hedgewars/uAIAmmoTests.pas
author nemo
Wed, 15 May 2013 22:52:17 -0400
changeset 8998 d38fb4158342
parent 8974 d360e97ce842
child 9005 15a6ed0bd074
permissions -rw-r--r--
trying to prevent the AI from attacking barrels. feedback on this welcome.

(*
 * 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, uAIMisc;
const
    amtest_Rare     = $00000001; // check only several positions
    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: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
function TestSnowball(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
function TestGrenade(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
function TestMolotov(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
function TestClusterBomb(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
function TestWatermelon(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
function TestDrillRocket(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
function TestMortar(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
function TestShotgun(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
function TestDesertEagle(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
function TestSniperRifle(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
function TestBaseballBat(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
function TestFirePunch(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
function TestWhip(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
function TestKamikaze(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
function TestAirAttack(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
function TestTeleport(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
function TestHammer(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
function TestCake(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;

type TAmmoTestProc = function (Me: PGear; Targ: TTarget; 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_Rare), // 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: @TestKamikaze;    flags: 0), // amKamikaze
            (proc: @TestCake;        flags: amtest_Rare or amtest_NoTarget), // amCake
            (proc: nil;              flags: 0), // amSeduction
            (proc: @TestWatermelon;  flags: 0), // amWatermelon
            (proc: nil;              flags: 0), // amHellishBomb
            (proc: nil;              flags: 0), // amNapalm
            (proc: @TestDrillRocket; 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
            (proc: nil;              flags: 0)  // amKnife
            );

implementation
uses uVariables, uUtils, uGearsHandlers;

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

function TestBazooka(Me: PGear; Targ: TTarget; 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.Point.X + AIrndSign(2) - mX) / rTime;
    Vy:= cGravityf * rTime * 0.5 - (Targ.Point.Y + 1 - 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 (((Me = CurrentHedgehog^.Gear) and TestColl(trunc(x), trunc(y), 5)) or
               ((Me <> CurrentHedgehog^.Gear) and TestCollExcludingMe(Me^.Hedgehog^.Gear, trunc(x), trunc(y), 5))) or (t <= 0);

        EX:= trunc(x);
        EY:= trunc(y);
        if Level = 1 then
            value:= RateExplosion(Me, EX, EY, 101, afTrackFall or afErasesLand)
        else value:= RateExplosion(Me, EX, EY, 101);
        if (value = 0) and (Targ.Kind = gtHedgehog) and (Targ.Score > 0) then
            value:= 1024 - Metric(Targ.Point.X, Targ.Point.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 > 5050 - Level * 800;
TestBazooka:= valueResult
end;


function TestDrillRocket(Me: PGear; Targ: TTarget; 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;
    t2: real;
    timer: Longint;
begin
    if (Level > 3) then exit(BadTurn);

    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.Point.X + AIrndSign(2) - mX) / rTime;
        Vy:= cGravityf * rTime * 0.5 - (Targ.Point.Y - 35 - 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 (((Me = CurrentHedgehog^.Gear) and TestColl(trunc(x), trunc(y), 5)) or
                   ((Me <> CurrentHedgehog^.Gear) and TestCollExcludingMe(Me^.Hedgehog^.Gear, trunc(x), trunc(y), 5))) or (y > cWaterLine);

            if TestCollExcludingObjects(trunc(x), trunc(y), 5) and (Abs(Targ.Point.X - trunc(x)) + Abs(Targ.Point.Y - trunc(y)) > 21) then
                begin
                timer := 500;
                t2 := 0.5 / sqrt(sqr(dX) + sqr(dY));
                dX := dX * t2;
                dY := dY * t2;
                repeat
                    x:= x + dX;
                    y:= y + dY;
                    dec(timer);
                until (Abs(Targ.Point.X - trunc(x)) + Abs(Targ.Point.Y - trunc(y)) < 22)
                    or (x < 0)
                    or (y < 0)
                    or (trunc(x) > LAND_WIDTH)
                    or (trunc(y) > LAND_HEIGHT)
                    or not TestCollExcludingObjects(trunc(x), trunc(y), 5)
                    or (timer = 0)
                end;
            EX:= trunc(x);
            EY:= trunc(y);
            // Try to prevent AI from thinking firing into water will cause a drowning
            if (EY < cWaterLine-5) and (Timer > 0) and (Abs(Targ.Point.X - trunc(x)) + Abs(Targ.Point.Y - trunc(y)) > 21) then exit(BadTurn);
            if Level = 1 then
                value:= RateExplosion(Me, EX, EY, 101, afTrackFall or afErasesLand)
            else value:= RateExplosion(Me, EX, EY, 101);
            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-2500 // trying to make it slightly less attractive than a bazooka, to prevent waste.  AI could use awareness of weapon count
                end;
            end
    until rTime > 5050 - Level * 800;
    TestDrillRocket:= valueResult
end;


function TestSnowball(Me: PGear; Targ: TTarget; 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.Point.X + AIrndSign(2)) - meX) / rTime;
    Vy:= cGravityf * rTime * 0.5 - (Targ.Point.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 (((Me = CurrentHedgehog^.Gear) and TestColl(trunc(x), trunc(y), 5)) or
               ((Me <> CurrentHedgehog^.Gear) and TestCollExcludingMe(Me^.Hedgehog^.Gear, 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);
        // LOL copypasta: this is score for digging with... snowball
        //if value = 0 then
        //    value:= - Metric(Targ.Point.X, Targ.Point.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 > 5050 - Level * 800);
TestSnowball:= valueResult
end;

function TestMolotov(Me: PGear; Targ: TTarget; 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.Point.X - meX) / TestTime;
    Vy:= cGravityf * (TestTime div 2) - Targ.Point.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 (((Me = CurrentHedgehog^.Gear) and TestColl(trunc(x), trunc(y), 6)) or
               ((Me <> CurrentHedgehog^.Gear) and TestCollExcludingMe(Me^.Hedgehog^.Gear, trunc(x), trunc(y), 6))) 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.ExplR:= 100;
            ap.ExplX:= EX;
            ap.ExplY:= EY;
            valueResult:= Score
            end;
        end
until (TestTime > 5050 - Level * 800);
TestMolotov:= valueResult
end;

function TestGrenade(Me: PGear; Targ: TTarget; 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.Point.X - meX) / (TestTime + tDelta);
    Vy:= cGravityf * ((TestTime + tDelta) div 2) - (Targ.Point.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 (((Me = CurrentHedgehog^.Gear) and TestColl(trunc(x), trunc(y), 5)) or
               ((Me <> CurrentHedgehog^.Gear) and TestCollExcludingMe(Me^.Hedgehog^.Gear, trunc(x), trunc(y), 5))) or (t = 0);
    EX:= trunc(x);
    EY:= trunc(y);
    if t < 50 then
        if Level = 1 then
            Score:= RateExplosion(Me, EX, EY, 101, afTrackFall or afErasesLand)
        else Score:= RateExplosion(Me, EX, EY, 101)
    else
        Score:= BadTurn;

    if (valueResult < Score) and (Score > 0) then
        begin
        ap.Angle:= DxDy2AttackAnglef(Vx, Vy) + AIrndSign(random(Level * 3));
        ap.Power:= trunc(sqrt(r) * cMaxPower) + AIrndSign(random(Level) * 20);
        ap.Time:= TestTime;
        ap.ExplR:= 100;
        ap.ExplX:= EX;
        ap.ExplY:= EY;
        valueResult:= Score
        end;
    end
//until (Score > 204800) or (TestTime > 4000);
until TestTime > 4500 - Level * 512;
TestGrenade:= valueResult
end;

function TestClusterBomb(Me: PGear; Targ: TTarget; 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:= 500;
ap.ExplR:= 0;
meX:= hwFloat2Float(Me^.X);
meY:= hwFloat2Float(Me^.Y);
repeat
    inc(TestTime, 900);
    // Try to overshoot slightly, seems to pay slightly better dividends in terms of hitting cluster
    if meX<Targ.Point.X then
        Vx:= ((Targ.Point.X+10) - meX) / (TestTime + tDelta)
    else
        Vx:= ((Targ.Point.X-10) - meX) / (TestTime + tDelta);
    Vy:= cGravityf * ((TestTime + tDelta) div 2) - ((Targ.Point.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 (((Me = CurrentHedgehog^.Gear) and TestColl(trunc(x), trunc(y), 5)) or
           ((Me <> CurrentHedgehog^.Gear) and TestCollExcludingMe(Me^.Hedgehog^.Gear, 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 Score > 0 then
        begin
        ap.Angle:= DxDy2AttackAnglef(Vx, Vy) + AIrndSign(random(Level * 2));
        ap.Power:= trunc(sqrt(r) * cMaxPower) + AIrndSign(random(Level) * 15);
        ap.Time:= TestTime div 1000 * 1000;
        ap.ExplR:= 90;
        ap.ExplX:= EX;
        ap.ExplY:= EY;
        valueResult:= Score
        end;
     end
until (TestTime = 4100);
TestClusterBomb:= valueResult
end;

function TestWatermelon(Me: PGear; Targ: TTarget; 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:= 500;
ap.ExplR:= 0;
meX:= hwFloat2Float(Me^.X);
meY:= hwFloat2Float(Me^.Y);
repeat
    inc(TestTime, 900);
    Vx:= (Targ.Point.X - meX) / (TestTime + tDelta);
    Vy:= cGravityf * ((TestTime + tDelta) div 2) - ((Targ.Point.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 (((Me = CurrentHedgehog^.Gear) and TestColl(trunc(x), trunc(y), 6)) or
               ((Me <> CurrentHedgehog^.Gear) and TestCollExcludingMe(Me^.Hedgehog^.Gear, trunc(x), trunc(y), 6))) 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 div 1000 * 1000;
            ap.ExplR:= 300;
            ap.ExplX:= EX;
            ap.ExplY:= EY;
            valueResult:= Score
            end;
        end
until (TestTime = 4100);
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: TTarget; 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.Point.X, Targ.Point.Y, trunc(meX), trunc(meY));

    if TestTime = 0 then
        exit(BadTurn);

    Vx:= (Targ.Point.X - meX) / TestTime;
    Vy:= cGravityf * (TestTime div 2) - (Targ.Point.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 (((Me = CurrentHedgehog^.Gear) and TestColl(EX, EY, 4)) or
           ((Me <> CurrentHedgehog^.Gear) and TestCollExcludingMe(Me^.Hedgehog^.Gear, EX, EY, 4))) or (EY > cWaterLine);

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

    if Score > 0 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: TTarget; 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.Point.X, Targ.Point.Y);
if ( range < MIN_RANGE ) or ( range > MAX_RANGE ) then
    exit(BadTurn);

Vx:= (Targ.Point.X - x) * 1 / 1024;
Vy:= (Targ.Point.Y - y) * 1 / 1024;
ap.Angle:= DxDy2AttackAnglef(Vx, -Vy);
repeat
    x:= x + vX;
    y:= y + vY;
    rx:= trunc(x);
    ry:= trunc(y);
    if ((Me = CurrentHedgehog^.Gear) and TestColl(rx, ry, 2)) or
        ((Me <> CurrentHedgehog^.Gear) and TestCollExcludingMe(Me^.Hedgehog^.Gear, rx, ry, 2)) then
    begin
        x:= x + vX * 8;
        y:= y + vY * 8;
        valueResult:= RateShotgun(Me, vX, vY, rx, ry);

        if (valueResult = 0) and (Targ.Kind = gtHedgehog) and (Targ.Score > 0) then
            valueResult:= 1024 - Metric(Targ.Point.X, Targ.Point.Y, rx, ry) div 64
        else
            dec(valueResult, Level * 4000);
        // 27/20 is reuse bonus
        exit(valueResult * 27 div 20)
    end
until (Abs(Targ.Point.X - trunc(x)) + Abs(Targ.Point.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: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
var Vx, Vy, x, y, t: real;
    d: Longword;
    fallDmg, valueResult: LongInt;
begin
if (Level > 4) or (Targ.Score < 0) or (Targ.Kind <> gtHedgehog) then exit(BadTurn);
Level:= Level; // avoid compiler hint
ap.ExplR:= 1;
ap.Time:= 0;
ap.Power:= 1;

x:= hwFloat2Float(Me^.X);
y:= hwFloat2Float(Me^.Y);

if Abs(trunc(x) - Targ.Point.X) + Abs(trunc(y) - Targ.Point.Y) < 20 then
    exit(BadTurn);

t:= 2 / sqrt(sqr(Targ.Point.X - x)+sqr(Targ.Point.Y-y));
Vx:= (Targ.Point.X - x) * t;
Vy:= (Targ.Point.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.Point.X - trunc(x)) + Abs(Targ.Point.Y - trunc(y)) < 5)
    or (x < 0)
    or (y < 0)
    or (trunc(x) > LAND_WIDTH)
    or (trunc(y) > LAND_HEIGHT)
    or (d > 48);

if Abs(Targ.Point.X - trunc(x)) + Abs(Targ.Point.Y - trunc(y)) < 5 then
     valueResult:= RateShove(Me, Targ.Point.X, Targ.Point.Y, 1, 7, 20, vX*0.125, vY*0.125, afTrackFall)
else valueResult:= BadTurn;
TestDesertEagle:= valueResult
end;


function TestSniperRifle(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
var Vx, Vy, x, y, t, dmg: real;
    d: Longword;
    fallDmg: LongInt;
begin
if (Level > 3) or (Targ.Score < 0) or (Targ.Kind <> gtHedgehog) then exit(BadTurn);
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.Point.X) + Abs(trunc(y) - Targ.Point.Y) < 40 then
    exit(BadTurn);

dmg:= sqrt(sqr(Targ.Point.X - x)+sqr(Targ.Point.Y-y));
t:= 1.5 / dmg;
dmg:= dmg * 0.025; // div 40
Vx:= (Targ.Point.X - x) * t;
Vy:= (Targ.Point.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.Point.X - trunc(x)) + Abs(Targ.Point.Y - trunc(y)) < 4)
    or (x < 0)
    or (y < 0)
    or (trunc(x) > LAND_WIDTH)
    or (trunc(y) > LAND_HEIGHT)
    or (d > 22);

if Abs(Targ.Point.X - trunc(x)) + Abs(Targ.Point.Y - trunc(y)) < 4 then
     TestSniperRifle:= RateShove(Me, Targ.Point.X, Targ.Point.Y, 1, trunc(dmg), 20, vX*0.166, vY*0.166, afTrackFall)
else TestSniperRifle:= BadTurn;
end;


function TestBaseballBat(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
var valueResult, a, v1, v2: LongInt;
    x, y, trackFall: LongInt;
    dx, dy: real;
begin
    Targ:= Targ; // avoid compiler hint

    if Level < 3 then trackFall:= afTrackFall
    else trackFall:= 0;

    ap.ExplR:= 0;
    ap.Time:= 0;
    ap.Power:= 1;
    x:= hwRound(Me^.X);
    y:= hwRound(Me^.Y);

    a:= cMaxAngle div 2;
    valueResult:= 0;

    while a >= 0 do
        begin
        dx:= sin(a / cMaxAngle * pi) * 0.5;
        dy:= cos(a / cMaxAngle * pi) * 0.5;

        v1:= RateShove(Me, x - 10, y + 2
                , 32, 30, 115
                , -dx, -dy, trackFall);
        v2:= RateShove(Me, x + 10, y + 2
                , 32, 30, 115
                , dx, -dy, trackFall);
        if (v1 > valueResult) or (v2 > valueResult) then
            if (v2 > v1)
                or {don't encourage turning for no gain}((v2 = v1) and (not Me^.dX.isNegative)) then
                begin
                ap.Angle:= a;
                valueResult:= v2
                end
            else
                begin
                ap.Angle:= -a;
                valueResult:= v1
                end;

        a:= a - 15 - random(cMaxAngle div 16)
        end;

    if valueResult <= 0 then
        valueResult:= BadTurn;

    TestBaseballBat:= valueResult;
end;

function TestFirePunch(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
var valueResult, v1, v2, i: LongInt;
    x, y, trackFall: LongInt;
begin
    Targ:= Targ; // avoid compiler hint

    if Level = 1 then trackFall:= afTrackFall
    else trackFall:= 0;

    ap.ExplR:= 0;
    ap.Time:= 0;
    ap.Power:= 1;
    x:= hwRound(Me^.X);
    y:= hwRound(Me^.Y) + 4;

    v1:= 0;
    for i:= 0 to 8 do
        begin
        v1:= v1 + RateShove(Me, x - 5, y - 10 * i
                , 19, 30, 40
                , -0.45, -0.9, trackFall or afSetSkip);
        end;
    v1:= v1 + RateShove(Me, x - 5, y - 90
            , 19, 30, 40
            , -0.45, -0.9, trackFall);


    // now try opposite direction
    v2:= 0;
    for i:= 0 to 8 do
        begin
        v2:= v2 + RateShove(Me, x + 5, y - 10 * i
                , 19, 30, 40
                , 0.45, -0.9, trackFall or afSetSkip);
        end;
    v2:= v2 + RateShove(Me, x + 5, y - 90
            , 19, 30, 40
            , 0.45, -0.9, trackFall);

    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: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
var valueResult, v1, v2: LongInt;
    x, y, trackFall: LongInt;
begin
    Targ:= Targ; // avoid compiler hint

    if Level = 1 then trackFall:= afTrackFall
    else trackFall:= 0;

    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 - 13, y
            , 30, 30, 25
            , -1, -0.8, trackFall or afSetSkip);
    v1:= v1 +
        RateShove(Me, x - 2, y
            , 30, 30, 25
            , -1, -0.8, trackFall);
    // now try opposite direction
    v2:= RateShove(Me, x + 13, y
            , 30, 30, 25
            , 1, -0.8, trackFall or afSetSkip);
    v2:= v2 +
        RateShove(Me, x + 2, y
            , 30, 30, 25
            , 1, -0.8, trackFall);

    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 TestKamikaze(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
const step = 8;
var valueResult, i, v, tx: LongInt;
    trackFall: LongInt;
    t, d, x, y, dx, dy, cx: real;
begin
    ap.ExplR:= 0;
    ap.Time:= 0;
    ap.Power:= 1;

    if Level = 1 then
        trackFall:= afTrackFall
    else if Level = 2 then
        trackFall:= 0
    else
        exit(BadTurn);

    valueResult:= 0;
    v:= 0;

    x:= hwFloat2Float(Me^.X);
    y:= hwFloat2Float(Me^.Y);
    d:= sqrt(sqr(Targ.Point.X - x) + sqr(Targ.Point.Y - y));
    if d < 10 then
        begin
        dx:= 0;
        dy:= 8;
        ap.Angle:= 2048
        end
    else
        begin
        t:= step / d;
        dx:= (Targ.Point.X - x) * t;
        dy:= (Targ.Point.Y - y) * t;

        ap.Angle:= DxDy2AttackAnglef(dx, -dy)
        end;

    if dx >= 0 then cx:= 0.45 else cx:= -0.45;

    for i:= 0 to 512 div step - 2 do
        begin
        valueResult:= valueResult +
            RateShove(Me, trunc(x), trunc(y)
                , 30, 30, 25
                , cx, -0.9, trackFall or afSetSkip);

        x:= x + dx;
        y:= y + dy;
        end;
    if dx = 0 then
        begin
        x:= hwFloat2Float(Me^.X);
        y:= hwFloat2Float(Me^.Y);
        tx:= trunc(x);
        v:= RateShove(Me, tx, trunc(y)
                , 30, 30, 25
                , -cx, -0.9, trackFall);
        for i:= 1 to 512 div step - 2 do
            begin
            y:= y + dy;
            v:= v +
                RateShove(Me, tx, trunc(y)
                    , 30, 30, 25
                    , -cx, -0.9, trackFall or afSetSkip);
            end
        end;
    if v > valueResult then
        begin
        ap.Angle:= -2048;
        valueResult:= v
        end;

    v:= RateShove(Me, trunc(x), trunc(y)
            , 30, 30, 25
            , cx, -0.9, trackFall);
    valueResult:= valueResult + v - KillScore * friendlyfactor div 100 * 1024;

    if v < 65536 then
        inc(valueResult, RateExplosion(Me, trunc(x), trunc(y), 30));

    TestKamikaze:= valueResult;
end;

function TestHammer(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
var rate: LongInt;
begin
Level:= Level; // avoid compiler hint
Targ:= Targ;

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: TTarget; 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.Point.X;
ap.AttackPutY:= Targ.Point.Y;

bombsSpeed:= hwFloat2Float(cBombsSpeed);
X:= Targ.Point.X - 135 - cShift; // hh center - cShift
X:= X - bombsSpeed * sqrt(((Targ.Point.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.Point.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.Point.X - 30 - cShift + i * 30
        end
    end;

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


function TestTeleport(Me: PGear; Targ: TTarget; 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.Point.Y - cHHRadius * 2;

            while not TestColl(Targ.Point.X, maxTop, cHHRadius) and (maxTop > topY + cHHRadius * 2 + 1) do
                dec(maxTop, cHHRadius*2);
            if not TestColl(Targ.Point.X, maxTop + cHHRadius, cHHRadius) then
                begin
                ap.AttackPutX := Targ.Point.X;
                ap.AttackPutY := maxTop + cHHRadius;
                TestTeleport := Targ.Point.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;


procedure checkCakeWalk(Me, Gear: PGear; var ap: TAttackParams);
var i: Longword;
    v: LongInt;
begin
while (not TestColl(hwRound(Gear^.X), hwRound(Gear^.Y), 6)) and (Gear^.Y.Round < LongWord(LAND_HEIGHT)) do
    Gear^.Y:= Gear^.Y + _1;

for i:= 0 to 2040 do
    begin
    cakeStep(Gear);
    v:= RateExplosion(Me, hwRound(Gear^.X), hwRound(Gear^.Y), cakeDmg * 2, afTrackFall);
    if v > ap.Power then
        begin
        ap.ExplX:= hwRound(Gear^.X);
        ap.ExplY:= hwRound(Gear^.Y);
        ap.Power:= v
        end
    end;
end;

function TestCake(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams): LongInt;
var valueResult, v1, v2: LongInt;
    cake: TGear;
begin
    Targ:= Targ; // avoid compiler hint

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

    ap.ExplR:= 0;
    ap.Time:= 0;
    ap.Power:= BadTurn; // use it as max score value in checkCakeWalk

    //FillChar(cake, sizeof(cake), 0);
    cake.Radius:= 7;
    cake.CollisionMask:= lfNotCurrentMask;
    cake.Hedgehog:= Me^.Hedgehog;

    // check left direction
    cake.Angle:= 3;
    cake.dX.isNegative:= true;
    cake.X:= Me^.X - _3;
    cake.Y:= Me^.Y;
    checkCakeWalk(Me, @cake, ap);
    v1:= ap.Power;

    // now try opposite direction
    cake.Angle:= 1;
    cake.dX.isNegative:= false;
    cake.X:= Me^.X + _3;
    cake.Y:= Me^.Y;
    checkCakeWalk(Me, @cake, ap);
    v2:= ap.Power;

    ap.Power:= 1;

    if (v2 > v1) then
        begin
        ap.Angle:= 1;
        valueResult:= v2
        end
    else
        begin
        ap.Angle:= -1;
        valueResult:= v1
        end;

    if valueResult <= 0 then
        valueResult:= BadTurn;

    TestCake:= valueResult;
end;

end.