hedgewars/uAIAmmoTests.pas
author nemo
Sat, 09 Jun 2012 10:28:45 -0400
changeset 7208 62e36dc45098
parent 7206 ce46b56ae9f5
child 7210 2ff30b79d2b0
permissions -rw-r--r--
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.

(*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2004-2012 Andrey Korotaev <unC0Rr@gmail.com>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; version 2 of the License
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
 *)

{$INCLUDE "options.inc"}

unit uAIAmmoTests;
interface
uses SDLh, uConsts, uFloat, uTypes;
const 
    amtest_OnTurn   = $00000001; // from one position
    amtest_NoTarget = $00000002; // each pos, but no targetting

var windSpeed: real;

type TAttackParams = record
        Time: Longword;
        Angle, Power: LongInt;
        ExplX, ExplY, ExplR: LongInt;
        AttackPutX, AttackPutY: LongInt;
        end;

function TestBazooka(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
function TestSnowball(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
function TestGrenade(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
function TestMolotov(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
function TestClusterBomb(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
function TestWatermelon(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
function TestMortar(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
function TestShotgun(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
function TestDesertEagle(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
function TestSniperRifle(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
function TestBaseballBat(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
function TestFirePunch(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
function TestWhip(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
function TestAirAttack(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
function TestTeleport(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
function TestHammer(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;

type TAmmoTestProc = function (Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
    TAmmoTest = record
            proc: TAmmoTestProc;
            flags: Longword;
            end;

const AmmoTests: array[TAmmoType] of TAmmoTest =
            (
            (proc: nil;              flags: 0), // amNothing
            (proc: @TestGrenade;     flags: 0), // amGrenade
            (proc: @TestClusterBomb; flags: 0), // amClusterBomb
            (proc: @TestBazooka;     flags: 0), // amBazooka
            (proc: nil;              flags: 0), // amBee
            (proc: @TestShotgun;     flags: 0), // amShotgun
            (proc: nil;              flags: 0), // amPickHammer
            (proc: nil;              flags: 0), // amSkip
            (proc: nil;              flags: 0), // amRope
            (proc: nil;              flags: 0), // amMine
            (proc: @TestDesertEagle; flags: 0), // amDEagle
            (proc: nil;              flags: 0), // amDynamite
            (proc: @TestFirePunch;   flags: amtest_NoTarget), // amFirePunch
            (proc: @TestWhip;        flags: amtest_NoTarget), // amWhip
            (proc: @TestBaseballBat; flags: amtest_NoTarget), // amBaseballBat
            (proc: nil;              flags: 0), // amParachute
            (proc: @TestAirAttack;   flags: amtest_OnTurn), // amAirAttack
            (proc: nil;              flags: 0), // amMineStrike
            (proc: nil;              flags: 0), // amBlowTorch
            (proc: nil;              flags: 0), // amGirder
            (proc: nil;              flags: 0), // amTeleport
            //(proc: @TestTeleport;    flags: amtest_OnTurn), // amTeleport
            (proc: nil;              flags: 0), // amSwitch
            (proc: @TestMortar;      flags: 0), // amMortar
            (proc: nil;              flags: 0), // amKamikaze
            (proc: nil;              flags: 0), // amCake
            (proc: nil;              flags: 0), // amSeduction
            (proc: @TestWatermelon;  flags: 0), // amWatermelon
            (proc: nil;              flags: 0), // amHellishBomb
            (proc: nil;              flags: 0), // amNapalm
            (proc: nil;              flags: 0), // amDrill
            (proc: nil;              flags: 0), // amBallgun
            (proc: nil;              flags: 0), // amRCPlane
            (proc: nil;              flags: 0), // amLowGravity
            (proc: nil;              flags: 0), // amExtraDamage
            (proc: nil;              flags: 0), // amInvulnerable
            (proc: nil;              flags: 0), // amExtraTime
            (proc: nil;              flags: 0), // amLaserSight
            (proc: nil;              flags: 0), // amVampiric
            (proc: @TestSniperRifle; flags: 0), // amSniperRifle
            (proc: nil;              flags: 0), // amJetpack
            (proc: @TestMolotov;     flags: 0), // amMolotov
            (proc: nil;              flags: 0), // amBirdy
            (proc: nil;              flags: 0), // amPortalGun
            (proc: nil;              flags: 0), // amPiano
            (proc: @TestGrenade;     flags: 0), // amGasBomb
            (proc: @TestShotgun;     flags: 0), // amSineGun
            (proc: nil;              flags: 0), // amFlamethrower
            (proc: @TestGrenade;     flags: 0), // amSMine
            (proc: @TestHammer;      flags: amtest_NoTarget), // amHammer
            (proc: nil;              flags: 0), // amResurrector
            (proc: nil;              flags: 0), // amDrillStrike
            (proc: nil;              flags: 0), // amSnowball
            (proc: nil;              flags: 0), // amTardis
            (proc: nil;              flags: 0), // amStructure
            (proc: nil;              flags: 0), // amLandGun
            (proc: nil;              flags: 0)  // amIceGun
            );

const BadTurn = Low(LongInt) div 4;

implementation
uses uAIMisc, uVariables, uUtils;

function Metric(x1, y1, x2, y2: LongInt): LongInt; inline;
begin
Metric:= abs(x1 - x2) + abs(y1 - y2)
end;

function TestBazooka(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
var Vx, Vy, r, mX, mY: real;
    rTime: LongInt;
    EX, EY: LongInt;
    valueResult: LongInt;
    x, y, dX, dY: real;
    t: LongInt;
    value: LongInt;
begin
mX:= hwFloat2Float(Me^.X);
mY:= hwFloat2Float(Me^.Y);
ap.Time:= 0;
rTime:= 350;
ap.ExplR:= 0;
valueResult:= BadTurn;
repeat
    rTime:= rTime + 300 + Level * 50 + random(300);
    Vx:= - windSpeed * rTime * 0.5 + (Targ.X + AIrndSign(2) - mX) / rTime;
    Vy:= cGravityf * rTime * 0.5 - (Targ.Y - mY) / rTime;
    r:= sqr(Vx) + sqr(Vy);
    if not (r > 1) then
        begin
        x:= mX;
        y:= mY;
        dX:= Vx;
        dY:= -Vy;
        t:= rTime;
        repeat
            x:= x + dX;
            y:= y + dY;
            dX:= dX + windSpeed;
            dY:= dY + cGravityf;
            dec(t)
        until TestCollExcludingMe(Me, trunc(x), trunc(y), 5) or (t <= 0);
        
        EX:= trunc(x);
        EY:= trunc(y);
        if Me^.Hedgehog^.BotLevel = 1 then
            value:= RateExplosion(Me, EX, EY, 101, afTrackFall or afErasesLand)
        else value:= RateExplosion(Me, EX, EY, 101);
        if value = 0 then
            value:= - Metric(Targ.X, Targ.Y, EX, EY) div 64;
        if valueResult <= value then
            begin
            ap.Angle:= DxDy2AttackAnglef(Vx, Vy) + AIrndSign(random((Level - 1) * 9));
            ap.Power:= trunc(sqrt(r) * cMaxPower) - random((Level - 1) * 17 + 1);
            ap.ExplR:= 100;
            ap.ExplX:= EX;
            ap.ExplY:= EY;
            valueResult:= value
            end;
        end
//until (value > 204800) or (rTime > 4250); not so useful since adding score to the drowning
until rTime > 4250;
TestBazooka:= valueResult
end;

function TestSnowball(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
var Vx, Vy, r: real;
    rTime: LongInt;
    EX, EY: LongInt;
    valueResult: LongInt;
    x, y, dX, dY, meX, meY: real;
    t: LongInt;
    value: LongInt;

begin
meX:= hwFloat2Float(Me^.X);
meY:= hwFloat2Float(Me^.Y);
ap.Time:= 0;
rTime:= 350;
ap.ExplR:= 0;
valueResult:= BadTurn;
repeat
    rTime:= rTime + 300 + Level * 50 + random(1000);
    Vx:= - windSpeed * rTime * 0.5 + ((Targ.X + AIrndSign(2)) - meX) / rTime;
    Vy:= cGravityf * rTime * 0.5 - (Targ.Y - meY) / rTime;
    r:= sqr(Vx) + sqr(Vy);
    if not (r > 1) then
        begin
        x:= meX;
        y:= meY;
        dX:= Vx;
        dY:= -Vy;
        t:= rTime;
        repeat
            x:= x + dX;
            y:= y + dY;
            dX:= dX + windSpeed;
            dY:= dY + cGravityf;
            dec(t)
        until TestCollExcludingMe(Me, trunc(x), trunc(y), 5) or (t <= 0);
        EX:= trunc(x);
        EY:= trunc(y);

        value:= RateShove(Me, trunc(x), trunc(y), 5, 1, trunc((abs(dX)+abs(dY))*20), -dX, -dY, afTrackFall);
        if value = 0 then
            value:= - Metric(Targ.X, Targ.Y, EX, EY) div 64;

        if valueResult <= value then
            begin
            ap.Angle:= DxDy2AttackAnglef(Vx, Vy) + AIrndSign(random((Level - 1) * 9));
            ap.Power:= trunc(sqrt(r) * cMaxPower) - random((Level - 1) * 17 + 1);
            ap.ExplR:= 0;
            ap.ExplX:= EX;
            ap.ExplY:= EY;
            valueResult:= value
            end;
     end
until (rTime > 4250);
TestSnowball:= valueResult
end;

function TestMolotov(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
var Vx, Vy, r: real;
    Score, EX, EY, valueResult: LongInt;
    TestTime: Longword;
    x, y, dY, meX, meY: real;
    t: LongInt;
begin
meX:= hwFloat2Float(Me^.X);
meY:= hwFloat2Float(Me^.Y);
valueResult:= BadTurn;
TestTime:= 0;
ap.ExplR:= 0;
repeat
    inc(TestTime, 300);
    Vx:= (Targ.X - meX) / TestTime;
    Vy:= cGravityf * (TestTime div 2) - Targ.Y - meY / TestTime;
    r:= sqr(Vx) + sqr(Vy);
    if not (r > 1) then
        begin
        x:= meX;
        y:= meY;
        dY:= -Vy;
        t:= TestTime;
        repeat
            x:= x + Vx;
            y:= y + dY;
            dY:= dY + cGravityf;
            dec(t)
        until TestCollExcludingMe(Me, trunc(x), trunc(y), 7) or (t = 0);
        EX:= trunc(x);
        EY:= trunc(y);
        if t < 50 then
            Score:= RateExplosion(Me, EX, EY, 97)  // average of 17 attempts, most good, but some failing spectacularly
        else
            Score:= BadTurn;
                  
        if valueResult < Score then
            begin
            ap.Angle:= DxDy2AttackAnglef(Vx, Vy) + AIrndSign(random(Level));
            ap.Power:= trunc(sqrt(r) * cMaxPower) + AIrndSign(random(Level) * 15);
            ap.Time:= TestTime;
            ap.ExplR:= 100;
            ap.ExplX:= EX;
            ap.ExplY:= EY;
            valueResult:= Score
            end;
        end
until (TestTime > 4250);
TestMolotov:= valueResult
end;

function TestGrenade(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
const tDelta = 24;
var Vx, Vy, r: real;
    Score, EX, EY, valueResult: LongInt;
    TestTime: Longword;
    x, y, meX, meY, dY: real;
    t: LongInt;
begin
valueResult:= BadTurn;
TestTime:= 0;
ap.ExplR:= 0;
meX:= hwFloat2Float(Me^.X);
meY:= hwFloat2Float(Me^.Y);
repeat
    inc(TestTime, 1000);
    Vx:= (Targ.X - meX) / (TestTime + tDelta);
    Vy:= cGravityf * ((TestTime + tDelta) div 2) - (Targ.Y - meY) / (TestTime + tDelta);
    r:= sqr(Vx) + sqr(Vy);
    if not (r > 1) then
        begin
        x:= meX;
        y:= meY; 
        dY:= -Vy;
        t:= TestTime;
        repeat
            x:= x + Vx;
            y:= y + dY;
            dY:= dY + cGravityf;
            dec(t)
        until TestCollExcludingMe(Me, trunc(x), trunc(y), 5) or (t = 0);
    EX:= trunc(x);
    EY:= trunc(y);
    if t < 50 then 
        if Me^.Hedgehog^.BotLevel = 1 then
            Score:= RateExplosion(Me, EX, EY, 101, afTrackFall or afErasesLand)
        else Score:= RateExplosion(Me, EX, EY, 101)
    else 
        Score:= BadTurn;

    if valueResult < Score then
        begin
        ap.Angle:= DxDy2AttackAnglef(Vx, Vy) + AIrndSign(random(Level));
        ap.Power:= trunc(sqrt(r) * cMaxPower) + AIrndSign(random(Level) * 15);
        ap.Time:= TestTime;
        ap.ExplR:= 100;
        ap.ExplX:= EX;
        ap.ExplY:= EY;
        valueResult:= Score
        end;
    end
//until (Score > 204800) or (TestTime > 4000);
until TestTime > 4000;
TestGrenade:= valueResult
end;

function TestClusterBomb(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
const tDelta = 24;
var Vx, Vy, r: real;
    Score, EX, EY, valueResult: LongInt;
    TestTime: Longword;
    x, y, dY, meX, meY: real;
    t: LongInt;
begin
valueResult:= BadTurn;
TestTime:= 0;
ap.ExplR:= 0;
meX:= hwFloat2Float(Me^.X);
meY:= hwFloat2Float(Me^.Y);
repeat
    inc(TestTime, 1000);
    // Try to overshoot slightly, seems to pay slightly better dividends in terms of hitting cluster
    if meX<Targ.X then
        Vx:= ((Targ.X+10) - meX) / (TestTime + tDelta)
    else
        Vx:= ((Targ.X-10) - meX) / (TestTime + tDelta);
    Vy:= cGravityf * ((TestTime + tDelta) div 2) - ((Targ.Y-50) - meY) / (TestTime + tDelta);
    r:= sqr(Vx)+sqr(Vy);
    if not (r > 1) then
        begin
        x:= meX;
        y:= meY;
        dY:= -Vy;
        t:= TestTime;
    repeat
        x:= x + Vx;
        y:= y + dY;
        dY:= dY + cGravityf;
        dec(t)
    until TestCollExcludingMe(Me, trunc(x), trunc(y), 5) or (t = 0);
    EX:= trunc(x);
    EY:= trunc(y);
    if t < 50 then 
        Score:= RateExplosion(Me, EX, EY, 41)
    else 
        Score:= BadTurn;

     if valueResult < Score then
        begin
        ap.Angle:= DxDy2AttackAnglef(Vx, Vy) + AIrndSign(random(Level));
        ap.Power:= trunc(sqrt(r) * cMaxPower) + AIrndSign(random(Level) * 15);
        ap.Time:= TestTime;
        ap.ExplR:= 90;
        ap.ExplX:= EX;
        ap.ExplY:= EY;
        valueResult:= Score
        end;
     end
until (TestTime = 4000);
TestClusterBomb:= valueResult
end;

function TestWatermelon(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
const tDelta = 24;
var Vx, Vy, r: real;
    Score, EX, EY, valueResult: LongInt;
    TestTime: Longword;
    x, y, dY, meX, meY: real;
    t: LongInt;
begin
valueResult:= BadTurn;
TestTime:= 0;
ap.ExplR:= 0;
meX:= hwFloat2Float(Me^.X);
meY:= hwFloat2Float(Me^.Y);
repeat
    inc(TestTime, 1000);
    Vx:= (Targ.X - meX) / (TestTime + tDelta);
    Vy:= cGravityf * ((TestTime + tDelta) div 2) - ((Targ.Y-50) - meY) / (TestTime + tDelta);
    r:= sqr(Vx)+sqr(Vy);
    if not (r > 1) then
        begin
        x:= meX;
        y:= meY;
        dY:= -Vy;
        t:= TestTime;
        repeat
            x:= x + Vx;
            y:= y + dY;
            dY:= dY + cGravityf;
            dec(t)
        until TestCollExcludingMe(Me, trunc(x), trunc(y), 7) or (t = 0);
        
        EX:= trunc(x);
        EY:= trunc(y);
        if t < 50 then 
            Score:= RateExplosion(Me, EX, EY, 200) + RateExplosion(Me, EX, EY + 120, 200)
        else 
            Score:= BadTurn;
            
        if valueResult < Score then
            begin
            ap.Angle:= DxDy2AttackAnglef(Vx, Vy) + AIrndSign(random(Level));
            ap.Power:= trunc(sqrt(r) * cMaxPower) + AIrndSign(random(Level) * 15);
            ap.Time:= TestTime;
            ap.ExplR:= 300;
            ap.ExplX:= EX;
            ap.ExplY:= EY;
            valueResult:= Score
            end;
        end
until (TestTime = 4000);
TestWatermelon:= valueResult
end;


    function Solve(TX, TY, MX, MY: LongInt): LongWord;
    var A, B, D, T: real;
        C: LongInt;
    begin
        A:= sqr(cGravityf);
        B:= - cGravityf * (TY - MY) - 1;
        C:= sqr(TY - MY) + sqr(TX - MX);
        D:= sqr(B) - A * C;
        if D >= 0 then
            begin
            D:= sqrt(D) - B;
            if D >= 0 then
                T:= sqrt(D * 2 / A)
            else
                T:= 0;
            Solve:= trunc(T)
            end
            else
                Solve:= 0
    end;
    
function TestMortar(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
//const tDelta = 24;
var Vx, Vy: real;
    Score, EX, EY: LongInt;
    TestTime: Longword;
    x, y, dY, meX, meY: real;
begin
    TestMortar:= BadTurn;
    ap.ExplR:= 0;
    meX:= hwFloat2Float(Me^.X);
    meY:= hwFloat2Float(Me^.Y);

    if (Level > 2) then
        exit(BadTurn);

    TestTime:= Solve(Targ.X, Targ.Y, trunc(meX), trunc(meY));

    if TestTime = 0 then
        exit(BadTurn);

    Vx:= (Targ.X - meX) / TestTime;
    Vy:= cGravityf * (TestTime div 2) - (Targ.Y - meY) / TestTime;

    x:= meX;
    y:= meY;
    dY:= -Vy;

    repeat
        x:= x + Vx;
        y:= y + dY;
        dY:= dY + cGravityf;
        EX:= trunc(x);
        EY:= trunc(y);
    until TestCollExcludingMe(Me, EX, EY, 5) or (EY > cWaterLine);

    if (EY < cWaterLine) and (dY >= 0) then
        begin
        Score:= RateExplosion(Me, EX, EY, 91);
        if (Score = 0) then
            if (dY > 0.15) then
                Score:= - abs(Targ.Y - EY) div 32
            else
                Score:= BadTurn
        else if (Score < 0) then
            Score:= BadTurn
        end
    else
        Score:= BadTurn;

    if BadTurn < Score then
        begin
        ap.Angle:= DxDy2AttackAnglef(Vx, Vy) + AIrndSign(random(Level));
        ap.Power:= 1;
        ap.ExplR:= 100;
        ap.ExplX:= EX;
        ap.ExplY:= EY;
        TestMortar:= Score
        end;
end;

function TestShotgun(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
const
    MIN_RANGE =  80;
    MAX_RANGE = 400;
var Vx, Vy, x, y: real;
    rx, ry, valueResult: LongInt;
    range: integer;
begin
TestShotgun:= BadTurn;
ap.ExplR:= 0;
ap.Time:= 0;
ap.Power:= 1;
x:= hwFloat2Float(Me^.X);
y:= hwFloat2Float(Me^.Y);
range:= Metric(trunc(x), trunc(y), Targ.X, Targ.Y);
if ( range < MIN_RANGE ) or ( range > MAX_RANGE ) then
    exit(BadTurn);

Vx:= (Targ.X - x) * 1 / 1024;
Vy:= (Targ.Y - y) * 1 / 1024;
ap.Angle:= DxDy2AttackAnglef(Vx, -Vy);
repeat
    x:= x + vX;
    y:= y + vY;
    rx:= trunc(x);
    ry:= trunc(y);
    if TestCollExcludingMe(Me, rx, ry, 2) then
    begin
        x:= x + vX * 8;
        y:= y + vY * 8;
        valueResult:= RateShotgun(Me, vX, vY, rx, ry);
     
        if valueResult = 0 then 
            valueResult:= - Metric(Targ.X, Targ.Y, rx, ry) div 64
        else 
            dec(valueResult, Level * 4000);
        // 27/20 is reuse bonus
        exit(valueResult * 27 div 20)
    end
until (Abs(Targ.X - trunc(x)) + Abs(Targ.Y - trunc(y)) < 4)
    or (x < 0)
    or (y < 0)
    or (trunc(x) > LAND_WIDTH)
    or (trunc(y) > LAND_HEIGHT);

TestShotgun:= BadTurn
end;

function TestDesertEagle(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
var Vx, Vy, x, y, t, dmgMod: real;
    d: Longword;
    fallDmg, valueResult: LongInt;
begin
dmgMod:= 0.01 * hwFloat2Float(cDamageModifier) * cDamagePercent;
Level:= Level; // avoid compiler hint
ap.ExplR:= 0;
ap.Time:= 0;
ap.Power:= 1;
x:= hwFloat2Float(Me^.X);
y:= hwFloat2Float(Me^.Y);
if Abs(trunc(x) - Targ.X) + Abs(trunc(y) - Targ.Y) < 40 then
    begin
    TestDesertEagle:= BadTurn;
    exit(BadTurn);
    end;
t:= 2 / sqrt(sqr(Targ.X - x)+sqr(Targ.Y-y));
Vx:= (Targ.X - x) * t;
Vy:= (Targ.Y - y) * t;
ap.Angle:= DxDy2AttackAnglef(Vx, -Vy);
d:= 0;

repeat
    x:= x + vX;
    y:= y + vY;
    if ((trunc(x) and LAND_WIDTH_MASK) = 0)and((trunc(y) and LAND_HEIGHT_MASK) = 0)
    and (Land[trunc(y), trunc(x)] <> 0) then
        inc(d);
until (Abs(Targ.X - trunc(x)) + Abs(Targ.Y - trunc(y)) < 5)
    or (x < 0)
    or (y < 0)
    or (trunc(x) > LAND_WIDTH)
    or (trunc(y) > LAND_HEIGHT)
    or (d > 50);

if Abs(Targ.X - trunc(x)) + Abs(Targ.Y - trunc(y)) < 5 then
    begin
    fallDmg:= TraceShoveFall(Targ.X, Targ.Y, vX * 0.00125 * 20, vY * 0.00125 * 20);
    if fallDmg < 0 then
        valueResult:= 204800
    else valueResult:= Max(0, (4 - d div 50) * trunc((7+fallDmg)*dmgMod) * 1024)
    end
else
    valueResult:= BadTurn;
TestDesertEagle:= valueResult
end;


function TestSniperRifle(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
var Vx, Vy, x, y, t, dmg, dmgMod: real;
    d: Longword;
    fallDmg, valueResult: LongInt;
begin
dmgMod:= 0.01 * hwFloat2Float(cDamageModifier) * cDamagePercent;
Level:= Level; // avoid compiler hint
ap.ExplR:= 0;
ap.Time:= 0;
ap.Power:= 1;
x:= hwFloat2Float(Me^.X);
y:= hwFloat2Float(Me^.Y);
if Abs(trunc(x) - Targ.X) + Abs(trunc(y) - Targ.Y) < 40 then
    exit(BadTurn);

dmg:= sqrt(sqr(Targ.X - x)+sqr(Targ.Y-y));
t:= 1.5 / dmg;
dmg:= dmg * 0.025; // div 40
Vx:= (Targ.X - x) * t;
Vy:= (Targ.Y - y) * t;
ap.Angle:= DxDy2AttackAnglef(Vx, -Vy);
d:= 0;

repeat
    x:= x + vX;
    y:= y + vY;
    if ((trunc(x) and LAND_WIDTH_MASK) = 0)and((trunc(y) and LAND_HEIGHT_MASK) = 0)
    and (Land[trunc(y), trunc(x)] <> 0) then
        inc(d);
until (Abs(Targ.X - trunc(x)) + Abs(Targ.Y - trunc(y)) < 4)
    or (x < 0)
    or (y < 0)
    or (trunc(x) > LAND_WIDTH)
    or (trunc(y) > LAND_HEIGHT)
    or (d > 23);

if Abs(Targ.X - trunc(x)) + Abs(Targ.Y - trunc(y)) < 4 then
    begin
    fallDmg:= TraceShoveFall(Targ.X, Targ.Y, vX * 0.00166 * dmg, vY * 0.00166 * dmg);
    if fallDmg < 0 then
        TestSniperRifle:= BadTurn
    else 
        TestSniperRifle:= Max(0, trunc((dmg + fallDmg) * dmgMod) * 1024)
    end
else
    TestSniperRifle:= BadTurn
end;


function TestBaseballBat(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
var valueResult: LongInt;
    x, y: real;
begin
Level:= Level; // avoid compiler hint
TestBaseballBat:= BadTurn;
ap.ExplR:= 0;
x:= hwFloat2Float(Me^.X);
y:= hwFloat2Float(Me^.Y);
if (Level > 2) then
    exit(BadTurn);

ap.Time:= 0;
ap.Power:= 1;
if (Targ.X) - trunc(x) >= 0 then
    ap.Angle:=   cMaxAngle div 4
else
    ap.Angle:= - cMaxAngle div 4;

valueResult:= RateShove(Me, trunc(x) + LongWord(10*hwSignf(Targ.X - x)), trunc(y), 15, 30, 115, hwSign(Me^.dX)*0.353, -0.353, afTrackFall);
if valueResult <= 0 then
    valueResult:= BadTurn
else
    inc(valueResult);
TestBaseballBat:= valueResult;
end;

function TestFirePunch(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
var valueResult, v1, v2, i: LongInt;
    x, y: LongInt;
begin
    Level:= Level; // avoid compiler hint
    ap.ExplR:= 0;
    ap.Time:= 0;
    ap.Power:= 1;
    x:= hwRound(Me^.X);
    y:= hwRound(Me^.Y);

    v1:= 0;
    for i:= 0 to 8 do
        begin
        v1:= v1 + RateShove(Me, x - 10, y - 10 * i
                , 15, 30, 40
                , -0.45, -0.9, afTrackFall or afSetSkip);
        end;
    v1:= v1 + RateShove(Me, x - 10, y - 90
            , 15, 30, 40
            , -0.45, -0.9, afTrackFall);


    // now try opposite direction
    v2:= 0;
    for i:= 0 to 8 do
        begin
        v2:= v2 + RateShove(Me, x + 10, y - 10 * i
                , 15, 30, 40
                , 0.45, -0.9, afTrackFall or afSetSkip);
        end;
    v2:= v2 + RateShove(Me, x + 10, y - 90
            , 15, 30, 40
            , 0.45, -0.9, afTrackFall);

    if (v2 > v1) 
        or {don't encourage turning for no gain}((v2 = v1) and (not Me^.dX.isNegative)) then
        begin
        ap.Angle:= 1;
        valueResult:= v2
        end
    else 
        begin
        ap.Angle:= -1;
        valueResult:= v1
        end;
    
    if valueResult <= 0 then
        valueResult:= BadTurn;

    TestFirePunch:= valueResult;
end;


function TestWhip(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
var valueResult, v1, v2: LongInt;
    x, y: LongInt;
begin
    Level:= Level; // avoid compiler hint
    ap.ExplR:= 0;
    ap.Time:= 0;
    ap.Power:= 1;
    x:= hwRound(Me^.X);
    y:= hwRound(Me^.Y);

    // check left direction
    {first RateShove checks farthermost of two whip's AmmoShove attacks 
    to encourage distant attacks (damaged hog is excluded from view of second 
    RateShove call)}
    v1:= RateShove(Me, x - 15, y
            , 30, 30, 40
            , -1, -0.8, afTrackFall or afSetSkip);
    v1:= v1 +
        RateShove(Me, x, y
            , 30, 30, 40
            , -1, -0.8, afTrackFall);
    // now try opposite direction
    v2:= RateShove(Me, x + 15, y
            , 30, 30, 40
            , 1, -0.8, afTrackFall or afSetSkip);
    v2:= v2 +
        RateShove(Me, x, y
            , 30, 30, 40
            , 1, -0.8, afTrackFall);

    if (v2 > v1) 
        or {don't encourage turning for no gain}((v2 = v1) and (not Me^.dX.isNegative)) then
        begin
        ap.Angle:= 1;
        valueResult:= v2
        end
    else 
        begin
        ap.Angle:= -1;
        valueResult:= v1
        end;
    
    if valueResult <= 0 then
        valueResult:= BadTurn
    else
        inc(valueResult);

    TestWhip:= valueResult;
end;

function TestHammer(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
var rate: LongInt;
begin
Level:= Level; // avoid compiler hint
ap.ExplR:= 0;
ap.Time:= 0;
ap.Power:= 1;
ap.Angle:= 0;
         
rate:= RateHammer(Me);
if rate = 0 then
    rate:= BadTurn;
TestHammer:= rate;
end;

function TestAirAttack(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
const cShift = 4;
var bombsSpeed, X, Y, dY: real;
    b: array[0..9] of boolean;
    dmg: array[0..9] of LongInt;
    fexit: boolean;
    i, t, valueResult: LongInt;
begin
ap.ExplR:= 0;
ap.Time:= 0;
if (Level > 3) then
    exit(BadTurn);

ap.Angle:= 0;
ap.AttackPutX:= Targ.X;
ap.AttackPutY:= Targ.Y;

bombsSpeed:= hwFloat2Float(cBombsSpeed);
X:= Targ.X - 135 - cShift; // hh center - cShift
X:= X - bombsSpeed * sqrt(((Targ.Y + 128) * 2) / cGravityf);
Y:= -128;
dY:= 0;

for i:= 0 to 9 do
    begin
    b[i]:= true;
    dmg[i]:= 0
    end;
valueResult:= 0;

repeat
    X:= X + bombsSpeed;
    Y:= Y + dY;
    dY:= dY + cGravityf;
    fexit:= true;

    for i:= 0 to 9 do
        if b[i] then
            begin
            fexit:= false;
            if TestColl(trunc(X) + LongWord(i * 30), trunc(Y), 4) then
                begin
                b[i]:= false;
                dmg[i]:= RateExplosion(Me, trunc(X) + LongWord(i * 30), trunc(Y), 58)
                // 58 (instead of 60) for better prediction (hh moves after explosion of one of the rockets)
                end
            end;
until fexit or (Y > cWaterLine);

for i:= 0 to 5 do inc(valueResult, dmg[i]);
t:= valueResult;
ap.AttackPutX:= Targ.X - 60;

for i:= 0 to 3 do
    begin
    dec(t, dmg[i]);
    inc(t, dmg[i + 6]);
    if t > valueResult then
        begin
        valueResult:= t;
        ap.AttackPutX:= Targ.X - 30 - cShift + i * 30
        end
    end;

if valueResult <= 0 then
    valueResult:= BadTurn;
TestAirAttack:= valueResult;
end;


function TestTeleport(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
var
    i, failNum: longword;
    maxTop: longword;
begin
    TestTeleport := BadTurn;
    exit(BadTurn);
    Level:= Level; // avoid compiler hint
    //FillBonuses(true, [gtCase]);
    if bonuses.Count = 0 then
        begin
        if Me^.Health <= 100  then
            begin
            maxTop := Targ.Y - cHHRadius * 2;
            
            while not TestColl(Targ.X, maxTop, cHHRadius) and (maxTop > topY + cHHRadius * 2 + 1) do
                dec(maxTop, cHHRadius*2);
            if not TestColl(Targ.X, maxTop + cHHRadius, cHHRadius) then
                begin
                ap.AttackPutX := Targ.X;
                ap.AttackPutY := maxTop + cHHRadius;
                TestTeleport := Targ.Y - maxTop;
                end;
            end;
        end
    else
        begin
        failNum := 0;
        repeat
            i := random(bonuses.Count);
            inc(failNum);
        until not TestColl(bonuses.ar[i].X, bonuses.ar[i].Y - cHHRadius - bonuses.ar[i].Radius, cHHRadius)
        or (failNum = bonuses.Count*2);
        
        if failNum < bonuses.Count*2 then
            begin
            ap.AttackPutX := bonuses.ar[i].X;
            ap.AttackPutY := bonuses.ar[i].Y - cHHRadius - bonuses.ar[i].Radius;
            TestTeleport := 0;
            end;
        end;
end;

end.