hedgewars/uAI.pas
changeset 7132 baf3351646f4
parent 7078 a3408d9ba5ad
child 7164 fad64b97947e
--- a/hedgewars/uAI.pas	Sun May 27 23:42:43 2012 +0400
+++ b/hedgewars/uAI.pas	Fri May 25 15:35:48 2012 +0400
@@ -142,41 +142,41 @@
                     inc(BestActions.Score, Score);
                     BestActions.isWalkingToABetterPlace:= false;
 
-                if (ap.Angle > 0) then
-                    AddAction(BestActions, aia_LookRight, 0, 200, 0, 0)
-            else if (ap.Angle < 0) then
-                AddAction(BestActions, aia_LookLeft, 0, 200, 0, 0);
+                    AddAction(BestActions, aia_Weapon, Longword(a), 300 + random(400), 0, 0);
 
-                AddAction(BestActions, aia_Weapon, Longword(a), 300 + random(400), 0, 0);
-                
-                if (ap.Time <> 0) then
-                    AddAction(BestActions, aia_Timer, ap.Time div 1000, 400, 0, 0);
-                if (Ammoz[a].Ammo.Propz and ammoprop_NoCrosshair) = 0 then
-                    begin
-                    ap.Angle:= LongInt(Me^.Angle) - Abs(ap.Angle);
-                    if ap.Angle > 0 then
+                    if (ap.Angle > 0) then
+                        AddAction(BestActions, aia_LookRight, 0, 200, 0, 0)
+                    else if (ap.Angle < 0) then
+                        AddAction(BestActions, aia_LookLeft, 0, 200, 0, 0);
+                    
+                    if (ap.Time <> 0) then
+                        AddAction(BestActions, aia_Timer, ap.Time div 1000, 400, 0, 0);
+                    if (Ammoz[a].Ammo.Propz and ammoprop_NoCrosshair) = 0 then
                         begin
-                        AddAction(BestActions, aia_Up, aim_push, 300 + random(250), 0, 0);
-                        AddAction(BestActions, aia_Up, aim_release, ap.Angle, 0, 0)
-                        end
-                    else if ap.Angle < 0 then
+                        ap.Angle:= LongInt(Me^.Angle) - Abs(ap.Angle);
+                        if ap.Angle > 0 then
+                            begin
+                            AddAction(BestActions, aia_Up, aim_push, 300 + random(250), 0, 0);
+                            AddAction(BestActions, aia_Up, aim_release, ap.Angle, 0, 0)
+                            end
+                        else if ap.Angle < 0 then
+                            begin
+                            AddAction(BestActions, aia_Down, aim_push, 300 + random(250), 0, 0);
+                            AddAction(BestActions, aia_Down, aim_release, -ap.Angle, 0, 0)
+                            end
+                        end;
+                    if (Ammoz[a].Ammo.Propz and ammoprop_NeedTarget) <> 0 then
                         begin
-                        AddAction(BestActions, aia_Down, aim_push, 300 + random(250), 0, 0);
-                        AddAction(BestActions, aia_Down, aim_release, -ap.Angle, 0, 0)
-                        end
-                    end;
-                if (Ammoz[a].Ammo.Propz and ammoprop_NeedTarget) <> 0 then
-                    begin
-                    AddAction(BestActions, aia_Put, 0, 1, ap.AttackPutX, ap.AttackPutY)
-                    end;
-                if (Ammoz[a].Ammo.Propz and ammoprop_AttackingPut) = 0 then
-                    begin
-                    AddAction(BestActions, aia_attack, aim_push, 650 + random(300), 0, 0);
-                    AddAction(BestActions, aia_attack, aim_release, ap.Power, 0, 0);
-                    end;
-                if ap.ExplR > 0 then
-                    AddAction(BestActions, aia_AwareExpl, ap.ExplR, 10, ap.ExplX, ap.ExplY);
-                end
+                        AddAction(BestActions, aia_Put, 0, 1, ap.AttackPutX, ap.AttackPutY)
+                        end;
+                    if (Ammoz[a].Ammo.Propz and ammoprop_AttackingPut) = 0 then
+                        begin
+                        AddAction(BestActions, aia_attack, aim_push, 650 + random(300), 0, 0);
+                        AddAction(BestActions, aia_attack, aim_release, ap.Power, 0, 0);
+                        end;
+                    if ap.ExplR > 0 then
+                        AddAction(BestActions, aia_AwareExpl, ap.ExplR, 10, ap.ExplX, ap.ExplY);
+                    end
             end;
         if a = High(TAmmoType) then
             a:= Low(TAmmoType)
@@ -205,10 +205,6 @@
 
 BotLevel:= Me^.Hedgehog^.BotLevel;
 
-tmp:= random(2) + 1;
-Push(0, Actions, Me^, tmp);
-Push(0, Actions, Me^, tmp xor 3);
-
 if (Me^.State and gstAttacked) = 0 then
     maxticks:= Max(0, TurnTimeLeft - 5000 - LongWord(4000 * BotLevel))
 else
@@ -221,8 +217,12 @@
 BaseRate:= Max(BestRate, 0);
 
 if (Ammoz[Me^.Hedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NeedTarget) <> 0 then
-    AddAction(Actions, aia_Weapon, Longword(amNothing), 100 + random(200), 0, 0);
+    AddAction(Actions, aia_Weapon, Longword(amSkip), 100 + random(200), 0, 0);
 
+tmp:= random(2) + 1;
+Push(0, Actions, Me^, tmp);
+Push(0, Actions, Me^, tmp xor 3);
+    
 while (Stack.Count > 0) and (not StopThinking) and (GameFlags and gfArtillery = 0) do
     begin
     Pop(ticks, Actions, Me^);