hedgewars/uAIAmmoTests.pas
author koda
Sat, 06 Aug 2011 07:09:30 +0200
changeset 5505 a55aab592950
parent 5164 a2a67433633d
child 5642 0ce9e01bae56
permissions -rw-r--r--
Ditch the renderer system in sdl1.3 and use the 'old fashioned' sdl/opengl context. This gives us more flexibility and less problem in receiving video events (expecially on mobile platform) as well as not having to care to reset the gl context every time sdl interferes. This is a major sdl1.3 update so it should be tested with care (working great on ios)

(*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2004-2011 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;

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 TestBaseballBat(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
function TestFirePunch(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;

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: 0), // amFirePunch
            (proc: @TestFirePunch;   flags: 0), // amWhip
            (proc: @TestBaseballBat; flags: 0), // 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: nil;              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: @TestFirePunch;   flags: 0), // amHammer
            (proc: nil;              flags: 0), // amResurrector
            (proc: nil;              flags: 0), // amDrillStrike
            (proc: @TestSnowball;    flags: 0), // amSnowball
            (proc: nil;              flags: 0), // amTardis
            (proc: nil;              flags: 0), // amStructure
            (proc: nil;              flags: 0) // amLandGun
            );

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;
    Score, EX, EY: LongInt;
    valueResult: LongInt;

    function CheckTrace: LongInt;
    var x, y, dX, dY: real;
        t: LongInt;
        value: LongInt;
    begin
    x:= mX;
    y:= mY;
    dX:= Vx;
    dY:= -Vy;
    t:= rTime;
    repeat
      x:= x + dX;
      y:= y + dY;
      dX:= dX + cWindSpeedf;
      dY:= dY + cGravityf;
      dec(t)
    until TestCollExcludingMe(Me, trunc(x), trunc(y), 5) or (t <= 0);
    EX:= trunc(x);
    EY:= trunc(y);
    value:= RateExplosion(Me, EX, EY, 101);
    if value = 0 then value:= - Metric(Targ.X, Targ.Y, EX, EY) div 64;
    CheckTrace:= value;
    end;

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:= - cWindSpeedf * rTime * 0.5 + (Targ.X + AIrndSign(2) - mX) / rTime;
  Vy:= cGravityf * rTime * 0.5 - (Targ.Y - mY) / rTime;
  r:= sqrt(sqr(Vx) + sqr(Vy));
  if not (r > 1) then
     begin
     Score:= CheckTrace;
     if valueResult <= Score then
        begin
        ap.Angle:= DxDy2AttackAngle(Vx, Vy) + AIrndSign(random((Level - 1) * 9));
        ap.Power:= trunc(r * cMaxPower) - random((Level - 1) * 17 + 1);
        ap.ExplR:= 100;
        ap.ExplX:= EX;
        ap.ExplY:= EY;
        valueResult:= Score
        end;
     end
until (rTime > 4250);
TestBazooka:= valueResult
end;

function TestSnowball(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
var Vx, Vy, r: hwFloat;
    rTime: LongInt;
    Score, EX, EY: LongInt;
    valueResult: LongInt;

    function CheckTrace: LongInt;
    var x, y, dX, dY: hwFloat;
        t: LongInt;
        value: LongInt;
    begin
    x:= Me^.X;
    y:= Me^.Y;
    dX:= Vx;
    dY:= -Vy;
    t:= rTime;
    repeat
      x:= x + dX;
      y:= y + dY;
      dX:= dX + cWindSpeed;
      dY:= dY + cGravity;
      dec(t)
    until TestCollExcludingMe(Me, hwRound(x), hwRound(y), 5) or (t <= 0);
    EX:= hwRound(x);
    EY:= hwRound(y);
    value:= RateExplosion(Me, EX, EY, 5);
    if value = 0 then value:= - Metric(Targ.X, Targ.Y, EX, EY) div 64;
    CheckTrace:= value;
    end;

begin
ap.Time:= 0;
rTime:= 350;
ap.ExplR:= 0;
valueResult:= BadTurn;
repeat
  rTime:= rTime + 300 + Level * 50 + random(300);
  Vx:= - cWindSpeed * rTime * _0_5 + (int2hwFloat(Targ.X + AIrndSign(2)) - Me^.X) / int2hwFloat(rTime);
  Vy:= cGravity * rTime * _0_5 - (int2hwFloat(Targ.Y) - Me^.Y) / int2hwFloat(rTime);
  r:= Distance(Vx, Vy);
  if not (r > _1) then
     begin
     Score:= CheckTrace;
     if valueResult <= Score then
        begin
        ap.Angle:= DxDy2AttackAngle(Vx, Vy) + AIrndSign(random((Level - 1) * 9));
        ap.Power:= hwRound(r * cMaxPower) - random((Level - 1) * 17 + 1);
        ap.ExplR:= 100;
        ap.ExplX:= EX;
        ap.ExplY:= EY;
        valueResult:= Score
        end;
     end
until (rTime > 4250);
TestSnowball:= valueResult
end;

function TestMolotov(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
var Vx, Vy, r: hwFloat;
    Score, EX, EY, valueResult: LongInt;
    TestTime: Longword;

    function CheckTrace: LongInt;
    var x, y, dY: hwFloat;
        t: LongInt;
    begin
    x:= Me^.X;
    y:= Me^.Y;
    dY:= -Vy;
    t:= TestTime;
    repeat
      x:= x + Vx;
      y:= y + dY;
      dY:= dY + cGravity;
      dec(t)
    until TestCollExcludingMe(Me, hwRound(x), hwRound(y), 7) or (t = 0);
    EX:= hwRound(x);
    EY:= hwRound(y);
    if t < 50 then CheckTrace:= RateExplosion(Me, EX, EY, 97)  // average of 17 attempts, most good, but some failing spectacularly
              else CheckTrace:= BadTurn
    end;
begin
valueResult:= BadTurn;
TestTime:= 0;
ap.ExplR:= 0;
repeat
  inc(TestTime, 300);
  Vx:= (int2hwFloat(Targ.X) - Me^.X) / int2hwFloat(TestTime);
  Vy:= cGravity * (TestTime div 2) - (int2hwFloat(Targ.Y) - Me^.Y) / int2hwFloat(TestTime);
  r:= Distance(Vx, Vy);
  if not (r > _1) then
     begin
     Score:= CheckTrace;
     if valueResult < Score then
        begin
        ap.Angle:= DxDy2AttackAngle(Vx, Vy) + AIrndSign(random(Level));
        ap.Power:= hwRound(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: hwFloat;
    Score, EX, EY, valueResult: LongInt;
    TestTime: Longword;

    function CheckTrace: LongInt;
    var x, y, dY: hwFloat;
        t: LongInt;
    begin
    x:= Me^.X;
    y:= Me^.Y;
    dY:= -Vy;
    t:= TestTime;
    repeat
      x:= x + Vx;
      y:= y + dY;
      dY:= dY + cGravity;
      dec(t)
    until TestCollExcludingMe(Me, hwRound(x), hwRound(y), 5) or (t = 0);
    EX:= hwRound(x);
    EY:= hwRound(y);
    if t < 50 then CheckTrace:= RateExplosion(Me, EX, EY, 101)
              else CheckTrace:= BadTurn
    end;
begin
valueResult:= BadTurn;
TestTime:= 0;
ap.ExplR:= 0;
repeat
  inc(TestTime, 1000);
  Vx:= (int2hwFloat(Targ.X) - Me^.X) / int2hwFloat(TestTime + tDelta);
  Vy:= cGravity * ((TestTime + tDelta) div 2) - (int2hwFloat(Targ.Y) - Me^.Y) / int2hwFloat(TestTime + tDelta);
  r:= Distance(Vx, Vy);
  if not (r > _1) then
     begin
     Score:= CheckTrace;
     if valueResult < Score then
        begin
        ap.Angle:= DxDy2AttackAngle(Vx, Vy) + AIrndSign(random(Level));
        ap.Power:= hwRound(r * cMaxPower) + AIrndSign(random(Level) * 15);
        ap.Time:= TestTime;
        ap.ExplR:= 100;
        ap.ExplX:= EX;
        ap.ExplY:= EY;
        valueResult:= Score
        end;
     end
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: hwFloat;
    Score, EX, EY, valueResult: LongInt;
    TestTime: Longword;

    function CheckTrace: LongInt;
    var x, y, dY: hwFloat;
        t: LongInt;
    begin
    x:= Me^.X;
    y:= Me^.Y;
    dY:= -Vy;
    t:= TestTime;
    repeat
      x:= x + Vx;
      y:= y + dY;
      dY:= dY + cGravity;
      dec(t)
    until TestCollExcludingMe(Me, hwRound(x), hwRound(y), 5) or (t = 0);
    EX:= hwRound(x);
    EY:= hwRound(y);
    if t < 50 then CheckTrace:= RateExplosion(Me, EX, EY, 41)
              else CheckTrace:= BadTurn
    end;
begin
valueResult:= BadTurn;
TestTime:= 0;
ap.ExplR:= 0;
repeat
  inc(TestTime, 1000);
  // Try to overshoot slightly, seems to pay slightly better dividends in terms of hitting cluster
  if Me^.X<int2hwFloat(Targ.X) then
      Vx:= (int2hwFloat(Targ.X+10) - Me^.X) / int2hwFloat(TestTime + tDelta)
  else
      Vx:= (int2hwFloat(Targ.X-10) - Me^.X) / int2hwFloat(TestTime + tDelta);
  Vy:= cGravity * ((TestTime + tDelta) div 2) - (int2hwFloat(Targ.Y-150) - Me^.Y) / int2hwFloat(TestTime + tDelta);
  r:= Distance(Vx, Vy);
  if not (r > _1) then
     begin
     Score:= CheckTrace;
     if valueResult < Score then
        begin
        ap.Angle:= DxDy2AttackAngle(Vx, Vy) + AIrndSign(random(Level));
        ap.Power:= hwRound(r * cMaxPower * _0_9) + 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: hwFloat;
    Score, EX, EY, valueResult: LongInt;
    TestTime: Longword;

    function CheckTrace: LongInt;
    var x, y, dY: hwFloat;
        t: LongInt;
    begin
    x:= Me^.X;
    y:= Me^.Y;
    dY:= -Vy;
    t:= TestTime;
    repeat
      x:= x + Vx;
      y:= y + dY;
      dY:= dY + cGravity;
      dec(t)
    until TestCollExcludingMe(Me, hwRound(x), hwRound(y), 5) or (t = 0);
    EX:= hwRound(x);
    EY:= hwRound(y);
    if t < 50 then CheckTrace:= RateExplosion(Me, EX, EY, 381)
              else CheckTrace:= BadTurn
    end;
begin
valueResult:= BadTurn;
TestTime:= 0;
ap.ExplR:= 0;
repeat
  inc(TestTime, 1000);
  Vx:= (int2hwFloat(Targ.X) - Me^.X) / int2hwFloat(TestTime + tDelta);
  Vy:= cGravity * ((TestTime + tDelta) div 2) - (int2hwFloat(Targ.Y-200) - Me^.Y) / int2hwFloat(TestTime + tDelta);
  r:= Distance(Vx, Vy);
  if not (r > _1) then
     begin
     Score:= CheckTrace;
     if valueResult < Score then
        begin
        ap.Angle:= DxDy2AttackAngle(Vx, Vy) + AIrndSign(random(Level));
        ap.Power:= hwRound(r * cMaxPower * _0_9) + 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 TestMortar(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
//const tDelta = 24;
var Vx, Vy: hwFloat;
    Score, EX, EY, valueResult: LongInt;
    TestTime: Longword;

    function CheckTrace: LongInt;
    var x, y, dY: hwFloat;
        value: LongInt;
    begin
        x:= Me^.X;
        y:= Me^.Y;
        dY:= -Vy;

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

        if (EY < cWaterLine) and not dY.isNegative then
            begin
            value:= RateExplosion(Me, EX, EY, 91);
            if (value = 0) then
                if (dY > _0_15) then
                    value:= - abs(Targ.Y - EY) div 32
                else
                    value:= BadTurn
            else if (value < 0) then value:= BadTurn
            end
        else
            value:= BadTurn;

        CheckTrace:= value;
    end;

    function Solve: LongWord;
    var A, B, D, T: hwFloat;
        C: LongInt;
    begin
        A:= hwSqr(cGravity) * _0_25;
        B:= - cGravity * (Targ.Y - hwRound(Me^.Y)) - _1;
        C:= sqr(Targ.Y - hwRound(Me^.Y)) + sqr(Targ.X - hwRound(Me^.X));
        D:= hwSqr(B) - (A * C * 4);
        if D.isNegative = false then
            begin
            D:= ( - B + hwSqrt(D)) * _0_5 / A;
            if D.isNegative = false then
                T:= hwSqrt(D)
            else
                T:= _0;
            Solve:= hwRound(T)
            end else Solve:= 0
    end;

begin
valueResult:= BadTurn;
ap.ExplR:= 0;

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

TestTime:= Solve;

if TestTime = 0 then exit(BadTurn);

    Vx:= (int2hwFloat(Targ.X) - Me^.X) / int2hwFloat(TestTime);
    Vy:= cGravity * (TestTime div 2) - (int2hwFloat(Targ.Y) - Me^.Y) / int2hwFloat(TestTime);

    Score:= CheckTrace;
    if valueResult < Score then
        begin
        ap.Angle:= DxDy2AttackAngle(Vx, Vy) + AIrndSign(random(Level));
        ap.Power:= 1;
        ap.ExplR:= 100;
        ap.ExplX:= EX;
        ap.ExplY:= EY;
        valueResult:= Score
        end;

TestMortar:= valueResult;
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: hwFloat;
    rx, ry, valueResult: LongInt;
    range: integer;
begin
ap.ExplR:= 0;
ap.Time:= 0;
ap.Power:= 1;
x:= Me^.X;
y:= Me^.Y;
range:= Metric(hwRound(x), hwRound(y), Targ.X, Targ.Y);
if ( range < MIN_RANGE ) or ( range > MAX_RANGE ) then exit(BadTurn);
Vx:= (int2hwFloat(Targ.X) - x) * _1div1024;
Vy:= (int2hwFloat(Targ.Y) - y) * _1div1024;
ap.Angle:= DxDy2AttackAngle(Vx, -Vy);
repeat
  x:= x + vX;
  y:= y + vY;
  rx:= hwRound(x);
  ry:= hwRound(y);
  if TestCollExcludingMe(Me, rx, ry, 2) then
     begin
     x:= x + vX * 8;
     y:= y + vY * 8;
     valueResult:= RateShotgun(Me, rx, ry) * 2;
     if valueResult = 0 then valueResult:= - Metric(Targ.X, Targ.Y, rx, ry) div 64
                   else dec(valueResult, Level * 4000);
     exit(valueResult)
     end
until (Abs(Targ.X - hwRound(x)) + Abs(Targ.Y - hwRound(y)) < 4)
    or (x.isNegative)
    or (y.isNegative)
    or (x.Round > LongWord(LAND_WIDTH))
    or (y.Round > LongWord(LAND_HEIGHT));

TestShotgun:= BadTurn
end;

function TestDesertEagle(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
var Vx, Vy, x, y, t: hwFloat;
    d: Longword;
    valueResult: LongInt;
begin
Level:= Level; // avoid compiler hint
ap.ExplR:= 0;
ap.Time:= 0;
ap.Power:= 1;
x:= Me^.X;
y:= Me^.Y;
if Abs(hwRound(Me^.X) - Targ.X) + Abs(hwRound(Me^.Y) - Targ.Y) < 80 then
   exit(BadTurn);
t:= _0_5 / Distance(int2hwFloat(Targ.X) - x, int2hwFloat(Targ.Y) - y);
Vx:= (int2hwFloat(Targ.X) - x) * t;
Vy:= (int2hwFloat(Targ.Y) - y) * t;
ap.Angle:= DxDy2AttackAngle(Vx, -Vy);
d:= 0;

repeat
  x:= x + vX;
  y:= y + vY;
  if ((hwRound(x) and LAND_WIDTH_MASK) = 0)and((hwRound(y) and LAND_HEIGHT_MASK) = 0)
     and (Land[hwRound(y), hwRound(x)] <> 0) then inc(d);
until (Abs(Targ.X - hwRound(x)) + Abs(Targ.Y - hwRound(y)) < 4)
    or (x.isNegative)
    or (y.isNegative)
    or (x.Round > LongWord(LAND_WIDTH))
    or (y.Round > LongWord(LAND_HEIGHT))
    or (d > 200);

if Abs(Targ.X - hwRound(x)) + Abs(Targ.Y - hwRound(y)) < 3 then valueResult:= Max(0, (4 - d div 50) * 7 * 1024)
                                                           else valueResult:= BadTurn;
TestDesertEagle:= valueResult
end;

function TestBaseballBat(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
var valueResult: LongInt;
    x, y: hwFloat;
begin
Level:= Level; // avoid compiler hint
ap.ExplR:= 0;
if (Level > 2) or (Abs(hwRound(Me^.X) - Targ.X) + Abs(hwRound(Me^.Y) - Targ.Y) > 25) then
   exit(BadTurn);

ap.Time:= 0;
ap.Power:= 1;
x:= Me^.X;
y:= Me^.Y;
if (Targ.X) - hwRound(x) >= 0 then ap.Angle:=   cMaxAngle div 4
                              else ap.Angle:= - cMaxAngle div 4;
valueResult:= RateShove(Me, hwRound(x) + 10 * hwSign(int2hwFloat(Targ.X) - x), hwRound(y), 15, 30);
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 i, valueResult: LongInt;
    x, y: hwFloat;
begin
Level:= Level; // avoid compiler hint
ap.ExplR:= 0;
ap.Time:= 0;
ap.Power:= 1;
ap.Angle:= 0;
x:= Me^.X;
y:= Me^.Y;
if (Abs(hwRound(x) - Targ.X) > 25)
or (Abs(hwRound(y) - 50 - Targ.Y) > 50) then
    begin
    if TestColl(hwRound(x), hwRound(y) - 16, 6)
    and (RateShove(Me, hwRound(x) + 10 * hwSign(Me^.dX), hwRound(y) - 40, 30, 30) = 0) then
        valueResult:= Succ(BadTurn)
    else
        valueResult:= BadTurn;
    exit(valueResult)
    end;

valueResult:= 0;
for i:= 0 to 4 do
    valueResult:= valueResult + RateShove(Me, hwRound(x) + 10 * hwSign(int2hwFloat(Targ.X) - x),
                                    hwRound(y) - 20 * i - 5, 10, 30);
if valueResult <= 0 then
    valueResult:= BadTurn
else
    inc(valueResult);

TestFirePunch:= valueResult;
end;

function TestAirAttack(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
const cShift = 4;
var X, Y, dY: hwFloat;
    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.AttackPutX:= Targ.X;
ap.AttackPutY:= Targ.Y;

X:= int2hwFloat(Targ.X - 135 - cShift); // hh center - cShift
X:= X - cBombsSpeed * hwSqrt(int2hwFloat((Targ.Y + 128) * 2) / cGravity);
Y:= -_128;
dY:= _0;

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

repeat
  X:= X + cBombsSpeed;
  Y:= Y + dY;
  dY:= dY + cGravity;
  fexit:= true;

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