(* * Hedgewars, a worms-like game * Copyright (c) 2005-2007 Andrey Korotaev <unC0Rr@gmail.com> * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; version 2 of the License * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA *)unit uAIMisc;interfaceuses SDLh, uConsts, uGears, uFloat;{$INCLUDE options.inc}type TTarget = record Point: TPoint; Score: LongInt; end; TTargets = record Count: Longword; ar: array[0..cMaxHHIndex*5] of TTarget; end; TJumpType = (jmpNone, jmpHJump, jmpLJump); TGoInfo = record Ticks: Longword; FallPix: Longword; JumpType: TJumpType; end;procedure FillTargets;procedure FillBonuses(isAfterAttack: boolean);procedure AwareOfExplosion(x, y, r: LongInt);function RatePlace(Gear: PGear): LongInt;function TestColl(x, y, r: LongInt): boolean;function RateExplosion(Me: PGear; x, y, r: LongInt): LongInt;function RateShove(Me: PGear; x, y, r, power: LongInt): LongInt;function RateShotgun(Me: PGear; x, y: LongInt): LongInt;function HHGo(Gear, AltGear: PGear; var GoInfo: TGoInfo): boolean;function AIrndSign(num: LongInt): LongInt;var ThinkingHH: PGear; Targets: TTargets;implementationuses uTeams, uMisc, uLand, uCollisions;const KillScore = 200; MAXBONUS = 1024;type TBonus = record X, Y: LongInt; Radius: LongInt; Score: LongInt; end;var bonuses: record Count: Longword; ar: array[0..Pred(MAXBONUS)] of TBonus; end; KnownExplosion: record X, Y, Radius: LongInt end = (X: 0; Y: 0; Radius: 0);procedure FillTargets;var i, t: Longword;beginTargets.Count:= 0;for t:= 0 to Pred(TeamsCount) do with TeamsArray[t]^ do begin for i:= 0 to cMaxHHIndex do if (Hedgehogs[i].Gear <> nil) and (Hedgehogs[i].Gear <> ThinkingHH) then begin with Targets.ar[Targets.Count], Hedgehogs[i] do begin Point.X:= hwRound(Gear^.X); Point.Y:= hwRound(Gear^.Y); if Clan <> CurrentTeam^.Clan then Score:= Gear^.Health else Score:= -Gear^.Health end; inc(Targets.Count) end; endend;procedure FillBonuses(isAfterAttack: boolean);var Gear: PGear; MyClan: PClan; procedure AddBonus(x, y: LongInt; r: Longword; s: LongInt); begin bonuses.ar[bonuses.Count].x:= x; bonuses.ar[bonuses.Count].y:= y; bonuses.ar[bonuses.Count].Radius:= r; bonuses.ar[bonuses.Count].Score:= s; inc(bonuses.Count); TryDo(bonuses.Count <= MAXBONUS, 'Bonuses overflow', true) end;beginbonuses.Count:= 0;MyClan:= PHedgehog(ThinkingHH^.Hedgehog)^.Team^.Clan;Gear:= GearsList;while Gear <> nil do begin case Gear^.Kind of gtCase: AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 33, 25); gtMine: if (Gear^.State and gstAttacking) = 0 then AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 50, -50) else AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 100, -50); // mine is on gtDynamite: AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 150, -75); gtHedgehog: begin if Gear^.Damage >= Gear^.Health then AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 60, -25) else if isAfterAttack and (ThinkingHH^.Hedgehog <> Gear^.Hedgehog) then if (MyClan = PHedgehog(Gear^.Hedgehog)^.Team^.Clan) then AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 150, -3) // hedgehog-friend else AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 100, 3) end; end; Gear:= Gear^.NextGear end;if isAfterAttack and (KnownExplosion.Radius > 0) then with KnownExplosion do AddBonus(X, Y, Radius + 10, -Radius);end;procedure AwareOfExplosion(x, y, r: LongInt);beginKnownExplosion.X:= x;KnownExplosion.Y:= y;KnownExplosion.Radius:= rend;function RatePlace(Gear: PGear): LongInt;var i, r: LongInt; Result: LongInt;beginResult:= 0;for i:= 0 to Pred(bonuses.Count) do with bonuses.ar[i] do begin r:= hwRound(Distance(Gear^.X - int2hwFloat(X), Gear^.Y - int2hwFloat(Y))); if r < Radius then inc(Result, Score * (Radius - r)) end; RatePlace:= Resultend;function TestColl(x, y, r: LongInt): boolean;var b: boolean;beginb:= (((x-r) and $FFFFF800) = 0)and(((y-r) and $FFFFFC00) = 0) and (Land[y-r, x-r] <> 0);if b then exit(true);b:=(((x-r) and $FFFFF800) = 0)and(((y+r) and $FFFFFC00) = 0) and (Land[y+r, x-r] <> 0);if b then exit(true);b:=(((x+r) and $FFFFF800) = 0)and(((y-r) and $FFFFFC00) = 0) and (Land[y-r, x+r] <> 0);if b then exit(true);TestColl:=(((x+r) and $FFFFF800) = 0)and(((y+r) and $FFFFFC00) = 0) and (Land[y+r, x+r] <> 0)end;function RateExplosion(Me: PGear; x, y, r: LongInt): LongInt;var i, dmg, Result: LongInt;beginResult:= 0;// add our virtual positionwith Targets.ar[Targets.Count] do begin Point.x:= hwRound(Me^.X); Point.y:= hwRound(Me^.Y); Score:= - ThinkingHH^.Health end;// rate explosionfor i:= 0 to Targets.Count do with Targets.ar[i] do begin dmg:= r - hwRound(DistanceI(Point.x - x, Point.y - y)); if dmg > 0 then begin dmg:= dmg shr 1; if dmg >= abs(Score) then if Score > 0 then inc(Result, KillScore) else dec(Result, KillScore * 3) else if Score > 0 then inc(Result, dmg) else dec(Result, dmg * 3) end; end;RateExplosion:= Result * 1024end;function RateShove(Me: PGear; x, y, r, power: LongInt): LongInt;var i, dmg, Result: LongInt;beginResult:= 0;for i:= 0 to Pred(Targets.Count) do with Targets.ar[i] do begin dmg:= r - hwRound(DistanceI(Point.x - x, Point.y - y)); if dmg > 0 then begin if power >= abs(Score) then if Score > 0 then inc(Result, KillScore) else dec(Result, KillScore * 3) else if Score > 0 then inc(Result, power) else dec(Result, power * 3) end; end;RateShove:= Result * 1024end;function RateShotgun(Me: PGear; x, y: LongInt): LongInt;var i, dmg, Result: LongInt;beginResult:= 0;// add our virtual positionwith Targets.ar[Targets.Count] do begin Point.x:= hwRound(Me^.X); Point.y:= hwRound(Me^.Y); Score:= - ThinkingHH^.Health end;// rate shotfor i:= 0 to Targets.Count do with Targets.ar[i] do begin dmg:= min(cHHRadius + cShotgunRadius - hwRound(DistanceI(Point.x - x, Point.y - y)), 25); if dmg > 0 then begin if dmg >= abs(Score) then if Score > 0 then inc(Result, KillScore) else dec(Result, KillScore * 3) else if Score > 0 then inc(Result, dmg) else dec(Result, dmg * 3) end; end;RateShotgun:= Result * 1024end;function HHJump(Gear: PGear; JumpType: TJumpType; var GoInfo: TGoInfo): boolean;var bX, bY: LongInt; Result: boolean;beginResult:= false;GoInfo.Ticks:= 0;GoInfo.FallPix:= 0;GoInfo.JumpType:= jmpNone;bX:= hwRound(Gear^.X);bY:= hwRound(Gear^.Y);case JumpType of jmpNone: exit(Result); jmpHJump: if not TestCollisionYwithGear(Gear, -1) then begin Gear^.dY:= -_0_2; SetLittle(Gear^.dX); Gear^.State:= Gear^.State or gstMoving or gstHHJumping; end else exit(Result); jmpLJump: begin if not TestCollisionYwithGear(Gear, -1) then if not TestCollisionXwithXYShift(Gear, _0, -2, hwSign(Gear^.dX)) then Gear^.Y:= Gear^.Y - int2hwFloat(2) else if not TestCollisionXwithXYShift(Gear, _0, -1, hwSign(Gear^.dX)) then Gear^.Y:= Gear^.Y - _1; if not (TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) or TestCollisionYwithGear(Gear, -1)) then begin Gear^.dY:= -_0_15; Gear^.dX:= SignAs(_0_15, Gear^.dX); Gear^.State:= Gear^.State or gstMoving or gstHHJumping end else exit(Result) end end;repeatif not (hwRound(Gear^.Y) + cHHRadius < cWaterLine) then exit(Result);if (Gear^.State and gstMoving) <> 0 then begin if (GoInfo.Ticks = 350) then if (not (hwAbs(Gear^.dX) > cLittle)) and (Gear^.dY < -_0_02) then begin Gear^.dY:= -_0_25; Gear^.dX:= SignAs(_0_02, Gear^.dX) end; if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then SetLittle(Gear^.dX); Gear^.X:= Gear^.X + Gear^.dX; inc(GoInfo.Ticks); Gear^.dY:= Gear^.dY + cGravity; if Gear^.dY > _0_4 then exit(Result); if (Gear^.dY.isNegative)and TestCollisionYwithGear(Gear, -1) then Gear^.dY:= _0; Gear^.Y:= Gear^.Y + Gear^.dY; if (not Gear^.dY.isNegative)and TestCollisionYwithGear(Gear, 1) then begin Gear^.State:= Gear^.State and not (gstMoving or gstHHJumping); Gear^.dY:= _0; case JumpType of jmpHJump: if bY - hwRound(Gear^.Y) > 5 then begin Result:= true; GoInfo.JumpType:= jmpHJump; inc(GoInfo.Ticks, 300 + 300) // 300 before jump, 300 after end; jmpLJump: if abs(bX - hwRound(Gear^.X)) > 30 then begin Result:= true; GoInfo.JumpType:= jmpLJump; inc(GoInfo.Ticks, 300 + 300) // 300 before jump, 300 after end; end; exit(Result) end; end;until falseend;function HHGo(Gear, AltGear: PGear; var GoInfo: TGoInfo): boolean;var pX, pY: LongInt; Result: boolean;beginResult:= false;AltGear^:= Gear^;GoInfo.Ticks:= 0;GoInfo.FallPix:= 0;GoInfo.JumpType:= jmpNone;repeatpX:= hwRound(Gear^.X);pY:= hwRound(Gear^.Y);if pY + cHHRadius >= cWaterLine then exit(false);if (Gear^.State and gstMoving) <> 0 then begin inc(GoInfo.Ticks); Gear^.dY:= Gear^.dY + cGravity; if Gear^.dY > _0_4 then begin Goinfo.FallPix:= 0; HHJump(AltGear, jmpLJump, GoInfo); // try ljump instead of fall with damage exit(Result) end; Gear^.Y:= Gear^.Y + Gear^.dY; if hwRound(Gear^.Y) > pY then inc(GoInfo.FallPix); if TestCollisionYwithGear(Gear, 1) then begin inc(GoInfo.Ticks, 300); Gear^.State:= Gear^.State and not (gstMoving or gstHHJumping); Gear^.dY:= _0; Result:= true; HHJump(AltGear, jmpLJump, GoInfo); // try ljump instead of fall exit(Result) end; continue end; if (Gear^.Message and gm_Left )<>0 then Gear^.dX:= -cLittle else if (Gear^.Message and gm_Right )<>0 then Gear^.dX:= cLittle else exit(Result); if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then begin if not (TestCollisionXwithXYShift(Gear, _0, -6, hwSign(Gear^.dX)) or TestCollisionYwithGear(Gear, -1)) then Gear^.Y:= Gear^.Y - _1; if not (TestCollisionXwithXYShift(Gear, _0, -5, hwSign(Gear^.dX)) or TestCollisionYwithGear(Gear, -1)) then Gear^.Y:= Gear^.Y - _1; if not (TestCollisionXwithXYShift(Gear, _0, -4, hwSign(Gear^.dX)) or TestCollisionYwithGear(Gear, -1)) then Gear^.Y:= Gear^.Y - _1; if not (TestCollisionXwithXYShift(Gear, _0, -3, hwSign(Gear^.dX)) or TestCollisionYwithGear(Gear, -1)) then Gear^.Y:= Gear^.Y - _1; if not (TestCollisionXwithXYShift(Gear, _0, -2, hwSign(Gear^.dX)) or TestCollisionYwithGear(Gear, -1)) then Gear^.Y:= Gear^.Y - _1; if not (TestCollisionXwithXYShift(Gear, _0, -1, hwSign(Gear^.dX)) or TestCollisionYwithGear(Gear, -1)) then Gear^.Y:= Gear^.Y - _1; end; if not TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then begin Gear^.X:= Gear^.X + int2hwFloat(hwSign(Gear^.dX)); inc(GoInfo.Ticks, cHHStepTicks) end; if not TestCollisionYwithGear(Gear, 1) then begin Gear^.Y:= Gear^.Y + _1; if not TestCollisionYwithGear(Gear, 1) then begin Gear^.Y:= Gear^.Y + _1; if not TestCollisionYwithGear(Gear, 1) then begin Gear^.Y:= Gear^.Y + _1; if not TestCollisionYwithGear(Gear, 1) then begin Gear^.Y:= Gear^.Y + _1; if not TestCollisionYwithGear(Gear, 1) then begin Gear^.Y:= Gear^.Y + _1; if not TestCollisionYwithGear(Gear, 1) then begin Gear^.Y:= Gear^.Y + _1; if not TestCollisionYwithGear(Gear, 1) then begin Gear^.Y:= Gear^.Y - _6; Gear^.dY:= _0; Gear^.State:= Gear^.State or gstMoving end end end end end end end;if (pX <> hwRound(Gear^.X)) and ((Gear^.State and gstMoving) = 0) then exit(true);until (pX = hwRound(Gear^.X)) and (pY = hwRound(Gear^.Y)) and ((Gear^.State and gstMoving) = 0);HHJump(AltGear, jmpHJump, GoInfo);HHGo:= Resultend;function AIrndSign(num: LongInt): LongInt;beginif random(2) = 0 then AIrndSign:= num else AIrndSign:= - numend; end.