hedgewars/uAIAmmoTests.pas
author unc0rr
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permissions -rw-r--r--
Only bots of 1-3 level use AirAttack weapon
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(*
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 * Hedgewars, a worms-like game
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 * Copyright (c) 2005-2007 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 *)
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unit uAIAmmoTests;
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interface
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uses SDLh, uGears, uConsts, uFloat;
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const amtest_OnTurn = $00000001;
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type TAttackParams = record
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                     Time: Longword;
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                     Angle, Power: LongInt;
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                     ExplX, ExplY, ExplR: LongInt;
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                     AttackPutX, AttackPutY: LongInt;
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                     end;
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function TestBazooka(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
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function TestGrenade(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
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function TestShotgun(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
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function TestDesertEagle(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
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function TestBaseballBat(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
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function TestFirePunch(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
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function TestAirAttack(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
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type TAmmoTestProc = function (Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
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     TAmmoTest = record
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                 proc: TAmmoTestProc;
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                 flags: Longword;
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                 end;
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const AmmoTests: array[TAmmoType] of TAmmoTest =
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                 (
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                  (proc: @TestGrenade;     flags: 0), // amGrenade
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                  (proc: nil;              flags: 0), // amClusterBomb
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                  (proc: @TestBazooka;     flags: 0), // amBazooka
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                  (proc: nil;              flags: 0), // amUFO
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                  (proc: @TestShotgun;     flags: 0), // amShotgun
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                  (proc: nil;              flags: 0), // amPickHammer
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                  (proc: nil;              flags: 0), // amSkip
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                  (proc: nil;              flags: 0), // amRope
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                  (proc: nil;              flags: 0), // amMine
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                  (proc: @TestDesertEagle; flags: 0), // amDEagle
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                  (proc: nil;              flags: 0), // amDynamite
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                  (proc: @TestFirePunch;   flags: 0), // amFirePunch
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                  (proc: @TestBaseballBat; flags: 0), // amBaseballBat
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                  (proc: nil;              flags: 0), // amParachute
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                  (proc: @TestAirAttack;   flags: amtest_OnTurn), // amAirAttack
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                  (proc: nil;              flags: 0), // amMineStrike
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                  (proc: nil;              flags: 0), // amBlowTorch
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                  (proc: nil;              flags: 0), // amGirder
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                  (proc: nil;              flags: amtest_OnTurn), // amTeleport
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                  (proc: nil;              flags: 0)  // amSwitch
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                  );
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const BadTurn = Low(LongInt) div 4;
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implementation
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uses uMisc, uAIMisc, uLand;
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function Metric(x1, y1, x2, y2: LongInt): LongInt;
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begin
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Metric:= abs(x1 - x2) + abs(y1 - y2)
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end;
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function TestBazooka(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
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var Vx, Vy, r: hwFloat;
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    rTime: LongInt;
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    Score, EX, EY: LongInt;
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    Result: LongInt;
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    function CheckTrace: LongInt;
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    var x, y, dX, dY: hwFloat;
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        t: LongInt;
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        Result: LongInt;
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    begin
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    x:= Me^.X;
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    y:= Me^.Y;
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    dX:= Vx;
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    dY:= -Vy;
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    t:= rTime;
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    repeat
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      x:= x + dX;
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      y:= y + dY;
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      dX:= dX + cWindSpeed;
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      dY:= dY + cGravity;
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      dec(t)
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    until TestColl(hwRound(x), hwRound(y), 5) or (t <= 0);
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    EX:= hwRound(x);
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    EY:= hwRound(y);
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    Result:= RateExplosion(Me, EX, EY, 101);
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    if Result = 0 then Result:= - Metric(Targ.X, Targ.Y, EX, EY) div 64;
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    CheckTrace:= Result
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    end;
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begin
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ap.Time:= 0;
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rTime:= 350;
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ap.ExplR:= 0;
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Result:= BadTurn;
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repeat
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  rTime:= rTime + 300 + Level * 50 + random(300);
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  Vx:= - cWindSpeed * rTime * _0_5 + (int2hwFloat(Targ.X) - Me^.X) / int2hwFloat(rTime);
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  Vy:= cGravity * rTime * _0_5 - (int2hwFloat(Targ.Y) - Me^.Y) / int2hwFloat(rTime);
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  r:= Distance(Vx, Vy);
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  if not (r > _1) then
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     begin
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     Score:= CheckTrace;
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     if Result <= Score then
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        begin
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        ap.Angle:= DxDy2AttackAngle(Vx, Vy) + AIrndSign(random((Level - 1) * 9));
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        ap.Power:= hwRound(r * cMaxPower) - random((Level - 1) * 17 + 1);
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        ap.ExplR:= 100;
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        ap.ExplX:= EX;
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        ap.ExplY:= EY;
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        Result:= Score
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        end;
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     end
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until (rTime > 4250);
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TestBazooka:= Result
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end;
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function TestGrenade(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
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const tDelta = 24;
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var Vx, Vy, r: hwFloat;
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    Score, EX, EY, Result: LongInt;
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    TestTime: Longword;
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    function CheckTrace: LongInt;
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    var x, y, dY: hwFloat;
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        t: LongInt;
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    begin
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    x:= Me^.X;
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    y:= Me^.Y;
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    dY:= -Vy;
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    t:= TestTime;
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    repeat
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      x:= x + Vx;
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      y:= y + dY;
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      dY:= dY + cGravity;
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      dec(t)
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    until TestColl(hwRound(x), hwRound(y), 5) or (t = 0);
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    EX:= hwRound(x);
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    EY:= hwRound(y);
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    if t < 50 then CheckTrace:= RateExplosion(Me, EX, EY, 101)
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              else CheckTrace:= Low(LongInt)
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    end;
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begin
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Result:= BadTurn;
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TestTime:= 0;
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ap.ExplR:= 0;
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repeat
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  inc(TestTime, 1000);
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  Vx:= (int2hwFloat(Targ.X) - Me^.X) / int2hwFloat(TestTime + tDelta);
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  Vy:= cGravity * ((TestTime + tDelta) div 2) - (int2hwFloat(Targ.Y) - Me^.Y) / int2hwFloat(TestTime + tDelta);
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  r:= Distance(Vx, Vy);
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  if not (r > _1) then
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     begin
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     Score:= CheckTrace;
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     if Result < Score then
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        begin
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        ap.Angle:= DxDy2AttackAngle(Vx, Vy) + AIrndSign(random(Level));
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        ap.Power:= hwRound(r * cMaxPower) + AIrndSign(random(Level) * 15);
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        ap.Time:= TestTime;
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        ap.ExplR:= 100;
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        ap.ExplX:= EX;
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        ap.ExplY:= EY;
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        Result:= Score
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        end;
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     end
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until (TestTime = 4000);
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TestGrenade:= Result
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end;
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function TestShotgun(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
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var Vx, Vy, x, y: hwFloat;
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    rx, ry, Result: LongInt;
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begin
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ap.ExplR:= 0;
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ap.Time:= 0;
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ap.Power:= 1;
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if Metric(hwRound(Me^.X), hwRound(Me^.Y), Targ.X, Targ.Y) < 80 then
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   exit(BadTurn);
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Vx:= (int2hwFloat(Targ.X) - Me^.X) * _1div1024;
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Vy:= (int2hwFloat(Targ.Y) - Me^.Y) * _1div1024;
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x:= Me^.X;
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y:= Me^.Y;
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ap.Angle:= DxDy2AttackAngle(Vx, -Vy);
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repeat
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  x:= x + vX;
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  y:= y + vY;
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  rx:= hwRound(x);
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  ry:= hwRound(y);
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  if TestColl(rx, ry, 2) then
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     begin
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     x:= x + vX * 8;
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     y:= y + vY * 8;
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     Result:= RateShotgun(Me, rx, ry) * 2;
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     if Result = 0 then Result:= - Metric(Targ.X, Targ.Y, rx, ry) div 64
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                   else dec(Result, Level * 4000);
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     exit(Result)
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     end
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until (Abs(Targ.X - hwRound(x)) + Abs(Targ.Y - hwRound(y)) < 4) or (x < _0) or (y < _0) or (x > _2048) or (y > _1024);
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TestShotgun:= BadTurn
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end;
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   220
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function TestDesertEagle(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
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var Vx, Vy, x, y, t: hwFloat;
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    d: Longword;
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    Result: LongInt;
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begin
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ap.ExplR:= 0;
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ap.Time:= 0;
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ap.Power:= 1;
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if Abs(hwRound(Me^.X) - Targ.X) + Abs(hwRound(Me^.Y) - Targ.Y) < 80 then
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   exit(BadTurn);
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t:= _0_5 / Distance(int2hwFloat(Targ.X) - Me^.X, int2hwFloat(Targ.Y) - Me^.Y);
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Vx:= (int2hwFloat(Targ.X) - Me^.X) * t;
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Vy:= (int2hwFloat(Targ.Y) - Me^.Y) * t;
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x:= Me^.X;
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y:= Me^.Y;
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ap.Angle:= DxDy2AttackAngle(Vx, -Vy);
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d:= 0;
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repeat
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  x:= x + vX;
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  y:= y + vY;
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  if ((hwRound(x) and $FFFFF800) = 0)and((hwRound(y) and $FFFFFC00) = 0)
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     and (Land[hwRound(y), hwRound(x)] <> 0) then inc(d);
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until (Abs(Targ.X - hwRound(x)) + Abs(Targ.Y - hwRound(y)) < 4) or (x < _0) or (y < _0) or (x > _2048) or (y > _1024) or (d > 200);
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if Abs(Targ.X - hwRound(x)) + Abs(Targ.Y - hwRound(y)) < 3 then Result:= max(0, (4 - d div 50) * 7 * 1024)
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                                                           else Result:= BadTurn;
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TestDesertEagle:= Result
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end;
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function TestBaseballBat(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
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var Result: LongInt;
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begin
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ap.ExplR:= 0;
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if (Level > 2) or (Abs(hwRound(Me^.X) - Targ.X) + Abs(hwRound(Me^.Y) - Targ.Y) > 25) then
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   exit(BadTurn);
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   255
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ap.Time:= 0;
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ap.Power:= 1;
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if (Targ.X) - hwRound(Me^.X) >= 0 then ap.Angle:=   cMaxAngle div 4
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                                  else ap.Angle:= - cMaxAngle div 4;
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Result:= RateShove(Me, hwRound(Me^.X) + 10 * hwSign(int2hwFloat(Targ.X) - Me^.X), hwRound(Me^.Y), 15, 30);
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if Result <= 0 then Result:= BadTurn else inc(Result);
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TestBaseballBat:= Result
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   263
end;
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function TestFirePunch(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
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var i, Result: LongInt;
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begin
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ap.ExplR:= 0;
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ap.Time:= 0;
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ap.Power:= 1;
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ap.Angle:= 0;
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if (Abs(hwRound(Me^.X) - Targ.X) > 25) or (Abs(hwRound(Me^.Y) - 50 - Targ.Y) > 50) then
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   exit(BadTurn);
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Result:= 0;
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for i:= 0 to 4 do
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    Result:= Result + RateShove(Me, hwRound(Me^.X) + 10 * hwSign(int2hwFloat(Targ.X) - Me^.X),
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                                    hwRound(Me^.Y) - 20 * i - 5, 10, 30);
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if Result <= 0 then Result:= BadTurn else inc(Result);
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TestFirePunch:= Result
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end;
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   282
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function TestAirAttack(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
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var X, Y, dY: hwFloat;
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    b: array[0..9] of boolean;
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    dmg: array[0..9] of LongInt;
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   287
    fexit: boolean;
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    i, t, Result: LongInt;
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   289
begin
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ap.ExplR:= 0;
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ap.Time:= 0;
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if (Level > 3) then exit(BadTurn);
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   293
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ap.AttackPutX:= Targ.X;
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ap.AttackPutY:= Targ.Y;
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   296
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X:= int2hwFloat(Targ.X - 135);
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   298
X:= X - cBombsSpeed * hwSqrt(int2hwFloat((Targ.Y + 128) * 2) / cGravity);
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Y:= -_128;
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   300
dY:= _0;
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   301
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   302
for i:= 0 to 9 do
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    begin
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   304
    b[i]:= true;
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   305
    dmg[i]:= 0
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   306
    end;
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Result:= 0;
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repeat
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  X:= X + cBombsSpeed;
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  Y:= Y + dY;
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  dY:= dY + cGravity;
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  fexit:= true;
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  for i:= 0 to 9 do
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    if b[i] then
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       begin
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       fexit:= false;
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       if TestColl(hwRound(X) + i * 30, hwRound(Y), 4) then
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          begin
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          b[i]:= false;
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          dmg[i]:= RateExplosion(Me, hwRound(X) + i * 30, hwRound(Y), 58)
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          // 58 (instead of 60) for better prediction (hh moves after explosion of one of the rockets)
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          end
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       end;
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until fexit or (Y > _1024);
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for i:= 0 to 5 do inc(Result, dmg[i]);
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t:= Result;
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ap.AttackPutX:= Targ.X - 60;
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for i:= 0 to 3 do
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    begin
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    dec(t, dmg[i]);
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    inc(t, dmg[i + 6]);
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    if t > Result then
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       begin
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       Result:= t;
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       ap.AttackPutX:= Targ.X - 30 + i * 30
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       end
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    end;
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if Result <= 0 then Result:= BadTurn;
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TestAirAttack:= Result
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end;
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4
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end.