hedgewars/uAIMisc.pas
author nemo
Sun, 05 May 2013 22:50:17 -0400
changeset 8962 9780e79619ed
parent 8961 b157302674cf
child 8963 1a8335f0d968
permissions -rw-r--r--
So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
Ignore whitespace changes - Everywhere: Within whitespace: At end of lines:
71
5f56c6979496 - Changed falling damage scoring
unc0rr
parents: 70
diff changeset
     1
(*
1066
1f1b3686a2b0 Update copyright headers a bit
unc0rr
parents: 1001
diff changeset
     2
 * Hedgewars, a free turn based strategy game
6952
7f70f37bbf08 license header year range adjustments
sheepluva
parents: 6888
diff changeset
     3
 * Copyright (c) 2004-2012 Andrey Korotaev <unC0Rr@gmail.com>
71
5f56c6979496 - Changed falling damage scoring
unc0rr
parents: 70
diff changeset
     4
 *
183
57c2ef19f719 Relicense to GPL
unc0rr
parents: 136
diff changeset
     5
 * This program is free software; you can redistribute it and/or modify
57c2ef19f719 Relicense to GPL
unc0rr
parents: 136
diff changeset
     6
 * it under the terms of the GNU General Public License as published by
57c2ef19f719 Relicense to GPL
unc0rr
parents: 136
diff changeset
     7
 * the Free Software Foundation; version 2 of the License
71
5f56c6979496 - Changed falling damage scoring
unc0rr
parents: 70
diff changeset
     8
 *
183
57c2ef19f719 Relicense to GPL
unc0rr
parents: 136
diff changeset
     9
 * This program is distributed in the hope that it will be useful,
57c2ef19f719 Relicense to GPL
unc0rr
parents: 136
diff changeset
    10
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
57c2ef19f719 Relicense to GPL
unc0rr
parents: 136
diff changeset
    11
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
57c2ef19f719 Relicense to GPL
unc0rr
parents: 136
diff changeset
    12
 * GNU General Public License for more details.
71
5f56c6979496 - Changed falling damage scoring
unc0rr
parents: 70
diff changeset
    13
 *
183
57c2ef19f719 Relicense to GPL
unc0rr
parents: 136
diff changeset
    14
 * You should have received a copy of the GNU General Public License
57c2ef19f719 Relicense to GPL
unc0rr
parents: 136
diff changeset
    15
 * along with this program; if not, write to the Free Software
57c2ef19f719 Relicense to GPL
unc0rr
parents: 136
diff changeset
    16
 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
71
5f56c6979496 - Changed falling damage scoring
unc0rr
parents: 70
diff changeset
    17
 *)
5f56c6979496 - Changed falling damage scoring
unc0rr
parents: 70
diff changeset
    18
2599
c7153d2348f3 move compiler directives to standard pascal
koda
parents: 2587
diff changeset
    19
{$INCLUDE "options.inc"}
2587
0dfa56a8513c fix a segfault in the iphone simulator by moving options.inc at the beginning of the file
koda
parents: 2376
diff changeset
    20
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
    21
unit uAIMisc;
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
    22
interface
4368
unc0rr
parents: 4367
diff changeset
    23
uses SDLh, uConsts, uFloat, uTypes;
369
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
    24
3370
37f4f83fedb1 Teleport AI:
mbait
parents: 3236
diff changeset
    25
const MAXBONUS = 1024;
7161
21a9c70b2070 Name the flags for fall tracking and indicating whether the explosion erases terrain.
nemo
parents: 7154
diff changeset
    26
21a9c70b2070 Name the flags for fall tracking and indicating whether the explosion erases terrain.
nemo
parents: 7154
diff changeset
    27
      afTrackFall  = $00000001;
21a9c70b2070 Name the flags for fall tracking and indicating whether the explosion erases terrain.
nemo
parents: 7154
diff changeset
    28
      afErasesLand = $00000002;
21a9c70b2070 Name the flags for fall tracking and indicating whether the explosion erases terrain.
nemo
parents: 7154
diff changeset
    29
      afSetSkip    = $00000004;
21a9c70b2070 Name the flags for fall tracking and indicating whether the explosion erases terrain.
nemo
parents: 7154
diff changeset
    30
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
    31
      BadTurn = Low(LongInt) div 4;
7161
21a9c70b2070 Name the flags for fall tracking and indicating whether the explosion erases terrain.
nemo
parents: 7154
diff changeset
    32
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
    33
type TTarget = record // starting to look more and more like a gear
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
    34
    Point: TPoint;
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
    35
    Score, Radius: 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
    36
    Flags: LongWord;
8952
a6ee1e7310fb trying to make AI aware of mine/explosive break point. also remove redundant test.
nemo
parents: 8951
diff changeset
    37
    Density: real;
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
    38
    skip, matters, dead: boolean;
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
    39
    Kind: TGearType;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
    40
    end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
    41
TTargets = record
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
    42
    Count: Longword;
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
    43
    ar: array[0..Pred(256)] of TTarget;
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
    44
    reset: boolean;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
    45
    end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
    46
TJumpType = (jmpNone, jmpHJump, jmpLJump);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
    47
TGoInfo = record
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
    48
    Ticks: Longword;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
    49
    FallPix: Longword;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
    50
    JumpType: TJumpType;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
    51
    end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
    52
TBonus = record
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
    53
    X, Y: LongInt;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
    54
    Radius: LongInt;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
    55
    Score: LongInt;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
    56
    end;
64
9df467527ae5 - Start AI rewrite
unc0rr
parents: 53
diff changeset
    57
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3018
diff changeset
    58
procedure initModule;
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3018
diff changeset
    59
procedure freeModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
    60
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
    61
procedure FillTargets;
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
    62
procedure ResetTargets; inline;
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
    63
procedure AddBonus(x, y: LongInt; r: Longword; s: LongInt); inline;
6888
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
parents: 6785
diff changeset
    64
procedure FillBonuses(isAfterAttack: boolean);
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
    65
procedure AwareOfExplosion(x, y, r: 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
    66
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6952
diff changeset
    67
function  RatePlace(Gear: PGear): LongInt;
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6952
diff changeset
    68
function  TestColl(x, y, r: LongInt): boolean; inline;
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
    69
function  TestCollExcludingObjects(x, y, r: LongInt): boolean; 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
    70
function  TestCollExcludingMe(Me: PGear; x, y, r: LongInt): boolean; inline;
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6952
diff changeset
    71
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6952
diff changeset
    72
function  RateExplosion(Me: PGear; x, y, r: LongInt): LongInt; inline;
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
    73
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
    74
function  RealRateExplosion(Me: PGear; x, y, r: LongInt; Flags: LongWord): LongInt;
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
    75
function  RateShove(Me: PGear; x, y, r, power, kick: LongInt; gdX, gdY: real; Flags: LongWord): LongInt;
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
    76
function  RateShotgun(Me: PGear; gdX, gdY: real; x, y: LongInt): LongInt;
6986
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6952
diff changeset
    77
function  RateHammer(Me: PGear): LongInt;
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6952
diff changeset
    78
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6952
diff changeset
    79
function  HHGo(Gear, AltGear: PGear; var GoInfo: TGoInfo): boolean;
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6952
diff changeset
    80
function  AIrndSign(num: LongInt): LongInt;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
    81
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
    82
var ThinkingHH: PGear;
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
    83
    Targets: TTargets;
921
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
unc0rr
parents: 883
diff changeset
    84
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
    85
    bonuses: record
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
    86
        Count: Longword;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
    87
        ar: array[0..Pred(MAXBONUS)] of TBonus;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
    88
        end;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
    89
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
    90
    walkbonuses: record
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
    91
        Count: Longword;
7378
ac9ce7f033df Reduce number of walk bonuses further, doubt even 128 are needed. Fix count reset.
nemo
parents: 7375
diff changeset
    92
        ar: array[0..Pred(MAXBONUS div 8)] of TBonus;  // don't use too many
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
    93
        end;
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7360
diff changeset
    94
7471
ce5d3e39361e TestKamikaze, needs polishing
unc0rr
parents: 7437
diff changeset
    95
const KillScore = 200;
ce5d3e39361e TestKamikaze, needs polishing
unc0rr
parents: 7437
diff changeset
    96
var friendlyfactor: LongInt = 300;
8884
08fe08651130 set translucency on fruit theme water, clamp size to even number (same sdl window resize) and honouring min size, reduce calls to dmgmod a bit
nemo
parents: 8845
diff changeset
    97
var dmgMod: real = 1.0;
7716
95117607b81a Fix some hints
unc0rr
parents: 7651
diff changeset
    98
3370
37f4f83fedb1 Teleport AI:
mbait
parents: 3236
diff changeset
    99
implementation
7719
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7716
diff changeset
   100
uses uCollisions, uVariables, uUtils, uLandTexture, uGearsUtils;
3370
37f4f83fedb1 Teleport AI:
mbait
parents: 3236
diff changeset
   101
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   102
var
3370
37f4f83fedb1 Teleport AI:
mbait
parents: 3236
diff changeset
   103
    KnownExplosion: record
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   104
        X, Y, Radius: LongInt
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   105
        end = (X: 0; Y: 0; Radius: 0);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   106
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
   107
procedure ResetTargets; 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
   108
var i: LongWord;
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
   109
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
   110
if Targets.reset 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
   111
    for i:= 0 to Targets.Count 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
   112
        Targets.ar[i].dead:= false;
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
   113
Targets.reset:= false;
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
   114
end;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   115
procedure FillTargets;
547
b81a055f2d06 Convert teams list to array
unc0rr
parents: 542
diff changeset
   116
var i, t: Longword;
6011
519f8a58c021 Fix a bunch of warnings (also improves speed a bit in 32 bit code)
unC0Rr
parents: 5881
diff changeset
   117
    f, e: LongInt;
8956
e0e914642e73 Also have AI consider mines that will almost certainly be duds by the time he gets to them. I'm mostly using it to test AI behaviour w/ firepunch/whip/bat on a mine-heavy map.
nemo
parents: 8955
diff changeset
   118
    Gear: PGear;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   119
begin
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   120
Targets.Count:= 0;
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
   121
Targets.reset:= false;
921
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
unc0rr
parents: 883
diff changeset
   122
f:= 0;
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
unc0rr
parents: 883
diff changeset
   123
e:= 0;
8956
e0e914642e73 Also have AI consider mines that will almost certainly be duds by the time he gets to them. I'm mostly using it to test AI behaviour w/ firepunch/whip/bat on a mine-heavy map.
nemo
parents: 8955
diff changeset
   124
Gear:= GearsList;
e0e914642e73 Also have AI consider mines that will almost certainly be duds by the time he gets to them. I'm mostly using it to test AI behaviour w/ firepunch/whip/bat on a mine-heavy map.
nemo
parents: 8955
diff changeset
   125
while Gear <> nil do
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   126
    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
   127
    if  (((Gear^.Kind = gtHedgehog) and
8956
e0e914642e73 Also have AI consider mines that will almost certainly be duds by the time he gets to them. I'm mostly using it to test AI behaviour w/ firepunch/whip/bat on a mine-heavy map.
nemo
parents: 8955
diff changeset
   128
            (Gear <> ThinkingHH) and
e0e914642e73 Also have AI consider mines that will almost certainly be duds by the time he gets to them. I'm mostly using it to test AI behaviour w/ firepunch/whip/bat on a mine-heavy map.
nemo
parents: 8955
diff changeset
   129
            (Gear^.Health > Gear^.Damage) and
e0e914642e73 Also have AI consider mines that will almost certainly be duds by the time he gets to them. I'm mostly using it to test AI behaviour w/ firepunch/whip/bat on a mine-heavy map.
nemo
parents: 8955
diff changeset
   130
            not(Gear^.Hedgehog^.Team^.hasgone)) or
e0e914642e73 Also have AI consider mines that will almost certainly be duds by the time he gets to them. I'm mostly using it to test AI behaviour w/ firepunch/whip/bat on a mine-heavy map.
nemo
parents: 8955
diff changeset
   131
        ((Gear^.Kind = gtExplosives) and
e0e914642e73 Also have AI consider mines that will almost certainly be duds by the time he gets to them. I'm mostly using it to test AI behaviour w/ firepunch/whip/bat on a mine-heavy map.
nemo
parents: 8955
diff changeset
   132
            (Gear^.Health > Gear^.Damage)) or
e0e914642e73 Also have AI consider mines that will almost certainly be duds by the time he gets to them. I'm mostly using it to test AI behaviour w/ firepunch/whip/bat on a mine-heavy map.
nemo
parents: 8955
diff changeset
   133
        ((Gear^.Kind = gtMine) and
e0e914642e73 Also have AI consider mines that will almost certainly be duds by the time he gets to them. I'm mostly using it to test AI behaviour w/ firepunch/whip/bat on a mine-heavy map.
nemo
parents: 8955
diff changeset
   134
            ((Gear^.Health = 0) and
e0e914642e73 Also have AI consider mines that will almost certainly be duds by the time he gets to them. I'm mostly using it to test AI behaviour w/ firepunch/whip/bat on a mine-heavy map.
nemo
parents: 8955
diff changeset
   135
             (Gear^.Damage < 35)) or
e0e914642e73 Also have AI consider mines that will almost certainly be duds by the time he gets to them. I'm mostly using it to test AI behaviour w/ firepunch/whip/bat on a mine-heavy map.
nemo
parents: 8955
diff changeset
   136
            ((Gear^.Health > 0) and 
e0e914642e73 Also have AI consider mines that will almost certainly be duds by the time he gets to them. I'm mostly using it to test AI behaviour w/ firepunch/whip/bat on a mine-heavy map.
nemo
parents: 8955
diff changeset
   137
             (cMineDudPercent > 95) and
e0e914642e73 Also have AI consider mines that will almost certainly be duds by the time he gets to them. I'm mostly using it to test AI behaviour w/ firepunch/whip/bat on a mine-heavy map.
nemo
parents: 8955
diff changeset
   138
             (cMinesTime < 3000)) 
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
   139
             ))  and 
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   140
        (Targets.Count < 256) then
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   141
        begin
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   142
        with Targets.ar[Targets.Count] do
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
   143
            begin
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   144
            skip:= false;
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   145
            dead:= false;
8956
e0e914642e73 Also have AI consider mines that will almost certainly be duds by the time he gets to them. I'm mostly using it to test AI behaviour w/ firepunch/whip/bat on a mine-heavy map.
nemo
parents: 8955
diff changeset
   146
            Kind:= Gear^.Kind;
8962
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   147
            Radius:= Gear^.Radius;
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
   148
            Flags:= Gear^.State;
8956
e0e914642e73 Also have AI consider mines that will almost certainly be duds by the time he gets to them. I'm mostly using it to test AI behaviour w/ firepunch/whip/bat on a mine-heavy map.
nemo
parents: 8955
diff changeset
   149
            matters:= (Gear^.AIHints and aihDoesntMatter) = 0;
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   150
8956
e0e914642e73 Also have AI consider mines that will almost certainly be duds by the time he gets to them. I'm mostly using it to test AI behaviour w/ firepunch/whip/bat on a mine-heavy map.
nemo
parents: 8955
diff changeset
   151
            Point.X:= hwRound(Gear^.X);
e0e914642e73 Also have AI consider mines that will almost certainly be duds by the time he gets to them. I'm mostly using it to test AI behaviour w/ firepunch/whip/bat on a mine-heavy map.
nemo
parents: 8955
diff changeset
   152
            Point.Y:= hwRound(Gear^.Y);
e0e914642e73 Also have AI consider mines that will almost certainly be duds by the time he gets to them. I'm mostly using it to test AI behaviour w/ firepunch/whip/bat on a mine-heavy map.
nemo
parents: 8955
diff changeset
   153
            if (Gear^.Kind = gtHedgehog) then
8952
a6ee1e7310fb trying to make AI aware of mine/explosive break point. also remove redundant test.
nemo
parents: 8951
diff changeset
   154
                begin
8956
e0e914642e73 Also have AI consider mines that will almost certainly be duds by the time he gets to them. I'm mostly using it to test AI behaviour w/ firepunch/whip/bat on a mine-heavy map.
nemo
parents: 8955
diff changeset
   155
                if (Gear^.Hedgehog^.Team^.Clan = CurrentTeam^.Clan) then
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   156
                    begin
8956
e0e914642e73 Also have AI consider mines that will almost certainly be duds by the time he gets to them. I'm mostly using it to test AI behaviour w/ firepunch/whip/bat on a mine-heavy map.
nemo
parents: 8955
diff changeset
   157
                    Score:= Gear^.Damage - Gear^.Health;
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   158
                    inc(f)
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   159
                    end
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   160
                else 
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   161
                    begin
8956
e0e914642e73 Also have AI consider mines that will almost certainly be duds by the time he gets to them. I'm mostly using it to test AI behaviour w/ firepunch/whip/bat on a mine-heavy map.
nemo
parents: 8955
diff changeset
   162
                    Score:= Gear^.Health - Gear^.Damage;
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   163
                    inc(e)
8952
a6ee1e7310fb trying to make AI aware of mine/explosive break point. also remove redundant test.
nemo
parents: 8951
diff changeset
   164
                    end;
a6ee1e7310fb trying to make AI aware of mine/explosive break point. also remove redundant test.
nemo
parents: 8951
diff changeset
   165
                Density:= 1;
a6ee1e7310fb trying to make AI aware of mine/explosive break point. also remove redundant test.
nemo
parents: 8951
diff changeset
   166
                end
8956
e0e914642e73 Also have AI consider mines that will almost certainly be duds by the time he gets to them. I'm mostly using it to test AI behaviour w/ firepunch/whip/bat on a mine-heavy map.
nemo
parents: 8955
diff changeset
   167
            else if Gear^.Kind = gtExplosives then
8952
a6ee1e7310fb trying to make AI aware of mine/explosive break point. also remove redundant test.
nemo
parents: 8951
diff changeset
   168
                begin
8956
e0e914642e73 Also have AI consider mines that will almost certainly be duds by the time he gets to them. I'm mostly using it to test AI behaviour w/ firepunch/whip/bat on a mine-heavy map.
nemo
parents: 8955
diff changeset
   169
                Score:= Gear^.Health - Gear^.Damage;
8952
a6ee1e7310fb trying to make AI aware of mine/explosive break point. also remove redundant test.
nemo
parents: 8951
diff changeset
   170
                Density:= 2
a6ee1e7310fb trying to make AI aware of mine/explosive break point. also remove redundant test.
nemo
parents: 8951
diff changeset
   171
                end
8956
e0e914642e73 Also have AI consider mines that will almost certainly be duds by the time he gets to them. I'm mostly using it to test AI behaviour w/ firepunch/whip/bat on a mine-heavy map.
nemo
parents: 8955
diff changeset
   172
            else if Gear^.Kind = gtMine then 
8952
a6ee1e7310fb trying to make AI aware of mine/explosive break point. also remove redundant test.
nemo
parents: 8951
diff changeset
   173
                begin
8956
e0e914642e73 Also have AI consider mines that will almost certainly be duds by the time he gets to them. I'm mostly using it to test AI behaviour w/ firepunch/whip/bat on a mine-heavy map.
nemo
parents: 8955
diff changeset
   174
                Score:= max(0,35-Gear^.Damage);
8952
a6ee1e7310fb trying to make AI aware of mine/explosive break point. also remove redundant test.
nemo
parents: 8951
diff changeset
   175
                Density:= 1/3
a6ee1e7310fb trying to make AI aware of mine/explosive break point. also remove redundant test.
nemo
parents: 8951
diff changeset
   176
                end
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
   177
            end;
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   178
        inc(Targets.Count)
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   179
        end;
8956
e0e914642e73 Also have AI consider mines that will almost certainly be duds by the time he gets to them. I'm mostly using it to test AI behaviour w/ firepunch/whip/bat on a mine-heavy map.
nemo
parents: 8955
diff changeset
   180
    Gear:= Gear^.NextGear
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   181
    end;
921
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
unc0rr
parents: 883
diff changeset
   182
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
unc0rr
parents: 883
diff changeset
   183
if e > f then friendlyfactor:= 300 + (e - f) * 30
5881
099464aab4b6 fix for issue #139
nemo
parents: 5645
diff changeset
   184
else friendlyfactor:= max(30, 300 - f * 80 div max(1,e))
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   185
end;
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   186
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
   187
procedure AddBonus(x, y: LongInt; r: Longword; s: LongInt); inline;
6474
42e9773eedfd - Improve renderer a bit, disallow nested functions
unc0rr
parents: 6396
diff changeset
   188
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
   189
if(bonuses.Count < MAXBONUS) then
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
   190
    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
   191
    bonuses.ar[bonuses.Count].x:= x;
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
   192
    bonuses.ar[bonuses.Count].y:= y;
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
   193
    bonuses.ar[bonuses.Count].Radius:= r;
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
   194
    bonuses.ar[bonuses.Count].Score:= s;
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
   195
    inc(bonuses.Count);
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
   196
    end;
6474
42e9773eedfd - Improve renderer a bit, disallow nested functions
unc0rr
parents: 6396
diff changeset
   197
end;
42e9773eedfd - Improve renderer a bit, disallow nested functions
unc0rr
parents: 6396
diff changeset
   198
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
   199
procedure AddWalkBonus(x, y: LongInt; r: Longword; s: LongInt); inline;
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7360
diff changeset
   200
begin
7378
ac9ce7f033df Reduce number of walk bonuses further, doubt even 128 are needed. Fix count reset.
nemo
parents: 7375
diff changeset
   201
if(walkbonuses.Count < MAXBONUS div 8) then
7375
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7360
diff changeset
   202
    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
   203
    walkbonuses.ar[walkbonuses.Count].x:= x;
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7360
diff changeset
   204
    walkbonuses.ar[walkbonuses.Count].y:= y;
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7360
diff changeset
   205
    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
parents: 7360
diff changeset
   206
    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
parents: 7360
diff changeset
   207
    inc(walkbonuses.Count);
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7360
diff changeset
   208
    end;
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7360
diff changeset
   209
end;
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7360
diff changeset
   210
6888
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
parents: 6785
diff changeset
   211
procedure FillBonuses(isAfterAttack: boolean);
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   212
var Gear: PGear;
549
4278a80140a8 - Introduce clans (teams with same color)
unc0rr
parents: 547
diff changeset
   213
    MyClan: PClan;
7375
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7360
diff changeset
   214
    i: Longint;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   215
begin
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   216
bonuses.Count:= 0;
4372
3836973380b9 remove some more PHedgehog casts
nemo
parents: 4368
diff changeset
   217
MyClan:= ThinkingHH^.Hedgehog^.Team^.Clan;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   218
Gear:= GearsList;
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   219
while Gear <> nil do
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
   220
    begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   221
        case Gear^.Kind of
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   222
            gtCase:
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
   223
                AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y) + 3, 37, 25);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   224
            gtFlame:
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   225
                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
   226
                    AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 20, -50);
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   227
// avoid mines unless they are very likely to be duds, or are duds. also avoid if they are about to blow
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   228
            gtMine:
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   229
                if ((Gear^.State and gstAttacking) = 0) and (((cMineDudPercent < 90) and (Gear^.Health <> 0))
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   230
                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
   231
                    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
   232
                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
   233
                    AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 100, -50); // mine is on
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   234
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   235
            gtExplosives:
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   236
            if isAfterAttack 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
   237
                AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 75, -60 + Gear^.Health);
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   238
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   239
            gtSMine:
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   240
                AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 50, -30);
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   241
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   242
            gtDynamite:
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   243
                AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 150, -75);
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   244
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   245
            gtHedgehog:
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   246
                begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   247
                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
   248
                    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
   249
                else
7385
4acb5c021cb9 Don't consider moving hedgehogs in place rating in after attack mode
unc0rr
parents: 7378
diff changeset
   250
                    if isAfterAttack
4acb5c021cb9 Don't consider moving hedgehogs in place rating in after attack mode
unc0rr
parents: 7378
diff changeset
   251
                      and (ThinkingHH^.Hedgehog <> Gear^.Hedgehog)
4acb5c021cb9 Don't consider moving hedgehogs in place rating in after attack mode
unc0rr
parents: 7378
diff changeset
   252
                      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
   253
                        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
   254
                            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
   255
                        else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   256
                            AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 100, 3)
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   257
                end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   258
            end;
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
   259
    Gear:= Gear^.NextGear
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
   260
    end;
71
5f56c6979496 - Changed falling damage scoring
unc0rr
parents: 70
diff changeset
   261
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
   262
    with KnownExplosion do
74
42257fee61ae - Unicode support for team and hedgehogs names
unc0rr
parents: 71
diff changeset
   263
        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
   264
if isAfterAttack then
7378
ac9ce7f033df Reduce number of walk bonuses further, doubt even 128 are needed. Fix count reset.
nemo
parents: 7375
diff changeset
   265
    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
   266
    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
   267
        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
   268
            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
   269
    walkbonuses.Count:= 0
ac9ce7f033df Reduce number of walk bonuses further, doubt even 128 are needed. Fix count reset.
nemo
parents: 7375
diff changeset
   270
    end;
71
5f56c6979496 - Changed falling damage scoring
unc0rr
parents: 70
diff changeset
   271
end;
5f56c6979496 - Changed falling damage scoring
unc0rr
parents: 70
diff changeset
   272
6986
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6952
diff changeset
   273
procedure AwareOfExplosion(x, y, r: LongInt); inline;
71
5f56c6979496 - Changed falling damage scoring
unc0rr
parents: 70
diff changeset
   274
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
   275
    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
   276
    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
   277
    KnownExplosion.Radius:= r
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   278
end;
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   279
371
731ad6d27bd1 integer -> LongInt
unc0rr
parents: 370
diff changeset
   280
function RatePlace(Gear: PGear): LongInt;
731ad6d27bd1 integer -> LongInt
unc0rr
parents: 370
diff changeset
   281
var i, r: LongInt;
2695
ed789a7ef68d makes freepascal code compatible with OBJFPC mode
koda
parents: 2616
diff changeset
   282
    rate: LongInt;
6778
a9c6457dca29 Minimise another sqrt check.
nemo
parents: 6777
diff changeset
   283
    gX, gY: real;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   284
begin
6778
a9c6457dca29 Minimise another sqrt check.
nemo
parents: 6777
diff changeset
   285
gX:= hwFloat2Float(Gear^.X);
a9c6457dca29 Minimise another sqrt check.
nemo
parents: 6777
diff changeset
   286
gY:= hwFloat2Float(Gear^.Y);
2695
ed789a7ef68d makes freepascal code compatible with OBJFPC mode
koda
parents: 2616
diff changeset
   287
rate:= 0;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   288
for i:= 0 to Pred(bonuses.Count) do
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
   289
    with bonuses.ar[i] do
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
   290
        begin
6778
a9c6457dca29 Minimise another sqrt check.
nemo
parents: 6777
diff changeset
   291
        r:= Radius;
a9c6457dca29 Minimise another sqrt check.
nemo
parents: 6777
diff changeset
   292
        if abs(gX-X)+abs(gY-Y) < Radius then
a9c6457dca29 Minimise another sqrt check.
nemo
parents: 6777
diff changeset
   293
            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
   294
        if r < 20 then
6777
fb71556205f4 Avoid local rate minimums around hog (within 15 pixels). Not tested.
unc0rr
parents: 6776
diff changeset
   295
                inc(rate, Score * Radius)
fb71556205f4 Avoid local rate minimums around hog (within 15 pixels). Not tested.
unc0rr
parents: 6776
diff changeset
   296
        else if r < Radius then
fb71556205f4 Avoid local rate minimums around hog (within 15 pixels). Not tested.
unc0rr
parents: 6776
diff changeset
   297
                inc(rate, Score * (Radius - r))
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
   298
        end;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
   299
    RatePlace:= rate;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   300
end;
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   301
8845
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   302
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
   303
begin
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   304
    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
   305
        (((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
   306
        (((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
   307
        (((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
   308
end;
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   309
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   310
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   311
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
   312
begin
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   313
    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
   314
        exit(false);
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   315
8958
3818b38d72c0 simplify mine/explosive damage calc. clear dX in stable explosives. remove 0/4096 in trace routines.
nemo
parents: 8957
diff changeset
   316
    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
   317
       (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
   318
       (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
   319
       (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
   320
       exit(true);
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   321
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   322
    TestCollWithEverything := false;
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   323
end;
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   324
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   325
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
   326
begin
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   327
    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
   328
        exit(false);
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   329
8958
3818b38d72c0 simplify mine/explosive damage calc. clear dX in stable explosives. remove 0/4096 in trace routines.
nemo
parents: 8957
diff changeset
   330
    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
   331
       (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
   332
       (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
   333
       (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
   334
       exit(true);
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   335
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   336
    TestCollExcludingObjects:= false;
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   337
end;
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   338
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   339
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
   340
begin
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   341
    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
   342
        exit(false);
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   343
8958
3818b38d72c0 simplify mine/explosive damage calc. clear dX in stable explosives. remove 0/4096 in trace routines.
nemo
parents: 8957
diff changeset
   344
    if (Land[y-r, x-r] and lfNotCurrentMask <> 0) or
3818b38d72c0 simplify mine/explosive damage calc. clear dX in stable explosives. remove 0/4096 in trace routines.
nemo
parents: 8957
diff changeset
   345
       (Land[y+r, x-r] and lfNotCurrentMask <> 0) or
3818b38d72c0 simplify mine/explosive damage calc. clear dX in stable explosives. remove 0/4096 in trace routines.
nemo
parents: 8957
diff changeset
   346
       (Land[y+r, x-r] and lfNotCurrentMask <> 0) or
3818b38d72c0 simplify mine/explosive damage calc. clear dX in stable explosives. remove 0/4096 in trace routines.
nemo
parents: 8957
diff changeset
   347
       (Land[y+r, x+r] and lfNotCurrentMask <> 0) then
8845
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   348
       exit(true);
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   349
8845
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   350
    TestColl:= false;
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   351
end;
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   352
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   353
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
   354
// 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
   355
// 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
   356
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
   357
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
   358
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
   359
    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
   360
    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
   361
        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
   362
        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
   363
        // 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
   364
        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
   365
            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
   366
    end;
8845
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   367
    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
   368
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
   369
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   370
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
   371
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
   372
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
   373
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
   374
    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
   375
    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
   376
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
   377
    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
   378
    odY:= dY;
6769
44ad49a3a126 Add drowning to grenade too, try some little optimisations
nemo
parents: 6768
diff changeset
   379
    skipLandCheck:= true;
6776
7a05f48bfa43 Compatibility
unc0rr
parents: 6775
diff changeset
   380
    if x - eX < 0 then dX:= -dX;
7a05f48bfa43 Compatibility
unc0rr
parents: 6775
diff changeset
   381
    if y - eY < 0 then dY:= -dY;
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
   382
    // 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
   383
    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
   384
    while true do
8952
a6ee1e7310fb trying to make AI aware of mine/explosive break point. also remove redundant test.
nemo
parents: 8951
diff changeset
   385
        begin
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
   386
        x:= x + dX;
6768
a142cf8dbbd3 Fix silliness
unc0rr
parents: 6767
diff changeset
   387
        y:= y + dY;
a142cf8dbbd3 Fix silliness
unc0rr
parents: 6767
diff changeset
   388
        dY:= dY + cGravityf;
6769
44ad49a3a126 Add drowning to grenade too, try some little optimisations
nemo
parents: 6768
diff changeset
   389
        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
   390
        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
   391
            with Target do
8952
a6ee1e7310fb trying to make AI aware of mine/explosive break point. also remove redundant test.
nemo
parents: 8951
diff changeset
   392
                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
   393
                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
   394
                    begin
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
   395
                    dmg := 1 + trunc((abs(dY) - 0.4) * 70);
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
   396
                    if dmg >= 1 then 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
   397
                    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
   398
                else 
8952
a6ee1e7310fb trying to make AI aware of mine/explosive break point. also remove redundant test.
nemo
parents: 8951
diff changeset
   399
                    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
   400
                    dxdy:= abs(dX)+abs(dY);
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
   401
                    if ((Kind = gtMine) and (dxdy > 0.35)) or 
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
   402
                       ((Kind = gtExplosives) and 
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
   403
                            (((Flags and gstTmpFlag <> 0) and (dxdy > 0.35)) or
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
   404
                             ((Flags and gstTmpFlag <> 0) and 
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
   405
                                ((abs(odX) > 0.15) or ((abs(odY) > 0.15) and 
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
   406
                                (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
   407
                        begin
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
   408
                        dmg := 1 + trunc(dxdy * 25);
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
   409
                        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
   410
                        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
   411
                    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
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
   412
                        begin
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
   413
                        dmg := 1 + trunc(dy * 70);
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
   414
                        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
   415
                        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
   416
                    end;
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   417
            exit(0)
8952
a6ee1e7310fb trying to make AI aware of mine/explosive break point. also remove redundant test.
nemo
parents: 8951
diff changeset
   418
            end;
8958
3818b38d72c0 simplify mine/explosive damage calc. clear dX in stable explosives. remove 0/4096 in trace routines.
nemo
parents: 8957
diff changeset
   419
        if (y > cWaterLine) or (x > leftX) or (x < rightX) then exit(-1)
8952
a6ee1e7310fb trying to make AI aware of mine/explosive break point. also remove redundant test.
nemo
parents: 8951
diff changeset
   420
        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
   421
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
   422
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
   423
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
   424
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
   425
    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
   426
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
   427
    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
   428
    odY:= dY;
7716
95117607b81a Fix some hints
unc0rr
parents: 7651
diff changeset
   429
//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
   430
    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
   431
        begin
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
   432
        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
   433
        y:= y + dY;
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
   434
        dY:= dY + cGravityf;
7435
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
   435
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   436
{        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
   437
            begin
2ff30b79d2b0 - Adjust some consts so whip and firepunch work perfectly
unc0rr
parents: 7208
diff changeset
   438
            LandPixels[trunc(y), trunc(x)]:= v;
2ff30b79d2b0 - Adjust some consts so whip and firepunch work perfectly
unc0rr
parents: 7208
diff changeset
   439
            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
   440
            end;}
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
   441
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
   442
        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
   443
            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
   444
                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
   445
                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
   446
                    begin
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
                    dmg := 1 + trunc((abs(dY) - 0.4) * 70);
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
                    if dmg >= 1 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
   449
                        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
   450
                    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
   451
                else 
8957
bdeb52d57dae explosive/mine damage for shove fall. AI still seems to refuse to bat dud mines :(
nemo
parents: 8956
diff changeset
   452
                    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
   453
                    dxdy:= abs(dX)+abs(dY);
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
   454
                    if ((Kind = gtMine) and (dxdy > 0.35)) or 
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   455
                       ((Kind = gtExplosives) and 
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   456
                            (((Flags and gstTmpFlag <> 0) and (dxdy > 0.35)) or
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
   457
                             ((Flags and gstTmpFlag <> 0) and 
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
   458
                                ((abs(odX) > 0.15) or ((abs(odY) > 0.15) and 
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   459
                                (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
   460
                        begin
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
   461
                        dmg := 1 + trunc(dxdy * 25);
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
                        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
   463
                        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
   464
                    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
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
                        begin
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
                        dmg := 1 + trunc(dy * 70);
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
   467
                        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
   468
                        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
   469
                    end;
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   470
            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
   471
        end;
8958
3818b38d72c0 simplify mine/explosive damage calc. clear dX in stable explosives. remove 0/4096 in trace routines.
nemo
parents: 8957
diff changeset
   472
        if (y > cWaterLine) or (x > leftX) or (x < rightX) 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
   473
            // 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
   474
            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
   475
    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
   476
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
   477
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
   478
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
   479
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
   480
    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
   481
    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
   482
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
   483
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
   484
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
   485
    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
   486
    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
   487
end;
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6952
diff changeset
   488
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
   489
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
   490
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
   491
    pX, pY, dX, dY: real;
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   492
    hadSkips: boolean;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   493
begin
6783
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   494
fallDmg:= 0;
2695
ed789a7ef68d makes freepascal code compatible with OBJFPC mode
koda
parents: 2616
diff changeset
   495
rate:= 0;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   496
// add our virtual position
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   497
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
   498
    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   499
    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
   500
    Point.y:= hwRound(Me^.Y);
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   501
    skip:= false;
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   502
    matters:= true;
8960
nemo
parents: 8958
diff changeset
   503
    Kind:= gtHedgehog;
8961
nemo
parents: 8960
diff changeset
   504
    Density:= 1;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   505
    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
   506
    end;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   507
// rate explosion
6766
31ba56a8ec43 Minor optimisation for AI to cut down on hwSqrt calls
nemo
parents: 6700
diff changeset
   508
dmgBase:= r + cHHRadius div 2;
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   509
7161
21a9c70b2070 Name the flags for fall tracking and indicating whether the explosion erases terrain.
nemo
parents: 7154
diff changeset
   510
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
   511
else erasure:= 0;
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   512
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   513
hadSkips:= false;
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   514
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   515
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
   516
    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
   517
        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
   518
          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
   519
            else
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
   520
            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
   521
            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
   522
            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
   523
                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
   524
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
   525
            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
   526
                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
   527
                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
   528
                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
   529
                fallDmg:= 0;
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
   530
                if (Flags and afTrackFall <> 0) and (dmg < abs(Score)) 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
   531
                    begin
8955
nemo
parents: 8954
diff changeset
   532
                    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
   533
                    dY:= dX;
8954
1e8b390ab011 try to guess at barrel state. prob should flag it..
nemo
parents: 8953
diff changeset
   534
                    if (Kind = gtExplosives) and 
1e8b390ab011 try to guess at barrel state. prob should flag it..
nemo
parents: 8953
diff changeset
   535
                       (((abs(dY) > 0.15) and (abs(dX) < 0.02)) or
1e8b390ab011 try to guess at barrel state. prob should flag it..
nemo
parents: 8953
diff changeset
   536
                        ((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
   537
                        dX:= 0;
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
   538
                    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
   539
                       (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
   540
                         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
   541
                    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
   542
                    end;
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   543
                if Kind = gtHedgehog then
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   544
                    begin
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   545
                    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
   546
                        begin
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   547
                        if Score > 0 then
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   548
                            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
   549
                        else
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   550
                            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
   551
                        end
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   552
                    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
   553
                        begin
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   554
                        dead:= true;
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   555
                        Targets.reset:= true;
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   556
                        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
   557
                            begin
95dd846caf5d only rate subs if significant. still very much need correct fall+damage esp given different knocks.
nemo
parents: 8950
diff changeset
   558
                            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
   559
                            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
   560
                            end;
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   561
                        if Score > 0 then
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   562
                             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
   563
                        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
   564
                        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
   565
                    else
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   566
                        begin
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   567
                        if Score > 0 then
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   568
                             inc(rate, (dmg + fallDmg) * 1024)
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   569
                        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
   570
                        end
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   571
                    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
   572
                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
   573
                    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
   574
                    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
   575
                    Targets.reset:= true;
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   576
                    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
   577
                         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
   578
                    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
   579
                    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
   580
                    end
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   581
                end
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   582
            end;
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   583
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   584
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
   585
    RealRateExplosion:= BadTurn
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   586
    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
   587
    RealRateExplosion:= rate;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   588
end;
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   589
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   590
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
   591
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
   592
    dX, dY, pX, pY: real;
79
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
   593
begin
6783
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   594
fallDmg:= 0;
7210
2ff30b79d2b0 - Adjust some consts so whip and firepunch work perfectly
unc0rr
parents: 7208
diff changeset
   595
dX:= gdX * 0.01 * kick;
2ff30b79d2b0 - Adjust some consts so whip and firepunch work perfectly
unc0rr
parents: 7208
diff changeset
   596
dY:= gdY * 0.01 * kick;
2695
ed789a7ef68d makes freepascal code compatible with OBJFPC mode
koda
parents: 2616
diff changeset
   597
rate:= 0;
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 393
diff changeset
   598
for i:= 0 to Pred(Targets.Count) do
79
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
   599
    with Targets.ar[i] do
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   600
      if skip then
7161
21a9c70b2070 Name the flags for fall tracking and indicating whether the explosion erases terrain.
nemo
parents: 7154
diff changeset
   601
        if (Flags and afSetSkip = 0) then skip:= false else {still skip}
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   602
      else if matters then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   603
        begin
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
   604
        dmg:= 0;
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
   605
        if abs(Point.x - x) + abs(Point.y - y) < r then
6775
22b5fb7217db Change rest of AI tests to floats, reenable snowball
nemo
parents: 6774
diff changeset
   606
            dmg:= r - trunc(sqrt(sqr(Point.x - x)+sqr(Point.y - y)));
7210
2ff30b79d2b0 - Adjust some consts so whip and firepunch work perfectly
unc0rr
parents: 7208
diff changeset
   607
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   608
        if dmg > 0 then
79
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
   609
            begin
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   610
            pX:= Point.x;
8957
bdeb52d57dae explosive/mine damage for shove fall. AI still seems to refuse to bat dud mines :(
nemo
parents: 8956
diff changeset
   611
            pY:= Point.y-2;
8962
9780e79619ed So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo
parents: 8961
diff changeset
   612
            fallDmg:= 0;
7161
21a9c70b2070 Name the flags for fall tracking and indicating whether the explosion erases terrain.
nemo
parents: 7154
diff changeset
   613
            if (Flags and afSetSkip <> 0) then skip:= true;
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   614
            if (Flags and afTrackFall <> 0) and (Score > 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
   615
                fallDmg:= trunc(TraceShoveFall(pX, pY, dX, dY, Targets.ar[i]) * dmgMod);
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   616
            if Kind = gtHedgehog then
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   617
                begin
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   618
                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
   619
                    begin
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   620
                    if Score > 0 then
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   621
                        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
   622
                    else
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   623
                        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
   624
                    end
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   625
                else if power+fallDmg >= abs(Score) 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
                    dead:= true;
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   628
                    Targets.reset:= true;
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   629
                    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
   630
                        begin
95dd846caf5d only rate subs if significant. still very much need correct fall+damage esp given different knocks.
nemo
parents: 8950
diff changeset
   631
                        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
   632
                        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
   633
                        end;
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   634
                    if Score > 0 then
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   635
                        inc(rate, KillScore)
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   636
                    else
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   637
                        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
   638
                    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
   639
                else
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   640
                    begin
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   641
                    if Score > 0 then
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   642
                        inc(rate, power+fallDmg)
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   643
                    else
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   644
                        dec(rate, (power+fallDmg) * friendlyfactor div 100)
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   645
                    end
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   646
                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
   647
            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
   648
                begin
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   649
                dead:= true;
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   650
                Targets.reset:= true;
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   651
                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
   652
                     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
   653
                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
   654
                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
   655
                end
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   656
            end
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   657
        end;
2695
ed789a7ef68d makes freepascal code compatible with OBJFPC mode
koda
parents: 2616
diff changeset
   658
RateShove:= rate * 1024
79
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
   659
end;
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
   660
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   661
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
   662
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
   663
    pX, pY, dX, dY: real;
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   664
    hadSkips: boolean;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   665
begin
2695
ed789a7ef68d makes freepascal code compatible with OBJFPC mode
koda
parents: 2616
diff changeset
   666
rate:= 0;
6776
7a05f48bfa43 Compatibility
unc0rr
parents: 6775
diff changeset
   667
gdX:= gdX * 0.01;
7a05f48bfa43 Compatibility
unc0rr
parents: 6775
diff changeset
   668
gdY:= gdX * 0.01;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   669
// add our virtual position
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   670
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
   671
    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   672
    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
   673
    Point.y:= hwRound(Me^.Y);
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   674
    skip:= false;
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   675
    matters:= true;
8960
nemo
parents: 8958
diff changeset
   676
    Kind:= gtHedgehog;
8961
nemo
parents: 8960
diff changeset
   677
    Density:= 1;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   678
    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
   679
    end;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   680
// rate shot
6771
87a947097d00 Teach AI to drown with shotgun too
nemo
parents: 6770
diff changeset
   681
baseDmg:= cHHRadius + cShotgunRadius + 4;
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   682
6771
87a947097d00 Teach AI to drown with shotgun too
nemo
parents: 6770
diff changeset
   683
if GameFlags and gfSolidLand = 0 then erasure:= cShotgunRadius
87a947097d00 Teach AI to drown with shotgun too
nemo
parents: 6770
diff changeset
   684
else erasure:= 0;
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   685
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   686
hadSkips:= false;
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   687
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   688
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
   689
    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
   690
        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
   691
          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
   692
            else
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   693
            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
   694
            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
   695
            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
   696
                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
   697
                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
   698
                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
   699
                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
   700
            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
   701
                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
   702
                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
   703
                pY:= Point.y;
8955
nemo
parents: 8954
diff changeset
   704
                dX:= gdX * dmg / Density;
nemo
parents: 8954
diff changeset
   705
                dY:= gdY * dmg / 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
   706
                if dX < 0 then dX:= dX - 0.01
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
   707
                else dX:= dX + 0.01;
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
   708
                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
   709
                   (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
   710
                     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
   711
                else fallDmg:= trunc(TraceFall(x, y, pX, pY, dX, dY, erasure, Targets.ar[i]) * dmgMod);
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   712
                if Kind = gtHedgehog then
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   713
                    begin
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   714
                    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
   715
                        begin
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   716
                        if Score > 0 then
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   717
                            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
   718
                        else
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   719
                            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
   720
                        end
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   721
                    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
   722
                        begin
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   723
                        dead:= true;
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   724
                        Targets.reset:= true;
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   725
                        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
   726
                            begin
95dd846caf5d only rate subs if significant. still very much need correct fall+damage esp given different knocks.
nemo
parents: 8950
diff changeset
   727
                            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
   728
                            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
   729
                            end;
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   730
                        if Score > 0 then
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   731
                            inc(rate, KillScore)
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   732
                        else
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   733
                            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
   734
                        end
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   735
                    else if Score > 0 then
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   736
                         inc(rate, dmg+fallDmg)
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   737
                    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
   738
                    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
   739
                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
   740
                    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
   741
                    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
   742
                    Targets.reset:= true;
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   743
                    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
   744
                         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
   745
                    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
   746
                    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
   747
                    end
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   748
                end
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   749
            end;
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   750
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   751
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
   752
    RateShotgun:= BadTurn
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   753
    else
8950
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   754
    RateShotgun:= rate * 1024;
3bf81ed1f984 Make hogs aware of dud mines and explosives. Still a bit more needed.
nemo
parents: 8939
diff changeset
   755
    ResetTargets;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   756
end;
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   757
5645
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   758
function RateHammer(Me: PGear): LongInt;
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   759
var x, y, i, r, rate: LongInt;
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   760
begin
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   761
// hammer hit shift against attecker hog is 10
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   762
x:= hwRound(Me^.X) + hwSign(Me^.dX) * 10;
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   763
y:= hwRound(Me^.Y);
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   764
rate:= 0;
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   765
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   766
for i:= 0 to Pred(Targets.Count) do
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   767
    with Targets.ar[i] do
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   768
         // hammer hit radius is 8, shift is 10
8953
d0e5c1002fe1 ignore non-hedgies here. could be useful, but Hammer needs to be taught to consider it. (hammer + explosives on a bridge could be neat)
nemo
parents: 8952
diff changeset
   769
      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
   770
            begin
6785
a8aa5984185f Allow RC plane to go through portals
nemo
parents: 6783
diff changeset
   771
            r:= trunc(sqrt(sqr(Point.x - x)+sqr(Point.y - y)));
5645
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   772
7279
18a620394623 Fix completely broken RateHammer
unc0rr
parents: 7274
diff changeset
   773
            if r <= 18 then
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   774
                if Score > 0 then
7279
18a620394623 Fix completely broken RateHammer
unc0rr
parents: 7274
diff changeset
   775
                    inc(rate, Score div 3)
18a620394623 Fix completely broken RateHammer
unc0rr
parents: 7274
diff changeset
   776
                else
7285
unc0rr
parents: 7279
diff changeset
   777
                    inc(rate, Score div 3 * friendlyfactor div 100)
7279
18a620394623 Fix completely broken RateHammer
unc0rr
parents: 7274
diff changeset
   778
            end;
5645
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   779
RateHammer:= rate * 1024;
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   780
end;
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   781
369
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
   782
function HHJump(Gear: PGear; JumpType: TJumpType; var GoInfo: TGoInfo): boolean;
371
731ad6d27bd1 integer -> LongInt
unc0rr
parents: 370
diff changeset
   783
var bX, bY: LongInt;
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
   784
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
   785
HHJump:= false;
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
   786
GoInfo.Ticks:= 0;
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
   787
GoInfo.JumpType:= jmpNone;
369
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
   788
bX:= hwRound(Gear^.X);
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
   789
bY:= hwRound(Gear^.Y);
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
   790
case JumpType of
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   791
    jmpNone: exit(false);
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   792
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   793
    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
   794
        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
   795
        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
   796
            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
   797
            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
   798
            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
   799
        end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   800
    else
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   801
        exit(false);
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   802
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   803
    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
   804
        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
   805
            if 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
   806
                if not TestCollisionXwithXYShift(Gear, _0, -2, hwSign(Gear^.dX)) 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
   807
                    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
   808
                else
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
   809
                    if not TestCollisionXwithXYShift(Gear, _0, -1, hwSign(Gear^.dX)) 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
   810
                        Gear^.Y:= Gear^.Y - _1;
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
   811
            if not (TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) or
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
   812
               (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
   813
            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
   814
                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
   815
                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
   816
                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
   817
            end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   818
        else
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   819
            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
   820
        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
   821
end;
2376
ece7b87f1334 Strip trailing spaces
nemo
parents: 1941
diff changeset
   822
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
   823
repeat
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   824
        {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
   825
            begin
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
   826
            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
   827
            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
   828
            end;}
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   829
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   830
    if not (hwRound(Gear^.Y) + cHHRadius < cWaterLine) then
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   831
        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
   832
    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
   833
    begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   834
        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
   835
            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
   836
            begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   837
                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
   838
                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
   839
            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
   840
        if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then 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
   841
            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
   842
        inc(GoInfo.Ticks);
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
   843
        Gear^.dY:= Gear^.dY + cGravity;
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
   844
        if Gear^.dY > _0_4 then
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   845
            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
   846
        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
   847
            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
   848
        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
   849
        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
   850
            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
   851
            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
   852
            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
   853
            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
   854
                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
   855
                    if bY - hwRound(Gear^.Y) > 5 then
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   856
                        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
   857
                        GoInfo.JumpType:= jmpHJump;
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   858
                        inc(GoInfo.Ticks, 300 + 300); // 300 before jump, 300 after
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   859
                        exit(true)
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   860
                        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
   861
                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
   862
                    if abs(bX - hwRound(Gear^.X)) > 30 then
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   863
                        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
   864
                        GoInfo.JumpType:= jmpLJump;
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   865
                        inc(GoInfo.Ticks, 300 + 300); // 300 before jump, 300 after
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   866
                        exit(true)
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   867
                        end
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   868
                end;
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   869
            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
   870
            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
   871
    end;
369
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
   872
until false
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
   873
end;
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
   874
369
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
   875
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
   876
var pX, pY, tY: LongInt;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   877
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
   878
HHGo:= false;
8751
4609823efc94 More flagging of Land values. Also use less than for tests of non-terrain, instead of "and $FF00 = 0". Saves a couple of ops, which actually matters a small amount in a few places.
nemo
parents: 8744
diff changeset
   879
Gear^.CollisionMask:= lfNotCurrentMask;
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
   880
AltGear^:= Gear^;
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
   881
75
d2b737858ff7 - New First Aid powerup
unc0rr
parents: 74
diff changeset
   882
GoInfo.Ticks:= 0;
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
   883
GoInfo.FallPix:= 0;
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
   884
GoInfo.JumpType:= jmpNone;
7375
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7360
diff changeset
   885
tY:= hwRound(Gear^.Y);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   886
repeat
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   887
        {if ((hwRound(Gear^.Y) and LAND_HEIGHT_MASK) = 0) and ((hwRound(Gear^.X) and LAND_WIDTH_MASK) = 0) then
7435
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
   888
            begin
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
   889
            LandPixels[hwRound(Gear^.Y), hwRound(Gear^.X)]:= random($FFFFFFFF);//Gear^.Hedgehog^.Team^.Clan^.Color;
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
   890
            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
   891
            end;}
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
   892
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
   893
    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
   894
    pY:= hwRound(Gear^.Y);
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
   895
    if pY + cHHRadius >= cWaterLine 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
   896
        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
   897
        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
   898
            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
   899
        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
   900
        end;
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   901
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   902
    // 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
   903
    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
   904
        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
   905
        inc(GoInfo.Ticks);
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
   906
        Gear^.dY:= Gear^.dY + cGravity;
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
   907
        if Gear^.dY > _0_4 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
   908
            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
   909
            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
   910
            // try ljump instead of fall with damage
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   911
            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
   912
            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
   913
                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
   914
            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
   915
            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
   916
        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
   917
        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
   918
            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
   919
        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
   920
            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
   921
            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
   922
            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
   923
            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
   924
            // 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
   925
            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
   926
            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
   927
            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
   928
        continue
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   929
        end;
7719
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7716
diff changeset
   930
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
   931
        // usual walk
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
   932
        if (Gear^.Message and gmLeft) <> 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
   933
            Gear^.dX:= -cLittle
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   934
        else
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
   935
            if (Gear^.Message and gmRight) <> 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
   936
                Gear^.dX:=  cLittle
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
   937
            else
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
   938
                exit(false);
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   939
7719
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7716
diff changeset
   940
        if MakeHedgehogsStep(Gear) then
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7716
diff changeset
   941
            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
   942
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
   943
        // we have moved for 1 px
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
   944
        if (pX <> hwRound(Gear^.X)) and ((Gear^.State and gstMoving) = 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
   945
            exit(true)
542
ec26095f1bed - Get rid of ammoProp_AttackInFall and gstFalling
unc0rr
parents: 509
diff changeset
   946
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
   947
375
18012da67681 AI works properly
unc0rr
parents: 371
diff changeset
   948
HHJump(AltGear, jmpHJump, GoInfo);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   949
end;
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   950
371
731ad6d27bd1 integer -> LongInt
unc0rr
parents: 370
diff changeset
   951
function AIrndSign(num: LongInt): LongInt;
136
89970b70b076 Implement bot levels
unc0rr
parents: 108
diff changeset
   952
begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   953
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
   954
    AIrndSign:=   num
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   955
else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   956
    AIrndSign:= - num
2376
ece7b87f1334 Strip trailing spaces
nemo
parents: 1941
diff changeset
   957
end;
136
89970b70b076 Implement bot levels
unc0rr
parents: 108
diff changeset
   958
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3018
diff changeset
   959
procedure initModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   960
begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
   961
    friendlyfactor:= 300;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
   962
    KnownExplosion.X:= 0;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
   963
    KnownExplosion.Y:= 0;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
   964
    KnownExplosion.Radius:= 0;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   965
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   966
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3018
diff changeset
   967
procedure freeModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   968
begin
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   969
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   970
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   971
end.