- 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)
- More branching in walk algorythm which allows for better coverage of reachable places. Sometimes makes AI perform ridiculous jumping just to make a tiny step.
- Small fixes/adjustments
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2012 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
*)
{$INCLUDE "options.inc"}
unit uAIMisc;
interface
uses SDLh, uConsts, uFloat, uTypes;
const MAXBONUS = 1024;
afTrackFall = $00000001;
afErasesLand = $00000002;
afSetSkip = $00000004;
type TTarget = record
Point: TPoint;
Score: LongInt;
skip: boolean;
end;
TTargets = record
Count: Longword;
ar: array[0..Pred(cMaxHHs)] of TTarget;
end;
TJumpType = (jmpNone, jmpHJump, jmpLJump);
TGoInfo = record
Ticks: Longword;
FallPix: Longword;
JumpType: TJumpType;
end;
TBonus = record
X, Y: LongInt;
Radius: LongInt;
Score: LongInt;
end;
procedure initModule;
procedure freeModule;
procedure FillTargets;
procedure AddBonus(x, y: LongInt; r: Longword; s: LongInt); inline;
procedure FillBonuses(isAfterAttack: boolean);
procedure AwareOfExplosion(x, y, r: LongInt); inline;
function RatePlace(Gear: PGear): LongInt;
function TestColl(x, y, r: LongInt): boolean; inline;
function TestCollExcludingObjects(x, y, r: LongInt): boolean; inline;
function TestCollExcludingMe(Me: PGear; x, y, r: LongInt): boolean; inline;
function TraceShoveFall(x, y, dX, dY: Real): LongInt;
function RateExplosion(Me: PGear; x, y, r: LongInt): LongInt; inline;
function RateExplosion(Me: PGear; x, y, r: LongInt; Flags: LongWord): LongInt;
function RateShove(Me: PGear; x, y, r, power, kick: LongInt; gdX, gdY: real; Flags: LongWord): LongInt;
function RateShotgun(Me: PGear; gdX, gdY: real; x, y: LongInt): LongInt;
function RateHammer(Me: PGear): LongInt;
function HHGo(Gear, AltGear: PGear; var GoInfo: TGoInfo): boolean;
function AIrndSign(num: LongInt): LongInt;
var ThinkingHH: PGear;
Targets: TTargets;
bonuses: record
Count: Longword;
ar: array[0..Pred(MAXBONUS)] of TBonus;
end;
walkbonuses: record
Count: Longword;
ar: array[0..Pred(MAXBONUS div 8)] of TBonus; // don't use too many
end;
implementation
uses uCollisions, uVariables, uUtils, uDebug, uLandTexture;
const KillScore = 200;
var friendlyfactor: LongInt = 300;
KnownExplosion: record
X, Y, Radius: LongInt
end = (X: 0; Y: 0; Radius: 0);
procedure FillTargets;
var i, t: Longword;
f, e: LongInt;
begin
Targets.Count:= 0;
f:= 0;
e:= 0;
for t:= 0 to Pred(TeamsCount) do
with TeamsArray[t]^ do
if not hasGone then
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
skip:= false;
Point.X:= hwRound(Gear^.X);
Point.Y:= hwRound(Gear^.Y);
if Clan <> CurrentTeam^.Clan then
begin
Score:= Gear^.Health;
inc(e)
end else
begin
Score:= -Gear^.Health;
inc(f)
end
end;
inc(Targets.Count)
end;
end;
if e > f then friendlyfactor:= 300 + (e - f) * 30
else friendlyfactor:= max(30, 300 - f * 80 div max(1,e))
end;
procedure AddBonus(x, y: LongInt; r: Longword; s: LongInt); inline;
begin
if(bonuses.Count < MAXBONUS) then
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);
end;
end;
procedure AddWalkBonus(x, y: LongInt; r: Longword; s: LongInt); inline;
begin
if(walkbonuses.Count < MAXBONUS div 8) then
begin
walkbonuses.ar[walkbonuses.Count].x:= x;
walkbonuses.ar[walkbonuses.Count].y:= y;
walkbonuses.ar[walkbonuses.Count].Radius:= r;
walkbonuses.ar[walkbonuses.Count].Score:= s;
inc(walkbonuses.Count);
end;
end;
procedure FillBonuses(isAfterAttack: boolean);
var Gear: PGear;
MyClan: PClan;
i: Longint;
begin
bonuses.Count:= 0;
MyClan:= ThinkingHH^.Hedgehog^.Team^.Clan;
Gear:= GearsList;
while Gear <> nil do
begin
case Gear^.Kind of
gtCase:
AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y) + 3, 37, 25);
gtFlame:
if (Gear^.State and gsttmpFlag) <> 0 then
AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 20, -50);
// avoid mines unless they are very likely to be duds, or are duds. also avoid if they are about to blow
gtMine:
if ((Gear^.State and gstAttacking) = 0) and (((cMineDudPercent < 90) and (Gear^.Health <> 0))
or (isAfterAttack and (Gear^.Health = 0) and (Gear^.Damage > 30))) then
AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 50, -50)
else if (Gear^.State and gstAttacking) <> 0 then
AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 100, -50); // mine is on
gtExplosives:
if isAfterAttack then
AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 75, -60 + Gear^.Health);
gtSMine:
AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 50, -30);
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)
and ((hwAbs(Gear^.dX) + hwAbs(Gear^.dY)) < _0_1) then
if (ClansCount > 2) or (MyClan = 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);
if isAfterAttack then
begin
for i:= 0 to Pred(walkbonuses.Count) do
with walkbonuses.ar[i] do
AddBonus(X, Y, Radius, Score);
walkbonuses.Count:= 0
end;
end;
procedure AwareOfExplosion(x, y, r: LongInt); inline;
begin
KnownExplosion.X:= x;
KnownExplosion.Y:= y;
KnownExplosion.Radius:= r
end;
function RatePlace(Gear: PGear): LongInt;
var i, r: LongInt;
rate: LongInt;
gX, gY: real;
begin
gX:= hwFloat2Float(Gear^.X);
gY:= hwFloat2Float(Gear^.Y);
rate:= 0;
for i:= 0 to Pred(bonuses.Count) do
with bonuses.ar[i] do
begin
r:= Radius;
if abs(gX-X)+abs(gY-Y) < Radius then
r:= trunc(sqrt(sqr(gX - X)+sqr(gY - Y)));
if r < 20 then
inc(rate, Score * Radius)
else if r < Radius then
inc(rate, Score * (Radius - r))
end;
RatePlace:= rate;
end;
// Wrapper to test various approaches. If it works reasonably, will just replace.
// Right now, converting to hwFloat is a tad inefficient since the x/y were hwFloat to begin with...
function TestCollExcludingMe(Me: PGear; x, y, r: LongInt): boolean; inline;
var MeX, MeY: LongInt;
begin
if ((x and LAND_WIDTH_MASK) = 0) and ((y and LAND_HEIGHT_MASK) = 0) then
begin
MeX:= hwRound(Me^.X);
MeY:= hwRound(Me^.Y);
// We are still inside the hog. Skip radius test
if ((((x-MeX)*(x-MeX)) + ((y-MeY)*(y-MeY))) < 256) and ((Land[y, x] and $FF00) = 0) then
exit(false);
end;
TestCollExcludingMe:= TestColl(x, y, r)
end;
function TestCollExcludingObjects(x, y, r: LongInt): boolean; inline;
var b: boolean;
begin
b:= (((x-r) and LAND_WIDTH_MASK) = 0) and (((y-r) and LAND_HEIGHT_MASK) = 0) and (Land[y-r, x-r] and $FF00 <> 0);
if b then
exit(true);
b:= (((x-r) and LAND_WIDTH_MASK) = 0) and (((y+r) and LAND_HEIGHT_MASK) = 0) and (Land[y+r, x-r] and $FF00 <> 0);
if b then
exit(true);
b:= (((x+r) and LAND_WIDTH_MASK) = 0) and (((y-r) and LAND_HEIGHT_MASK) = 0) and (Land[y-r, x+r] and $FF00 <> 0);
if b then
exit(true);
b:= (((x+r) and LAND_WIDTH_MASK) = 0) and (((y+r) and LAND_HEIGHT_MASK) = 0) and (Land[y+r, x+r] and $FF00 <> 0);
if b then
exit(true);
TestCollExcludingObjects:= false;
end;
function TestColl(x, y, r: LongInt): boolean; inline;
var b: boolean;
begin
b:= (((x-r) and LAND_WIDTH_MASK) = 0) and (((y-r) and LAND_HEIGHT_MASK) = 0) and (Land[y-r, x-r] and $FF7F <> 0);
if b then
exit(true);
b:= (((x-r) and LAND_WIDTH_MASK) = 0) and (((y+r) and LAND_HEIGHT_MASK) = 0) and (Land[y+r, x-r] and $FF7F <> 0);
if b then
exit(true);
b:= (((x+r) and LAND_WIDTH_MASK) = 0) and (((y-r) and LAND_HEIGHT_MASK) = 0) and (Land[y-r, x+r] and $FF7F <> 0);
if b then
exit(true);
b:= (((x+r) and LAND_WIDTH_MASK) = 0) and (((y+r) and LAND_HEIGHT_MASK) = 0) and (Land[y+r, x+r] and $FF7F <> 0);
if b then
exit(true);
TestColl:= false;
end;
function TestCollWithLand(x, y, r: LongInt): boolean; inline;
var b: boolean;
begin
b:= (((x-r) and LAND_WIDTH_MASK) = 0) and (((y-r) and LAND_HEIGHT_MASK) = 0) and (Land[y-r, x-r] > 255);
if b then
exit(true);
b:= (((x-r) and LAND_WIDTH_MASK) = 0) and (((y+r) and LAND_HEIGHT_MASK) = 0) and (Land[y+r, x-r] > 255);
if b then
exit(true);
b:= (((x+r) and LAND_WIDTH_MASK) = 0) and (((y-r) and LAND_HEIGHT_MASK) = 0) and (Land[y-r, x+r] > 255);
if b then
exit(true);
b:= (((x+r) and LAND_WIDTH_MASK) = 0) and (((y+r) and LAND_HEIGHT_MASK) = 0) and (Land[y+r, x+r] > 255);
if b then
exit(true);
TestCollWithLand:= false;
end;
function TraceFall(eX, eY: LongInt; x, y, dX, dY: Real; r: LongWord): LongInt;
var skipLandCheck: boolean;
rCorner: real;
dmg: LongInt;
begin
skipLandCheck:= true;
if x - eX < 0 then dX:= -dX;
if y - eY < 0 then dY:= -dY;
// ok. attempt approximate search for an unbroken trajectory into water. if it continues far enough, assume out of map
rCorner:= r * 0.75;
while true do
begin
x:= x + dX;
y:= y + dY;
dY:= dY + cGravityf;
skipLandCheck:= skipLandCheck and (r <> 0) and (abs(eX-x) + abs(eY-y) < r) and ((abs(eX-x) < rCorner) or (abs(eY-y) < rCorner));
if not skipLandCheck and TestCollWithLand(trunc(x), trunc(y), cHHRadius) then
begin
if 0.4 < dY then
begin
dmg := 1 + trunc((abs(dY) - 0.4) * 70);
if dmg >= 1 then
exit(dmg);
end;
exit(0)
end;
if (y > cWaterLine) or (x > 4096) or (x < 0) then
exit(-1);
end;
end;
function TraceShoveFall(x, y, dX, dY: Real): LongInt;
var dmg, v: LongInt;
begin
v:= random($FFFFFFFF);
while true do
begin
x:= x + dX;
y:= y + dY;
dY:= dY + cGravityf;
(*
if ((trunc(y) and LAND_HEIGHT_MASK) = 0) and ((trunc(x) and LAND_WIDTH_MASK) = 0) then
begin
LandPixels[trunc(y), trunc(x)]:= v;
UpdateLandTexture(trunc(X), 1, trunc(Y), 1, true);
end;
*)
// consider adding dX/dY calc here for fall damage
if TestCollExcludingObjects(trunc(x), trunc(y), cHHRadius) then
begin
if 0.4 < dY then
begin
dmg := 1 + trunc((abs(dY) - 0.4) * 70);
if dmg >= 1 then
exit(dmg);
end;
exit(0)
end;
if (y > cWaterLine) or (x > 4096) or (x < 0) then
// returning -1 for drowning so it can be considered in the Rate routine
exit(-1)
end;
end;
function RateExplosion(Me: PGear; x, y, r: LongInt): LongInt;
begin
RateExplosion:= RateExplosion(Me, x, y, r, 0);
end;
function RateExplosion(Me: PGear; x, y, r: LongInt; Flags: LongWord): LongInt;
var i, fallDmg, dmg, dmgBase, rate, erasure: LongInt;
dX, dY, dmgMod: real;
begin
fallDmg:= 0;
dmgMod:= 0.01 * hwFloat2Float(cDamageModifier) * cDamagePercent;
rate:= 0;
// add our virtual position
with Targets.ar[Targets.Count] do
begin
Point.x:= hwRound(Me^.X);
Point.y:= hwRound(Me^.Y);
Score:= - ThinkingHH^.Health
end;
// rate explosion
dmgBase:= r + cHHRadius div 2;
if (Flags and afErasesLand <> 0) and (GameFlags and gfSolidLand = 0) then erasure:= r
else erasure:= 0;
for i:= 0 to Targets.Count do
with Targets.ar[i] do
begin
dmg:= 0;
if abs(Point.x - x) + abs(Point.y - y) < dmgBase then
dmg:= trunc(dmgMod * min((dmgBase - trunc(sqrt(sqr(Point.x - x)+sqr(Point.y - y)))) div 2, r));
if dmg > 0 then
begin
if Flags and afTrackFall <> 0 then
begin
dX:= 0.005 * dmg + 0.01;
dY:= dX;
if (x and LAND_WIDTH_MASK = 0) and ((y+cHHRadius+2) and LAND_HEIGHT_MASK = 0) and
(Land[y+cHHRadius+2, x] and lfIndestructible <> 0) then
fallDmg:= trunc(TraceFall(x, y, Point.x, Point.y, dX, dY, 0) * dmgMod)
else fallDmg:= trunc(TraceFall(x, y, Point.x, Point.y, dX, dY, erasure) * dmgMod)
end;
if fallDmg < 0 then // drowning. score healthier hogs higher, since their death is more likely to benefit the AI
if Score > 0 then
inc(rate, KillScore + Score div 10) // Add a bit of a bonus for bigger hog drownings
else
dec(rate, KillScore * friendlyfactor div 100 - Score div 10) // and more of a punishment for drowning bigger friendly hogs
else if (dmg+fallDmg) >= abs(Score) then
if Score > 0 then
inc(rate, KillScore)
else
dec(rate, KillScore * friendlyfactor div 100)
else
if Score > 0 then
inc(rate, dmg+fallDmg)
else dec(rate, (dmg+fallDmg) * friendlyfactor div 100)
end;
end;
RateExplosion:= rate * 1024;
end;
function RateShove(Me: PGear; x, y, r, power, kick: LongInt; gdX, gdY: real; Flags: LongWord): LongInt;
var i, fallDmg, dmg, rate: LongInt;
dX, dY, dmgMod: real;
begin
fallDmg:= 0;
dX:= gdX * 0.01 * kick;
dY:= gdY * 0.01 * kick;
dmgMod:= 0.01 * hwFloat2Float(cDamageModifier) * cDamagePercent;
rate:= 0;
for i:= 0 to Pred(Targets.Count) do
with Targets.ar[i] do
if skip then
if (Flags and afSetSkip = 0) then skip:= false else {still skip}
else
begin
dmg:= 0;
if abs(Point.x - x) + abs(Point.y - y) < r then
dmg:= r - trunc(sqrt(sqr(Point.x - x)+sqr(Point.y - y)));
if dmg > 0 then
begin
if (Flags and afSetSkip <> 0) then skip:= true;
if (Flags and afTrackFall <> 0) and (Score > 0) then
fallDmg:= trunc(TraceShoveFall(Point.x, Point.y - 2, dX, dY) * dmgMod);
if fallDmg < 0 then // drowning. score healthier hogs higher, since their death is more likely to benefit the AI
if Score > 0 then
inc(rate, KillScore + Score div 10) // Add a bit of a bonus for bigger hog drownings
else
dec(rate, KillScore * friendlyfactor div 100 - Score div 10) // and more of a punishment for drowning bigger friendly hogs
else if power+fallDmg >= abs(Score) then
if Score > 0 then
inc(rate, KillScore)
else
dec(rate, KillScore * friendlyfactor div 100)
else
if Score > 0 then
inc(rate, power+fallDmg)
else
dec(rate, (power+fallDmg) * friendlyfactor div 100)
end;
end;
RateShove:= rate * 1024
end;
function RateShotgun(Me: PGear; gdX, gdY: real; x, y: LongInt): LongInt;
var i, dmg, fallDmg, baseDmg, rate, erasure: LongInt;
dX, dY, dmgMod: real;
begin
dmgMod:= 0.01 * hwFloat2Float(cDamageModifier) * cDamagePercent;
rate:= 0;
gdX:= gdX * 0.01;
gdY:= gdX * 0.01;
// add our virtual position
with Targets.ar[Targets.Count] do
begin
Point.x:= hwRound(Me^.X);
Point.y:= hwRound(Me^.Y);
Score:= - ThinkingHH^.Health
end;
// rate shot
baseDmg:= cHHRadius + cShotgunRadius + 4;
if GameFlags and gfSolidLand = 0 then erasure:= cShotgunRadius
else erasure:= 0;
for i:= 0 to Targets.Count do
with Targets.ar[i] do
begin
dmg:= 0;
if abs(Point.x - x) + abs(Point.y - y) < baseDmg then
begin
dmg:= min(baseDmg - trunc(sqrt(sqr(Point.x - x)+sqr(Point.y - y))), 25);
dmg:= trunc(dmg * dmgMod);
end;
if dmg > 0 then
begin
dX:= gdX * dmg;
dY:= gdY * dmg;
if dX < 0 then dX:= dX - 0.01
else dX:= dX + 0.01;
if (x and LAND_WIDTH_MASK = 0) and ((y+cHHRadius+2) and LAND_HEIGHT_MASK = 0) and
(Land[y+cHHRadius+2, x] and lfIndestructible <> 0) then
fallDmg:= trunc(TraceFall(x, y, Point.x, Point.y, dX, dY, 0) * dmgMod)
else fallDmg:= trunc(TraceFall(x, y, Point.x, Point.y, dX, dY, erasure) * dmgMod);
if fallDmg < 0 then // drowning. score healthier hogs higher, since their death is more likely to benefit the AI
if Score > 0 then
inc(rate, KillScore + Score div 10) // Add a bit of a bonus for bigger hog drownings
else
dec(rate, KillScore * friendlyfactor div 100 - Score div 10) // and more of a punishment for drowning bigger friendly hogs
else if (dmg+fallDmg) >= abs(Score) then
if Score > 0 then
inc(rate, KillScore)
else
dec(rate, KillScore * friendlyfactor div 100)
else
if Score > 0 then
inc(rate, dmg+fallDmg)
else
dec(rate, (dmg+fallDmg) * friendlyfactor div 100)
end;
end;
RateShotgun:= rate * 1024;
end;
function RateHammer(Me: PGear): LongInt;
var x, y, i, r, rate: LongInt;
begin
// hammer hit shift against attecker hog is 10
x:= hwRound(Me^.X) + hwSign(Me^.dX) * 10;
y:= hwRound(Me^.Y);
rate:= 0;
for i:= 0 to Pred(Targets.Count) do
with Targets.ar[i] do
// hammer hit radius is 8, shift is 10
if abs(Point.x - x) + abs(Point.y - y) < 18 then
begin
r:= trunc(sqrt(sqr(Point.x - x)+sqr(Point.y - y)));
if r <= 18 then
if Score > 0 then
inc(rate, Score div 3)
else
inc(rate, Score div 3 * friendlyfactor div 100)
end;
RateHammer:= rate * 1024;
end;
function HHJump(Gear: PGear; JumpType: TJumpType; var GoInfo: TGoInfo): boolean;
var bX, bY: LongInt;
begin
HHJump:= false;
GoInfo.Ticks:= 0;
GoInfo.JumpType:= jmpNone;
bX:= hwRound(Gear^.X);
bY:= hwRound(Gear^.Y);
case JumpType of
jmpNone: exit(false);
jmpHJump:
if TestCollisionYwithGear(Gear, -1) = 0 then
begin
Gear^.dY:= -_0_2;
SetLittle(Gear^.dX);
Gear^.State:= Gear^.State or gstMoving or gstHHJumping;
end
else
exit(false);
jmpLJump:
begin
if TestCollisionYwithGear(Gear, -1) <> 0 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) <> 0)) then
begin
Gear^.dY:= -_0_15;
Gear^.dX:= SignAs(_0_15, Gear^.dX);
Gear^.State:= Gear^.State or gstMoving or gstHHJumping
end
else
exit(false)
end
end;
repeat
if not (hwRound(Gear^.Y) + cHHRadius < cWaterLine) then
exit(false);
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(false);
if (Gear^.dY.isNegative) and (TestCollisionYwithGear(Gear, -1) <> 0) then
Gear^.dY:= _0;
Gear^.Y:= Gear^.Y + Gear^.dY;
if (not Gear^.dY.isNegative) and (TestCollisionYwithGear(Gear, 1) <> 0) 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
GoInfo.JumpType:= jmpHJump;
inc(GoInfo.Ticks, 300 + 300); // 300 before jump, 300 after
exit(true)
end;
jmpLJump:
if abs(bX - hwRound(Gear^.X)) > 30 then
begin
GoInfo.JumpType:= jmpLJump;
inc(GoInfo.Ticks, 300 + 300); // 300 before jump, 300 after
exit(true)
end
end;
exit(false)
end;
end;
until false
end;
function HHGo(Gear, AltGear: PGear; var GoInfo: TGoInfo): boolean;
var pX, pY, tY: LongInt;
begin
HHGo:= false;
Gear^.CollisionMask:= $FF7F;
AltGear^:= Gear^;
GoInfo.Ticks:= 0;
GoInfo.FallPix:= 0;
GoInfo.JumpType:= jmpNone;
tY:= hwRound(Gear^.Y);
repeat
pX:= hwRound(Gear^.X);
pY:= hwRound(Gear^.Y);
if pY + cHHRadius >= cWaterLine then
begin
if AltGear^.Hedgehog^.BotLevel < 4 then
AddWalkBonus(pX, tY, 250, -40);
exit(false)
end;
// hog is falling
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;
// try ljump instead of fall with damage
HHJump(AltGear, jmpLJump, GoInfo);
if AltGear^.Hedgehog^.BotLevel < 4 then
AddWalkBonus(pX, tY, 175, -20);
exit(false)
end;
Gear^.Y:= Gear^.Y + Gear^.dY;
if hwRound(Gear^.Y) > pY then
inc(GoInfo.FallPix);
if TestCollisionYwithGear(Gear, 1) <> 0 then
begin
inc(GoInfo.Ticks, 410);
Gear^.State:= Gear^.State and not (gstMoving or gstHHJumping);
Gear^.dY:= _0;
// try ljump instead of fall
HHJump(AltGear, jmpLJump, GoInfo);
exit(true)
end;
continue
end;
// usual walk
if (Gear^.Message and gmLeft) <> 0 then
Gear^.dX:= -cLittle
else
if (Gear^.Message and gmRight) <> 0 then
Gear^.dX:= cLittle
else
exit(false);
if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then if (TestCollisionYwithGear(Gear, -1) = 0) then
begin
Gear^.Y:= Gear^.Y - _1;
if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then if (TestCollisionYwithGear(Gear, -1) = 0) then
begin
Gear^.Y:= Gear^.Y - _1;
if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then if (TestCollisionYwithGear(Gear, -1) = 0) then
begin
Gear^.Y:= Gear^.Y - _1;
if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then if (TestCollisionYwithGear(Gear, -1) = 0) then
begin
Gear^.Y:= Gear^.Y - _1;
if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then if (TestCollisionYwithGear(Gear, -1) = 0) then
begin
Gear^.Y:= Gear^.Y - _1;
if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then if (TestCollisionYwithGear(Gear, -1) = 0) then
begin
Gear^.Y:= Gear^.Y - _1;
if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then
Gear^.Y:= Gear^.Y + _6
end else Gear^.Y:= Gear^.Y + _5 else
end else Gear^.Y:= Gear^.Y + _4 else
end else Gear^.Y:= Gear^.Y + _3 else
end else Gear^.Y:= Gear^.Y + _2 else
end else 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;
// too scared to reformat this part
if TestCollisionYwithGear(Gear, 1) = 0 then
begin
Gear^.Y:= Gear^.Y + _1;
if TestCollisionYwithGear(Gear, 1) = 0 then
begin
Gear^.Y:= Gear^.Y + _1;
if TestCollisionYwithGear(Gear, 1) = 0 then
begin
Gear^.Y:= Gear^.Y + _1;
if TestCollisionYwithGear(Gear, 1) = 0 then
begin
Gear^.Y:= Gear^.Y + _1;
if TestCollisionYwithGear(Gear, 1) = 0 then
begin
Gear^.Y:= Gear^.Y + _1;
if TestCollisionYwithGear(Gear, 1) = 0 then
begin
Gear^.Y:= Gear^.Y + _1;
if TestCollisionYwithGear(Gear, 1) = 0 then
begin
Gear^.Y:= Gear^.Y - _6;
Gear^.dY:= _0;
Gear^.State:= Gear^.State or gstMoving
end
end
end
end
end
end
end;
// we have moved for 1 px
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);
end;
function AIrndSign(num: LongInt): LongInt;
begin
if random(2) = 0 then
AIrndSign:= num
else
AIrndSign:= - num
end;
procedure initModule;
begin
friendlyfactor:= 300;
KnownExplosion.X:= 0;
KnownExplosion.Y:= 0;
KnownExplosion.Radius:= 0;
end;
procedure freeModule;
begin
end;
end.