hedgewars/uAIMisc.pas
author Wuzzy <Wuzzy2@mail.ru>
Fri, 17 Jul 2020 02:51:25 +0200
changeset 15726 12973ea952c6
parent 15693 2aedd8ca836c
child 15727 f9c2fd4bfb3e
permissions -rw-r--r--
AI: Update list of gears that trigger activity
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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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begin
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Targets.Count:= 0;
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Targets.reset:= false;
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f:= 0;
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e:= 0;
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Gear:= GearsList;
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   136
while Gear <> nil do
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   137
    begin
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    if  (((Gear^.Kind = gtHedgehog) and
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            (Gear <> ThinkingHH) and
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            (Gear^.Health > Gear^.Damage) and
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   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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   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
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            (Gear^.Health = 0) and
f01b836d702e I was using this to test firepunching likely duds, but most of the time that would probably just make him bazooka them
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             (Gear^.Damage < 35))
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             )  and
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        (Targets.Count < 256) then
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        begin
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        with Targets.ar[Targets.Count] do
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            begin
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            skip:= false;
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            dead:= false;
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            Kind:= Gear^.Kind;
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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            Radius:= Gear^.Radius;
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            Density:= hwFloat2Float(Gear^.Density)/3;
8969
ff121fd3d08f *sigh* freakin "with"
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            State:= Gear^.State;
8956
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            matters:= (Gear^.AIHints and aihDoesntMatter) = 0;
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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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                    end;
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                end
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            else if Gear^.Kind = gtGrave then
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                if (Gear^.Hedgehog^.Team^.Clan = CurrentTeam^.Clan) then
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                    begin
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                    Score:= ResurrectScore;
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                    inc(f);
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                    end
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                else
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   184
                    begin
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                    Score:= -ResurrectScore;
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                    inc(e);
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                    end
8956
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            else if Gear^.Kind = gtExplosives then
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                Score:= Gear^.Health - Gear^.Damage
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            else if Gear^.Kind = gtMine then
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                Score:= max(0,35-Gear^.Damage);
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   192
            end;
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        inc(Targets.Count)
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   194
        end;
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    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
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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;
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begin
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if(bonuses.Count < MAXBONUS) then
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    begin
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   206
    bonuses.ar[bonuses.Count].x:= x;
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    bonuses.ar[bonuses.Count].y:= y;
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   208
    bonuses.ar[bonuses.Count].Radius:= r;
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   209
    bonuses.ar[bonuses.Count].Score:= s;
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    inc(bonuses.Count);
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   211
    end;
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   212
end;
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   213
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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.
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   215
begin
7378
ac9ce7f033df Reduce number of walk bonuses further, doubt even 128 are needed. Fix count reset.
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diff changeset
   216
if(walkbonuses.Count < MAXBONUS div 8) then
7375
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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
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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
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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);
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   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.
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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
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diff changeset
   225
6888
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
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   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
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   229
    i: Longint;
66
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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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   232
bonuses.activity:= false;
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3836973380b9 remove some more PHedgehog casts
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   233
MyClan:= ThinkingHH^.Hedgehog^.Team^.Clan;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
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   234
Gear:= GearsList;
9643d75baf1e Many AI improvements, bots do think in separate thread
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   235
while Gear <> nil do
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3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
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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
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   237
        case Gear^.Kind of
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   238
            gtAirAttack
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   239
            , gtAirBomb
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   240
            , gtBall
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   241
            , gtBee
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   242
            , gtBirdy
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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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   243
            , gtClusterBomb
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   244
            , gtCake
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   245
            , gtCluster
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   246
            , gtDrill
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   247
            , gtEgg
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   248
            , gtGasBomb
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diff changeset
   249
            , gtGrenade
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parents: 15693
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   250
            , gtHellishBomb
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Wuzzy <Wuzzy2@mail.ru>
parents: 15693
diff changeset
   251
            , gtPiano
12973ea952c6 AI: Update list of gears that trigger activity
Wuzzy <Wuzzy2@mail.ru>
parents: 15693
diff changeset
   252
            , gtPoisonCloud
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Wuzzy <Wuzzy2@mail.ru>
parents: 15693
diff changeset
   253
            , gtRCPlane
12973ea952c6 AI: Update list of gears that trigger activity
Wuzzy <Wuzzy2@mail.ru>
parents: 15693
diff changeset
   254
            , gtMelonPiece
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Wuzzy <Wuzzy2@mail.ru>
parents: 15693
diff changeset
   255
            , gtMolotov
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unc0rr
parents: 10140
diff changeset
   256
            , gtMortar
15726
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Wuzzy <Wuzzy2@mail.ru>
parents: 15693
diff changeset
   257
            , gtNapalmBomb
12973ea952c6 AI: Update list of gears that trigger activity
Wuzzy <Wuzzy2@mail.ru>
parents: 15693
diff changeset
   258
            , gtShell
12973ea952c6 AI: Update list of gears that trigger activity
Wuzzy <Wuzzy2@mail.ru>
parents: 15693
diff changeset
   259
            , gtSnowball
12973ea952c6 AI: Update list of gears that trigger activity
Wuzzy <Wuzzy2@mail.ru>
parents: 15693
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   260
            , gtWatermelon: bonuses.activity:= true;
6580
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lovelacer
parents: 6474
diff changeset
   261
            gtCase:
14264
6f3f59266c4c flag crates since waste of time for mutant.
nemo
parents: 14213
diff changeset
   262
                if (Gear^.AIHints and aihDoesntMatter) = 0 then
6f3f59266c4c flag crates since waste of time for mutant.
nemo
parents: 14213
diff changeset
   263
                    AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y) + 3, 37, 25);
6580
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lovelacer
parents: 6474
diff changeset
   264
            gtFlame:
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lovelacer
parents: 6474
diff changeset
   265
                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
   266
                    AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 20, -50);
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parents: 8895
diff changeset
   267
// 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
   268
            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
   269
                if (Gear^.State and gstMoving) <> 0 then bonuses.activity:= true;
10510
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sheepluva
parents: 10354
diff changeset
   270
14764
b3fa6a19fc25 Computer hog no longer walks into player-placed mines if >= 90% duds
Wuzzy <Wuzzy2@mail.ru>
parents: 14586
diff changeset
   271
                if ((Gear^.State and gstAttacking) = 0) and (((cMineDudPercent < 90) or ((Gear^.State and gstWait) <> 0) and (Gear^.Health <> 0))
6580
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lovelacer
parents: 6474
diff changeset
   272
                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
   273
                    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
   274
                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
   275
                    AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 100, -50); // mine is on
10164
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10140
diff changeset
   276
                end;
14585
8736f3a0ff7f ai improvements are release branch safe
nemo
parents: 14264
diff changeset
   277
            gtAirMine: if ((Gear^.State and gstFrozen) = 0) then AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), gear^.Angle+5, -30);
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13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   278
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   279
            gtExplosives:
10164
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unc0rr
parents: 10140
diff changeset
   280
                begin
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10140
diff changeset
   281
                //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
   282
10164
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10140
diff changeset
   283
                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
   284
                    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
   285
                end;
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10140
diff changeset
   286
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10140
diff changeset
   287
            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
   288
                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
   289
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   290
                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
   291
                end;
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   292
6580
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lovelacer
parents: 6474
diff changeset
   293
            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
   294
                begin
0570d4b22187 AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
unc0rr
parents: 10140
diff changeset
   295
                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
   296
                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
   297
                end;
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   298
6580
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lovelacer
parents: 6474
diff changeset
   299
            gtHedgehog:
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   300
                begin
10510
9329dab04490 some whitespace fixes
sheepluva
parents: 10354
diff changeset
   301
                if (ThinkingHH <> Gear)
9329dab04490 some whitespace fixes
sheepluva
parents: 10354
diff changeset
   302
                    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
   303
                        or (Gear^.Health = 0)
10510
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sheepluva
parents: 10354
diff changeset
   304
                        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
   305
                    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
   306
                    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
   307
                    end;
10510
9329dab04490 some whitespace fixes
sheepluva
parents: 10354
diff changeset
   308
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   309
                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
   310
                    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
   311
                else
7385
4acb5c021cb9 Don't consider moving hedgehogs in place rating in after attack mode
unc0rr
parents: 7378
diff changeset
   312
                    if isAfterAttack
4acb5c021cb9 Don't consider moving hedgehogs in place rating in after attack mode
unc0rr
parents: 7378
diff changeset
   313
                      and (ThinkingHH^.Hedgehog <> Gear^.Hedgehog)
4acb5c021cb9 Don't consider moving hedgehogs in place rating in after attack mode
unc0rr
parents: 7378
diff changeset
   314
                      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
   315
                        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
   316
                            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
   317
                        else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   318
                            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
   319
                end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   320
            end;
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
   321
    Gear:= Gear^.NextGear
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
   322
    end;
10164
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unc0rr
parents: 10140
diff changeset
   323
71
5f56c6979496 - Changed falling damage scoring
unc0rr
parents: 70
diff changeset
   324
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
   325
    with KnownExplosion do
74
42257fee61ae - Unicode support for team and hedgehogs names
unc0rr
parents: 71
diff changeset
   326
        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
   327
if isAfterAttack then
7378
ac9ce7f033df Reduce number of walk bonuses further, doubt even 128 are needed. Fix count reset.
nemo
parents: 7375
diff changeset
   328
    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
   329
    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
   330
        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
   331
            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
   332
    walkbonuses.Count:= 0
ac9ce7f033df Reduce number of walk bonuses further, doubt even 128 are needed. Fix count reset.
nemo
parents: 7375
diff changeset
   333
    end;
71
5f56c6979496 - Changed falling damage scoring
unc0rr
parents: 70
diff changeset
   334
end;
5f56c6979496 - Changed falling damage scoring
unc0rr
parents: 70
diff changeset
   335
6986
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6952
diff changeset
   336
procedure AwareOfExplosion(x, y, r: LongInt); inline;
71
5f56c6979496 - Changed falling damage scoring
unc0rr
parents: 70
diff changeset
   337
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
   338
    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
   339
    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
   340
    KnownExplosion.Radius:= r
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   341
end;
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   342
371
731ad6d27bd1 integer -> LongInt
unc0rr
parents: 370
diff changeset
   343
function RatePlace(Gear: PGear): LongInt;
731ad6d27bd1 integer -> LongInt
unc0rr
parents: 370
diff changeset
   344
var i, r: LongInt;
2695
ed789a7ef68d makes freepascal code compatible with OBJFPC mode
koda
parents: 2616
diff changeset
   345
    rate: LongInt;
6778
a9c6457dca29 Minimise another sqrt check.
nemo
parents: 6777
diff changeset
   346
    gX, gY: real;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   347
begin
6778
a9c6457dca29 Minimise another sqrt check.
nemo
parents: 6777
diff changeset
   348
gX:= hwFloat2Float(Gear^.X);
a9c6457dca29 Minimise another sqrt check.
nemo
parents: 6777
diff changeset
   349
gY:= hwFloat2Float(Gear^.Y);
2695
ed789a7ef68d makes freepascal code compatible with OBJFPC mode
koda
parents: 2616
diff changeset
   350
rate:= 0;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   351
for i:= 0 to Pred(bonuses.Count) do
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
   352
    with bonuses.ar[i] do
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
   353
        begin
6778
a9c6457dca29 Minimise another sqrt check.
nemo
parents: 6777
diff changeset
   354
        r:= Radius;
a9c6457dca29 Minimise another sqrt check.
nemo
parents: 6777
diff changeset
   355
        if abs(gX-X)+abs(gY-Y) < Radius then
a9c6457dca29 Minimise another sqrt check.
nemo
parents: 6777
diff changeset
   356
            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
   357
        if r < 20 then
6777
fb71556205f4 Avoid local rate minimums around hog (within 15 pixels). Not tested.
unc0rr
parents: 6776
diff changeset
   358
                inc(rate, Score * Radius)
fb71556205f4 Avoid local rate minimums around hog (within 15 pixels). Not tested.
unc0rr
parents: 6776
diff changeset
   359
        else if r < Radius then
fb71556205f4 Avoid local rate minimums around hog (within 15 pixels). Not tested.
unc0rr
parents: 6776
diff changeset
   360
                inc(rate, Score * (Radius - r))
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
   361
        end;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
   362
    RatePlace:= rate;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   363
end;
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   364
13668
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13472
diff changeset
   365
function CheckWrap(x: real): real; inline;
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13472
diff changeset
   366
begin
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13472
diff changeset
   367
    if WorldEdge = weWrap then
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13472
diff changeset
   368
        if (x < leftX) then
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13472
diff changeset
   369
             x:= x + (rightX - leftX)
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13472
diff changeset
   370
        else if x > rightX then    
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13472
diff changeset
   371
             x:= x - (rightX - leftX);
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13472
diff changeset
   372
    CheckWrap:= x;
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13472
diff changeset
   373
end;
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13472
diff changeset
   374
8845
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   375
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
   376
begin
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   377
    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
   378
        (((x+r) and LAND_WIDTH_MASK) = 0) and
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   379
        (((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
   380
        (((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
   381
end;
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   382
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   383
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   384
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
   385
begin
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   386
    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
   387
        exit(false);
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   388
8958
3818b38d72c0 simplify mine/explosive damage calc. clear dX in stable explosives. remove 0/4096 in trace routines.
nemo
parents: 8957
diff changeset
   389
    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
   390
       (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
   391
       (Land[y-r, x+r] <> 0) or
3818b38d72c0 simplify mine/explosive damage calc. clear dX in stable explosives. remove 0/4096 in trace routines.
nemo
parents: 8957
diff changeset
   392
       (Land[y+r, x+r] <> 0) then
8845
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   393
       exit(true);
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   394
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   395
    TestCollWithEverything := false;
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   396
end;
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   397
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   398
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
   399
begin
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   400
    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
   401
        exit(false);
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   402
8958
3818b38d72c0 simplify mine/explosive damage calc. clear dX in stable explosives. remove 0/4096 in trace routines.
nemo
parents: 8957
diff changeset
   403
    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
   404
       (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
   405
       (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
   406
       (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
   407
       exit(true);
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   408
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   409
    TestCollExcludingObjects:= false;
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   410
end;
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   411
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   412
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
   413
begin
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   414
    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
   415
        exit(false);
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   416
13463
f1d349a52bc7 Refactor: lfCurrentHog→lfCurHogCrate, lfNotCurrentMask→lfNotCurHogCrate
Wuzzy <Wuzzy2@mail.ru>
parents: 11046
diff changeset
   417
    if (Land[y-r, x-r] and lfNotCurHogCrate <> 0) or
f1d349a52bc7 Refactor: lfCurrentHog→lfCurHogCrate, lfNotCurrentMask→lfNotCurHogCrate
Wuzzy <Wuzzy2@mail.ru>
parents: 11046
diff changeset
   418
       (Land[y+r, x-r] and lfNotCurHogCrate <> 0) or
f1d349a52bc7 Refactor: lfCurrentHog→lfCurHogCrate, lfNotCurrentMask→lfNotCurHogCrate
Wuzzy <Wuzzy2@mail.ru>
parents: 11046
diff changeset
   419
       (Land[y+r, x-r] and lfNotCurHogCrate <> 0) or
f1d349a52bc7 Refactor: lfCurrentHog→lfCurHogCrate, lfNotCurrentMask→lfNotCurHogCrate
Wuzzy <Wuzzy2@mail.ru>
parents: 11046
diff changeset
   420
       (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
   421
       exit(true);
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   422
8845
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   423
    TestColl:= false;
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   424
end;
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   425
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   426
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
   427
// 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
   428
// 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
   429
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
   430
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
   431
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
   432
    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
   433
    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
   434
        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
   435
        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
   436
        // 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
   437
        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
   438
            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
   439
    end;
8845
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   440
    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
   441
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
   442
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   443
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
   444
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
   445
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
   446
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
   447
    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
   448
    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
   449
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
   450
    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
   451
    odY:= dY;
6769
44ad49a3a126 Add drowning to grenade too, try some little optimisations
nemo
parents: 6768
diff changeset
   452
    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
   453
    // 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
   454
    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
   455
    while true do
8952
a6ee1e7310fb trying to make AI aware of mine/explosive break point. also remove redundant test.
nemo
parents: 8951
diff changeset
   456
        begin
13668
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13472
diff changeset
   457
        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
   458
        x:= x + dX;
6768
a142cf8dbbd3 Fix silliness
unc0rr
parents: 6767
diff changeset
   459
        y:= y + dY;
15690
c4d7eb75fd8a AI: Add aiGravity and aiGravityf variables
Wuzzy <Wuzzy2@mail.ru>
parents: 15685
diff changeset
   460
        dY:= dY + aiGravityf;
6769
44ad49a3a126 Add drowning to grenade too, try some little optimisations
nemo
parents: 6768
diff changeset
   461
        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
   462
        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
   463
            with Target do
8952
a6ee1e7310fb trying to make AI aware of mine/explosive break point. also remove redundant test.
nemo
parents: 8951
diff changeset
   464
                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
   465
                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
   466
                    begin
8966
5ab59d79bc9a remove redundant abs, and some incorrect 1+ to damage
nemo
parents: 8964
diff changeset
   467
                    dmg := 1 + trunc((dY - 0.4) * 70);
5ab59d79bc9a remove redundant abs, and some incorrect 1+ to damage
nemo
parents: 8964
diff changeset
   468
                    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
   469
                    end
10015
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   470
                else
8952
a6ee1e7310fb trying to make AI aware of mine/explosive break point. also remove redundant test.
nemo
parents: 8951
diff changeset
   471
                    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
   472
                    dxdy:= abs(dX)+abs(dY);
10015
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   473
                    if ((Kind = gtMine) and (dxdy > 0.35)) or
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   474
                       ((Kind = gtExplosives) and
8969
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   475
                            (((State and gstTmpFlag <> 0) and (dxdy > 0.35)) or
10015
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   476
                             ((State and gstTmpFlag = 0) and
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   477
                                ((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
   478
                                (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
   479
                        begin
8966
5ab59d79bc9a remove redundant abs, and some incorrect 1+ to damage
nemo
parents: 8964
diff changeset
   480
                        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
   481
                        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
   482
                        end
9136
78f087fd3e5b parsing ok, stops at uGears
koda
parents: 9127
diff changeset
   483
                    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
   484
                        begin
8966
5ab59d79bc9a remove redundant abs, and some incorrect 1+ to damage
nemo
parents: 8964
diff changeset
   485
                        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
   486
                        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
   487
                        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
   488
                    end;
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   489
            exit(0)
8952
a6ee1e7310fb trying to make AI aware of mine/explosive break point. also remove redundant test.
nemo
parents: 8951
diff changeset
   490
            end;
10354
56bd029245fc WIP: weSea tweaks, functional and visual
sheepluva
parents: 10164
diff changeset
   491
        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
   492
        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
   493
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
   494
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
   495
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
   496
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
   497
    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
   498
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
   499
    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
   500
    odY:= dY;
7716
95117607b81a Fix some hints
unc0rr
parents: 7651
diff changeset
   501
//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
   502
    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
   503
        begin
13668
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13472
diff changeset
   504
        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
   505
        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
   506
        y:= y + dY;
15690
c4d7eb75fd8a AI: Add aiGravity and aiGravityf variables
Wuzzy <Wuzzy2@mail.ru>
parents: 15685
diff changeset
   507
        dY:= dY + aiGravityf;
7435
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
   508
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   509
{        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
   510
            begin
2ff30b79d2b0 - Adjust some consts so whip and firepunch work perfectly
unc0rr
parents: 7208
diff changeset
   511
            LandPixels[trunc(y), trunc(x)]:= v;
2ff30b79d2b0 - Adjust some consts so whip and firepunch work perfectly
unc0rr
parents: 7208
diff changeset
   512
            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
   513
            end;}
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
   514
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
        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
   516
            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
   517
                begin
8962
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   518
                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
   519
                    begin
8966
5ab59d79bc9a remove redundant abs, and some incorrect 1+ to damage
nemo
parents: 8964
diff changeset
   520
                    dmg := trunc((dY - 0.4) * 70);
5ab59d79bc9a remove redundant abs, and some incorrect 1+ to damage
nemo
parents: 8964
diff changeset
   521
                    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
   522
                    end
10015
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   523
                else
8957
bdeb52d57dae explosive/mine damage for shove fall. AI still seems to refuse to bat dud mines :(
nemo
parents: 8956
diff changeset
   524
                    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
   525
                    dxdy:= abs(dX)+abs(dY);
10015
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   526
                    if ((Kind = gtMine) and (dxdy > 0.4)) or
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   527
                       ((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
   528
                            (((State and gstTmpFlag <> 0) and (dxdy > 0.4)) or
10015
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   529
                             ((State and gstTmpFlag = 0) and
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   530
                                ((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
   531
                                (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
   532
                        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
   533
                        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
   534
                        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
   535
                        end
9136
78f087fd3e5b parsing ok, stops at uGears
koda
parents: 9127
diff changeset
   536
                    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
   537
                        begin
8966
5ab59d79bc9a remove redundant abs, and some incorrect 1+ to damage
nemo
parents: 8964
diff changeset
   538
                        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
   539
                        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
   540
                        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
   541
                    end;
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   542
            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
   543
        end;
10354
56bd029245fc WIP: weSea tweaks, functional and visual
sheepluva
parents: 10164
diff changeset
   544
        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
   545
            // 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
   546
            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
   547
    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
   548
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
   549
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
   550
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
   551
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
   552
    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
   553
    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
   554
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
   555
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
   556
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
   557
    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
   558
    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
   559
end;
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6952
diff changeset
   560
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
   561
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
   562
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
   563
    pX, pY, dX, dY: real;
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   564
    hadSkips: boolean;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   565
begin
13668
2b194214732d basic AI bazooka wrapping.
nemo
parents: 13472
diff changeset
   566
x:= round(CheckWrap(real(x)));
6783
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   567
fallDmg:= 0;
2695
ed789a7ef68d makes freepascal code compatible with OBJFPC mode
koda
parents: 2616
diff changeset
   568
rate:= 0;
15608
308930fe5f4a AI: Remove own gear from explosion/shove checks in kami/piano test
Wuzzy <Wuzzy2@mail.ru>
parents: 15389
diff changeset
   569
308930fe5f4a AI: Remove own gear from explosion/shove checks in kami/piano test
Wuzzy <Wuzzy2@mail.ru>
parents: 15389
diff changeset
   570
if (Flags and afIgnoreMe) = 0 then
15609
4ae2ebe812be AI: Tweak piano test
Wuzzy <Wuzzy2@mail.ru>
parents: 15608
diff changeset
   571
    // 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
   572
    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
   573
        begin
308930fe5f4a AI: Remove own gear from explosion/shove checks in kami/piano test
Wuzzy <Wuzzy2@mail.ru>
parents: 15389
diff changeset
   574
        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
   575
        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
   576
        skip:= false;
308930fe5f4a AI: Remove own gear from explosion/shove checks in kami/piano test
Wuzzy <Wuzzy2@mail.ru>
parents: 15389
diff changeset
   577
        matters:= true;
308930fe5f4a AI: Remove own gear from explosion/shove checks in kami/piano test
Wuzzy <Wuzzy2@mail.ru>
parents: 15389
diff changeset
   578
        Kind:= gtHedgehog;
308930fe5f4a AI: Remove own gear from explosion/shove checks in kami/piano test
Wuzzy <Wuzzy2@mail.ru>
parents: 15389
diff changeset
   579
        Density:= 1;
308930fe5f4a AI: Remove own gear from explosion/shove checks in kami/piano test
Wuzzy <Wuzzy2@mail.ru>
parents: 15389
diff changeset
   580
        Radius:= cHHRadius;
308930fe5f4a AI: Remove own gear from explosion/shove checks in kami/piano test
Wuzzy <Wuzzy2@mail.ru>
parents: 15389
diff changeset
   581
        Score:= - ThinkingHH^.Health
308930fe5f4a AI: Remove own gear from explosion/shove checks in kami/piano test
Wuzzy <Wuzzy2@mail.ru>
parents: 15389
diff changeset
   582
        end;
308930fe5f4a AI: Remove own gear from explosion/shove checks in kami/piano test
Wuzzy <Wuzzy2@mail.ru>
parents: 15389
diff changeset
   583
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   584
// rate explosion
7161
21a9c70b2070 Name the flags for fall tracking and indicating whether the explosion erases terrain.
nemo
parents: 7154
diff changeset
   585
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
   586
else erasure:= 0;
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   587
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   588
hadSkips:= false;
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   589
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   590
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
   591
    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
   592
        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
   593
          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
   594
            hadSkips:= true
308930fe5f4a AI: Remove own gear from explosion/shove checks in kami/piano test
Wuzzy <Wuzzy2@mail.ru>
parents: 15389
diff changeset
   595
          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
   596
            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
   597
            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
   598
            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
   599
            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
   600
                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
   601
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
   602
            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
   603
                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
   604
                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
   605
                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
   606
                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
   607
                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
   608
                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
   609
                    begin
8955
nemo
parents: 8954
diff changeset
   610
                    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
   611
                    dY:= dX;
10015
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   612
                    if (Kind = gtExplosives) and (State and gstTmpFlag = 0) and
10140
a846641d2b04 What about exact value?
unc0rr
parents: 10108
diff changeset
   613
                       (((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
   614
                        ((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
   615
                        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
   616
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
   617
                    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
   618
                    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
   619
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
   620
                    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
   621
                       (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
   622
                         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
   623
                    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
   624
                    end;
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   625
                if Kind = gtHedgehog then
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   626
                    begin
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   627
                    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
   628
                        begin
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   629
                        if Score > 0 then
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   630
                            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
   631
                        else
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   632
                            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
   633
                        end
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   634
                    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
   635
                        begin
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   636
                        dead:= true;
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   637
                        Targets.reset:= true;
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   638
                        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
   639
                            begin
95dd846caf5d only rate subs if significant. still very much need correct fall+damage esp given different knocks.
nemo
parents: 8950
diff changeset
   640
                            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
   641
                            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
   642
                            end;
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   643
                        if Score > 0 then
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   644
                             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
   645
                        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
   646
                        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
   647
                    else
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   648
                        begin
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   649
                        if Score > 0 then
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   650
                             inc(rate, (dmg + fallDmg) * 1024)
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   651
                        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
   652
                        end
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   653
                    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
   654
                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
   655
                    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
   656
                    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
   657
                    Targets.reset:= true;
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   658
                    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
   659
                         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
   660
                    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
   661
                    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
   662
                    end
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   663
                end
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   664
            end;
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   665
13472
d3209e0caf12 Fix aihDoesntMatter still being attacked with air attack
Wuzzy <Wuzzy2@mail.ru>
parents: 13470
diff changeset
   666
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
   667
    RealRateExplosion:= BadTurn
13470
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13463
diff changeset
   668
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
   669
    RealRateExplosion:= rate;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   670
end;
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   671
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   672
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
   673
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
   674
    dX, dY, pX, pY: real;
13470
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13463
diff changeset
   675
    hadSkips: boolean;
79
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
   676
begin
6783
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   677
fallDmg:= 0;
7210
2ff30b79d2b0 - Adjust some consts so whip and firepunch work perfectly
unc0rr
parents: 7208
diff changeset
   678
dX:= gdX * 0.01 * kick;
2ff30b79d2b0 - Adjust some consts so whip and firepunch work perfectly
unc0rr
parents: 7208
diff changeset
   679
dY:= gdY * 0.01 * kick;
2695
ed789a7ef68d makes freepascal code compatible with OBJFPC mode
koda
parents: 2616
diff changeset
   680
rate:= 0;
13470
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13463
diff changeset
   681
hadSkips:= false;
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 393
diff changeset
   682
for i:= 0 to Pred(Targets.Count) do
79
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
   683
    with Targets.ar[i] do
8969
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   684
        if skip then
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   685
            begin
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   686
            if Flags and afSetSkip = 0 then skip:= false
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   687
            end
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   688
        else if matters then
79
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
   689
            begin
8969
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   690
            dmg:= 0;
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   691
            if abs(Point.x - x) + abs(Point.y - y) < r then
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   692
                dmg:= r - trunc(sqrt(sqr(Point.x - x)+sqr(Point.y - y)));
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   693
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   694
            if dmg > 0 then
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   695
                begin
8969
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   696
                pX:= Point.x;
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   697
                pY:= Point.y-2;
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   698
                fallDmg:= 0;
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   699
                if (Flags and afSetSkip <> 0) then skip:= true;
9136
78f087fd3e5b parsing ok, stops at uGears
koda
parents: 9127
diff changeset
   700
                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
   701
                    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
   702
                       (((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
   703
                        ((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
   704
                        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
   705
                    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
   706
                        fallDmg:= trunc(TraceShoveFall(pX, pY, dX, dY, Targets.ar[i]) * dmgMod);
8969
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   707
                if Kind = gtHedgehog then
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   708
                    begin
8969
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   709
                    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
   710
                        begin
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   711
                        if Score > 0 then
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   712
                            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
   713
                        else
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   714
                            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
   715
                        end
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   716
                    else if power+fallDmg >= abs(Score) then
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   717
                        begin
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   718
                        dead:= true;
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   719
                        Targets.reset:= true;
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   720
                        if dX < 0.035 then
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   721
                            begin
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   722
                            subrate:= RealRateExplosion(Me, round(pX), round(pY), 61, afErasesLand or afTrackFall);
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   723
                            if abs(subrate) > 2000 then inc(Rate,subrate div 1024)
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   724
                            end;
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   725
                        if Score > 0 then
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   726
                            inc(rate, KillScore)
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   727
                        else
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   728
                            dec(rate, KillScore * friendlyfactor div 100)
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   729
                        end
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   730
                    else
8969
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   731
                        begin
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   732
                        if Score > 0 then
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   733
                            inc(rate, power+fallDmg)
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   734
                        else
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   735
                            dec(rate, (power+fallDmg) * friendlyfactor div 100)
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   736
                        end
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   737
                    end
8969
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   738
                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
   739
                    begin
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   740
                    dead:= true;
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   741
                    Targets.reset:= true;
8969
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   742
                    if Kind = gtExplosives then
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   743
                         subrate:= RealRateExplosion(Me, round(pX), round(pY), 151, afErasesLand or (Flags and afTrackFall))
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   744
                    else subrate:= RealRateExplosion(Me, round(pX), round(pY), 101, afErasesLand or (Flags and afTrackFall));
ff121fd3d08f *sigh* freakin "with"
nemo
parents: 8966
diff changeset
   745
                    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
   746
                    end
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   747
                end
13470
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13463
diff changeset
   748
            end
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13463
diff changeset
   749
        else
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13463
diff changeset
   750
            hadSkips:= true;
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13463
diff changeset
   751
13472
d3209e0caf12 Fix aihDoesntMatter still being attacked with air attack
Wuzzy <Wuzzy2@mail.ru>
parents: 13470
diff changeset
   752
if hadSkips and (rate <= 0) then
13470
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13463
diff changeset
   753
    RateShove:= BadTurn
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13463
diff changeset
   754
else
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13463
diff changeset
   755
    RateShove:= rate * 1024;
8970
nemo
parents: 8969
diff changeset
   756
ResetTargets
79
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
   757
end;
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
   758
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   759
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
   760
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
   761
    pX, pY, dX, dY: real;
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   762
    hadSkips: boolean;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   763
begin
2695
ed789a7ef68d makes freepascal code compatible with OBJFPC mode
koda
parents: 2616
diff changeset
   764
rate:= 0;
6776
7a05f48bfa43 Compatibility
unc0rr
parents: 6775
diff changeset
   765
gdX:= gdX * 0.01;
7a05f48bfa43 Compatibility
unc0rr
parents: 6775
diff changeset
   766
gdY:= gdX * 0.01;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   767
// add our virtual position
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   768
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
   769
    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   770
    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
   771
    Point.y:= hwRound(Me^.Y);
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   772
    skip:= false;
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   773
    matters:= true;
8960
nemo
parents: 8958
diff changeset
   774
    Kind:= gtHedgehog;
8961
nemo
parents: 8960
diff changeset
   775
    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
   776
    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
   777
    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
   778
    end;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   779
// rate shot
6771
87a947097d00 Teach AI to drown with shotgun too
nemo
parents: 6770
diff changeset
   780
baseDmg:= cHHRadius + cShotgunRadius + 4;
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   781
6771
87a947097d00 Teach AI to drown with shotgun too
nemo
parents: 6770
diff changeset
   782
if GameFlags and gfSolidLand = 0 then erasure:= cShotgunRadius
87a947097d00 Teach AI to drown with shotgun too
nemo
parents: 6770
diff changeset
   783
else erasure:= 0;
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   784
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   785
hadSkips:= false;
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   786
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   787
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
   788
    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
   789
        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
   790
          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
   791
            else
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   792
            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
   793
            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
   794
            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
   795
                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
   796
                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
   797
                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
   798
                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
   799
            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
   800
                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
   801
                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
   802
                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
   803
                pY:= Point.y;
9136
78f087fd3e5b parsing ok, stops at uGears
koda
parents: 9127
diff changeset
   804
                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
   805
                    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
   806
                    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
   807
                    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
   808
                    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
   809
                    else dX:= dX + 0.01;
10015
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   810
                    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
   811
                       (((abs(dY) > 0.15) and (abs(dX) < 0.02)) or
10015
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   812
                        ((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
   813
                       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
   814
                    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
   815
                       (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
   816
                         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
   817
                    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
   818
                    end;
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   819
                if Kind = gtHedgehog then
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   820
                    begin
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   821
                    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
   822
                        begin
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   823
                        if Score > 0 then
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   824
                            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
   825
                        else
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   826
                            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
   827
                        end
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   828
                    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
   829
                        begin
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   830
                        dead:= true;
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   831
                        Targets.reset:= true;
15366
381c828865e7 Fix a couple more uses of uninitialized variables
unC0Rr
parents: 15355
diff changeset
   832
                        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
   833
                            begin
95dd846caf5d only rate subs if significant. still very much need correct fall+damage esp given different knocks.
nemo
parents: 8950
diff changeset
   834
                            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
   835
                            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
   836
                            end;
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   837
                        if Score > 0 then
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   838
                            inc(rate, KillScore)
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   839
                        else
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   840
                            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
   841
                        end
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   842
                    else if Score > 0 then
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   843
                         inc(rate, dmg+fallDmg)
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   844
                    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
   845
                    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
   846
                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
   847
                    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
   848
                    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
   849
                    Targets.reset:= true;
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   850
                    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
   851
                         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
   852
                    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
   853
                    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
   854
                    end
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   855
                end
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   856
            end;
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   857
13472
d3209e0caf12 Fix aihDoesntMatter still being attacked with air attack
Wuzzy <Wuzzy2@mail.ru>
parents: 13470
diff changeset
   858
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
   859
    RateShotgun:= BadTurn
13470
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13463
diff changeset
   860
else
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   861
    RateShotgun:= rate * 1024;
13470
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13463
diff changeset
   862
ResetTargets;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   863
end;
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   864
15617
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   865
function RateSeduction(Me: PGear): LongInt;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   866
var pX, pY, i, r, rate, subrate, fallDmg: LongInt;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   867
    diffX, diffY: LongInt;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   868
    meX, meY, dX, dY: hwFloat;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   869
    pXr, pYr: real;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   870
    hadSkips: boolean;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   871
begin
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   872
meX:= Me^.X;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   873
meY:= Me^.Y;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   874
rate:= 0;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   875
for i:= 0 to Targets.Count do
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   876
    if not Targets.ar[i].dead then
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   877
        with Targets.ar[i] do
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   878
            begin
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   879
            pX:= Point.X;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   880
            pY:= Point.Y;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   881
            diffX:= pX - hwRound(meX);
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   882
            diffY:= pY - hwRound(meY);
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   883
            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
   884
                // 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
   885
                // 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
   886
                // which we stand on, which is dangerous
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   887
                exit(BadTurn);
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   888
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   889
            if (not matters) then
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   890
                hadSkips:= true
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   891
            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
   892
                begin
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   893
                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
   894
                if r < cSeductionDist then
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   895
                    begin
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   896
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   897
                    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
   898
                        dX:= _50 * aiGravity * (meX - int2hwFloat(pX)) / _25
15617
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   899
                    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
   900
                        dX:= _50 * aiGravity * (meX + (int2hwFloat((RightX-LeftX) - pX))) / _25
15617
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   901
                    else
15690
c4d7eb75fd8a AI: Add aiGravity and aiGravityf variables
Wuzzy <Wuzzy2@mail.ru>
parents: 15685
diff changeset
   902
                        dX:= _50 * aiGravity * (meX - (int2hwFloat((RightX-LeftX) - pX))) / _25;
15617
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   903
                    dY:= -_450 * cMaxWindSpeed * 2;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   904
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   905
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   906
                    pXr:= pX;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   907
                    pYr:= pY;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   908
                    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
   909
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   910
                    // rate damage
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   911
                    if fallDmg < 0 then // drowning
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   912
                        begin
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   913
                        if Score > 0 then
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   914
                            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
   915
                        else
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   916
                            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
   917
                        end
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   918
                    else if (fallDmg) >= abs(Score) then // deadly fall damage
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   919
                        begin
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   920
                        dead:= true;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   921
                        Targets.reset:= true;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   922
                        if (hwFloat2Float(dX) < 0.035) then
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   923
                            begin
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   924
                            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
   925
                            if abs(subrate) > 2000 then
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   926
                                inc(rate, subrate)
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   927
                            end;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   928
                        if Score > 0 then
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   929
                             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
   930
                        else
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   931
                             dec(rate, KillScore * friendlyfactor div 100 * 1024)
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
                    else if (fallDmg <> 0) then // non-deadly fall damage
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   934
                        if Score > 0 then
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   935
                             inc(rate, fallDmg * 1024)
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   936
                        else
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   937
                             dec(rate, fallDmg * friendlyfactor div 100 * 1024)
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   938
                    else // no damage, just shoved
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   939
                        if (Score < 0) then
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   940
                            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
   941
                    end;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   942
                end;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   943
            end;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   944
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   945
if hadSkips and (rate <= 0) then
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   946
    RateSeduction:= BadTurn
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   947
else
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   948
    RateSeduction:= rate * 1024;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   949
end;
e21285b7c5e6 Teach AI to use seduction
Wuzzy <Wuzzy2@mail.ru>
parents: 15609
diff changeset
   950
15685
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   951
function RateResurrector(Me: PGear): LongInt;
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   952
var i, r, rate, pX, pY: LongInt;
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   953
    meX, meY: hwFloat;
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   954
    hadSkips: boolean;
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   955
begin
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   956
meX:= Me^.X;
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   957
meY:= Me^.Y;
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   958
rate:= 0;
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   959
for i:= 0 to Targets.Count do
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   960
    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
   961
        with Targets.ar[i] do
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
            pX:= Point.X;
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   964
            pY:= Point.Y;
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   965
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   966
            if (not matters) then
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   967
                hadSkips:= true
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   968
            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
   969
                begin
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   970
                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
   971
                if r < cResurrectorDist then
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   972
                    begin
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   973
                    if Score > 0 then
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   974
                        inc(rate, Score * 1024)
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   975
                    else
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   976
                        inc(rate, Score * friendlyFactor div 100 * 1024);
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   977
                    // 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
   978
                    dead:= true;
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   979
                    Targets.reset:= true;
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   980
                    end;
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   981
                end;
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   982
            end;
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   983
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   984
if hadSkips and (rate <= 0) then
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   985
    RateResurrector:= BadTurn
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   986
else
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   987
    RateResurrector:= rate * 1024;
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   988
end;
78e383fff605 Teach AI how to use resurrector
Wuzzy <Wuzzy2@mail.ru>
parents: 15617
diff changeset
   989
5645
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   990
function RateHammer(Me: PGear): LongInt;
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   991
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
   992
    hadSkips: boolean;
5645
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   993
begin
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   994
// hammer hit shift against attecker hog is 10
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   995
x:= hwRound(Me^.X) + hwSign(Me^.dX) * 10;
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   996
y:= hwRound(Me^.Y);
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   997
rate:= 0;
13470
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13463
diff changeset
   998
hadSkips:= false;
5645
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   999
for i:= 0 to Pred(Targets.Count) do
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
  1000
    with Targets.ar[i] do
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
  1001
         // 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
  1002
      if (not matters) then
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13463
diff changeset
  1003
          hadSkips:= true
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13463
diff changeset
  1004
      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
  1005
            begin
6785
a8aa5984185f Allow RC plane to go through portals
nemo
parents: 6783
diff changeset
  1006
            r:= trunc(sqrt(sqr(Point.x - x)+sqr(Point.y - y)));
5645
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
  1007
7279
18a620394623 Fix completely broken RateHammer
unc0rr
parents: 7274
diff changeset
  1008
            if r <= 18 then
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
  1009
                if Score > 0 then
7279
18a620394623 Fix completely broken RateHammer
unc0rr
parents: 7274
diff changeset
  1010
                    inc(rate, Score div 3)
18a620394623 Fix completely broken RateHammer
unc0rr
parents: 7274
diff changeset
  1011
                else
7285
unc0rr
parents: 7279
diff changeset
  1012
                    inc(rate, Score div 3 * friendlyfactor div 100)
7279
18a620394623 Fix completely broken RateHammer
unc0rr
parents: 7274
diff changeset
  1013
            end;
13470
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13463
diff changeset
  1014
13472
d3209e0caf12 Fix aihDoesntMatter still being attacked with air attack
Wuzzy <Wuzzy2@mail.ru>
parents: 13470
diff changeset
  1015
if hadSkips and (rate <= 0) then
13470
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13463
diff changeset
  1016
    RateHammer:= BadTurn
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13463
diff changeset
  1017
else
0d27f0c21b71 Fix aihDoesntMatter not applying to hammer and shover
Wuzzy <Wuzzy2@mail.ru>
parents: 13463
diff changeset
  1018
    RateHammer:= rate * 1024;
5645
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
  1019
end;
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
  1020
369
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
  1021
function HHJump(Gear: PGear; JumpType: TJumpType; var GoInfo: TGoInfo): boolean;
371
731ad6d27bd1 integer -> LongInt
unc0rr
parents: 370
diff changeset
  1022
var bX, bY: LongInt;
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
  1023
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
  1024
HHJump:= false;
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
  1025
GoInfo.Ticks:= 0;
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
  1026
GoInfo.JumpType:= jmpNone;
369
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
  1027
bX:= hwRound(Gear^.X);
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
  1028
bY:= hwRound(Gear^.Y);
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
  1029
case JumpType of
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
  1030
    jmpNone: 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
    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
  1033
        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
  1034
        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
  1035
            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
  1036
            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
  1037
            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
  1038
        end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
  1039
    else
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
  1040
        exit(false);
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
  1041
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
  1042
    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
  1043
        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
  1044
            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
  1045
                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
  1046
                    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
  1047
                else
9706
5178d2263521 return land word from uCollisions to make decisions based on it. Should be handy for trampoline.
nemo
parents: 9137
diff changeset
  1048
                    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
  1049
                        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
  1050
            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
  1051
               (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
  1052
            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
  1053
                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
  1054
                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
  1055
                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
  1056
            end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
  1057
        else
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
  1058
            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
  1059
        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
  1060
end;
2376
ece7b87f1334 Strip trailing spaces
nemo
parents: 1941
diff changeset
  1061
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
  1062
repeat
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
  1063
        {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
  1064
            begin
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
  1065
            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
  1066
            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
  1067
            end;}
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
  1068
10354
56bd029245fc WIP: weSea tweaks, functional and visual
sheepluva
parents: 10164
diff changeset
  1069
    if CheckCoordInWater(hwRound(Gear^.X), hwRound(Gear^.Y) + cHHRadius) then
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
  1070
        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
  1071
    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
  1072
    begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
  1073
        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
  1074
            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
  1075
            begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
  1076
                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
  1077
                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
  1078
            end;
9706
5178d2263521 return land word from uCollisions to make decisions based on it. Should be handy for trampoline.
nemo
parents: 9137
diff changeset
  1079
        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
  1080
            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
  1081
        inc(GoInfo.Ticks);
15690
c4d7eb75fd8a AI: Add aiGravity and aiGravityf variables
Wuzzy <Wuzzy2@mail.ru>
parents: 15685
diff changeset
  1082
        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
  1083
        if Gear^.dY > _0_4 then
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
  1084
            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
  1085
        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
  1086
            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
  1087
        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
  1088
        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
  1089
            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
  1090
            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
  1091
            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
  1092
            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
  1093
                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
  1094
                    if bY - hwRound(Gear^.Y) > 5 then
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
  1095
                        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
  1096
                        GoInfo.JumpType:= jmpHJump;
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
  1097
                        inc(GoInfo.Ticks, 300 + 300); // 300 before jump, 300 after
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
  1098
                        exit(true)
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
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
                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
  1101
                    if abs(bX - hwRound(Gear^.X)) > 30 then
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
  1102
                        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
  1103
                        GoInfo.JumpType:= jmpLJump;
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
  1104
                        inc(GoInfo.Ticks, 300 + 300); // 300 before jump, 300 after
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
  1105
                        exit(true)
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
  1106
                        end
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
  1107
                end;
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
  1108
            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
  1109
            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
  1110
    end;
369
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
  1111
until false
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
  1112
end;
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
  1113
369
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
  1114
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
  1115
var pX, pY, tY: LongInt;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
  1116
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
  1117
HHGo:= false;
13463
f1d349a52bc7 Refactor: lfCurrentHog→lfCurHogCrate, lfNotCurrentMask→lfNotCurHogCrate
Wuzzy <Wuzzy2@mail.ru>
parents: 11046
diff changeset
  1118
Gear^.CollisionMask:= lfNotCurHogCrate;
15389
7718bdf60d45 Set dX sign early so jump calculations always get correct value
unc0rr
parents: 15366
diff changeset
  1119
7718bdf60d45 Set dX sign early so jump calculations always get correct value
unc0rr
parents: 15366
diff changeset
  1120
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
  1121
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
  1122
AltGear^:= Gear^;
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
  1123
75
d2b737858ff7 - New First Aid powerup
unc0rr
parents: 74
diff changeset
  1124
GoInfo.Ticks:= 0;
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
  1125
GoInfo.FallPix:= 0;
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
  1126
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
  1127
tY:= hwRound(Gear^.Y);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1128
repeat
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
  1129
        {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
  1130
            begin
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
  1131
            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
  1132
            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
  1133
            end;}
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
  1134
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
    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
  1136
    pY:= hwRound(Gear^.Y);
10354
56bd029245fc WIP: weSea tweaks, functional and visual
sheepluva
parents: 10164
diff changeset
  1137
    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
  1138
        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
  1139
        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
  1140
            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
  1141
        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
  1142
        end;
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
  1143
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
  1144
    // 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
  1145
    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
  1146
        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
  1147
        inc(GoInfo.Ticks);
15690
c4d7eb75fd8a AI: Add aiGravity and aiGravityf variables
Wuzzy <Wuzzy2@mail.ru>
parents: 15685
diff changeset
  1148
        Gear^.dY:= Gear^.dY + aiGravity;
15693
2aedd8ca836c AI: No longer afraid of heights if invulnerable
Wuzzy <Wuzzy2@mail.ru>
parents: 15690
diff changeset
  1149
        // taking fall damage?
2aedd8ca836c AI: No longer afraid of heights if invulnerable
Wuzzy <Wuzzy2@mail.ru>
parents: 15690
diff changeset
  1150
        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
  1151
            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
  1152
            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
  1153
            // try ljump instead of fall with damage
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
  1154
            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
  1155
            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
  1156
                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
  1157
            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
  1158
            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
  1159
        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
  1160
        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
  1161
            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
  1162
        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
  1163
            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
  1164
            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
  1165
            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
  1166
            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
  1167
            // 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
  1168
            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
  1169
            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
  1170
            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
  1171
        continue
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
  1172
        end;
7719
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7716
diff changeset
  1173
15389
7718bdf60d45 Set dX sign early so jump calculations always get correct value
unc0rr
parents: 15366
diff changeset
  1174
    // usual walk
7718bdf60d45 Set dX sign early so jump calculations always get correct value
unc0rr
parents: 15366
diff changeset
  1175
    Gear^.dX:= SignAs(cLittle, Gear^.dX);
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
  1176
15389
7718bdf60d45 Set dX sign early so jump calculations always get correct value
unc0rr
parents: 15366
diff changeset
  1177
    if MakeHedgehogsStep(Gear) then
7718bdf60d45 Set dX sign early so jump calculations always get correct value
unc0rr
parents: 15366
diff changeset
  1178
        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
  1179
15389
7718bdf60d45 Set dX sign early so jump calculations always get correct value
unc0rr
parents: 15366
diff changeset
  1180
    // we have moved for 1 px
7718bdf60d45 Set dX sign early so jump calculations always get correct value
unc0rr
parents: 15366
diff changeset
  1181
    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
  1182
        exit(true)
542
ec26095f1bed - Get rid of ammoProp_AttackInFall and gstFalling
unc0rr
parents: 509
diff changeset
  1183
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
  1184
375
18012da67681 AI works properly
unc0rr
parents: 371
diff changeset
  1185
HHJump(AltGear, jmpHJump, GoInfo);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1186
end;
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1187
14212
ca179b615c0b adding X offset seems to improve chance of drownings
nemo
parents: 13668
diff changeset
  1188
function AIrndSign(num: LongInt): LongInt; inline;
136
89970b70b076 Implement bot levels
unc0rr
parents: 108
diff changeset
  1189
begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
  1190
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
  1191
    AIrndSign:=   num
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
  1192
else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
  1193
    AIrndSign:= - num
2376
ece7b87f1334 Strip trailing spaces
nemo
parents: 1941
diff changeset
  1194
end;
136
89970b70b076 Implement bot levels
unc0rr
parents: 108
diff changeset
  1195
14212
ca179b615c0b adding X offset seems to improve chance of drownings
nemo
parents: 13668
diff changeset
  1196
function AIrndOffset(targ: TTarget; Level: LongWord): LongInt; inline;
ca179b615c0b adding X offset seems to improve chance of drownings
nemo
parents: 13668
diff changeset
  1197
begin
ca179b615c0b adding X offset seems to improve chance of drownings
nemo
parents: 13668
diff changeset
  1198
if Level <> 1 then exit(0);
ca179b615c0b adding X offset seems to improve chance of drownings
nemo
parents: 13668
diff changeset
  1199
// 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
  1200
//if Level = 2 then exit(round(targ.Radius*(random(5)-2)/2));
14213
09dacb61d526 more seems to work better?
nemo
parents: 14212
diff changeset
  1201
AIrndOffset := targ.Radius*(random(7)-3)*2
14212
ca179b615c0b adding X offset seems to improve chance of drownings
nemo
parents: 13668
diff changeset
  1202
end;
ca179b615c0b adding X offset seems to improve chance of drownings
nemo
parents: 13668
diff changeset
  1203
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3018
diff changeset
  1204
procedure initModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
  1205
begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
  1206
    friendlyfactor:= 300;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
  1207
    KnownExplosion.X:= 0;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
  1208
    KnownExplosion.Y:= 0;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
  1209
    KnownExplosion.Radius:= 0;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
  1210
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
  1211
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3018
diff changeset
  1212
procedure freeModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
  1213
begin
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
  1214
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
  1215
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1216
end.