hedgewars/uAIAmmoTests.pas
author displacer
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(*
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 * Hedgewars, a worms-like game
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 * Copyright (c) 2005, 2006 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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function TestBazooka(Me: PGear; Targ: TPoint; Level: LongInt; var Time: Longword; var Angle, Power: LongInt; var ExplX, ExplY, ExplR: LongInt): LongInt;
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function TestGrenade(Me: PGear; Targ: TPoint; Level: LongInt; var Time: Longword; var Angle, Power: LongInt; var ExplX, ExplY, ExplR: LongInt): LongInt;
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function TestShotgun(Me: PGear; Targ: TPoint; Level: LongInt; var Time: Longword; var Angle, Power: LongInt; var ExplX, ExplY, ExplR: LongInt): LongInt;
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(*function TestDesertEagle(Me: PGear; Targ: TPoint; Level: LongInt; var Time: Longword; var Angle, Power: LongInt; var ExplX, ExplY, ExplR: LongInt): LongInt;
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function TestBaseballBat(Me: PGear; Targ: TPoint; Level: LongInt; var Time: Longword; var Angle, Power: LongInt; var ExplX, ExplY, ExplR: LongInt): LongInt;
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function TestFirePunch(Me: PGear; Targ: TPoint; Level: LongInt; var Time: Longword; var Angle, Power: LongInt; var ExplX, ExplY, ExplR: LongInt): LongInt;
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*)
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type TAmmoTestProc = function (Me: PGear; Targ: TPoint; Level: LongInt; var Time: Longword; var Angle, Power: LongInt; var ExplX, ExplY, ExplR: LongInt): LongInt;
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const AmmoTests: array[TAmmoType] of TAmmoTestProc =
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                 (
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{amGrenade}       @TestGrenade,
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{amClusterBomb}   nil,
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{amBazooka}       @TestBazooka,
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{amUFO}           nil,
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{amShotgun}       @TestShotgun,
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{amPickHammer}    nil,
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{amSkip}          nil,
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{amRope}          nil,
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{amMine}          nil,
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{amDEagle}        nil,//TestDesertEagle,
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{amDynamite}      nil,
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{amFirePunch}     nil,//TestFirePunch,
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{amBaseballBat}   nil,//TestBaseballBat,
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{amParachute}     nil,
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{amAirAttack}     nil,
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{amMineStrike}    nil,
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{amBlowTorch}     nil
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                  );
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const BadTurn = Low(LongInt);
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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 Time: Longword; var Angle, Power: LongInt; var ExplX, ExplY, ExplR: LongInt): LongInt;
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var Vx, Vy, r: hwFloat;
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    rTime: hwFloat;
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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:= hwRound(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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Time:= 0;
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rTime:= 350;
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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 + (Targ.X - hwRound(Me^.X)) / rTime;
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  Vy:= cGravity * rTime * _0_5 - (Targ.Y - hwRound(Me^.Y)) / 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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        Angle:= DxDy2AttackAngle(Vx, Vy) + AIrndSign(random((Level - 1) * 8));
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        Power:= hwRound(r * cMaxPower) - random((Level - 1) * 15 + 1);
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        ExplR:= 100;
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        ExplX:= EX;
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        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 Time: Longword; var Angle, Power: LongInt; var ExplX, ExplY, ExplR: LongInt): 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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ExplR:= 0;
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repeat
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  inc(TestTime, 1000);
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  Vx:= (Targ.X - Me^.X) / (TestTime + tDelta);
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  Vy:= cGravity * ((TestTime + tDelta) div 2) - (Targ.Y - Me^.Y) / (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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        Angle:= DxDy2AttackAngle(Vx, Vy) + AIrndSign(random(Level));
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        Power:= hwRound(r * cMaxPower) + AIrndSign(random(Level) * 12);
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        Time:= TestTime;
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        ExplR:= 100;
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        ExplX:= EX;
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        ExplY:= EY;
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        Result:= Score
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        end;
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     end
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until (TestTime = 5000);
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TestGrenade:= Result
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end;
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function TestShotgun(Me: PGear; Targ: TPoint; Level: LongInt; var Time: Longword; var Angle, Power: LongInt; var ExplX, ExplY, ExplR: LongInt): 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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ExplR:= 0;
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if Metric(hwRound(Me^.X), hwRound(Me^.Y), Targ.X, Targ.Y) < 80 then
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   begin
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   Result:= BadTurn;
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   exit
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   end;
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Time:= 0;
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Power:= 1;
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Vx:= (Targ.X - Me^.X) * _1div1024;
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Vy:= (Targ.Y - Me^.Y) * _1div1024;
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x:= Me^.X;
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y:= Me^.Y;
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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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     Result:= RateShove(Me, rx, ry, 25, 25) * 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 (hwAbs(Targ.X - x) + hwAbs(Targ.Y - 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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{
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function TestDesertEagle(Me: PGear; Targ: TPoint; Level: LongInt; var Time: Longword; var Angle, Power: LongInt; var ExplX, ExplY, ExplR: LongInt): LongInt;
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var Vx, Vy, x, y, t: hwFloat;
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    d: Longword;
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begin
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ExplR:= 0;
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if abs(Me.X - Targ.X) + abs(Me.Y - Targ.Y) < 80 then
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   begin
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   Result:= BadTurn;
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   exit
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   end;
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Time:= 0;
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Power:= 1;
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t:= sqrt(sqr(Targ.X - Me.X) + sqr(Targ.Y - Me.Y)) * 2;
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Vx:= (Targ.X - Me.X) / t;
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Vy:= (Targ.Y - Me.Y) / t;
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x:= Me.X;
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y:= Me.Y;
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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 ((round(x) and $FFFFF800) = 0)and((round(y) and $FFFFFC00) = 0)
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     and (Land[round(y), round(x)] <> 0) then inc(d);
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until (abs(Targ.X - x) + abs(Targ.Y - y) < 2) or (x < 0) or (y < 0) or (x > 2048) or (y > 1024) or (d > 200);
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if abs(Targ.X - x) + abs(Targ.Y - y) < 2 then Result:= max(0, (4 - d div 50) * 7 * 1024)
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                                         else Result:= Low(LongInt)
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end;
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function TestBaseballBat(Me: PGear; Targ: TPoint; Level: LongInt; var Time: Longword; var Angle, Power: LongInt; var ExplX, ExplY, ExplR: LongInt): LongInt;
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begin
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ExplR:= 0;
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if (Level > 2) and (abs(Me.X - Targ.X) + abs(Me.Y - Targ.Y) >= 25) then
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   begin
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   Result:= BadTurn;
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   exit
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   end;
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Time:= 0;
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Power:= 1;
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Angle:= DxDy2AttackAngle(hwSign(Targ.X - Me.X), 1);
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Result:= RateShove(Me, round(Me.X) + 10 * hwSign(Targ.X - Me.X), round(Me.Y), 15, 30);
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if Result <= 0 then Result:= BadTurn
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end;
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function TestFirePunch(Me: PGear; Targ: TPoint; Level: LongInt; var Time: Longword; var Angle, Power: LongInt; var ExplX, ExplY, ExplR: LongInt): LongInt;
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var i: LongInt;
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begin
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ExplR:= 0;
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if (abs(Me.X - Targ.X) > 25) or (abs(Me.Y - 50 - Targ.Y) > 50) then
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   begin
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   Result:= BadTurn;
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   exit
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   end;
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Time:= 0;
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Power:= 1;
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Angle:= DxDy2AttackAngle(hwSign(Targ.X - Me.X), 1);
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Result:= 0;
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for i:= 0 to 4 do
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    Result:= Result + RateShove(Me, round(Me.X) + 10 * hwSign(Targ.X - Me.X), round(Me.Y) - 20 * i - 5, 10, 30);
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if Result <= 0 then Result:= BadTurn
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end;
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}
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end.