hedgewars/uAIMisc.pas
author unc0rr
Tue, 11 Jul 2006 21:04:05 +0000
changeset 75 d2b737858ff7
parent 74 42257fee61ae
child 79 29b477319854
permissions -rw-r--r--
- New First Aid powerup - New power progressbar - Less powerful Desert Eagle - Bots can use Desert Eagle - Set TurnTimeLeft to 0 when hh damaged - Bots can handle situation when ammo is over - Bots can go in different directions to reach good position, not just only go left or right - Small fixes for FillLand (use all the array) - Fixes for world geometry, get rid of one variable - Added missed in previous commit files - New test map
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(*
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 * Hedgewars, a worms-like game
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 * Copyright (c) 2005, 2006 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * Distributed under the terms of the BSD-modified licence:
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 *
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 * Permission is hereby granted, free of charge, to any person obtaining a copy
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 * of this software and associated documentation files (the "Software"), to deal
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 * with the Software without restriction, including without limitation the
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 * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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 * sell copies of the Software, and to permit persons to whom the Software is
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 * furnished to do so, subject to the following conditions:
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 *
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 * 1. Redistributions of source code must retain the above copyright notice,
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 *    this list of conditions and the following disclaimer.
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 * 2. Redistributions in binary form must reproduce the above copyright notice,
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 *    this list of conditions and the following disclaimer in the documentation
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 *    and/or other materials provided with the distribution.
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 * 3. The name of the author may not be used to endorse or promote products
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 *    derived from this software without specific prior written permission.
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 *
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 * THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED
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 * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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 * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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 * EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
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 * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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 * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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 * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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 * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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 *)
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unit uAIMisc;
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interface
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uses SDLh, uConsts, uGears;
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type TTarget = record
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               Point: TPoint;
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               Score: integer;
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               end;
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     TTargets = record
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                Count: Longword;
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                ar: array[0..cMaxHHIndex*5] of TTarget;
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                end;
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     TGoInfo = record
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               Ticks: Longword;
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               FallTicks: Longword;
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               end;
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procedure FillTargets;
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procedure FillBonuses(isAfterAttack: boolean);
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procedure AwareOfExplosion(x, y, r: integer);
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function RatePlace(Gear: PGear): integer;
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function DxDy2AttackAngle(const _dY, _dX: Extended): integer;
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function TestColl(x, y, r: integer): boolean;
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function RateExplosion(Me: PGear; x, y, r: integer): integer;
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function HHGo(Gear: PGear; out GoInfo: TGoInfo): boolean;
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var ThinkingHH: PGear;
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    Targets: TTargets;
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implementation
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uses uTeams, uMisc, uLand, uCollisions;
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const KillScore = 200;
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      MAXBONUS = 1024;
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type TBonus = record
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              X, Y: integer;
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              Radius: integer;
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              Score: integer;
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              end;
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var bonuses: record
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             Count: Longword;
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             ar: array[0..Pred(MAXBONUS)] of TBonus;
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             end;
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    KnownExplosion: record
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                    X, Y, Radius: integer
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                    end = (X: 0; Y: 0; Radius: 0);
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procedure FillTargets;
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var t: PTeam;
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    i: Longword;
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begin
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Targets.Count:= 0;
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t:= TeamsList;
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while t <> nil do
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      begin
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      for i:= 0 to cMaxHHIndex do
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          if (t.Hedgehogs[i].Gear <> nil)
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             and (t.Hedgehogs[i].Gear <> ThinkingHH) then
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             begin
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             with Targets.ar[Targets.Count], t.Hedgehogs[i] do
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                  begin
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                  Point.X:= Round(Gear.X);
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                  Point.Y:= Round(Gear.Y);
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                  if t.Color <> CurrentTeam.Color then Score:=  Gear.Health
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                                                  else Score:= -Gear.Health
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                  end;
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             inc(Targets.Count)
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             end;
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      t:= t.Next
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      end
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end;
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procedure FillBonuses(isAfterAttack: boolean);
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var Gear: PGear;
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    MyColor: Longword;
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    procedure AddBonus(x, y: integer; r: Longword; s: integer);
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    begin
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    bonuses.ar[bonuses.Count].x:= x;
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    bonuses.ar[bonuses.Count].y:= y;
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    bonuses.ar[bonuses.Count].Radius:= r;
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    bonuses.ar[bonuses.Count].Score:= s;
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    inc(bonuses.Count);
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    TryDo(bonuses.Count <= MAXBONUS, 'Bonuses overflow', true)
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    end;
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begin
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bonuses.Count:= 0;
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MyColor:= PHedgehog(ThinkingHH.Hedgehog).Team.Color;
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Gear:= GearsList;
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while Gear <> nil do
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      begin
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      case Gear.Kind of
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           gtCase: AddBonus(round(Gear.X), round(Gear.Y), 33, 25);
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           gtMine: if (Gear.State and gstAttacking) = 0 then AddBonus(round(Gear.X), round(Gear.Y), 50, -50)
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                                                        else AddBonus(round(Gear.X), round(Gear.Y), 100, -50); // mine is on
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           gtDynamite: AddBonus(round(Gear.X), round(Gear.Y), 150, -75);
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           gtHedgehog: begin
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                       if Gear.Damage >= Gear.Health then AddBonus(round(Gear.X), round(Gear.Y), 60, -25) else
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                          if isAfterAttack and (ThinkingHH.Hedgehog <> Gear.Hedgehog) then
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                             if (MyColor = PHedgehog(Gear.Hedgehog).Team.Color) then AddBonus(round(Gear.X), round(Gear.Y), 150, -3) // hedgehog-friend
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                                                                                else AddBonus(round(Gear.X), round(Gear.Y), 100, 3)
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                       end;
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           end;
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      Gear:= Gear.NextGear
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      end;
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if isAfterAttack and (KnownExplosion.Radius > 0) then
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   with KnownExplosion do
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        AddBonus(X, Y, Radius + 10, -Radius);
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end;
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procedure AwareOfExplosion(x, y, r: integer);
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begin
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KnownExplosion.X:= x;
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KnownExplosion.Y:= y;
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KnownExplosion.Radius:= r
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end;
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function RatePlace(Gear: PGear): integer;
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var i, r: integer;
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begin
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Result:= 0;
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for i:= 0 to Pred(bonuses.Count) do
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    with bonuses.ar[i] do
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         begin
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         r:= round(sqrt(sqr(Gear.X - X) + sqr(Gear.Y - y)));
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         if r < Radius then
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            inc(Result, Score * (Radius - r))
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         end;
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end;
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function DxDy2AttackAngle(const _dY, _dX: Extended): integer;
4
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const piDIVMaxAngle: Extended = pi/cMaxAngle;
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asm
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        fld     _dY
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        fld     _dX
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        fpatan
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        fld     piDIVMaxAngle
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        fdiv
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        sub     esp, 4
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        fistp   dword ptr [esp]
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        pop     eax
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end;
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function TestColl(x, y, r: integer): boolean;
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begin
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Result:=(((x-r) and $FFFFF800) = 0)and(((y-r) and $FFFFFC00) = 0) and (Land[y-r, x-r] <> 0);
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if Result then exit;
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Result:=(((x-r) and $FFFFF800) = 0)and(((y+r) and $FFFFFC00) = 0) and (Land[y+r, x-r] <> 0);
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if Result then exit;
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Result:=(((x+r) and $FFFFF800) = 0)and(((y-r) and $FFFFFC00) = 0) and (Land[y-r, x+r] <> 0);
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if Result then exit;
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Result:=(((x+r) and $FFFFF800) = 0)and(((y+r) and $FFFFFC00) = 0) and (Land[y+r, x+r] <> 0);
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end;
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function RateExplosion(Me: PGear; x, y, r: integer): integer;
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var i, dmg: integer;
4
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begin
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Result:= 0;
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// add our virtual position
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with Targets.ar[Targets.Count] do
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     begin
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     Point.x:= round(Me.X);
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     Point.y:= round(Me.Y);
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     Score:= - ThinkingHH.Health
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     end;
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// rate explosion
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for i:= 0 to Targets.Count do
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    with Targets.ar[i] do
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         begin
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         dmg:= r - Round(sqrt(sqr(Point.x - x) + sqr(Point.y - y)));
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         if dmg > 0 then
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            begin
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            dmg:= dmg shr 1;
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            if dmg > abs(Score) then
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               if Score > 0 then inc(Result, KillScore)
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                            else dec(Result, KillScore * 3)
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            else
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               if Score > 0 then inc(Result, dmg)
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                            else dec(Result, dmg * 3)
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            end;
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         end;
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Result:= Result * 1024
66
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end;
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function HHGo(Gear: PGear; out GoInfo: TGoInfo): boolean;
66
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var pX, pY: integer;
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begin
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Result:= false;
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GoInfo.Ticks:= 0;
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GoInfo.FallTicks:= 0;
4
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repeat
66
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pX:= round(Gear.X);
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pY:= round(Gear.Y);
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if pY + cHHRadius >= cWaterLine then exit;
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   229
if (Gear.State and gstFalling) <> 0 then
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   begin
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   inc(GoInfo.Ticks);
66
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   Gear.dY:= Gear.dY + cGravity;
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   233
   if Gear.dY > 0.40 then
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   234
      begin
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   235
      Goinfo.FallTicks:= 0;
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   236
      exit
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   237
      end;
66
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   Gear.Y:= Gear.Y + Gear.dY;
75
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   if round(Gear.Y) > pY then inc(GoInfo.FallTicks);
66
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   240
   if TestCollisionYwithGear(Gear, 1) then
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   241
      begin
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      inc(GoInfo.Ticks, 300);
66
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      Gear.State:= Gear.State and not (gstFalling or gstHHJumping);
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   244
      Gear.dY:= 0;
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   245
      Result:= true;
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   246
      exit
66
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   247
      end;
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   248
   continue
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   249
   end;
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   250
   {if ((Gear.Message and gm_LJump )<>0) then
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   251
      begin
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   252
      Gear.Message:= 0;
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   253
      if not HHTestCollisionYwithGear(Gear, -1) then
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   254
         if not TestCollisionXwithXYShift(Gear, 0, -2, Sign(Gear.dX)) then Gear.Y:= Gear.Y - 2 else
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   255
         if not TestCollisionXwithXYShift(Gear, 0, -1, Sign(Gear.dX)) then Gear.Y:= Gear.Y - 1;
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   256
      if not (TestCollisionXwithGear(Gear, Sign(Gear.dX))
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   257
         or   HHTestCollisionYwithGear(Gear, -1)) then
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   258
         begin
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   259
         Gear.dY:= -0.15;
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   260
         Gear.dX:= Sign(Gear.dX) * 0.15;
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   261
         Gear.State:= Gear.State or gstFalling or gstHHJumping;
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   262
         exit
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   263
         end;
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   264
      end;}
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   265
   if (Gear.Message and gm_Left  )<>0 then Gear.dX:= -1.0 else
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   266
   if (Gear.Message and gm_Right )<>0 then Gear.dX:=  1.0 else exit;
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   267
   if TestCollisionXwithGear(Gear, Sign(Gear.dX)) then
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   268
      begin
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   269
      if not (TestCollisionXwithXYShift(Gear, 0, -6, Sign(Gear.dX))
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   270
         or TestCollisionYwithGear(Gear, -1)) then Gear.Y:= Gear.Y - 1;
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   271
      if not (TestCollisionXwithXYShift(Gear, 0, -5, Sign(Gear.dX))
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   272
         or TestCollisionYwithGear(Gear, -1)) then Gear.Y:= Gear.Y - 1;
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   273
      if not (TestCollisionXwithXYShift(Gear, 0, -4, Sign(Gear.dX))
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   274
         or TestCollisionYwithGear(Gear, -1)) then Gear.Y:= Gear.Y - 1;
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   275
      if not (TestCollisionXwithXYShift(Gear, 0, -3, Sign(Gear.dX))
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   276
         or TestCollisionYwithGear(Gear, -1)) then Gear.Y:= Gear.Y - 1;
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   277
      if not (TestCollisionXwithXYShift(Gear, 0, -2, Sign(Gear.dX))
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   278
         or TestCollisionYwithGear(Gear, -1)) then Gear.Y:= Gear.Y - 1;
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   279
      if not (TestCollisionXwithXYShift(Gear, 0, -1, Sign(Gear.dX))
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   280
         or TestCollisionYwithGear(Gear, -1)) then Gear.Y:= Gear.Y - 1;
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   281
      end;
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   282
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   283
   if not TestCollisionXwithGear(Gear, Sign(Gear.dX)) then
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   284
      begin
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   285
      Gear.X:= Gear.X + Gear.dX;
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diff changeset
   286
      inc(GoInfo.Ticks, cHHStepTicks)
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   287
      end;
66
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   288
   if not TestCollisionYwithGear(Gear, 1) then
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diff changeset
   289
   begin
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   290
   Gear.Y:= Gear.Y + 1;
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   291
   if not TestCollisionYwithGear(Gear, 1) then
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diff changeset
   292
   begin
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   293
   Gear.Y:= Gear.Y + 1;
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   294
   if not TestCollisionYwithGear(Gear, 1) then
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diff changeset
   295
   begin
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   296
   Gear.Y:= Gear.Y + 1;
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   297
   if not TestCollisionYwithGear(Gear, 1) then
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diff changeset
   298
   begin
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   299
   Gear.Y:= Gear.Y + 1;
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   300
   if not TestCollisionYwithGear(Gear, 1) then
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   301
   begin
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   302
   Gear.Y:= Gear.Y + 1;
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   303
   if not TestCollisionYwithGear(Gear, 1) then
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   304
   begin
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   305
   Gear.Y:= Gear.Y + 1;
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   306
   if not TestCollisionYwithGear(Gear, 1) then
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diff changeset
   307
      begin
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   308
      Gear.Y:= Gear.Y - 6;
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diff changeset
   309
      Gear.dY:= 0;
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   310
      Gear.dX:= 0.0000001 * Sign(Gear.dX);
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   311
      Gear.State:= Gear.State or gstFalling
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diff changeset
   312
      end
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   313
   end
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   314
   end
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   315
   end
9643d75baf1e Many AI improvements, bots do think in separate thread
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   end
9643d75baf1e Many AI improvements, bots do think in separate thread
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   end
9643d75baf1e Many AI improvements, bots do think in separate thread
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   end;
75
d2b737858ff7 - New First Aid powerup
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   319
if (pX <> round(Gear.X)) and ((Gear.State and gstFalling) = 0) then
66
9643d75baf1e Many AI improvements, bots do think in separate thread
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   320
   begin
9643d75baf1e Many AI improvements, bots do think in separate thread
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   Result:= true;
9643d75baf1e Many AI improvements, bots do think in separate thread
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   exit
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d2b737858ff7 - New First Aid powerup
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   323
   end
66
9643d75baf1e Many AI improvements, bots do think in separate thread
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   324
until (pX = round(Gear.X)) and (pY = round(Gear.Y)) and ((Gear.State and gstFalling) = 0);
4
bcbd7adb4e4b - set svn:eol-style to native
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   325
end;
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   326
bcbd7adb4e4b - set svn:eol-style to native
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   327
end.