hedgewars/uAIMisc.pas
author koda
Sat, 16 Mar 2013 23:29:50 +0100
changeset 8734 ecb0a97100cf
parent 8013 5cbf6e4361f4
child 8026 4a4f21070479
child 8744 6c87486fd89b
permissions -rw-r--r--
do not hardcode CMAKE_INSTALL_PREFIX for windows, but rather put it in the script, so that custom build setups still work
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2012 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 *)
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{$INCLUDE "options.inc"}
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unit uAIMisc;
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interface
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uses SDLh, uConsts, uFloat, uTypes;
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const MAXBONUS = 1024;
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      afTrackFall  = $00000001;
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      afErasesLand = $00000002;
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      afSetSkip    = $00000004;
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      BadTurn = Low(LongInt) div 4;
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type TTarget = record
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    Point: TPoint;
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    Score: LongInt;
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    skip, matters: boolean;
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    end;
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TTargets = record
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    Count: Longword;
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    ar: array[0..Pred(cMaxHHs)] of TTarget;
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    end;
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TJumpType = (jmpNone, jmpHJump, jmpLJump);
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TGoInfo = record
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    Ticks: Longword;
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    FallPix: Longword;
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    JumpType: TJumpType;
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    end;
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TBonus = record
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    X, Y: LongInt;
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    Radius: LongInt;
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    Score: LongInt;
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    end;
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procedure initModule;
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procedure freeModule;
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procedure FillTargets;
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procedure AddBonus(x, y: LongInt; r: Longword; s: LongInt); inline;
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procedure FillBonuses(isAfterAttack: boolean);
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procedure AwareOfExplosion(x, y, r: LongInt); inline;
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function  RatePlace(Gear: PGear): LongInt;
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function  TestColl(x, y, r: LongInt): boolean; inline;
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function  TestCollExcludingObjects(x, y, r: LongInt): boolean; inline;
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function  TestCollExcludingMe(Me: PGear; x, y, r: LongInt): boolean; inline;
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function  TraceShoveFall(x, y, dX, dY: Real): LongInt;
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function  RateExplosion(Me: PGear; x, y, r: LongInt): LongInt; inline;
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function  RateExplosion(Me: PGear; x, y, r: LongInt; Flags: LongWord): LongInt;
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function  RateShove(x, y, r, power, kick: LongInt; gdX, gdY: real; Flags: LongWord): LongInt;
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function  RateShotgun(Me: PGear; gdX, gdY: real; x, y: LongInt): LongInt;
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function  RateHammer(Me: PGear): LongInt;
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function  HHGo(Gear, AltGear: PGear; var GoInfo: TGoInfo): boolean;
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function  AIrndSign(num: LongInt): LongInt;
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var ThinkingHH: PGear;
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    Targets: TTargets;
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    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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    walkbonuses: record
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        Count: Longword;
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        ar: array[0..Pred(MAXBONUS div 8)] of TBonus;  // don't use too many
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        end;
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const KillScore = 200;
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var friendlyfactor: LongInt = 300;
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implementation
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uses uCollisions, uVariables, uUtils, uLandTexture, uGearsUtils;
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var 
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    KnownExplosion: record
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        X, Y, Radius: LongInt
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        end = (X: 0; Y: 0; Radius: 0);
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procedure FillTargets;
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var i, t: Longword;
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    f, e: LongInt;
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begin
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Targets.Count:= 0;
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f:= 0;
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e:= 0;
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for t:= 0 to Pred(TeamsCount) do
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    with TeamsArray[t]^ do
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        if not hasGone then
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            begin
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            for i:= 0 to cMaxHHIndex do
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                if (Hedgehogs[i].Gear <> nil)
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                and (Hedgehogs[i].Gear <> ThinkingHH)
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                and (Hedgehogs[i].Gear^.Health > Hedgehogs[i].Gear^.Damage) 
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                    then
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                    begin
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                    with Targets.ar[Targets.Count], Hedgehogs[i] do
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                        begin
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                        skip:= false;
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                        matters:= (Hedgehogs[i].Gear^.AIHints and aihDoesntMatter) = 0;
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                        Point.X:= hwRound(Gear^.X);
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                        Point.Y:= hwRound(Gear^.Y);
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                        if Clan <> CurrentTeam^.Clan then
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                            begin
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                            Score:= Gear^.Health - Gear^.Damage;
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                            inc(e)
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                            end else
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                            begin
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                            Score:= Gear^.Damage - Gear^.Health;
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                            inc(f)
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                            end
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                        end;
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                    inc(Targets.Count)
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                    end;
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            end;
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if e > f then friendlyfactor:= 300 + (e - f) * 30
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else friendlyfactor:= max(30, 300 - f * 80 div max(1,e))
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end;
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procedure AddBonus(x, y: LongInt; r: Longword; s: LongInt); inline;
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begin
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if(bonuses.Count < MAXBONUS) then
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    begin
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    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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    end;
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end;
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procedure AddWalkBonus(x, y: LongInt; r: Longword; s: LongInt); inline;
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begin
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if(walkbonuses.Count < MAXBONUS div 8) then
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    begin
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    walkbonuses.ar[walkbonuses.Count].x:= x;
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    walkbonuses.ar[walkbonuses.Count].y:= y;
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    walkbonuses.ar[walkbonuses.Count].Radius:= r;
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    walkbonuses.ar[walkbonuses.Count].Score:= s;
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    inc(walkbonuses.Count);
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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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    MyClan: PClan;
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    i: Longint;
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begin
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bonuses.Count:= 0;
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MyClan:= ThinkingHH^.Hedgehog^.Team^.Clan;
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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:
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                AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y) + 3, 37, 25);
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            gtFlame:
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                if (Gear^.State and gsttmpFlag) <> 0 then
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                    AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 20, -50);
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// avoid mines unless they are very likely to be duds, or are duds. also avoid if they are about to blow 
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            gtMine:
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                if ((Gear^.State and gstAttacking) = 0) and (((cMineDudPercent < 90) and (Gear^.Health <> 0))
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                or (isAfterAttack and (Gear^.Health = 0) and (Gear^.Damage > 30))) then
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                    AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 50, -50)
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                else if (Gear^.State and gstAttacking) <> 0 then
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                    AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 100, -50); // mine is on
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            gtExplosives:
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            if isAfterAttack then
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                AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 75, -60 + Gear^.Health);
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            gtSMine:
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                AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 50, -30);
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            gtDynamite:
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                AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 150, -75);
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            gtHedgehog:
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                begin
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                if Gear^.Damage >= Gear^.Health then
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                    AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 60, -25)
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                else
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                    if isAfterAttack
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                      and (ThinkingHH^.Hedgehog <> Gear^.Hedgehog)
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                      and ((hwAbs(Gear^.dX) + hwAbs(Gear^.dY)) < _0_1) then
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                        if (ClansCount > 2) or (MyClan = Gear^.Hedgehog^.Team^.Clan) then
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                            AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 150, -3) // hedgehog-friend
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                        else
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                            AddBonus(hwRound(Gear^.X), hwRound(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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if isAfterAttack then
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    begin
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    for i:= 0 to Pred(walkbonuses.Count) do
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        with walkbonuses.ar[i] do
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            AddBonus(X, Y, Radius, Score);
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    walkbonuses.Count:= 0
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    end;
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end;
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procedure AwareOfExplosion(x, y, r: LongInt); inline;
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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): LongInt;
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var i, r: LongInt;
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    rate: LongInt;
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    gX, gY: real;
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begin
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gX:= hwFloat2Float(Gear^.X);
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gY:= hwFloat2Float(Gear^.Y);
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rate:= 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:= Radius;
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        if abs(gX-X)+abs(gY-Y) < Radius then
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            r:= trunc(sqrt(sqr(gX - X)+sqr(gY - Y)));
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        if r < 20 then
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                inc(rate, Score * Radius)
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        else if r < Radius then
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                inc(rate, Score * (Radius - r))
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        end;
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    RatePlace:= rate;
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end;
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// Wrapper to test various approaches.  If it works reasonably, will just replace.
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// Right now, converting to hwFloat is a tad inefficient since the x/y were hwFloat to begin with...
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function TestCollExcludingMe(Me: PGear; x, y, r: LongInt): boolean; inline;
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var MeX, MeY: LongInt;
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begin
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    if ((x and LAND_WIDTH_MASK) = 0) and ((y and LAND_HEIGHT_MASK) = 0) then
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    begin
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   265
        MeX:= hwRound(Me^.X);
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nemo
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   266
        MeY:= hwRound(Me^.Y);
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nemo
parents: 2599
diff changeset
   267
        // We are still inside the hog. Skip radius test
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lovelacer
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   268
        if ((((x-MeX)*(x-MeX)) + ((y-MeY)*(y-MeY))) < 256) and ((Land[y, x] and $FF00) = 0) then
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   269
            exit(false);
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   270
    end;
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   271
    TestCollExcludingMe:= TestColl(x, y, r)
2616
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nemo
parents: 2599
diff changeset
   272
end;
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nemo
parents: 2599
diff changeset
   273
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
   274
function TestCollExcludingObjects(x, y, r: LongInt): boolean; inline;
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
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   275
var b: boolean;
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nemo
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begin
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nemo
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   277
    b:= (((x-r) and LAND_WIDTH_MASK) = 0) and (((y-r) and LAND_HEIGHT_MASK) = 0) and (Land[y-r, x-r] and $FF00 <> 0);
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
   278
    if b then
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nemo
parents: 7164
diff changeset
   279
        exit(true);
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nemo
parents: 7164
diff changeset
   280
    
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
   281
    b:= (((x-r) and LAND_WIDTH_MASK) = 0) and (((y+r) and LAND_HEIGHT_MASK) = 0) and (Land[y+r, x-r] and $FF00 <> 0);
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
   282
    if b then
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
   283
        exit(true);
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
   284
    
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
   285
    b:= (((x+r) and LAND_WIDTH_MASK) = 0) and (((y-r) and LAND_HEIGHT_MASK) = 0) and (Land[y-r, x+r] and $FF00 <> 0);
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
   286
    if b then
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
   287
        exit(true);
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
   288
    
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
   289
    b:= (((x+r) and LAND_WIDTH_MASK) = 0) and (((y+r) and LAND_HEIGHT_MASK) = 0) and (Land[y+r, x+r] and $FF00 <> 0);
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
   290
    if b then
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
   291
        exit(true);
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
   292
    
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
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diff changeset
   293
    TestCollExcludingObjects:= false;
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
   294
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
   295
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409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
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diff changeset
   296
function TestColl(x, y, r: LongInt): boolean; inline;
369
2aed85310727 AI compiles, but doesn't work
unc0rr
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   297
var b: boolean;
4
bcbd7adb4e4b - set svn:eol-style to native
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   298
begin
7274
a07777b818f1 Try to use TestCollExcludingMe a bit less - the flag bit is a bit (heh) more accurate.
nemo
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   299
    b:= (((x-r) and LAND_WIDTH_MASK) = 0) and (((y-r) and LAND_HEIGHT_MASK) = 0) and (Land[y-r, x-r] and $FF7F <> 0);
6990
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koda
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   300
    if b then
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   301
        exit(true);
6990
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koda
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diff changeset
   302
    
7274
a07777b818f1 Try to use TestCollExcludingMe a bit less - the flag bit is a bit (heh) more accurate.
nemo
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diff changeset
   303
    b:= (((x-r) and LAND_WIDTH_MASK) = 0) and (((y+r) and LAND_HEIGHT_MASK) = 0) and (Land[y+r, x-r] and $FF7F <> 0);
6990
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koda
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diff changeset
   304
    if b then
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unc0rr
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diff changeset
   305
        exit(true);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   306
    
7274
a07777b818f1 Try to use TestCollExcludingMe a bit less - the flag bit is a bit (heh) more accurate.
nemo
parents: 7214
diff changeset
   307
    b:= (((x+r) and LAND_WIDTH_MASK) = 0) and (((y-r) and LAND_HEIGHT_MASK) = 0) and (Land[y-r, x+r] and $FF7F <> 0);
6990
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koda
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diff changeset
   308
    if b then
7041
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unc0rr
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diff changeset
   309
        exit(true);
6580
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lovelacer
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diff changeset
   310
    
7274
a07777b818f1 Try to use TestCollExcludingMe a bit less - the flag bit is a bit (heh) more accurate.
nemo
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diff changeset
   311
    b:= (((x+r) and LAND_WIDTH_MASK) = 0) and (((y+r) and LAND_HEIGHT_MASK) = 0) and (Land[y+r, x+r] and $FF7F <> 0);
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
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diff changeset
   312
    if b then
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unc0rr
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diff changeset
   313
        exit(true);
6580
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lovelacer
parents: 6474
diff changeset
   314
    
6990
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koda
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diff changeset
   315
    TestColl:= false;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
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diff changeset
   316
end;
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   317
6767
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nemo
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diff changeset
   318
function TestCollWithLand(x, y, r: LongInt): boolean; inline;
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nemo
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   319
var b: boolean;
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nemo
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diff changeset
   320
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
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diff changeset
   321
    b:= (((x-r) and LAND_WIDTH_MASK) = 0) and (((y-r) and LAND_HEIGHT_MASK) = 0) and (Land[y-r, x-r] > 255);
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
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diff changeset
   322
    if b then
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76a9274f280f More definitions and mess with pascal code
unc0rr
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diff changeset
   323
        exit(true);
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
   324
        
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
   325
    b:= (((x-r) and LAND_WIDTH_MASK) = 0) and (((y+r) and LAND_HEIGHT_MASK) = 0) and (Land[y+r, x-r] > 255);
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
   326
    if b then
7041
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unc0rr
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diff changeset
   327
        exit(true);
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
   328
        
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
   329
    b:= (((x+r) and LAND_WIDTH_MASK) = 0) and (((y-r) and LAND_HEIGHT_MASK) = 0) and (Land[y-r, x+r] > 255);
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
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diff changeset
   330
    if b then
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unc0rr
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diff changeset
   331
        exit(true);
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
   332
        
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
   333
    b:= (((x+r) and LAND_WIDTH_MASK) = 0) and (((y+r) and LAND_HEIGHT_MASK) = 0) and (Land[y+r, x+r] > 255);
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
   334
    if b then
7041
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unc0rr
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diff changeset
   335
        exit(true);
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
   336
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
   337
    TestCollWithLand:= false;
6767
ccbf07b38a43 First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
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diff changeset
   338
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
   339
6783
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   340
function TraceFall(eX, eY: LongInt; x, y, dX, dY: Real; r: LongWord): LongInt;
6767
ccbf07b38a43 First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
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diff changeset
   341
var skipLandCheck: boolean;
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nemo
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diff changeset
   342
    rCorner: real;
6783
8d9160b85bdb Add fall damage
nemo
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diff changeset
   343
    dmg: LongInt;
6767
ccbf07b38a43 First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
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diff changeset
   344
begin
6769
44ad49a3a126 Add drowning to grenade too, try some little optimisations
nemo
parents: 6768
diff changeset
   345
    skipLandCheck:= true;
6776
7a05f48bfa43 Compatibility
unc0rr
parents: 6775
diff changeset
   346
    if x - eX < 0 then dX:= -dX;
7a05f48bfa43 Compatibility
unc0rr
parents: 6775
diff changeset
   347
    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
   348
    // 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
   349
    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
   350
    while true do
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
   351
    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
   352
        x:= x + dX;
6768
a142cf8dbbd3 Fix silliness
unc0rr
parents: 6767
diff changeset
   353
        y:= y + dY;
a142cf8dbbd3 Fix silliness
unc0rr
parents: 6767
diff changeset
   354
        dY:= dY + cGravityf;
6769
44ad49a3a126 Add drowning to grenade too, try some little optimisations
nemo
parents: 6768
diff changeset
   355
        skipLandCheck:= skipLandCheck and (r <> 0) and (abs(eX-x) + abs(eY-y) < r) and ((abs(eX-x) < rCorner) or (abs(eY-y) < rCorner));
6783
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   356
        if not skipLandCheck and TestCollWithLand(trunc(x), trunc(y), cHHRadius) 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
   357
        begin
6783
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   358
            if 0.4 < dY 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
   359
            begin
6783
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   360
                dmg := 1 + trunc((abs(dY) - 0.4) * 70);
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
   361
                if dmg >= 1 then
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   362
                    exit(dmg);
6783
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   363
            end;
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
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diff changeset
   364
            exit(0)
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
   365
        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
   366
        if (y > cWaterLine) or (x > 4096) or (x < 0) then
7041
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unc0rr
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diff changeset
   367
            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
   368
    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
   369
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
   370
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
   371
function TraceShoveFall(x, y, dX, dY: Real): LongInt;
7716
95117607b81a Fix some hints
unc0rr
parents: 7651
diff changeset
   372
var dmg: LongInt;
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
   373
begin
7716
95117607b81a Fix some hints
unc0rr
parents: 7651
diff changeset
   374
//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
   375
    while true do
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
   376
    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
   377
        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
   378
        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
   379
        dY:= dY + cGravityf;
7435
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
   380
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
   381
{        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
   382
            begin
2ff30b79d2b0 - Adjust some consts so whip and firepunch work perfectly
unc0rr
parents: 7208
diff changeset
   383
            LandPixels[trunc(y), trunc(x)]:= v;
2ff30b79d2b0 - Adjust some consts so whip and firepunch work perfectly
unc0rr
parents: 7208
diff changeset
   384
            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
   385
            end;}
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
   386
7210
2ff30b79d2b0 - Adjust some consts so whip and firepunch work perfectly
unc0rr
parents: 7208
diff changeset
   387
2ff30b79d2b0 - Adjust some consts so whip and firepunch work perfectly
unc0rr
parents: 7208
diff changeset
   388
        // consider adding dX/dY calc here for fall damage
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
   389
        if TestCollExcludingObjects(trunc(x), trunc(y), cHHRadius) 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
   390
        begin
6783
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   391
            if 0.4 < dY 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
   392
            begin
6783
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   393
                dmg := 1 + trunc((abs(dY) - 0.4) * 70);
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
   394
                if dmg >= 1 then
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   395
                    exit(dmg);
6783
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   396
            end;
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   397
            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
   398
        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
   399
        if (y > cWaterLine) or (x > 4096) or (x < 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
   400
            // 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
   401
            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
   402
    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
   403
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
   404
6986
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6952
diff changeset
   405
function RateExplosion(Me: PGear; x, y, r: LongInt): LongInt;
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6952
diff changeset
   406
begin
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6952
diff changeset
   407
    RateExplosion:= RateExplosion(Me, x, y, r, 0);
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6952
diff changeset
   408
end;
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6952
diff changeset
   409
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6952
diff changeset
   410
function RateExplosion(Me: PGear; x, y, r: LongInt; Flags: LongWord): LongInt;
6783
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   411
var i, fallDmg, dmg, dmgBase, rate, erasure: LongInt;
6775
22b5fb7217db Change rest of AI tests to floats, reenable snowball
nemo
parents: 6774
diff changeset
   412
    dX, dY, dmgMod: real;
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   413
    hadSkips: boolean;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   414
begin
6783
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   415
fallDmg:= 0;
6775
22b5fb7217db Change rest of AI tests to floats, reenable snowball
nemo
parents: 6774
diff changeset
   416
dmgMod:= 0.01 * hwFloat2Float(cDamageModifier) * cDamagePercent;
2695
ed789a7ef68d makes freepascal code compatible with OBJFPC mode
koda
parents: 2616
diff changeset
   417
rate:= 0;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   418
// add our virtual position
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   419
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
   420
    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   421
    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
   422
    Point.y:= hwRound(Me^.Y);
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   423
    skip:= false;
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   424
    matters:= true;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   425
    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
   426
    end;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   427
// rate explosion
6766
31ba56a8ec43 Minor optimisation for AI to cut down on hwSqrt calls
nemo
parents: 6700
diff changeset
   428
dmgBase:= r + cHHRadius div 2;
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   429
7161
21a9c70b2070 Name the flags for fall tracking and indicating whether the explosion erases terrain.
nemo
parents: 7154
diff changeset
   430
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
   431
else erasure:= 0;
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   432
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   433
hadSkips:= false;
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   434
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   435
for i:= 0 to Targets.Count do
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   436
    with Targets.ar[i] do
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   437
      if not matters then hadSkips:= true
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   438
        else
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   439
        begin
6766
31ba56a8ec43 Minor optimisation for AI to cut down on hwSqrt calls
nemo
parents: 6700
diff changeset
   440
        dmg:= 0;
31ba56a8ec43 Minor optimisation for AI to cut down on hwSqrt calls
nemo
parents: 6700
diff changeset
   441
        if abs(Point.x - x) + abs(Point.y - y) < dmgBase then
6775
22b5fb7217db Change rest of AI tests to floats, reenable snowball
nemo
parents: 6774
diff changeset
   442
            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
   443
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   444
        if dmg > 0 then
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   445
            begin
7651
4cd85eebc54b perf tweak
nemo
parents: 7471
diff changeset
   446
            if (Flags and afTrackFall <> 0) and (dmg < abs(Score)) 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
   447
                begin
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
   448
                dX:= 0.005 * dmg + 0.01;
ccbf07b38a43 First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
parents: 6766
diff changeset
   449
                dY:= dX;
7360
d833d1010710 Intended to help on bottom border maps or "red" maps - don't assume erasure if there is indestructible land below the hog
nemo
parents: 7285
diff changeset
   450
                if (x and LAND_WIDTH_MASK = 0) and ((y+cHHRadius+2) and LAND_HEIGHT_MASK = 0) and 
d833d1010710 Intended to help on bottom border maps or "red" maps - don't assume erasure if there is indestructible land below the hog
nemo
parents: 7285
diff changeset
   451
                   (Land[y+cHHRadius+2, x] and lfIndestructible <> 0) then
d833d1010710 Intended to help on bottom border maps or "red" maps - don't assume erasure if there is indestructible land below the hog
nemo
parents: 7285
diff changeset
   452
                     fallDmg:= trunc(TraceFall(x, y, Point.x, Point.y, dX, dY, 0) * dmgMod)
d833d1010710 Intended to help on bottom border maps or "red" maps - don't assume erasure if there is indestructible land below the hog
nemo
parents: 7285
diff changeset
   453
                else fallDmg:= trunc(TraceFall(x, y, Point.x, Point.y, dX, dY, erasure) * dmgMod)
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
   454
                end;
6783
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   455
            if fallDmg < 0 then // drowning. score healthier hogs higher, since their death is more likely to benefit the AI
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
   456
                if Score > 0 then
7432
6dc7ccc0b043 Bonus for dealing more damage than needed to kill. Should help with cake leaving 1hp issue. Not tested.
unc0rr
parents: 7426
diff changeset
   457
                    inc(rate, (KillScore + Score div 10) * 1024)   // Add a bit of a bonus for bigger hog drownings
6767
ccbf07b38a43 First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
parents: 6766
diff changeset
   458
                else
7432
6dc7ccc0b043 Bonus for dealing more damage than needed to kill. Should help with cake leaving 1hp issue. Not tested.
unc0rr
parents: 7426
diff changeset
   459
                    dec(rate, (KillScore * friendlyfactor div 100 - Score div 10) * 1024) // and more of a punishment for drowning bigger friendly hogs
6783
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   460
            else if (dmg+fallDmg) >= abs(Score) then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   461
                if Score > 0 then
7432
6dc7ccc0b043 Bonus for dealing more damage than needed to kill. Should help with cake leaving 1hp issue. Not tested.
unc0rr
parents: 7426
diff changeset
   462
                    inc(rate, KillScore * 1024 + (dmg + fallDmg)) // tiny bonus for dealing more damage than needed to kill
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   463
                else
7432
6dc7ccc0b043 Bonus for dealing more damage than needed to kill. Should help with cake leaving 1hp issue. Not tested.
unc0rr
parents: 7426
diff changeset
   464
                    dec(rate, KillScore * friendlyfactor div 100 * 1024)
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   465
            else
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   466
                if Score > 0 then
7432
6dc7ccc0b043 Bonus for dealing more damage than needed to kill. Should help with cake leaving 1hp issue. Not tested.
unc0rr
parents: 7426
diff changeset
   467
                    inc(rate, (dmg + fallDmg) * 1024)
6dc7ccc0b043 Bonus for dealing more damage than needed to kill. Should help with cake leaving 1hp issue. Not tested.
unc0rr
parents: 7426
diff changeset
   468
                else dec(rate, (dmg + fallDmg) * friendlyfactor div 100 * 1024)
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   469
            end;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   470
        end;
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   471
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   472
if hadSkips and (rate = 0) then
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   473
    RateExplosion:= BadTurn
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   474
    else
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   475
    RateExplosion:= rate;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   476
end;
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   477
7716
95117607b81a Fix some hints
unc0rr
parents: 7651
diff changeset
   478
function RateShove(x, y, r, power, kick: LongInt; gdX, gdY: real; Flags: LongWord): LongInt;
6783
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   479
var i, fallDmg, dmg, rate: LongInt;
6775
22b5fb7217db Change rest of AI tests to floats, reenable snowball
nemo
parents: 6774
diff changeset
   480
    dX, dY, dmgMod: real;
79
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
   481
begin
6783
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   482
fallDmg:= 0;
7210
2ff30b79d2b0 - Adjust some consts so whip and firepunch work perfectly
unc0rr
parents: 7208
diff changeset
   483
dX:= gdX * 0.01 * kick;
2ff30b79d2b0 - Adjust some consts so whip and firepunch work perfectly
unc0rr
parents: 7208
diff changeset
   484
dY:= gdY * 0.01 * kick;
6775
22b5fb7217db Change rest of AI tests to floats, reenable snowball
nemo
parents: 6774
diff changeset
   485
dmgMod:= 0.01 * hwFloat2Float(cDamageModifier) * cDamagePercent;
2695
ed789a7ef68d makes freepascal code compatible with OBJFPC mode
koda
parents: 2616
diff changeset
   486
rate:= 0;
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 393
diff changeset
   487
for i:= 0 to Pred(Targets.Count) do
79
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
   488
    with Targets.ar[i] do
7154
56e329edf4b8 Improve TestWhip
unc0rr
parents: 7041
diff changeset
   489
      if skip then 
7161
21a9c70b2070 Name the flags for fall tracking and indicating whether the explosion erases terrain.
nemo
parents: 7154
diff changeset
   490
        if (Flags and afSetSkip = 0) then skip:= false else {still skip}
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   491
      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
   492
        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
   493
        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
   494
        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
   495
            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
   496
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   497
        if dmg > 0 then
79
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
   498
            begin
7161
21a9c70b2070 Name the flags for fall tracking and indicating whether the explosion erases terrain.
nemo
parents: 7154
diff changeset
   499
            if (Flags and afSetSkip <> 0) then skip:= true;
7214
befce0edf527 Remove debug pixel draws, skip tracing on own shoved hogs. Should speed things up allowing more evaluations of stuff.
nemo
parents: 7210
diff changeset
   500
            if (Flags and afTrackFall <> 0) and (Score > 0) then 
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
   501
                fallDmg:= trunc(TraceShoveFall(Point.x, Point.y - 2, dX, dY) * dmgMod);
6783
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   502
            if fallDmg < 0 then // drowning. score healthier hogs higher, since their death is more likely to benefit the AI
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
   503
                if Score > 0 then
6774
237b96f06aae Try adding it to deagle too. Although the routine still doesn't consider angle, so it'll pretty much be luck. Might be a waste of time.
nemo
parents: 6773
diff changeset
   504
                    inc(rate, KillScore + Score div 10)   // Add a bit of a bonus for bigger hog drownings
6770
7d2c6cdb816a Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
parents: 6769
diff changeset
   505
                else
6774
237b96f06aae Try adding it to deagle too. Although the routine still doesn't consider angle, so it'll pretty much be luck. Might be a waste of time.
nemo
parents: 6773
diff changeset
   506
                    dec(rate, KillScore * friendlyfactor div 100 - Score div 10) // and more of a punishment for drowning bigger friendly hogs
6783
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   507
            else if power+fallDmg >= abs(Score) then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   508
                if Score > 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   509
                    inc(rate, KillScore)
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   510
                else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   511
                    dec(rate, KillScore * friendlyfactor div 100)
79
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
   512
            else
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   513
                if Score > 0 then
6783
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   514
                    inc(rate, power+fallDmg)
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   515
                else
6783
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   516
                    dec(rate, (power+fallDmg) * friendlyfactor div 100)
79
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
   517
            end;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   518
        end;
2695
ed789a7ef68d makes freepascal code compatible with OBJFPC mode
koda
parents: 2616
diff changeset
   519
RateShove:= rate * 1024
79
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
   520
end;
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
   521
6771
87a947097d00 Teach AI to drown with shotgun too
nemo
parents: 6770
diff changeset
   522
function RateShotgun(Me: PGear; gdX, gdY: real; x, y: LongInt): LongInt;
6783
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   523
var i, dmg, fallDmg, baseDmg, rate, erasure: LongInt;
6775
22b5fb7217db Change rest of AI tests to floats, reenable snowball
nemo
parents: 6774
diff changeset
   524
    dX, dY, dmgMod: real;
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   525
    hadSkips: boolean;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   526
begin
6775
22b5fb7217db Change rest of AI tests to floats, reenable snowball
nemo
parents: 6774
diff changeset
   527
dmgMod:= 0.01 * hwFloat2Float(cDamageModifier) * cDamagePercent;
2695
ed789a7ef68d makes freepascal code compatible with OBJFPC mode
koda
parents: 2616
diff changeset
   528
rate:= 0;
6776
7a05f48bfa43 Compatibility
unc0rr
parents: 6775
diff changeset
   529
gdX:= gdX * 0.01;
7a05f48bfa43 Compatibility
unc0rr
parents: 6775
diff changeset
   530
gdY:= gdX * 0.01;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   531
// add our virtual position
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   532
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
   533
    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   534
    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
   535
    Point.y:= hwRound(Me^.Y);
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   536
    skip:= false;
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   537
    matters:= true;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   538
    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
   539
    end;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   540
// rate shot
6771
87a947097d00 Teach AI to drown with shotgun too
nemo
parents: 6770
diff changeset
   541
baseDmg:= cHHRadius + cShotgunRadius + 4;
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   542
6771
87a947097d00 Teach AI to drown with shotgun too
nemo
parents: 6770
diff changeset
   543
if GameFlags and gfSolidLand = 0 then erasure:= cShotgunRadius
87a947097d00 Teach AI to drown with shotgun too
nemo
parents: 6770
diff changeset
   544
else erasure:= 0;
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   545
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   546
hadSkips:= false;
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   547
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   548
for i:= 0 to Targets.Count do
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   549
    with Targets.ar[i] do
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   550
      if not matters then hadSkips:= true
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   551
        else
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   552
        begin
6771
87a947097d00 Teach AI to drown with shotgun too
nemo
parents: 6770
diff changeset
   553
        dmg:= 0;
87a947097d00 Teach AI to drown with shotgun too
nemo
parents: 6770
diff changeset
   554
        if abs(Point.x - x) + abs(Point.y - y) < baseDmg then
87a947097d00 Teach AI to drown with shotgun too
nemo
parents: 6770
diff changeset
   555
            begin
6775
22b5fb7217db Change rest of AI tests to floats, reenable snowball
nemo
parents: 6774
diff changeset
   556
            dmg:= min(baseDmg - trunc(sqrt(sqr(Point.x - x)+sqr(Point.y - y))), 25);
22b5fb7217db Change rest of AI tests to floats, reenable snowball
nemo
parents: 6774
diff changeset
   557
            dmg:= trunc(dmg * dmgMod);
6771
87a947097d00 Teach AI to drown with shotgun too
nemo
parents: 6770
diff changeset
   558
            end;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   559
        if dmg > 0 then
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   560
            begin
6775
22b5fb7217db Change rest of AI tests to floats, reenable snowball
nemo
parents: 6774
diff changeset
   561
            dX:= gdX * dmg;
22b5fb7217db Change rest of AI tests to floats, reenable snowball
nemo
parents: 6774
diff changeset
   562
            dY:= gdY * dmg;
6771
87a947097d00 Teach AI to drown with shotgun too
nemo
parents: 6770
diff changeset
   563
            if dX < 0 then dX:= dX - 0.01
87a947097d00 Teach AI to drown with shotgun too
nemo
parents: 6770
diff changeset
   564
            else dX:= dX + 0.01;
7360
d833d1010710 Intended to help on bottom border maps or "red" maps - don't assume erasure if there is indestructible land below the hog
nemo
parents: 7285
diff changeset
   565
            if (x and LAND_WIDTH_MASK = 0) and ((y+cHHRadius+2) and LAND_HEIGHT_MASK = 0) and 
d833d1010710 Intended to help on bottom border maps or "red" maps - don't assume erasure if there is indestructible land below the hog
nemo
parents: 7285
diff changeset
   566
               (Land[y+cHHRadius+2, x] and lfIndestructible <> 0) then
d833d1010710 Intended to help on bottom border maps or "red" maps - don't assume erasure if there is indestructible land below the hog
nemo
parents: 7285
diff changeset
   567
                 fallDmg:= trunc(TraceFall(x, y, Point.x, Point.y, dX, dY, 0) * dmgMod)
d833d1010710 Intended to help on bottom border maps or "red" maps - don't assume erasure if there is indestructible land below the hog
nemo
parents: 7285
diff changeset
   568
            else fallDmg:= trunc(TraceFall(x, y, Point.x, Point.y, dX, dY, erasure) * dmgMod);
6783
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   569
            if fallDmg < 0 then // drowning. score healthier hogs higher, since their death is more likely to benefit the AI
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   570
                if Score > 0 then
6774
237b96f06aae Try adding it to deagle too. Although the routine still doesn't consider angle, so it'll pretty much be luck. Might be a waste of time.
nemo
parents: 6773
diff changeset
   571
                    inc(rate, KillScore + Score div 10)   // Add a bit of a bonus for bigger hog drownings
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   572
                else
6774
237b96f06aae Try adding it to deagle too. Although the routine still doesn't consider angle, so it'll pretty much be luck. Might be a waste of time.
nemo
parents: 6773
diff changeset
   573
                    dec(rate, KillScore * friendlyfactor div 100 - Score div 10) // and more of a punishment for drowning bigger friendly hogs
6783
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   574
            else if (dmg+fallDmg) >= abs(Score) then
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   575
                if Score > 0 then
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   576
                    inc(rate, KillScore)
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   577
                else
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   578
                    dec(rate, KillScore * friendlyfactor div 100)
6771
87a947097d00 Teach AI to drown with shotgun too
nemo
parents: 6770
diff changeset
   579
            else
6783
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   580
                if Score > 0 then
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   581
                    inc(rate, dmg+fallDmg)
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   582
            else
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   583
                dec(rate, (dmg+fallDmg) * friendlyfactor div 100)
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   584
            end;
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   585
        end;
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   586
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   587
if hadSkips and (rate = 0) then
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   588
    RateShotgun:= BadTurn
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   589
    else
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   590
    RateShotgun:= rate * 1024;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   591
end;
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   592
5645
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   593
function RateHammer(Me: PGear): LongInt;
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   594
var x, y, i, r, rate: LongInt;
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   595
begin
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   596
// hammer hit shift against attecker hog is 10
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   597
x:= hwRound(Me^.X) + hwSign(Me^.dX) * 10;
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   598
y:= hwRound(Me^.Y);
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   599
rate:= 0;
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   600
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   601
for i:= 0 to Pred(Targets.Count) do
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   602
    with Targets.ar[i] do
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   603
      if matters then
5645
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   604
         // hammer hit radius is 8, shift is 10
6775
22b5fb7217db Change rest of AI tests to floats, reenable snowball
nemo
parents: 6774
diff changeset
   605
        if abs(Point.x - x) + abs(Point.y - y) < 18 then
7279
18a620394623 Fix completely broken RateHammer
unc0rr
parents: 7274
diff changeset
   606
            begin
6785
a8aa5984185f Allow RC plane to go through portals
nemo
parents: 6783
diff changeset
   607
            r:= trunc(sqrt(sqr(Point.x - x)+sqr(Point.y - y)));
5645
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   608
7279
18a620394623 Fix completely broken RateHammer
unc0rr
parents: 7274
diff changeset
   609
            if r <= 18 then
18a620394623 Fix completely broken RateHammer
unc0rr
parents: 7274
diff changeset
   610
                if Score > 0 then 
18a620394623 Fix completely broken RateHammer
unc0rr
parents: 7274
diff changeset
   611
                    inc(rate, Score div 3)
18a620394623 Fix completely broken RateHammer
unc0rr
parents: 7274
diff changeset
   612
                else
7285
unc0rr
parents: 7279
diff changeset
   613
                    inc(rate, Score div 3 * friendlyfactor div 100)
7279
18a620394623 Fix completely broken RateHammer
unc0rr
parents: 7274
diff changeset
   614
            end;
5645
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   615
RateHammer:= rate * 1024;
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   616
end;
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   617
369
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
   618
function HHJump(Gear: PGear; JumpType: TJumpType; var GoInfo: TGoInfo): boolean;
371
731ad6d27bd1 integer -> LongInt
unc0rr
parents: 370
diff changeset
   619
var bX, bY: LongInt;
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
   620
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
   621
HHJump:= false;
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
   622
GoInfo.Ticks:= 0;
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
   623
GoInfo.JumpType:= jmpNone;
369
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
   624
bX:= hwRound(Gear^.X);
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
   625
bY:= hwRound(Gear^.Y);
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
   626
case JumpType of
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   627
    jmpNone: 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
   628
    
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   629
    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
   630
        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
   631
        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
   632
            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
   633
            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
   634
            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
   635
        end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   636
    else
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   637
        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
   638
        
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   639
    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
   640
        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
   641
            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
   642
                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
   643
                    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
   644
                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
   645
                    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
   646
                        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
   647
            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
   648
               (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
   649
            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
   650
                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
   651
                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
   652
                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
   653
            end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   654
        else
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   655
            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
   656
        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
   657
end;
2376
ece7b87f1334 Strip trailing spaces
nemo
parents: 1941
diff changeset
   658
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
   659
repeat
7435
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
   660
        {if ((hwRound(Gear^.Y) and LAND_HEIGHT_MASK) = 0) and ((hwRound(Gear^.X) and LAND_WIDTH_MASK) = 0) then 
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
   661
            begin
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
   662
            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
   663
            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
   664
            end;}
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
   665
            
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   666
    if not (hwRound(Gear^.Y) + cHHRadius < cWaterLine) then
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   667
        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
   668
    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
   669
    begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   670
        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
   671
            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
   672
            begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   673
                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
   674
                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
   675
            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
   676
        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
   677
            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
   678
        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
   679
        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
   680
        if Gear^.dY > _0_4 then
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   681
            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
   682
        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
   683
            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
   684
        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
   685
        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
   686
            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
   687
            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
   688
            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
   689
            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
   690
                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
   691
                    if bY - hwRound(Gear^.Y) > 5 then
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   692
                        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
   693
                        GoInfo.JumpType:= jmpHJump;
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   694
                        inc(GoInfo.Ticks, 300 + 300); // 300 before jump, 300 after
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   695
                        exit(true)
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   696
                        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
   697
                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
   698
                    if abs(bX - hwRound(Gear^.X)) > 30 then
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   699
                        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
   700
                        GoInfo.JumpType:= jmpLJump;
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   701
                        inc(GoInfo.Ticks, 300 + 300); // 300 before jump, 300 after
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   702
                        exit(true)
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   703
                        end
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   704
                end;
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   705
            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
   706
            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
   707
    end;
369
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
   708
until false
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
   709
end;
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
   710
369
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
   711
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
   712
var pX, pY, tY: LongInt;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   713
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
   714
HHGo:= false;
7430
9c132b368ddb Some tiny improvements to AI walking algorythm
unc0rr
parents: 7385
diff changeset
   715
Gear^.CollisionMask:= $FF7F;
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
   716
AltGear^:= Gear^;
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
   717
75
d2b737858ff7 - New First Aid powerup
unc0rr
parents: 74
diff changeset
   718
GoInfo.Ticks:= 0;
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
   719
GoInfo.FallPix:= 0;
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
   720
GoInfo.JumpType:= jmpNone;
7375
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7360
diff changeset
   721
tY:= hwRound(Gear^.Y);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   722
repeat
7435
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
   723
        {if ((hwRound(Gear^.Y) and LAND_HEIGHT_MASK) = 0) and ((hwRound(Gear^.X) and LAND_WIDTH_MASK) = 0) then 
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
   724
            begin
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
   725
            LandPixels[hwRound(Gear^.Y), hwRound(Gear^.X)]:= random($FFFFFFFF);//Gear^.Hedgehog^.Team^.Clan^.Color;
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
   726
            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
   727
            end;}
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
   728
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
   729
    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
   730
    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
   731
    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
   732
        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
   733
        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
   734
            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
   735
        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
   736
        end;
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
   737
        
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
   738
    // hog is falling    
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
   739
    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
   740
        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
   741
        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
   742
        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
   743
        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
   744
            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
   745
            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
   746
            // try ljump instead of fall with damage
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
   747
            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
   748
            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
   749
                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
   750
            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
   751
            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
   752
        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
   753
        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
   754
            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
   755
        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
   756
            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
   757
            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
   758
            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
   759
            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
   760
            // 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
   761
            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
   762
            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
   763
            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
   764
        continue
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   765
        end;
7719
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7716
diff changeset
   766
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
   767
        // 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
   768
        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
   769
            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
   770
        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
   771
            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
   772
                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
   773
            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
   774
                exit(false);
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   775
7719
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7716
diff changeset
   776
        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
   777
            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
   778
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
   779
        // 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
   780
        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
   781
            exit(true)
542
ec26095f1bed - Get rid of ammoProp_AttackInFall and gstFalling
unc0rr
parents: 509
diff changeset
   782
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
   783
375
18012da67681 AI works properly
unc0rr
parents: 371
diff changeset
   784
HHJump(AltGear, jmpHJump, GoInfo);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   785
end;
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   786
371
731ad6d27bd1 integer -> LongInt
unc0rr
parents: 370
diff changeset
   787
function AIrndSign(num: LongInt): LongInt;
136
89970b70b076 Implement bot levels
unc0rr
parents: 108
diff changeset
   788
begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   789
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
   790
    AIrndSign:=   num
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   791
else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   792
    AIrndSign:= - num
2376
ece7b87f1334 Strip trailing spaces
nemo
parents: 1941
diff changeset
   793
end;
136
89970b70b076 Implement bot levels
unc0rr
parents: 108
diff changeset
   794
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3018
diff changeset
   795
procedure initModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   796
begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
   797
    friendlyfactor:= 300;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
   798
    KnownExplosion.X:= 0;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
   799
    KnownExplosion.Y:= 0;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
   800
    KnownExplosion.Radius:= 0;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   801
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   802
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3018
diff changeset
   803
procedure freeModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   804
begin
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   805
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   806
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   807
end.