hedgewars/uAIMisc.pas
author alfadur
Sat, 11 Jul 2020 20:33:23 +0300
changeset 15719 08e556cad305
parent 15693 2aedd8ca836c
child 15726 12973ea952c6
permissions -rw-r--r--
improve sentry jumping out
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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  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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   130
begin
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Targets.Count:= 0;
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Targets.reset:= false;
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   133
f:= 0;
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e:= 0;
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Gear:= GearsList;
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   136
while Gear <> nil do
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   137
    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
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   138
    if  (((Gear^.Kind = gtHedgehog) and
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            (Gear <> ThinkingHH) and
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nemo
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   140
            (Gear^.Health > Gear^.Damage) and
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78f087fd3e5b parsing ok, stops at uGears
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   141
            (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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   144
        ((Gear^.Kind = gtExplosives) and
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   145
            (Gear^.Health > Gear^.Damage)) or
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nemo
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   146
        ((Gear^.Kind = gtMine) and
8972
f01b836d702e I was using this to test firepunching likely duds, but most of the time that would probably just make him bazooka them
nemo
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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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   151
        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;
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
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            Radius:= Gear^.Radius;
8963
1a8335f0d968 Apply radius consistently. Still doesn't explain AI fail I think, although I can't run it right now.
nemo
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   158
            Density:= hwFloat2Float(Gear^.Density)/3;
8969
ff121fd3d08f *sigh* freakin "with"
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   159
            State:= Gear^.State;
8956
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   160
            matters:= (Gear^.AIHints and aihDoesntMatter) = 0;
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13ac59499066 update 0.9.19 with dev branch
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   161
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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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a6ee1e7310fb trying to make AI aware of mine/explosive break point. also remove redundant test.
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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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   179
                    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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   184
                    begin
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                    Score:= -ResurrectScore;
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                    inc(e);
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                    end
8956
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nemo
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   188
            else if Gear^.Kind = gtExplosives then
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1a8335f0d968 Apply radius consistently. Still doesn't explain AI fail I think, although I can't run it right now.
nemo
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   189
                Score:= Gear^.Health - Gear^.Damage
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            else if Gear^.Kind = gtMine then
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nemo
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                Score:= max(0,35-Gear^.Damage);
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   192
            end;
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        inc(Targets.Count)
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   194
        end;
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   195
    Gear:= Gear^.NextGear
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   196
    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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   197
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
if e > f then friendlyfactor:= 300 + (e - f) * 30
5881
099464aab4b6 fix for issue #139
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   199
else friendlyfactor:= max(30, 300 - f * 80 div max(1,e))
4
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   200
end;
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   201
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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   202
procedure AddBonus(x, y: LongInt; r: Longword; s: LongInt); inline;
6474
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begin
7164
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unc0rr
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   204
if(bonuses.Count < MAXBONUS) 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.
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   205
    begin
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   206
    bonuses.ar[bonuses.Count].x:= 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.
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   207
    bonuses.ar[bonuses.Count].y:= y;
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.
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   208
    bonuses.ar[bonuses.Count].Radius:= r;
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unc0rr
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   209
    bonuses.ar[bonuses.Count].Score:= s;
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.
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   210
    inc(bonuses.Count);
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.
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diff changeset
   211
    end;
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   212
end;
42e9773eedfd - Improve renderer a bit, disallow nested functions
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   213
7375
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nemo
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   214
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.
nemo
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   215
begin
7378
ac9ce7f033df Reduce number of walk bonuses further, doubt even 128 are needed. Fix count reset.
nemo
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diff changeset
   216
if(walkbonuses.Count < MAXBONUS div 8) 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
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   217
    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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diff changeset
   218
    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
parents: 7360
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   219
    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
parents: 7360
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   220
    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.
nemo
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   221
    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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   222
    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.
nemo
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diff changeset
   223
    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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   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.
nemo
parents: 7360
diff changeset
   225
6888
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
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diff changeset
   226
procedure FillBonuses(isAfterAttack: boolean);
66
9643d75baf1e Many AI improvements, bots do think in separate thread
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   227
var Gear: PGear;
549
4278a80140a8 - Introduce clans (teams with same color)
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   228
    MyClan: PClan;
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.
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   229
    i: Longint;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
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   230
begin
9643d75baf1e Many AI improvements, bots do think in separate thread
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   231
bonuses.Count:= 0;
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0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
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   232
bonuses.activity:= false;
4372
3836973380b9 remove some more PHedgehog casts
nemo
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   233
MyClan:= ThinkingHH^.Hedgehog^.Team^.Clan;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
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diff changeset
   234
Gear:= GearsList;
9643d75baf1e Many AI improvements, bots do think in separate thread
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   235
while Gear <> nil do
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
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   236
    begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
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   237
        case Gear^.Kind of
10164
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
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   238
            gtGrenade
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
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   239
            , gtClusterBomb
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   240
            , gtGasBomb
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unc0rr
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   241
            , gtShell
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unc0rr
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   242
            , gtAirAttack
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unc0rr
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   243
            , gtMortar
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unc0rr
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   244
            , gtWatermelon
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unc0rr
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   245
            , gtDrill
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unc0rr
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   246
            , gtAirBomb
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
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   247
            , gtCluster
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
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   248
            , gtMelonPiece
14507
184df3900ec4 - Bots activate extra time if needed
unc0rr
parents: 14264
diff changeset
   249
            , gtBee
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unc0rr
parents: 10140
diff changeset
   250
            , gtMolotov: bonuses.activity:= true;
6580
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lovelacer
parents: 6474
diff changeset
   251
            gtCase:
14264
6f3f59266c4c flag crates since waste of time for mutant.
nemo
parents: 14213
diff changeset
   252
                if (Gear^.AIHints and aihDoesntMatter) = 0 then
6f3f59266c4c flag crates since waste of time for mutant.
nemo
parents: 14213
diff changeset
   253
                    AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y) + 3, 37, 25);
6580
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lovelacer
parents: 6474
diff changeset
   254
            gtFlame:
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lovelacer
parents: 6474
diff changeset
   255
                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
   256
                    AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 20, -50);
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parents: 8895
diff changeset
   257
// 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
   258
            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
   259
                if (Gear^.State and gstMoving) <> 0 then bonuses.activity:= true;
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9329dab04490 some whitespace fixes
sheepluva
parents: 10354
diff changeset
   260
14764
b3fa6a19fc25 Computer hog no longer walks into player-placed mines if >= 90% duds
Wuzzy <Wuzzy2@mail.ru>
parents: 14586
diff changeset
   261
                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
   262
                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
   263
                    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
   264
                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
   265
                    AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 100, -50); // mine is on
10164
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unc0rr
parents: 10140
diff changeset
   266
                end;
14585
8736f3a0ff7f ai improvements are release branch safe
nemo
parents: 14264
diff changeset
   267
            gtAirMine: if ((Gear^.State and gstFrozen) = 0) then AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), gear^.Angle+5, -30);
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koda
parents: 8895
diff changeset
   268
6580
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lovelacer
parents: 6474
diff changeset
   269
            gtExplosives:
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unc0rr
parents: 10140
diff changeset
   270
                begin
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10140
diff changeset
   271
                //if (Gear^.State and gstMoving) <> 0 then bonuses.activity:= true;
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13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   272
10164
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10140
diff changeset
   273
                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
   274
                    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
   275
                end;
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10140
diff changeset
   276
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10140
diff changeset
   277
            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
   278
                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
   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
                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
   281
                end;
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   282
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   283
            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
   284
                begin
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10140
diff changeset
   285
                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
   286
                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
   287
                end;
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   288
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   289
            gtHedgehog:
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   290
                begin
10510
9329dab04490 some whitespace fixes
sheepluva
parents: 10354
diff changeset
   291
                if (ThinkingHH <> Gear)
9329dab04490 some whitespace fixes
sheepluva
parents: 10354
diff changeset
   292
                    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
   293
                        or (Gear^.Health = 0)
10510
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sheepluva
parents: 10354
diff changeset
   294
                        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
   295
                    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
   296
                    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
   297
                    end;
10510
9329dab04490 some whitespace fixes
sheepluva
parents: 10354
diff changeset
   298
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   299
                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
   300
                    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
   301
                else
7385
4acb5c021cb9 Don't consider moving hedgehogs in place rating in after attack mode
unc0rr
parents: 7378
diff changeset
   302
                    if isAfterAttack
4acb5c021cb9 Don't consider moving hedgehogs in place rating in after attack mode
unc0rr
parents: 7378
diff changeset
   303
                      and (ThinkingHH^.Hedgehog <> Gear^.Hedgehog)
4acb5c021cb9 Don't consider moving hedgehogs in place rating in after attack mode
unc0rr
parents: 7378
diff changeset
   304
                      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
   305
                        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
   306
                            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
   307
                        else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   308
                            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
   309
                end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   310
            end;
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
   311
    Gear:= Gear^.NextGear
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
   312
    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
   313
71
5f56c6979496 - Changed falling damage scoring
unc0rr
parents: 70
diff changeset
   314
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
   315
    with KnownExplosion do
74
42257fee61ae - Unicode support for team and hedgehogs names
unc0rr
parents: 71
diff changeset
   316
        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
   317
if isAfterAttack then
7378
ac9ce7f033df Reduce number of walk bonuses further, doubt even 128 are needed. Fix count reset.
nemo
parents: 7375
diff changeset
   318
    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
   319
    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
   320
        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
   321
            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
   322
    walkbonuses.Count:= 0
ac9ce7f033df Reduce number of walk bonuses further, doubt even 128 are needed. Fix count reset.
nemo
parents: 7375
diff changeset
   323
    end;
71
5f56c6979496 - Changed falling damage scoring
unc0rr
parents: 70
diff changeset
   324
end;
5f56c6979496 - Changed falling damage scoring
unc0rr
parents: 70
diff changeset
   325
6986
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6952
diff changeset
   326
procedure AwareOfExplosion(x, y, r: LongInt); inline;
71
5f56c6979496 - Changed falling damage scoring
unc0rr
parents: 70
diff changeset
   327
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
   328
    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
   329
    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
   330
    KnownExplosion.Radius:= r
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   331
end;
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   332
371
731ad6d27bd1 integer -> LongInt
unc0rr
parents: 370
diff changeset
   333
function RatePlace(Gear: PGear): LongInt;
731ad6d27bd1 integer -> LongInt
unc0rr
parents: 370
diff changeset
   334
var i, r: LongInt;
2695
ed789a7ef68d makes freepascal code compatible with OBJFPC mode
koda
parents: 2616
diff changeset
   335
    rate: LongInt;
6778
a9c6457dca29 Minimise another sqrt check.
nemo
parents: 6777
diff changeset
   336
    gX, gY: real;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   337
begin
6778
a9c6457dca29 Minimise another sqrt check.
nemo
parents: 6777
diff changeset
   338
gX:= hwFloat2Float(Gear^.X);
a9c6457dca29 Minimise another sqrt check.
nemo
parents: 6777
diff changeset
   339
gY:= hwFloat2Float(Gear^.Y);
2695
ed789a7ef68d makes freepascal code compatible with OBJFPC mode
koda
parents: 2616
diff changeset
   340
rate:= 0;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   341
for i:= 0 to Pred(bonuses.Count) do
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
   342
    with bonuses.ar[i] do
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
   343
        begin
6778
a9c6457dca29 Minimise another sqrt check.
nemo
parents: 6777
diff changeset
   344
        r:= Radius;
a9c6457dca29 Minimise another sqrt check.
nemo
parents: 6777
diff changeset
   345
        if abs(gX-X)+abs(gY-Y) < Radius then
a9c6457dca29 Minimise another sqrt check.
nemo
parents: 6777
diff changeset
   346
            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
   347
        if r < 20 then
6777
fb71556205f4 Avoid local rate minimums around hog (within 15 pixels). Not tested.
unc0rr
parents: 6776
diff changeset
   348
                inc(rate, Score * Radius)
fb71556205f4 Avoid local rate minimums around hog (within 15 pixels). Not tested.
unc0rr
parents: 6776
diff changeset
   349
        else if r < Radius then
fb71556205f4 Avoid local rate minimums around hog (within 15 pixels). Not tested.
unc0rr
parents: 6776
diff changeset
   350
                inc(rate, Score * (Radius - r))
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
   351
        end;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
   352
    RatePlace:= rate;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   353
end;
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   354
13668
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13472
diff changeset
   355
function CheckWrap(x: real): real; inline;
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13472
diff changeset
   356
begin
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13472
diff changeset
   357
    if WorldEdge = weWrap then
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13472
diff changeset
   358
        if (x < leftX) then
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13472
diff changeset
   359
             x:= x + (rightX - leftX)
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13472
diff changeset
   360
        else if x > rightX then    
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13472
diff changeset
   361
             x:= x - (rightX - leftX);
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13472
diff changeset
   362
    CheckWrap:= x;
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13472
diff changeset
   363
end;
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13472
diff changeset
   364
8845
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   365
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
   366
begin
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   367
    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
   368
        (((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
   369
        (((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
   370
        (((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
   371
end;
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   372
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   373
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   374
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
   375
begin
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   376
    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
   377
        exit(false);
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   378
8958
3818b38d72c0 simplify mine/explosive damage calc. clear dX in stable explosives. remove 0/4096 in trace routines.
nemo
parents: 8957
diff changeset
   379
    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
   380
       (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
   381
       (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
   382
       (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
   383
       exit(true);
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   384
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   385
    TestCollWithEverything := false;
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   386
end;
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   387
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   388
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
   389
begin
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   390
    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
   391
        exit(false);
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   392
8958
3818b38d72c0 simplify mine/explosive damage calc. clear dX in stable explosives. remove 0/4096 in trace routines.
nemo
parents: 8957
diff changeset
   393
    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
   394
       (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
   395
       (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
   396
       (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
   397
       exit(true);
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   398
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   399
    TestCollExcludingObjects:= false;
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   400
end;
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   401
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   402
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
   403
begin
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   404
    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
   405
        exit(false);
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   406
13463
f1d349a52bc7 Refactor: lfCurrentHog→lfCurHogCrate, lfNotCurrentMask→lfNotCurHogCrate
Wuzzy <Wuzzy2@mail.ru>
parents: 11046
diff changeset
   407
    if (Land[y-r, x-r] and lfNotCurHogCrate <> 0) or
f1d349a52bc7 Refactor: lfCurrentHog→lfCurHogCrate, lfNotCurrentMask→lfNotCurHogCrate
Wuzzy <Wuzzy2@mail.ru>
parents: 11046
diff changeset
   408
       (Land[y+r, x-r] and lfNotCurHogCrate <> 0) or
f1d349a52bc7 Refactor: lfCurrentHog→lfCurHogCrate, lfNotCurrentMask→lfNotCurHogCrate
Wuzzy <Wuzzy2@mail.ru>
parents: 11046
diff changeset
   409
       (Land[y+r, x-r] and lfNotCurHogCrate <> 0) or
f1d349a52bc7 Refactor: lfCurrentHog→lfCurHogCrate, lfNotCurrentMask→lfNotCurHogCrate
Wuzzy <Wuzzy2@mail.ru>
parents: 11046
diff changeset
   410
       (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
   411
       exit(true);
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   412
8845
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   413
    TestColl:= false;
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   414
end;
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   415
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   416
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
   417
// 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
   418
// 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
   419
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
   420
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
   421
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
   422
    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
   423
    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
   424
        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
   425
        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
   426
        // 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
   427
        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
   428
            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
   429
    end;
8845
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   430
    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
   431
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
   432
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   433
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
   434
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
   435
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
   436
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
   437
    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
   438
    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
   439
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
   440
    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
   441
    odY:= dY;
6769
44ad49a3a126 Add drowning to grenade too, try some little optimisations
nemo
parents: 6768
diff changeset
   442
    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
   443
    // 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
   444
    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
   445
    while true do
8952
a6ee1e7310fb trying to make AI aware of mine/explosive break point. also remove redundant test.
nemo
parents: 8951
diff changeset
   446
        begin
13668
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13472
diff changeset
   447
        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
   448
        x:= x + dX;
6768
a142cf8dbbd3 Fix silliness
unc0rr
parents: 6767
diff changeset
   449
        y:= y + dY;
15690
c4d7eb75fd8a AI: Add aiGravity and aiGravityf variables
Wuzzy <Wuzzy2@mail.ru>
parents: 15685
diff changeset
   450
        dY:= dY + aiGravityf;
6769
44ad49a3a126 Add drowning to grenade too, try some little optimisations
nemo
parents: 6768
diff changeset
   451
        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
   452
        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
   453
            with Target do
8952
a6ee1e7310fb trying to make AI aware of mine/explosive break point. also remove redundant test.
nemo
parents: 8951
diff changeset
   454
                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
   455
                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
   456
                    begin
8966
5ab59d79bc9a remove redundant abs, and some incorrect 1+ to damage
nemo
parents: 8964
diff changeset
   457
                    dmg := 1 + trunc((dY - 0.4) * 70);
5ab59d79bc9a remove redundant abs, and some incorrect 1+ to damage
nemo
parents: 8964
diff changeset
   458
                    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
   459
                    end
10015
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   460
                else
8952
a6ee1e7310fb trying to make AI aware of mine/explosive break point. also remove redundant test.
nemo
parents: 8951
diff changeset
   461
                    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
   462
                    dxdy:= abs(dX)+abs(dY);
10015
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   463
                    if ((Kind = gtMine) and (dxdy > 0.35)) or
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   464
                       ((Kind = gtExplosives) and
8969
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   465
                            (((State and gstTmpFlag <> 0) and (dxdy > 0.35)) or
10015
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   466
                             ((State and gstTmpFlag = 0) and
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   467
                                ((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
   468
                                (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
   469
                        begin
8966
5ab59d79bc9a remove redundant abs, and some incorrect 1+ to damage
nemo
parents: 8964
diff changeset
   470
                        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
   471
                        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
   472
                        end
9136
78f087fd3e5b parsing ok, stops at uGears
koda
parents: 9127
diff changeset
   473
                    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
   474
                        begin
8966
5ab59d79bc9a remove redundant abs, and some incorrect 1+ to damage
nemo
parents: 8964
diff changeset
   475
                        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
   476
                        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
   477
                        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
   478
                    end;
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   479
            exit(0)
8952
a6ee1e7310fb trying to make AI aware of mine/explosive break point. also remove redundant test.
nemo
parents: 8951
diff changeset
   480
            end;
10354
56bd029245fc WIP: weSea tweaks, functional and visual
sheepluva
parents: 10164
diff changeset
   481
        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
   482
        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
   483
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
   484
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
   485
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
   486
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
   487
    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
   488
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
   489
    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
   490
    odY:= dY;
7716
95117607b81a Fix some hints
unc0rr
parents: 7651
diff changeset
   491
//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
   492
    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
   493
        begin
13668
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13472
diff changeset
   494
        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
   495
        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
   496
        y:= y + dY;
15690
c4d7eb75fd8a AI: Add aiGravity and aiGravityf variables
Wuzzy <Wuzzy2@mail.ru>
parents: 15685
diff changeset
   497
        dY:= dY + aiGravityf;
7435
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
   498
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   499
{        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
   500
            begin
2ff30b79d2b0 - Adjust some consts so whip and firepunch work perfectly
unc0rr
parents: 7208
diff changeset
   501
            LandPixels[trunc(y), trunc(x)]:= v;
2ff30b79d2b0 - Adjust some consts so whip and firepunch work perfectly
unc0rr
parents: 7208
diff changeset
   502
            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
   503
            end;}
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
   504
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
        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
   506
            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
   507
                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
   508
                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
   509
                    begin
8966
5ab59d79bc9a remove redundant abs, and some incorrect 1+ to damage
nemo
parents: 8964
diff changeset
   510
                    dmg := trunc((dY - 0.4) * 70);
5ab59d79bc9a remove redundant abs, and some incorrect 1+ to damage
nemo
parents: 8964
diff changeset
   511
                    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
   512
                    end
10015
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   513
                else
8957
bdeb52d57dae explosive/mine damage for shove fall. AI still seems to refuse to bat dud mines :(
nemo
parents: 8956
diff changeset
   514
                    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
   515
                    dxdy:= abs(dX)+abs(dY);
10015
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   516
                    if ((Kind = gtMine) and (dxdy > 0.4)) or
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   517
                       ((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
   518
                            (((State and gstTmpFlag <> 0) and (dxdy > 0.4)) or
10015
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   519
                             ((State and gstTmpFlag = 0) and
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   520
                                ((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
   521
                                (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
   522
                        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
   523
                        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
   524
                        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
   525
                        end
9136
78f087fd3e5b parsing ok, stops at uGears
koda
parents: 9127
diff changeset
   526
                    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
   527
                        begin
8966
5ab59d79bc9a remove redundant abs, and some incorrect 1+ to damage
nemo
parents: 8964
diff changeset
   528
                        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
   529
                        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
   530
                        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
   531
                    end;
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   532
            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
   533
        end;
10354
56bd029245fc WIP: weSea tweaks, functional and visual
sheepluva
parents: 10164
diff changeset
   534
        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
   535
            // 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
   536
            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
   537
    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
   538
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
   539
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
   540
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
   541
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
   542
    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
   543
    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
   544
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
   545
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
   546
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
   547
    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
   548
    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
   549
end;
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6952
diff changeset
   550
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
   551
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
   552
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
   553
    pX, pY, dX, dY: real;
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   554
    hadSkips: boolean;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   555
begin
13668
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13472
diff changeset
   556
x:= round(CheckWrap(real(x)));
6783
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   557
fallDmg:= 0;
2695
ed789a7ef68d makes freepascal code compatible with OBJFPC mode
koda
parents: 2616
diff changeset
   558
rate:= 0;
15608
308930fe5f4a AI: Remove own gear from explosion/shove checks in kami/piano test
Wuzzy <Wuzzy2@mail.ru>
parents: 15389
diff changeset
   559
308930fe5f4a AI: Remove own gear from explosion/shove checks in kami/piano test
Wuzzy <Wuzzy2@mail.ru>
parents: 15389
diff changeset
   560
if (Flags and afIgnoreMe) = 0 then
15609
4ae2ebe812be AI: Tweak piano test
Wuzzy <Wuzzy2@mail.ru>
parents: 15608
diff changeset
   561
    // add our virtual position
15608
308930fe5f4a AI: Remove own gear from explosion/shove checks in kami/piano test
Wuzzy <Wuzzy2@mail.ru>
parents: 15389
diff changeset
   562
    with Targets.ar[Targets.Count] do
308930fe5f4a AI: Remove own gear from explosion/shove checks in kami/piano test
Wuzzy <Wuzzy2@mail.ru>
parents: 15389
diff changeset
   563
        begin
308930fe5f4a AI: Remove own gear from explosion/shove checks in kami/piano test
Wuzzy <Wuzzy2@mail.ru>
parents: 15389
diff changeset
   564
        Point.x:= hwRound(Me^.X);
308930fe5f4a AI: Remove own gear from explosion/shove checks in kami/piano test
Wuzzy <Wuzzy2@mail.ru>
parents: 15389
diff changeset
   565
        Point.y:= hwRound(Me^.Y);
308930fe5f4a AI: Remove own gear from explosion/shove checks in kami/piano test
Wuzzy <Wuzzy2@mail.ru>
parents: 15389
diff changeset
   566
        skip:= false;
308930fe5f4a AI: Remove own gear from explosion/shove checks in kami/piano test
Wuzzy <Wuzzy2@mail.ru>
parents: 15389
diff changeset
   567
        matters:= true;
308930fe5f4a AI: Remove own gear from explosion/shove checks in kami/piano test
Wuzzy <Wuzzy2@mail.ru>
parents: 15389
diff changeset
   568
        Kind:= gtHedgehog;
308930fe5f4a AI: Remove own gear from explosion/shove checks in kami/piano test
Wuzzy <Wuzzy2@mail.ru>
parents: 15389
diff changeset
   569
        Density:= 1;
308930fe5f4a AI: Remove own gear from explosion/shove checks in kami/piano test
Wuzzy <Wuzzy2@mail.ru>
parents: 15389
diff changeset
   570
        Radius:= cHHRadius;
308930fe5f4a AI: Remove own gear from explosion/shove checks in kami/piano test
Wuzzy <Wuzzy2@mail.ru>
parents: 15389
diff changeset
   571
        Score:= - ThinkingHH^.Health
308930fe5f4a AI: Remove own gear from explosion/shove checks in kami/piano test
Wuzzy <Wuzzy2@mail.ru>
parents: 15389
diff changeset
   572
        end;
308930fe5f4a AI: Remove own gear from explosion/shove checks in kami/piano test
Wuzzy <Wuzzy2@mail.ru>
parents: 15389
diff changeset
   573
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   574
// rate explosion
7161
21a9c70b2070 Name the flags for fall tracking and indicating whether the explosion erases terrain.
nemo
parents: 7154
diff changeset
   575
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
   576
else erasure:= 0;
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   577
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   578
hadSkips:= false;
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   579
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   580
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
   581
    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
   582
        with Targets.ar[i] do
15608
308930fe5f4a AI: Remove own gear from explosion/shove checks in kami/piano test
Wuzzy <Wuzzy2@mail.ru>
parents: 15389
diff changeset
   583
          if not matters then
308930fe5f4a AI: Remove own gear from explosion/shove checks in kami/piano test
Wuzzy <Wuzzy2@mail.ru>
parents: 15389
diff changeset
   584
            hadSkips:= true
308930fe5f4a AI: Remove own gear from explosion/shove checks in kami/piano test
Wuzzy <Wuzzy2@mail.ru>
parents: 15389
diff changeset
   585
          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
   586
            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
   587
            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
   588
            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
   589
            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
   590
                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
   591
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
   592
            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
   593
                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
   594
                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
   595
                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
   596
                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
   597
                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
   598
                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
   599
                    begin
8955
nemo
parents: 8954
diff changeset
   600
                    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
   601
                    dY:= dX;
10015
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   602
                    if (Kind = gtExplosives) and (State and gstTmpFlag = 0) and
10140
a846641d2b04 What about exact value?
unc0rr
parents: 10108
diff changeset
   603
                       (((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
   604
                        ((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
   605
                        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
   606
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
   607
                    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
   608
                    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
   609
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 (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
   611
                       (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
   612
                         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
   613
                    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
   614
                    end;
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   615
                if Kind = gtHedgehog then
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   616
                    begin
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   617
                    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
   618
                        begin
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   619
                        if Score > 0 then
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   620
                            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
   621
                        else
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   622
                            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
   623
                        end
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   624
                    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
   625
                        begin
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   626
                        dead:= true;
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   627
                        Targets.reset:= true;
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   628
                        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
   629
                            begin
95dd846caf5d only rate subs if significant. still very much need correct fall+damage esp given different knocks.
nemo
parents: 8950
diff changeset
   630
                            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
   631
                            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
   632
                            end;
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   633
                        if Score > 0 then
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   634
                             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
   635
                        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
   636
                        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
   637
                    else
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   638
                        begin
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   639
                        if Score > 0 then
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   640
                             inc(rate, (dmg + fallDmg) * 1024)
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   641
                        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
   642
                        end
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   643
                    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
   644
                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
   645
                    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
   646
                    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
   647
                    Targets.reset:= true;
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   648
                    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
   649
                         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
   650
                    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
   651
                    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
   652
                    end
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   653
                end
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   654
            end;
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   655
13472
d3209e0caf12 Fix aihDoesntMatter still being attacked with air attack
Wuzzy <Wuzzy2@mail.ru>
parents: 13470
diff changeset
   656
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
   657
    RealRateExplosion:= BadTurn
13470
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13463
diff changeset
   658
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
   659
    RealRateExplosion:= rate;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   660
end;
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   661
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   662
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
   663
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
   664
    dX, dY, pX, pY: real;
13470
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13463
diff changeset
   665
    hadSkips: boolean;
79
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
   666
begin
6783
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   667
fallDmg:= 0;
7210
2ff30b79d2b0 - Adjust some consts so whip and firepunch work perfectly
unc0rr
parents: 7208
diff changeset
   668
dX:= gdX * 0.01 * kick;
2ff30b79d2b0 - Adjust some consts so whip and firepunch work perfectly
unc0rr
parents: 7208
diff changeset
   669
dY:= gdY * 0.01 * kick;
2695
ed789a7ef68d makes freepascal code compatible with OBJFPC mode
koda
parents: 2616
diff changeset
   670
rate:= 0;
13470
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13463
diff changeset
   671
hadSkips:= false;
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 393
diff changeset
   672
for i:= 0 to Pred(Targets.Count) do
79
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
   673
    with Targets.ar[i] do
8969
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   674
        if skip then
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   675
            begin
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   676
            if Flags and afSetSkip = 0 then skip:= false
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   677
            end
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   678
        else if matters then
79
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
   679
            begin
8969
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   680
            dmg:= 0;
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   681
            if abs(Point.x - x) + abs(Point.y - y) < r then
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   682
                dmg:= r - trunc(sqrt(sqr(Point.x - x)+sqr(Point.y - y)));
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   683
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   684
            if dmg > 0 then
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   685
                begin
8969
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   686
                pX:= Point.x;
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   687
                pY:= Point.y-2;
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   688
                fallDmg:= 0;
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   689
                if (Flags and afSetSkip <> 0) then skip:= true;
9136
78f087fd3e5b parsing ok, stops at uGears
koda
parents: 9127
diff changeset
   690
                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
   691
                    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
   692
                       (((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
   693
                        ((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
   694
                        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
   695
                    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
   696
                        fallDmg:= trunc(TraceShoveFall(pX, pY, dX, dY, Targets.ar[i]) * dmgMod);
8969
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   697
                if Kind = gtHedgehog then
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   698
                    begin
8969
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   699
                    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
   700
                        begin
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   701
                        if Score > 0 then
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   702
                            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
   703
                        else
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   704
                            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
   705
                        end
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   706
                    else if power+fallDmg >= abs(Score) then
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   707
                        begin
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   708
                        dead:= true;
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   709
                        Targets.reset:= true;
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   710
                        if dX < 0.035 then
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   711
                            begin
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   712
                            subrate:= RealRateExplosion(Me, round(pX), round(pY), 61, afErasesLand or afTrackFall);
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   713
                            if abs(subrate) > 2000 then inc(Rate,subrate div 1024)
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   714
                            end;
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   715
                        if Score > 0 then
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   716
                            inc(rate, KillScore)
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   717
                        else
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   718
                            dec(rate, KillScore * friendlyfactor div 100)
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   719
                        end
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   720
                    else
8969
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   721
                        begin
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   722
                        if Score > 0 then
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   723
                            inc(rate, power+fallDmg)
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   724
                        else
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   725
                            dec(rate, (power+fallDmg) * friendlyfactor div 100)
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   726
                        end
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   727
                    end
8969
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   728
                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
   729
                    begin
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   730
                    dead:= true;
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   731
                    Targets.reset:= true;
8969
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   732
                    if Kind = gtExplosives then
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   733
                         subrate:= RealRateExplosion(Me, round(pX), round(pY), 151, afErasesLand or (Flags and afTrackFall))
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   734
                    else subrate:= RealRateExplosion(Me, round(pX), round(pY), 101, afErasesLand or (Flags and afTrackFall));
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   735
                    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
   736
                    end
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   737
                end
13470
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13463
diff changeset
   738
            end
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13463
diff changeset
   739
        else
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13463
diff changeset
   740
            hadSkips:= true;
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13463
diff changeset
   741
13472
d3209e0caf12 Fix aihDoesntMatter still being attacked with air attack
Wuzzy <Wuzzy2@mail.ru>
parents: 13470
diff changeset
   742
if hadSkips and (rate <= 0) then
13470
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13463
diff changeset
   743
    RateShove:= BadTurn
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13463
diff changeset
   744
else
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13463
diff changeset
   745
    RateShove:= rate * 1024;
8970
nemo
parents: 8969
diff changeset
   746
ResetTargets
79
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
   747
end;
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
   748
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   749
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
   750
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
   751
    pX, pY, dX, dY: real;
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   752
    hadSkips: boolean;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   753
begin
2695
ed789a7ef68d makes freepascal code compatible with OBJFPC mode
koda
parents: 2616
diff changeset
   754
rate:= 0;
6776
7a05f48bfa43 Compatibility
unc0rr
parents: 6775
diff changeset
   755
gdX:= gdX * 0.01;
7a05f48bfa43 Compatibility
unc0rr
parents: 6775
diff changeset
   756
gdY:= gdX * 0.01;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   757
// add our virtual position
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   758
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
   759
    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   760
    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
   761
    Point.y:= hwRound(Me^.Y);
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   762
    skip:= false;
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   763
    matters:= true;
8960
nemo
parents: 8958
diff changeset
   764
    Kind:= gtHedgehog;
8961
nemo
parents: 8960
diff changeset
   765
    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
   766
    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
   767
    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
   768
    end;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   769
// rate shot
6771
87a947097d00 Teach AI to drown with shotgun too
nemo
parents: 6770
diff changeset
   770
baseDmg:= cHHRadius + cShotgunRadius + 4;
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   771
6771
87a947097d00 Teach AI to drown with shotgun too
nemo
parents: 6770
diff changeset
   772
if GameFlags and gfSolidLand = 0 then erasure:= cShotgunRadius
87a947097d00 Teach AI to drown with shotgun too
nemo
parents: 6770
diff changeset
   773
else erasure:= 0;
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   774
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   775
hadSkips:= false;
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   776
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   777
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
   778
    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
   779
        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
   780
          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
   781
            else
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   782
            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
   783
            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
   784
            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
   785
                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
   786
                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
   787
                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
   788
                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
   789
            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
   790
                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
   791
                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
   792
                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
   793
                pY:= Point.y;
9136
78f087fd3e5b parsing ok, stops at uGears
koda
parents: 9127
diff changeset
   794
                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
   795
                    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
   796
                    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
   797
                    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
   798
                    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
   799
                    else dX:= dX + 0.01;
10015
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   800
                    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
   801
                       (((abs(dY) > 0.15) and (abs(dX) < 0.02)) or
10015
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   802
                        ((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
   803
                       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
   804
                    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
   805
                       (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
   806
                         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
   807
                    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
   808
                    end;
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   809
                if Kind = gtHedgehog then
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   810
                    begin
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   811
                    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
   812
                        begin
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   813
                        if Score > 0 then
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   814
                            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
   815
                        else
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   816
                            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
   817
                        end
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   818
                    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
   819
                        begin
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   820
                        dead:= true;
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   821
                        Targets.reset:= true;
15366
381c828865e7 Fix a couple more uses of uninitialized variables
unC0Rr
parents: 15355
diff changeset
   822
                        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
   823
                            begin
95dd846caf5d only rate subs if significant. still very much need correct fall+damage esp given different knocks.
nemo
parents: 8950
diff changeset
   824
                            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
   825
                            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
   826
                            end;
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   827
                        if Score > 0 then
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   828
                            inc(rate, KillScore)
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   829
                        else
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   830
                            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
   831
                        end
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   832
                    else if Score > 0 then
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   833
                         inc(rate, dmg+fallDmg)
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   834
                    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
   835
                    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
   836
                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
   837
                    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
   838
                    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
   839
                    Targets.reset:= true;
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   840
                    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
   841
                         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
   842
                    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
   843
                    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
   844
                    end
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   845
                end
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   846
            end;
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   847
13472
d3209e0caf12 Fix aihDoesntMatter still being attacked with air attack
Wuzzy <Wuzzy2@mail.ru>
parents: 13470
diff changeset
   848
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
   849
    RateShotgun:= BadTurn
13470
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13463
diff changeset
   850
else
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   851
    RateShotgun:= rate * 1024;
13470
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13463
diff changeset
   852
ResetTargets;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   853
end;
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   854
15617
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   855
function RateSeduction(Me: PGear): LongInt;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   856
var pX, pY, i, r, rate, subrate, fallDmg: LongInt;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   857
    diffX, diffY: LongInt;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   858
    meX, meY, dX, dY: hwFloat;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   859
    pXr, pYr: real;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   860
    hadSkips: boolean;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   861
begin
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   862
meX:= Me^.X;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   863
meY:= Me^.Y;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   864
rate:= 0;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   865
for i:= 0 to Targets.Count do
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   866
    if not Targets.ar[i].dead then
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   867
        with Targets.ar[i] do
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   868
            begin
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   869
            pX:= Point.X;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   870
            pY:= Point.Y;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   871
            diffX:= pX - hwRound(meX);
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   872
            diffY:= pY - hwRound(meY);
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   873
            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: 15609
diff changeset
   874
                // Don't use seduction if too close to other hog. We could be
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   875
                // standing on it, so using seduction would remove the ground on
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   876
                // which we stand on, which is dangerous
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   877
                exit(BadTurn);
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   878
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   879
            if (not matters) then
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   880
                hadSkips:= true
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   881
            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: 15609
diff changeset
   882
                begin
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   883
                r:= trunc(sqrt(sqr(abs(pX - hwRound(meX)))+sqr(abs(pY - hwRound(meY)))));
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   884
                if r < cSeductionDist then
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   885
                    begin
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   886
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   887
                    if (WorldEdge <> weWrap) or (not (hwAbs(meX - int2hwFloat(pX)) > int2hwFloat(cSeductionDist))) then
15690
c4d7eb75fd8a AI: Add aiGravity and aiGravityf variables
Wuzzy <Wuzzy2@mail.ru>
parents: 15685
diff changeset
   888
                        dX:= _50 * aiGravity * (meX - int2hwFloat(pX)) / _25
15617
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   889
                    else if (not (hwAbs(meX + int2hwFloat((RightX-LeftX) - pX)) > int2hwFloat(cSeductionDist))) then
15690
c4d7eb75fd8a AI: Add aiGravity and aiGravityf variables
Wuzzy <Wuzzy2@mail.ru>
parents: 15685
diff changeset
   890
                        dX:= _50 * aiGravity * (meX + (int2hwFloat((RightX-LeftX) - pX))) / _25
15617
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   891
                    else
15690
c4d7eb75fd8a AI: Add aiGravity and aiGravityf variables
Wuzzy <Wuzzy2@mail.ru>
parents: 15685
diff changeset
   892
                        dX:= _50 * aiGravity * (meX - (int2hwFloat((RightX-LeftX) - pX))) / _25;
15617
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   893
                    dY:= -_450 * cMaxWindSpeed * 2;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   894
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   895
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   896
                    pXr:= pX;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   897
                    pYr:= pY;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   898
                    fallDmg:= trunc(TraceShoveFall(pXr, pYr, hwFloat2Float(dX), hwFloat2Float(dY), Targets.ar[i]) * dmgMod);
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   899
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   900
                    // rate damage
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   901
                    if fallDmg < 0 then // drowning
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   902
                        begin
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   903
                        if Score > 0 then
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   904
                            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: 15609
diff changeset
   905
                        else
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   906
                            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: 15609
diff changeset
   907
                        end
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   908
                    else if (fallDmg) >= abs(Score) then // deadly fall damage
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   909
                        begin
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   910
                        dead:= true;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   911
                        Targets.reset:= true;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   912
                        if (hwFloat2Float(dX) < 0.035) then
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   913
                            begin
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   914
                            subrate:= RealRateExplosion(Me, round(pX), round(pY), 61, afErasesLand or afTrackFall); // hog explodes
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   915
                            if abs(subrate) > 2000 then
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   916
                                inc(rate, subrate)
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   917
                            end;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   918
                        if Score > 0 then
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   919
                             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: 15609
diff changeset
   920
                        else
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   921
                             dec(rate, KillScore * friendlyfactor div 100 * 1024)
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   922
                        end
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   923
                    else if (fallDmg <> 0) then // non-deadly fall damage
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   924
                        if Score > 0 then
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   925
                             inc(rate, fallDmg * 1024)
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   926
                        else
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   927
                             dec(rate, fallDmg * friendlyfactor div 100 * 1024)
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   928
                    else // no damage, just shoved
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   929
                        if (Score < 0) then
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   930
                            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: 15609
diff changeset
   931
                    end;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   932
                end;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   933
            end;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   934
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   935
if hadSkips and (rate <= 0) then
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   936
    RateSeduction:= BadTurn
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   937
else
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   938
    RateSeduction:= rate * 1024;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   939
end;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   940
15685
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   941
function RateResurrector(Me: PGear): LongInt;
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   942
var i, r, rate, pX, pY: LongInt;
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   943
    meX, meY: hwFloat;
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   944
    hadSkips: boolean;
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   945
begin
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   946
meX:= Me^.X;
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   947
meY:= Me^.Y;
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   948
rate:= 0;
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   949
for i:= 0 to Targets.Count do
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   950
    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: 15617
diff changeset
   951
        with Targets.ar[i] do
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   952
            begin
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   953
            pX:= Point.X;
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   954
            pY:= Point.Y;
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   955
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   956
            if (not matters) then
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   957
                hadSkips:= true
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   958
            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: 15617
diff changeset
   959
                begin
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   960
                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: 15617
diff changeset
   961
                if r < cResurrectorDist then
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   962
                    begin
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   963
                    if Score > 0 then
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   964
                        inc(rate, Score * 1024)
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   965
                    else
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   966
                        inc(rate, Score * friendlyFactor div 100 * 1024);
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   967
                    // a "dead" grave is a grave that we have resurrected
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   968
                    dead:= true;
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   969
                    Targets.reset:= true;
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   970
                    end;
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   971
                end;
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   972
            end;
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   973
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   974
if hadSkips and (rate <= 0) then
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   975
    RateResurrector:= BadTurn
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   976
else
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   977
    RateResurrector:= rate * 1024;
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   978
end;
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   979
5645
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   980
function RateHammer(Me: PGear): LongInt;
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   981
var x, y, i, r, rate: LongInt;
13470
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13463
diff changeset
   982
    hadSkips: boolean;
5645
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   983
begin
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   984
// hammer hit shift against attecker hog is 10
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   985
x:= hwRound(Me^.X) + hwSign(Me^.dX) * 10;
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   986
y:= hwRound(Me^.Y);
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   987
rate:= 0;
13470
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13463
diff changeset
   988
hadSkips:= false;
5645
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   989
for i:= 0 to Pred(Targets.Count) do
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   990
    with Targets.ar[i] do
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   991
         // hammer hit radius is 8, shift is 10
13470
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13463
diff changeset
   992
      if (not matters) then
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13463
diff changeset
   993
          hadSkips:= true
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13463
diff changeset
   994
      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
   995
            begin
6785
a8aa5984185f Allow RC plane to go through portals
nemo
parents: 6783
diff changeset
   996
            r:= trunc(sqrt(sqr(Point.x - x)+sqr(Point.y - y)));
5645
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   997
7279
18a620394623 Fix completely broken RateHammer
unc0rr
parents: 7274
diff changeset
   998
            if r <= 18 then
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   999
                if Score > 0 then
7279
18a620394623 Fix completely broken RateHammer
unc0rr
parents: 7274
diff changeset
  1000
                    inc(rate, Score div 3)
18a620394623 Fix completely broken RateHammer
unc0rr
parents: 7274
diff changeset
  1001
                else
7285
unc0rr
parents: 7279
diff changeset
  1002
                    inc(rate, Score div 3 * friendlyfactor div 100)
7279
18a620394623 Fix completely broken RateHammer
unc0rr
parents: 7274
diff changeset
  1003
            end;
13470
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13463
diff changeset
  1004
13472
d3209e0caf12 Fix aihDoesntMatter still being attacked with air attack
Wuzzy <Wuzzy2@mail.ru>
parents: 13470
diff changeset
  1005
if hadSkips and (rate <= 0) then
13470
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13463
diff changeset
  1006
    RateHammer:= BadTurn
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13463
diff changeset
  1007
else
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13463
diff changeset
  1008
    RateHammer:= rate * 1024;
5645
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
  1009
end;
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
  1010
369
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
  1011
function HHJump(Gear: PGear; JumpType: TJumpType; var GoInfo: TGoInfo): boolean;
371
731ad6d27bd1 integer -> LongInt
unc0rr
parents: 370
diff changeset
  1012
var bX, bY: LongInt;
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
  1013
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
  1014
HHJump:= false;
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
  1015
GoInfo.Ticks:= 0;
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
  1016
GoInfo.JumpType:= jmpNone;
369
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
  1017
bX:= hwRound(Gear^.X);
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
  1018
bY:= hwRound(Gear^.Y);
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
  1019
case JumpType of
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
  1020
    jmpNone: exit(false);
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
  1021
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
  1022
    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
  1023
        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
  1024
        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
  1025
            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
  1026
            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
  1027
            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
  1028
        end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
  1029
    else
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
  1030
        exit(false);
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
  1031
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
  1032
    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
  1033
        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
  1034
            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
  1035
                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
  1036
                    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
  1037
                else
9706
5178d2263521 return land word from uCollisions to make decisions based on it. Should be handy for trampoline.
nemo
parents: 9137
diff changeset
  1038
                    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
  1039
                        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
  1040
            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
  1041
               (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
  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
                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
  1044
                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
  1045
                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
  1046
            end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
  1047
        else
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
  1048
            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
  1049
        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
  1050
end;
2376
ece7b87f1334 Strip trailing spaces
nemo
parents: 1941
diff changeset
  1051
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
  1052
repeat
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
  1053
        {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
  1054
            begin
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
  1055
            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
  1056
            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
  1057
            end;}
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
  1058
10354
56bd029245fc WIP: weSea tweaks, functional and visual
sheepluva
parents: 10164
diff changeset
  1059
    if CheckCoordInWater(hwRound(Gear^.X), hwRound(Gear^.Y) + cHHRadius) then
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
  1060
        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
  1061
    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
  1062
    begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
  1063
        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
  1064
            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
  1065
            begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
  1066
                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
  1067
                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
  1068
            end;
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 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
  1070
            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
  1071
        inc(GoInfo.Ticks);
15690
c4d7eb75fd8a AI: Add aiGravity and aiGravityf variables
Wuzzy <Wuzzy2@mail.ru>
parents: 15685
diff changeset
  1072
        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
  1073
        if Gear^.dY > _0_4 then
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
  1074
            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
  1075
        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
  1076
            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
  1077
        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
  1078
        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
  1079
            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
  1080
            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
  1081
            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
  1082
            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
  1083
                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
  1084
                    if bY - hwRound(Gear^.Y) > 5 then
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
  1085
                        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
  1086
                        GoInfo.JumpType:= jmpHJump;
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
  1087
                        inc(GoInfo.Ticks, 300 + 300); // 300 before jump, 300 after
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
  1088
                        exit(true)
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
  1089
                        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
  1090
                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
  1091
                    if abs(bX - hwRound(Gear^.X)) > 30 then
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
  1092
                        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
  1093
                        GoInfo.JumpType:= jmpLJump;
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
  1094
                        inc(GoInfo.Ticks, 300 + 300); // 300 before jump, 300 after
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
  1095
                        exit(true)
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
  1096
                        end
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
  1097
                end;
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
  1098
            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
  1099
            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
  1100
    end;
369
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
  1101
until false
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
  1102
end;
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
  1103
369
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
  1104
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
  1105
var pX, pY, tY: LongInt;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
  1106
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
  1107
HHGo:= false;
13463
f1d349a52bc7 Refactor: lfCurrentHog→lfCurHogCrate, lfNotCurrentMask→lfNotCurHogCrate
Wuzzy <Wuzzy2@mail.ru>
parents: 11046
diff changeset
  1108
Gear^.CollisionMask:= lfNotCurHogCrate;
15389
7718bdf60d45 Set dX sign early so jump calculations always get correct value
unc0rr
parents: 15366
diff changeset
  1109
7718bdf60d45 Set dX sign early so jump calculations always get correct value
unc0rr
parents: 15366
diff changeset
  1110
Gear^.dX.isNegative:= (Gear^.Message and gmLeft) <> 0;
7718bdf60d45 Set dX sign early so jump calculations always get correct value
unc0rr
parents: 15366
diff changeset
  1111
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
  1112
AltGear^:= Gear^;
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
  1113
75
d2b737858ff7 - New First Aid powerup
unc0rr
parents: 74
diff changeset
  1114
GoInfo.Ticks:= 0;
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
  1115
GoInfo.FallPix:= 0;
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
  1116
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
  1117
tY:= hwRound(Gear^.Y);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1118
repeat
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
  1119
        {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
  1120
            begin
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
  1121
            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
  1122
            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
  1123
            end;}
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
  1124
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
  1125
    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
  1126
    pY:= hwRound(Gear^.Y);
10354
56bd029245fc WIP: weSea tweaks, functional and visual
sheepluva
parents: 10164
diff changeset
  1127
    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
  1128
        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
  1129
        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
  1130
            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
  1131
        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
  1132
        end;
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
  1133
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
  1134
    // 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
  1135
    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
  1136
        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
  1137
        inc(GoInfo.Ticks);
15690
c4d7eb75fd8a AI: Add aiGravity and aiGravityf variables
Wuzzy <Wuzzy2@mail.ru>
parents: 15685
diff changeset
  1138
        Gear^.dY:= Gear^.dY + aiGravity;
15693
2aedd8ca836c AI: No longer afraid of heights if invulnerable
Wuzzy <Wuzzy2@mail.ru>
parents: 15690
diff changeset
  1139
        // taking fall damage?
2aedd8ca836c AI: No longer afraid of heights if invulnerable
Wuzzy <Wuzzy2@mail.ru>
parents: 15690
diff changeset
  1140
        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
  1141
            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
  1142
            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
  1143
            // try ljump instead of fall with damage
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
  1144
            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
  1145
            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
  1146
                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
  1147
            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
  1148
            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
  1149
        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
  1150
        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
  1151
            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
  1152
        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
  1153
            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
  1154
            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
  1155
            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
  1156
            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
  1157
            // 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
  1158
            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
  1159
            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
  1160
            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
  1161
        continue
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
  1162
        end;
7719
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7716
diff changeset
  1163
15389
7718bdf60d45 Set dX sign early so jump calculations always get correct value
unc0rr
parents: 15366
diff changeset
  1164
    // usual walk
7718bdf60d45 Set dX sign early so jump calculations always get correct value
unc0rr
parents: 15366
diff changeset
  1165
    Gear^.dX:= SignAs(cLittle, Gear^.dX);
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
  1166
15389
7718bdf60d45 Set dX sign early so jump calculations always get correct value
unc0rr
parents: 15366
diff changeset
  1167
    if MakeHedgehogsStep(Gear) then
7718bdf60d45 Set dX sign early so jump calculations always get correct value
unc0rr
parents: 15366
diff changeset
  1168
        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
  1169
15389
7718bdf60d45 Set dX sign early so jump calculations always get correct value
unc0rr
parents: 15366
diff changeset
  1170
    // we have moved for 1 px
7718bdf60d45 Set dX sign early so jump calculations always get correct value
unc0rr
parents: 15366
diff changeset
  1171
    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: 15366
diff changeset
  1172
        exit(true)
542
ec26095f1bed - Get rid of ammoProp_AttackInFall and gstFalling
unc0rr
parents: 509
diff changeset
  1173
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
  1174
375
18012da67681 AI works properly
unc0rr
parents: 371
diff changeset
  1175
HHJump(AltGear, jmpHJump, GoInfo);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1176
end;
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1177
14212
ca179b615c0b adding X offset seems to improve chance of drownings
nemo
parents: 13668
diff changeset
  1178
function AIrndSign(num: LongInt): LongInt; inline;
136
89970b70b076 Implement bot levels
unc0rr
parents: 108
diff changeset
  1179
begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
  1180
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
  1181
    AIrndSign:=   num
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
  1182
else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
  1183
    AIrndSign:= - num
2376
ece7b87f1334 Strip trailing spaces
nemo
parents: 1941
diff changeset
  1184
end;
136
89970b70b076 Implement bot levels
unc0rr
parents: 108
diff changeset
  1185
14212
ca179b615c0b adding X offset seems to improve chance of drownings
nemo
parents: 13668
diff changeset
  1186
function AIrndOffset(targ: TTarget; Level: LongWord): LongInt; inline;
ca179b615c0b adding X offset seems to improve chance of drownings
nemo
parents: 13668
diff changeset
  1187
begin
ca179b615c0b adding X offset seems to improve chance of drownings
nemo
parents: 13668
diff changeset
  1188
if Level <> 1 then exit(0);
ca179b615c0b adding X offset seems to improve chance of drownings
nemo
parents: 13668
diff changeset
  1189
// 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
  1190
//if Level = 2 then exit(round(targ.Radius*(random(5)-2)/2));
14213
09dacb61d526 more seems to work better?
nemo
parents: 14212
diff changeset
  1191
AIrndOffset := targ.Radius*(random(7)-3)*2
14212
ca179b615c0b adding X offset seems to improve chance of drownings
nemo
parents: 13668
diff changeset
  1192
end;
ca179b615c0b adding X offset seems to improve chance of drownings
nemo
parents: 13668
diff changeset
  1193
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3018
diff changeset
  1194
procedure initModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
  1195
begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
  1196
    friendlyfactor:= 300;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
  1197
    KnownExplosion.X:= 0;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
  1198
    KnownExplosion.Y:= 0;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
  1199
    KnownExplosion.Radius:= 0;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
  1200
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
  1201
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3018
diff changeset
  1202
procedure freeModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
  1203
begin
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
  1204
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
  1205
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1206
end.