hedgewars/uAIActions.pas
author belphegorr <szabibibi@gmail.com>
Fri, 10 Aug 2012 04:26:58 +0300
changeset 7448 d0521a3a4358
parent 7197 5a9775b97c7e
child 7416 2f2f78fc65a3
permissions -rw-r--r--
Solved "floating repositionings" in every mission Fixed bug where gear message wouldn't be reset after animations Mission 5: fixed bug where control would be messed up when animation interrupted the turn of a hedgehog that was using multi-shot weapons Replaced graves with circles for marking enemy positions
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2012 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 *)
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{$INCLUDE "options.inc"}
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unit uAIActions;
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interface
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uses uFloat, uTypes;
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const MAXACTIONS     = 96;
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    aia_none       = 0;
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    aia_Left       = 1;
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    aia_Right      = 2;
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    aia_Timer      = 3;
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    aia_attack     = 4;
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    aia_Up         = 5;
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    aia_Down       = 6;
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    aia_Switch     = 7;
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    aia_Weapon     = $8000;
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    aia_WaitXL     = $8001;
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    aia_WaitXR     = $8002;
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    aia_LookLeft   = $8003;
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    aia_LookRight  = $8004;
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    aia_AwareExpl  = $8005;
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    aia_HJump      = $8006;
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    aia_LJump      = $8007;
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    aia_Skip       = $8008;
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    aia_Wait       = $8009;
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    aia_Put        = $800A;
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    aia_waitAngle  = $800B;
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    aim_push       = $8000;
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    aim_release    = $8001;
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    ai_specmask    = $8000;
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type TAction = record
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        Action: Longword;
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        X, Y, Param: LongInt;
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        Time: Longword;
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        end;
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    TActions = record
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        Count, Pos: Longword;
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        actions: array[0..Pred(MAXACTIONS)] of TAction;
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        Score: LongInt;
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        isWalkingToABetterPlace: boolean;
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        end;
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procedure AddAction(var Actions: TActions; Action: Longword; Param: LongInt; TimeDelta: Longword; X, Y: LongInt);
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procedure ProcessAction(var Actions: TActions; Me: PGear);
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implementation
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uses uAIMisc, uAI, uAmmos, uVariables, uCommands, uUtils, uDebug, uIO{$IFDEF TRACEAIACTIONS}, uConsole{$ENDIF};
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var PrevX: LongInt = 0;
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    timedelta: Longword = 0;
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const ActionIdToStr: array[0..8] of string[16] = (
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{aia_none}           '',
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{aia_Left}           'left',
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{aia_Right}          'right',
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{aia_Timer}          'timer',
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{aia_attack}         'attack',
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{aia_Up}             'up',
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{aia_Down}           'down',
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{aia_Switch}         'switch',
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{aia_waitAngle}      'waitAngle'
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                     );
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{$IFDEF TRACEAIACTIONS}
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const SpecActionIdToStr: array[$8000..$8009] of string[16] = (
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{aia_Weapon}             'aia_Weapon',
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{aia_WaitX}              'aia_WaitX',
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{aia_WaitY}              'aia_WaitY',
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{aia_LookLeft}           'aia_LookLeft',
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{aia_LookRight}          'aia_LookRight',
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{aia_AwareExpl}          'aia_AwareExpl',
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{aia_HJump}              'aia_HJump',
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{aia_LJump}              'aia_LJump',
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{aia_Skip}               'aia_Skip',
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{aia_Wait}               'aia_Wait'
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);
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procedure DumpAction(Action: TAction; Me: PGear);
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begin
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if (Action.Action and ai_specmask) = 0 then
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    WriteLnToConsole('AI action: '+ActionIdToStr[Action.Action])
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else
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    begin
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    WriteLnToConsole('AI action: '+SpecActionIdToStr[Action.Action]);
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    if (Action.Action = aia_WaitXL) or (Action.Action = aia_WaitXR) then
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        WriteLnToConsole('AI action Wait X = '+IntToStr(Action.Param)+', current X = '+IntToStr(hwRound(Me^.X)))
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    else if (Action.Action = aia_AwareExpl) then
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        WriteLnToConsole('Aware X = ' + IntToStr(Action.X) + ', Y = ' + IntToStr(Action.Y));
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    end
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end;
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{$ENDIF}
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procedure AddAction(var Actions: TActions; Action: Longword; Param: LongInt; TimeDelta: Longword; X, Y: LongInt);
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begin
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with Actions do
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    begin
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    actions[Count].Action:= Action;
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    actions[Count].Param:= Param;
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    actions[Count].X:= X;
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    actions[Count].Y:= Y;
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    if Count > 0 then
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        actions[Count].Time:= TimeDelta
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    else
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        actions[Count].Time:= GameTicks + TimeDelta;
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    inc(Count);
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    TryDo(Count < MAXACTIONS, 'AI: actions overflow', true);
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    end
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end;
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procedure CheckHang(Me: PGear);
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begin
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if hwRound(Me^.X) <> PrevX then
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    begin
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    PrevX:= hwRound(Me^.X);
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    timedelta:= 0
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    end else
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        begin
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        inc(timedelta);
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        if timedelta > 1700 then
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            begin
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            timedelta:= 0;
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            FreeActionsList
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            end
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        end
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end;
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procedure ProcessAction(var Actions: TActions; Me: PGear);
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var s: shortstring;
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begin
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repeat
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if Actions.Pos >= Actions.Count then exit;
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with Actions.actions[Actions.Pos] do
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    begin
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    if Time > GameTicks then
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        exit;
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    {$IFDEF TRACEAIACTIONS}
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    DumpAction(Actions.actions[Actions.Pos], Me);
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    {$ENDIF}
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    if (Action and ai_specmask) <> 0 then
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        case Action of
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            aia_Weapon: 
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                SetWeapon(TAmmoType(Param));
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            aia_WaitXL: 
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                if hwRound(Me^.X) = Param then
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                    begin
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                    Action:= aia_LookLeft;
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                    Time:= GameTicks;
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                    exit
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                    end
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                    else if hwRound(Me^.X) < Param then
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                        begin
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                        //OutError('AI: WaitXL assert (' + IntToStr(hwRound(Me^.X)) + ' < ' + IntToStr(Param) + ')', false);
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                        FreeActionsList;
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                        exit
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                        end
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                    else
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                        begin 
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                        CheckHang(Me);
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                        exit
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                        end;
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            aia_WaitXR: 
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                if hwRound(Me^.X) = Param then
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                    begin
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                    Action:= aia_LookRight;
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                    Time:= GameTicks;
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                    exit
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                    end
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                    else if hwRound(Me^.X) > Param then
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                        begin
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                        //OutError('AI: WaitXR assert (' + IntToStr(hwRound(Me^.X)) + ' > ' + IntToStr(Param) + ')', false);
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                        FreeActionsList;
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                        exit
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                        end
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                    else
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                        begin 
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                        CheckHang(Me);
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                        exit
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                        end;
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            aia_LookLeft:
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                if not Me^.dX.isNegative then
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                    begin
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                    ParseCommand('+left', true);
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                    exit
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                    end
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                else
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                    ParseCommand('-left', true);
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            aia_LookRight:
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                if Me^.dX.isNegative then
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                    begin
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                    ParseCommand('+right', true);
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                    exit
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                    end
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                else ParseCommand('-right', true);
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            aia_AwareExpl:
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                AwareOfExplosion(X, Y, Param);
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            aia_HJump:
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                ParseCommand('hjump', true);
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            aia_LJump:
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                ParseCommand('ljump', true);
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            aia_Skip:
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                ParseCommand('skip', true);
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            aia_Put:
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                doPut(X, Y, true);
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            aia_waitAngle:
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                if Me^.Angle <> Abs(Param) then exit;
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            end
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        else
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            begin
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            s:= ActionIdToStr[Action];
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            if (Param and ai_specmask) <> 0 then
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                case Param of
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                aim_push:
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                s:= '+' + s;
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   245
                
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                aim_release:
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                s:= '-' + s;
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            end
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        else if Param <> 0 then
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            s:= s + ' ' + IntToStr(Param);
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        ParseCommand(s, true)
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        end
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    end;
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inc(Actions.Pos);
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if Actions.Pos <= Actions.Count then
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    inc(Actions.actions[Actions.Pos].Time, GameTicks);
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until false
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end;
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end.