drownings
nemo
parents: 13668
diff changeset
  1215
function AIrndOffset(targ: TTarget; Level: LongWord): LongInt; inline;
ca179b615c0b adding X offset seems to improve chance of drownings
nemo
parents: 13668
diff changeset
  1216
begin
ca179b615c0b adding X offset seems to improve chance of drownings
nemo
parents: 13668
diff changeset
  1217
if Level <> 1 then exit(0);
ca179b615c0b adding X offset seems to improve chance of drownings
nemo
parents: 13668
diff changeset
  1218
// at present level 2 doesn't track falls on most things
ca179b615c0b adding X offset seems to improve chance of drownings
nemo
parents: 13668
diff changeset
  1219
//if Level = 2 then exit(round(targ.Radius*(random(5)-2)/2));
14234
09dacb61d526 more seems to work better?
nemo
parents: 14233
diff changeset
  1220
AIrndOffset := targ.Radius*(random(7)-3)*2
14233
ca179b615c0b adding X offset seems to improve chance of drownings
nemo
parents: 13668
diff changeset
  1221
end;
ca179b615c0b adding X offset seems to improve chance of drownings
nemo
parents: 13668
diff changeset
  1222
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3018
diff changeset
  1223
procedure initModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
  1224
begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
  1225
    friendlyfactor:= 300;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
  1226
    KnownExplosion.X:= 0;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
  1227
    KnownExplosion.Y:= 0;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
  1228
    KnownExplosion.Radius:= 0;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
  1229
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
  1230
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3018
diff changeset
  1231
procedure freeModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
  1232
begin
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
  1233
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
  1234
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1235
end.