--- a/ChangeLog.txt Sun Jun 21 03:00:39 2020 +0300
+++ b/ChangeLog.txt Sun Jun 21 03:08:21 2020 +0300
@@ -10,11 +10,19 @@
+ Themes: Add fade-in and fade-out effects
+ Themes: Make Sudden Death flakes in Underwater theme rise
+ New taunt chat commands: /bubble, /happy
+ + Teach computer players how to ...
+ + - use drill strike, piano strike, air mine, cleaver, seduction
+ + - use mine strike (0 seconds only)
+ + - use RC plane (very basic)
+ + - drop mines from a cliff
+ + Low level computer players are more inaccurate with guns
+ + Various small computer player improvements
* Racer: Resize waypoints in custom-sized drawn maps
* Mutant: Fix impossible to become mutant after mutant is gone
* A Classic Fairytale: Mission 1: Fix possibility of getting stuck in “Leap of Faith” section
* A Space Adventure: The First Stop: Fix broken victory condition when eliminating minions
* A Space Adventure: Killing the Specialists: Don't award player health if enemy hurts itself
+ * Fix many projectiles not being affected by Heavy Wind after turn end
* Fix hog getting stuck when opening parachute right after a shoryuken digging through land
* Fix weapon schemes sometimes not being saved properly
--- a/hedgewars/uAI.pas Sun Jun 21 03:00:39 2020 +0300
+++ b/hedgewars/uAI.pas Sun Jun 21 03:08:21 2020 +0300
@@ -167,11 +167,6 @@
AddAction(BestActions, aia_Weapon, Longword(a), 300 + random(400), 0, 0);
- if (Ammoz[a].Ammo.Propz and ammoprop_NeedTarget) <> 0 then
- begin
- AddAction(BestActions, aia_Put, 0, 8, ap.AttackPutX, ap.AttackPutY)
- end;
-
if (ap.Angle > 0) then
AddAction(BestActions, aia_LookRight, 0, 200, 0, 0)
else if (ap.Angle < 0) then
@@ -180,6 +175,18 @@
if (Ammoz[a].Ammo.Propz and ammoprop_Timerable) <> 0 then
AddAction(BestActions, aia_Timer, ap.Time div 1000, 400, 0, 0);
+ if ((Ammoz[a].Ammo.Propz and ammoprop_SetBounce) > 0) and (ap.Bounce > 0) then
+ begin
+ AddAction(BestActions, aia_Precise, aim_push, 10, 0, 0);
+ AddAction(BestActions, aia_Timer, ap.Bounce, 200, 0, 0);
+ AddAction(BestActions, aia_Precise, aim_release, 10, 0, 0);
+ end;
+
+ if (Ammoz[a].Ammo.Propz and ammoprop_NeedTarget) <> 0 then
+ begin
+ AddAction(BestActions, aia_Put, 0, 8, ap.AttackPutX, ap.AttackPutY)
+ end;
+
if (Ammoz[a].Ammo.Propz and ammoprop_NoCrosshair) = 0 then
begin
dAngle:= LongInt(Me^.Angle) - Abs(ap.Angle);
@@ -247,7 +254,7 @@
const FallPixForBranching = cHHRadius;
var
maxticks, oldticks, steps, tmp: Longword;
- BaseRate, BestRate, Rate: LongInt;
+ BaseRate, BestRate, Rate, i: LongInt;
GoInfo: TGoInfo;
CanGo: boolean;
AltMe: TGear;
@@ -321,6 +328,13 @@
AddAction(BestActions, aia_Weapon, Longword(amExtraTime), 80, 0, 0);
AddAction(BestActions, aia_attack, aim_push, 10, 0, 0);
AddAction(BestActions, aia_attack, aim_release, 10, 0, 0);
+ // Better bot levels know they can spam extra time if infinite
+ if (BotLevel < 3) and (HHHasAmmo(Me^.Hedgehog^, amExtraTime) = AMMO_INFINITE) then
+ for i:= 1 to 3 do
+ begin
+ AddAction(BestActions, aia_attack, aim_push, 100, 0, 0);
+ AddAction(BestActions, aia_attack, aim_release, 100, 0, 0);
+ end;
end;
break;
--- a/hedgewars/uAIActions.pas Sun Jun 21 03:00:39 2020 +0300
+++ b/hedgewars/uAIActions.pas Sun Jun 21 03:08:21 2020 +0300
@@ -31,6 +31,7 @@
aia_Up = 5;
aia_Down = 6;
aia_Switch = 7;
+ aia_Precise = 8;
aia_Weapon = $8000;
aia_WaitXL = $8001;
@@ -73,7 +74,7 @@
var PrevX: LongInt = 0;
timedelta: Longword = 0;
-const ActionIdToStr: array[0..7] of string[16] = (
+const ActionIdToStr: array[0..8] of string[16] = (
{aia_none} '',
{aia_Left} 'left',
{aia_Right} 'right',
@@ -81,7 +82,8 @@
{aia_attack} 'attack',
{aia_Up} 'up',
{aia_Down} 'down',
-{aia_Switch} 'switch'
+{aia_Switch} 'switch',
+{aia_Precise} 'precise'
);
{$IFDEF TRACEAIACTIONS}
--- a/hedgewars/uAIAmmoTests.pas Sun Jun 21 03:00:39 2020 +0300
+++ b/hedgewars/uAIAmmoTests.pas Sun Jun 21 03:08:21 2020 +0300
@@ -30,7 +30,7 @@
var windSpeed: real;
type TAttackParams = record
- Time, AttacksNum: Longword;
+ Time, Bounce, AttacksNum: Longword;
Angle, Power: LongInt;
ExplX, ExplY, ExplR: LongInt;
AttackPutX, AttackPutY: LongInt;
@@ -44,6 +44,7 @@
function TestClusterBomb(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams; Flags: LongWord): LongInt;
function TestWatermelon(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams; Flags: LongWord): LongInt;
function TestDrillRocket(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams; Flags: LongWord): LongInt;
+function TestRCPlane(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams; Flags: LongWord): LongInt;
function TestMortar(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams; Flags: LongWord): LongInt;
function TestShotgun(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams; Flags: LongWord): LongInt;
function TestDesertEagle(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams; Flags: LongWord): LongInt;
@@ -53,10 +54,19 @@
function TestWhip(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams; Flags: LongWord): LongInt;
function TestKamikaze(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams; Flags: LongWord): LongInt;
function TestAirAttack(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams; Flags: LongWord): LongInt;
+function TestDrillStrike(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams; Flags: LongWord): LongInt;
+function TestMineStrike(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams; Flags: LongWord): LongInt;
+function TestSMine(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams; Flags: LongWord): LongInt;
+function TestPiano(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams; Flags: LongWord): LongInt;
function TestTeleport(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams; Flags: LongWord): LongInt;
function TestHammer(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams; Flags: LongWord): LongInt;
function TestCake(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams; Flags: LongWord): LongInt;
+function TestSeduction(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams; Flags: LongWord): LongInt;
function TestDynamite(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams; Flags: LongWord): LongInt;
+function TestMine(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams; Flags: LongWord): LongInt;
+function TestKnife(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams; Flags: LongWord): LongInt;
+function TestAirMine(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams; Flags: LongWord): LongInt;
+function TestMinigun(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams; Flags: LongWord): LongInt;
type TAmmoTestProc = function (Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams; Flags: LongWord): LongInt;
TAmmoTest = record
@@ -75,7 +85,7 @@
(proc: nil; flags: 0), // amPickHammer
(proc: nil; flags: 0), // amSkip
(proc: nil; flags: 0), // amRope
- (proc: nil; flags: 0), // amMine
+ (proc: @TestMine; flags: amtest_NoTarget), // amMine
(proc: @TestDesertEagle; flags: amtest_MultipleAttacks), // amDEagle
(proc: @TestDynamite; flags: amtest_NoTarget), // amDynamite
(proc: @TestFirePunch; flags: amtest_NoTarget), // amFirePunch
@@ -83,7 +93,7 @@
(proc: @TestBaseballBat; flags: amtest_NoTarget), // amBaseballBat
(proc: nil; flags: 0), // amParachute
(proc: @TestAirAttack; flags: amtest_Rare), // amAirAttack
- (proc: nil; flags: 0), // amMineStrike
+ (proc: @TestMineStrike; flags: amtest_Rare), // amMineStrike
(proc: nil; flags: 0), // amBlowTorch
(proc: nil; flags: 0), // amGirder
(proc: nil; flags: 0), // amTeleport
@@ -92,13 +102,13 @@
(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: @TestSeduction; flags: amtest_NoTarget), // 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: @TestRCPlane; flags: 0), // amRCPlane
(proc: nil; flags: 0), // amLowGravity
(proc: nil; flags: 0), // amExtraDamage
(proc: nil; flags: 0), // amInvulnerable
@@ -110,23 +120,23 @@
(proc: @TestMolotov; flags: 0), // amMolotov
(proc: nil; flags: 0), // amBirdy
(proc: nil; flags: 0), // amPortalGun
- (proc: nil; flags: 0), // amPiano
+ (proc: @TestPiano; flags: amtest_Rare), // amPiano
(proc: @TestGrenade; flags: amtest_NoTrackFall), // amGasBomb
(proc: @TestShotgun; flags: 0), // amSineGun
(proc: nil; flags: 0), // amFlamethrower
- (proc: @TestGrenade; flags: 0), // amSMine
+ (proc: @TestSMine; flags: 0), // amSMine
(proc: @TestHammer; flags: amtest_NoTarget), // amHammer
(proc: nil; flags: 0), // amResurrector
- (proc: nil; flags: 0), // amDrillStrike
+ (proc: @TestDrillStrike; flags: amtest_Rare), // amDrillStrike
(proc: nil; flags: 0), // amSnowball
(proc: nil; flags: 0), // amTardis
(proc: nil; flags: 0), // amLandGun
(proc: nil; flags: 0), // amIceGun
- (proc: nil; flags: 0), // amKnife
+ (proc: @TestKnife; flags: 0), // amKnife
(proc: nil; flags: 0), // amRubber
- (proc: nil; flags: 0), // amAirMine
+ (proc: @TestAirMine; flags: 0), // amAirMine
(proc: nil; flags: 0), // amCreeper
- (proc: @TestShotgun; flags: 0) // amMinigun
+ (proc: @TestMinigun; flags: 0) // amMinigun
);
implementation
@@ -411,6 +421,87 @@
TestDrillRocket:= valueResult
end;
+function TestRCPlane(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams; Flags: LongWord): LongInt;
+const
+ MIN_RANGE = 200;
+var Vx, Vy, meX, meY, x, y: real;
+ rx, ry, valueResult: LongInt;
+ range, maxRange: integer;
+begin
+// This is a very simple test to let a RC plane fly in a straight line, without dropping any bombs
+// TODO: Teach AI how to steer
+// TODO: Teach AI how to drop bombs
+// TODO: Teach AI how to predict fire behavior
+Flags:= Flags; // avoid compiler hint
+if Level = 5 then
+ exit(BadTurn)
+else if Level = 4 then
+ maxRange:= 2200
+else if Level = 3 then
+ maxRange:= 2900
+else if Level = 2 then
+ maxRange:= 3500
+else
+ maxRange:= 3900;
+TestRCPlane:= BadTurn;
+ap.ExplR:= 0;
+ap.Time:= 0;
+ap.Power:= 1;
+meX:= hwFloat2Float(Me^.X);
+meY:= hwFloat2Float(Me^.Y);
+x:= meX;
+y:= meY;
+range:= Metric(trunc(x), trunc(y), Targ.Point.X, Targ.Point.Y);
+if ( range < MIN_RANGE ) or ( range > maxRange) 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, 8)) or
+ ((Me <> CurrentHedgehog^.Gear) and TestCollExcludingMe(Me^.Hedgehog^.Gear, rx, ry, 8)) then
+ begin
+ x:= x + vX * 8;
+ y:= y + vY * 8;
+
+ // Intentionally low rating to discourage use
+ if Level = 1 then
+ valueResult:= RateExplosion(Me, rx, ry, 26, afTrackFall or afErasesLand)
+ else
+ valueResult:= RateExplosion(Me, rx, ry, 26);
+
+ // Check range again in case the plane collided before target
+ range:= Metric(trunc(meX), trunc(meY), rx, ry);
+ if ( range < MIN_RANGE ) or ( range > maxRange) then
+ exit(BadTurn);
+
+ // If impact location is close, above us and wind blows in our direction,
+ // there's a risk of fire flying towards us, so fail in this case.
+ if (Level < 3) and (range <= 600) and (meY >= ry) and
+ (((ap.Angle < 0) and (windSpeed > 0)) or ((ap.Angle > 0) and (windSpeed < 0))) then
+ exit(BadTurn);
+
+ // Apply inaccuracy
+ if (not cLaserSighting) then
+ inc(ap.Angle, + AIrndSign(random((Level - 1) * 9)));
+
+ if (valueResult <= 0) then
+ valueResult:= BadTurn;
+ exit(valueResult)
+ 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);
+
+TestRCPlane:= BadTurn
+end;
function TestSnowball(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams; Flags: LongWord): LongInt;
var Vx, Vy, r: real;
@@ -479,61 +570,85 @@
end;
function TestMolotov(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams; Flags: LongWord): LongInt;
-var Vx, Vy, r: real;
- Score, EX, EY, valueResult: LongInt;
- TestTime: LongInt;
- targXWrap, x, y, dY, meX, meY: real;
+const timeLimit = 50;
+var Vx, Vy, r, meX, meY: real;
+ rTime: LongInt;
+ EX, EY: LongInt;
+ valueResult: LongInt;
+ targXWrap, x, y, dX, dY: real;
t: LongInt;
+ value, range: LongInt;
begin
Flags:= Flags; // avoid compiler hint
meX:= hwFloat2Float(Me^.X);
meY:= hwFloat2Float(Me^.Y);
-valueResult:= BadTurn;
-TestTime:= 0;
+ap.Time:= 0;
+rTime:= 350;
ap.ExplR:= 0;
if (WorldEdge = weWrap) then
if (Targ.Point.X < meX) then
targXWrap:= Targ.Point.X + (RightX-LeftX)
else targXWrap:= Targ.Point.X - (RightX-LeftX);
+valueResult:= BadTurn;
repeat
- inc(TestTime, 300);
+ rTime:= rTime + 300 + Level * 50 + random(300);
if (WorldEdge = weWrap) and (random(2)=0) then
- Vx:= (targXWrap - meX) / TestTime
- else Vx:= (Targ.Point.X - meX) / TestTime;
- Vy:= cGravityf * (TestTime div 2) - Targ.Point.Y - meY / TestTime;
+ Vx:= (targXWrap + AIrndSign(2) + AIrndOffset(Targ, Level) - meX) / rTime
+ else
+ Vx:= (Targ.Point.X + AIrndSign(2) + AIrndOffset(Targ, Level) - meX) / rTime;
+ Vy:= cGravityf * rTime * 0.5 - (Targ.Point.Y + 1 - meY) / rTime;
r:= sqr(Vx) + sqr(Vy);
+
if not (r > 1) then
begin
x:= meX;
y:= meY;
+ dX:= Vx;
dY:= -Vy;
- t:= TestTime;
+ t:= rTime;
repeat
x:= CheckWrap(x);
- x:= x + Vx;
+ x:= x + dX;
+
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);
+ 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 < -timeLimit);
+
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;
+
+ // Sanity check 1: Make sure we're not too close to impact location
+ range:= Metric(trunc(meX), trunc(meY), EX, EY);
+ if (range < 150) and (Level < 5) then
+ exit(BadTurn);
+
+ // Sanity check 2: If impact location is close, above us and wind blows
+ // towards us, there's a risk of fire flying towards us, so fail in this case.
+ if (Level < 3) and (range <= 600) and (trunc(meY) >= EX) and
+ (((ap.Angle < 0) and (windSpeed > 0)) or ((ap.Angle > 0) and (windSpeed < 0))) then
+ exit(BadTurn);
- if valueResult < Score then
+ if t >= -timeLimit then
+ value:= RateExplosion(Me, EX, EY, 97) // average of 17 attempts, most good, but some failing spectacularly
+ else
+ value:= BadTurn;
+
+ if (value = 0) and (Targ.Kind = gtHedgehog) and (Targ.Score > 0) then
+ value := BadTurn;
+
+ if (valueResult < value) or ((valueResult = value) and (Level < 3)) then
begin
- ap.Angle:= DxDy2AttackAnglef(Vx, Vy) + AIrndSign(random(Level));
- ap.Power:= trunc(sqrt(r) * cMaxPower) + AIrndSign(random(Level) * 15);
+ 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:= Score
+ valueResult:= value
end;
end
-until (TestTime > 5050 - Level * 800);
+until rTime > 5050 - Level * 800;
TestMolotov:= valueResult
end;
@@ -547,6 +662,7 @@
begin
valueResult:= BadTurn;
TestTime:= 0;
+ap.Bounce:= 0;
ap.ExplR:= 0;
meX:= hwFloat2Float(Me^.X);
meY:= hwFloat2Float(Me^.Y);
@@ -611,6 +727,7 @@
Flags:= Flags; // avoid compiler hint
valueResult:= BadTurn;
TestTime:= 500;
+ap.Bounce:= 0;
ap.ExplR:= 0;
meX:= hwFloat2Float(Me^.X);
meY:= hwFloat2Float(Me^.Y);
@@ -827,6 +944,9 @@
Vx:= (Targ.Point.X - x) * 1 / 1024;
Vy:= (Targ.Point.Y - y) * 1 / 1024;
ap.Angle:= DxDy2AttackAnglef(Vx, -Vy);
+// Apply inaccuracy
+if (not cLaserSighting) then
+ inc(ap.Angle, + AIrndSign(random((Level - 1) * 10)));
repeat
x:= x + vX;
y:= y + vY;
@@ -881,6 +1001,9 @@
Vx:= (Targ.Point.X - x) * t;
Vy:= (Targ.Point.Y - y) * t;
ap.Angle:= DxDy2AttackAnglef(Vx, -Vy);
+// Apply inaccuracy
+if (not cLaserSighting) then
+ inc(ap.Angle, + AIrndSign(random((Level - 1) * 10)));
d:= 0;
ix:= trunc(x);
@@ -935,6 +1058,9 @@
Vx:= (Targ.Point.X - x) * t;
Vy:= (Targ.Point.Y - y) * t;
ap.Angle:= DxDy2AttackAnglef(Vx, -Vy);
+// Apply inaccuracy
+inc(ap.Angle, + AIrndSign(random((Level - 1) * 5)));
+
d:= 0;
repeat
@@ -1160,7 +1286,10 @@
dx:= (Targ.Point.X - x) * t;
dy:= (Targ.Point.Y - y) * t;
- ap.Angle:= DxDy2AttackAnglef(dx, -dy)
+ ap.Angle:= DxDy2AttackAnglef(dx, -dy);
+ // Apply inaccuracy
+ if (not cLaserSighting) then
+ inc(ap.Angle, + AIrndSign(random((Level - 1) * 10)));
end;
if dx >= 0 then cx:= 0.45 else cx:= -0.45;
@@ -1173,7 +1302,7 @@
valueResult:= valueResult +
RateShove(Me, trunc(x), trunc(y)
, 30, 30, 25
- , cx, -0.9, trackFall or afSetSkip);
+ , cx, -0.9, trackFall or afSetSkip or afIgnoreMe);
end;
if (d < 10) and (dx = 0) then
@@ -1183,14 +1312,14 @@
tx:= trunc(x);
v:= RateShove(Me, tx, trunc(y)
, 30, 30, 25
- , -cx, -0.9, trackFall);
+ , -cx, -0.9, trackFall or afIgnoreMe);
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);
+ , -cx, -0.9, trackFall or afSetSkip or afIgnoreMe);
end
end;
@@ -1203,11 +1332,11 @@
v:= RateShove(Me, trunc(x), trunc(y)
, 30, 30, 25
- , cx, -0.9, trackFall);
+ , cx, -0.9, trackFall or afIgnoreMe);
valueResult:= valueResult + v - KillScore * friendlyfactor div 100 * 1024;
if v < 65536 then
- inc(valueResult, RateExplosion(Me, trunc(x), trunc(y), 30));
+ inc(valueResult, RateExplosion(Me, trunc(x), trunc(y), 30, afIgnoreMe));
TestKamikaze:= valueResult;
end;
@@ -1303,6 +1432,361 @@
TestAirAttack:= valueResult;
end;
+function TestDrillStrike(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams; Flags: LongWord): LongInt;
+const cShift = 4;
+var bombsSpeed, X, Y, dX, dY, drillX, drillY: real;
+ t2: real;
+ b: array[0..9] of boolean;
+ dmg: array[0..9] of LongInt;
+ fexit, collided: boolean;
+ i, t, value, valueResult, attackTime, drillTimer, targetX: LongInt;
+begin
+Flags:= Flags; // avoid compiler hint
+ap.ExplR:= 0;
+if (Level > 3) or (cGravityf = 0) then
+ exit(BadTurn);
+
+ap.Angle:= 0;
+targetX:= 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;
+dX:= bombsSpeed;
+dY:= 0;
+
+valueResult:= 0;
+
+attackTime:= 0;
+while attackTime <= 4000 do
+ begin
+ inc(attackTime, 1000);
+ value:= 0;
+ for i:= 0 to 9 do
+ begin
+ b[i]:= true;
+ dmg[i]:= 0
+ end;
+
+ repeat
+ X:= X + dX;
+ Y:= Y + dY;
+ dY:= dY + cGravityf;
+ fexit:= true;
+
+ for i:= 0 to 9 do
+ if b[i] then
+ begin
+ fexit:= false;
+ collided:= false;
+ drillX:= trunc(X) + LongWord(i * 30);
+ drillY:= trunc(Y);
+ // Collided with land ... simulate drilling
+ if TestCollExcludingObjects(trunc(drillX), trunc(drillY), 4) and
+ (Abs(Targ.Point.X - trunc(X)) + Abs(Targ.Point.Y - trunc(Y)) > 21) then
+ begin
+ drillTimer := attackTime;
+ t2 := 0.5 / sqrt(sqr(dX) + sqr(dY));
+ dX := dX * t2;
+ dY := dY * t2;
+ repeat
+ drillX:= drillX + dX;
+ drillY:= drillY + dY;
+ dec(drillTimer, 10);
+ until (Abs(Targ.Point.X - drillX) + Abs(Targ.Point.Y - drillY) < 22)
+ or (drillX < 0)
+ or (drillY < 0)
+ or (trunc(drillX) > LAND_WIDTH)
+ or (trunc(drillY) > LAND_HEIGHT)
+ // TODO: Simulate falling again when rocket has left terrain again
+ or (drillTimer <= 0);
+ collided:= true;
+ end
+ // Collided with something else ... record collision
+ else if TestColl(trunc(drillX), trunc(drillY), 4) then
+ collided:= true;
+
+ // Simulate explosion
+ if collided then
+ begin
+ b[i]:= false;
+ dmg[i]:= RateExplosion(Me, trunc(drillX), trunc(drillY), 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
+ if dmg[i] <> BadTurn then
+ inc(value, dmg[i]);
+ t:= value;
+ targetX:= Targ.Point.X - 60;
+
+ for i:= 0 to 3 do
+ if dmg[i] <> BadTurn then
+ begin
+ dec(t, dmg[i]);
+ inc(t, dmg[i + 6]);
+ if t > value then
+ begin
+ value:= t;
+ targetX:= Targ.Point.X - 30 - cShift + i * 30
+ end
+ end;
+
+ if value > valueResult then
+ begin
+ valueResult:= value;
+ ap.AttackPutX:= targetX;
+ ap.Time:= attackTime;
+ end;
+end;
+
+if valueResult <= 0 then
+ valueResult:= BadTurn
+else
+ begin
+ // Weaker AI has chance to get the time wrong by 1-3 seconds
+ if Level = 5 then
+ // +/- 3 seconds
+ ap.Time:= ap.Time + (3 - random(7)) * 1000
+ else if Level = 4 then
+ // +/- 2 seconds
+ ap.Time:= ap.Time + (2 - random(5)) * 1000
+ else if Level = 3 then
+ // +/- 1 second
+ if (random(2) = 0) then
+ ap.Time:= ap.Time + (1 - random(3)) * 1000
+ else if Level = 2 then
+ // 50% chance for +/- 1 second
+ if (random(2) = 0) then
+ ap.Time:= ap.Time + (1 - random(3)) * 1000;
+ ap.Time:= Min(5000, Max(1000, ap.Time));
+ end;
+
+TestDrillStrike:= valueResult;
+end;
+
+function TestMineStrike(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams; Flags: LongWord): LongInt;
+const cShift = 4;
+var minesSpeed, X, Y, dY: real;
+ b: array[0..9] of boolean;
+ dmg: array[0..9] of LongInt;
+ fexit: boolean;
+ i, t, valueResult: LongInt;
+begin
+Flags:= Flags; // avoid compiler hint
+ap.ExplR:= 0;
+ap.Time:= 0;
+
+// AI currently only supports cMinesTime = 0 because it's the most
+// predictable.
+// Other cMinesTime values are risky because of bouncy mines;
+// so they are unsupported.
+// TODO: Implement mine strike for other values of MineTime
+// TODO: Teach AI to avoid hitting their own with mines
+if (Level > 3) or (cGravityf = 0) or (cMinesTime <> 0) then
+ exit(BadTurn);
+
+ap.Angle:= 0;
+ap.AttackPutX:= Targ.Point.X;
+ap.AttackPutY:= Targ.Point.Y;
+
+minesSpeed:= hwFloat2Float(cBombsSpeed);
+X:= Targ.Point.X - 135 - cShift; // hh center - cShift
+X:= X - minesSpeed * 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 + minesSpeed;
+ 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), 96)
+ end
+ end;
+until fexit or (Y > cWaterLine);
+
+for i:= 0 to 5 do
+ if dmg[i] <> BadTurn then
+ inc(valueResult, dmg[i]);
+t:= valueResult;
+ap.AttackPutX:= Targ.Point.X - 60;
+
+for i:= 0 to 3 do
+ if dmg[i] <> BadTurn then
+ 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;
+TestMineStrike:= valueResult;
+end;
+
+function TestSMine(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams; Flags: LongWord): LongInt;
+const timeLimit = 50;
+var Vx, Vy, r, meX, meY: real;
+ rTime: LongInt;
+ EX, EY: LongInt;
+ valueResult: LongInt;
+ targXWrap, x, y, dX, dY: real;
+ t: LongInt;
+ value: LongInt;
+begin
+Flags:= Flags; // avoid compiler hint
+meX:= hwFloat2Float(Me^.X);
+meY:= hwFloat2Float(Me^.Y);
+ap.Time:= 0;
+rTime:= 350;
+ap.ExplR:= 0;
+if (WorldEdge = weWrap) then
+ if (Targ.Point.X < meX) then
+ targXWrap:= Targ.Point.X + (RightX-LeftX)
+ else targXWrap:= Targ.Point.X - (RightX-LeftX);
+valueResult:= BadTurn;
+repeat
+ rTime:= rTime + 300 + Level * 50 + random(300);
+ if (WorldEdge = weWrap) and (random(2)=0) then
+ Vx:= (targXWrap + AIrndSign(2) + AIrndOffset(Targ, Level) - meX) / rTime
+ else
+ Vx:= (Targ.Point.X + AIrndSign(2) + AIrndOffset(Targ, Level) - meX) / rTime;
+ Vy:= cGravityf * rTime * 0.5 - (Targ.Point.Y + 1 - 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:= CheckWrap(x);
+ x:= x + dX;
+
+ y:= y + dY;
+ dY:= dY + cGravityf;
+ dec(t)
+ until (((Me = CurrentHedgehog^.Gear) and TestColl(trunc(x), trunc(y), 2)) or
+ ((Me <> CurrentHedgehog^.Gear) and TestCollExcludingMe(Me^.Hedgehog^.Gear, trunc(x), trunc(y), 2))) or (t < -timeLimit);
+
+ EX:= trunc(x);
+ EY:= trunc(y);
+
+ if t >= -timeLimit then
+ if (Level = 1) and (Flags and amtest_NoTrackFall = 0) then
+ value:= RateExplosion(Me, EX, EY, 61, afTrackFall)
+ else
+ value:= RateExplosion(Me, EX, EY, 61);
+
+ if (value = 0) and (Targ.Kind = gtHedgehog) and (Targ.Score > 0) then
+ value := BadTurn;
+
+ if (valueResult < value) or ((valueResult = value) and (Level < 3)) 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:= 60;
+ ap.ExplX:= EX;
+ ap.ExplY:= EY;
+ valueResult:= value
+ end;
+ end
+until rTime > 5050 - Level * 800;
+TestSMine:= valueResult
+end;
+
+function TestPiano(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams; Flags: LongWord): LongInt;
+const BOUNCES = 5;
+var X, Y: real;
+ dmg: array[0..BOUNCES-1] of LongInt;
+ i, e, rate, valueResult: LongInt;
+begin
+Flags:= Flags; // avoid compiler hint
+ap.ExplR:= 0;
+ap.Time:= 0;
+if (cGravityf <= 0) then
+ exit(BadTurn);
+
+if (Level > 2) then
+ exit(BadTurn);
+
+ap.Angle:= 0;
+ap.AttackPutX:= Targ.Point.X;
+ap.AttackPutY:= Targ.Point.Y;
+
+X:= Targ.Point.X;
+Y:= -128;
+
+for i:= 0 to BOUNCES-1 do
+ dmg[i]:= 0;
+
+i:= 1;
+repeat
+ // Piano goes down
+ Y:= Y + 11;
+ if TestCollExcludingMe(Me^.Hedgehog^.Gear, trunc(X), trunc(Y), 32) then
+ begin
+ for e:= -1 to 1 do
+ begin
+ rate:= RateExplosion(Me, trunc(X) + 30*e, trunc(Y)+40, 161, afIgnoreMe);
+ if rate <> BadTurn then
+ dmg[i]:= dmg[i] + rate;
+ end;
+
+ if (i > 1) and (dmg[i] > 0) then
+ dmg[i]:= dmg[i] div 2;
+ inc(i);
+ // Skip past the blast hole
+ Y:= Y + 41
+ end;
+until (i > BOUNCES) or (Y > cWaterLine);
+
+if (i = 0) and (Y > cWaterLine) then
+ exit(BadTurn);
+
+valueResult:= 0;
+for i:= 0 to BOUNCES do
+ if dmg[i] <= BadTurn then
+ begin
+ valueResult:= BadTurn;
+ break;
+ end
+ else
+ inc(valueResult, dmg[i]);
+ap.AttackPutX:= Targ.Point.X;
+
+valueResult:= valueResult - KillScore * friendlyfactor div 100 * 1024;
+
+if valueResult <= 0 then
+ valueResult:= BadTurn;
+TestPiano:= valueResult;
+end;
function TestTeleport(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams; Flags: LongWord): LongInt;
var
@@ -1426,6 +1910,27 @@
TestCake:= valueResult;
end;
+function TestSeduction(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams; Flags: LongWord): LongInt;
+var rate: LongInt;
+begin
+Flags:= Flags; // avoid compiler hint
+Level:= Level; // avoid compiler hint
+Targ:= Targ;
+
+if (Level = 5) then
+ exit(BadTurn);
+
+ap.ExplR:= 0;
+ap.Time:= 0;
+ap.Power:= 1;
+ap.Angle:= 0;
+
+rate:= RateSeduction(Me);
+if rate <= 0 then
+ rate:= BadTurn;
+TestSeduction:= rate;
+end;
+
function TestDynamite(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams; Flags: LongWord): LongInt;
var valueResult: LongInt;
x, y, dx, dy: real;
@@ -1471,4 +1976,263 @@
TestDynamite:= valueResult
end;
+function TestMine(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams; Flags: LongWord): LongInt;
+var valueResult: LongInt;
+ x, y, dx, dy: real;
+ EX, EY, t: LongInt;
+begin
+Flags:= Flags; // avoid compiler hint
+Targ:= Targ; // avoid compiler hint
+
+x:= hwFloat2Float(Me^.X) + hwSign(Me^.dX) * 7;
+y:= hwFloat2Float(Me^.Y);
+dx:= hwSign(Me^.dX) * 0.02;
+dy:= 0;
+t:= 10000;
+repeat
+ dec(t);
+ x:= x + dx;
+ dy:= dy + cGravityf;
+ y:= y + dy;
+ if ((Me = CurrentHedgehog^.Gear) and TestColl(trunc(x), trunc(y), 2)) or
+ ((Me <> CurrentHedgehog^.Gear) and TestCollExcludingMe(Me^.Hedgehog^.Gear, trunc(x), trunc(y), 2)) then
+ t:= 0;
+until t = 0;
+
+EX:= trunc(x);
+EY:= trunc(y);
+
+if Level = 1 then
+ valueResult:= RateExplosion(Me, EX, EY, 51, afTrackFall or afErasesLand)
+else
+ valueResult:= RateExplosion(Me, EX, EY, 51);
+
+if (valueResult > 0) then
+ begin
+ ap.Angle:= 0;
+ ap.Power:= 1;
+ ap.Time:= 0;
+ if (Level < 5) then
+ // Set minimum mine bounciness for improved aim
+ ap.Bounce:= 1
+ else
+ ap.Bounce:= 0;
+ ap.ExplR:= 100;
+ ap.ExplX:= EX;
+ ap.ExplY:= EY
+ end else
+ valueResult:= BadTurn;
+
+TestMine:= valueResult
+end;
+
+function TestKnife(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams; Flags: LongWord): LongInt;
+const timeLimit = 300;
+var Vx, Vy, r, meX, meY: real;
+ rTime: LongInt;
+ EX, EY: LongInt;
+ valueResult: LongInt;
+ targXWrap, x, y, dX, dY: real;
+ t: LongInt;
+ value, range: LongInt;
+begin
+Flags:= Flags; // avoid compiler hint
+meX:= hwFloat2Float(Me^.X);
+meY:= hwFloat2Float(Me^.Y);
+ap.Time:= 0;
+rTime:= 350;
+ap.ExplR:= 0;
+if (WorldEdge = weWrap) then
+ if (Targ.Point.X < meX) then
+ targXWrap:= Targ.Point.X + (RightX-LeftX)
+ else
+ targXWrap:= Targ.Point.X - (RightX-LeftX);
+valueResult:= BadTurn;
+repeat
+ rTime:= rTime + 300 + Level * 50 + random(300);
+ if (WorldEdge = weWrap) and (random(2)=0) then
+ Vx:= (targXWrap - meX) / rTime
+ else
+ Vx:= (Targ.Point.X - meX) / rTime;
+ Vy:= cGravityf * rTime * 0.5 - (Targ.Point.Y + 1 - 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:= CheckWrap(x);
+ x:= x + dX;
+
+ y:= y + dY;
+ dY:= dY + cGravityf;
+ dec(t)
+ until (((Me = CurrentHedgehog^.Gear) and TestColl(trunc(x), trunc(y), 7)) or
+ ((Me <> CurrentHedgehog^.Gear) and TestCollExcludingMe(Me^.Hedgehog^.Gear, trunc(x), trunc(y), 7))) or (t < -timeLimit);
+
+ EX:= trunc(x);
+ EY:= trunc(y);
+
+ // Sanity check: Make sure we're not too close to impact location
+ range:= Metric(trunc(meX), trunc(meY), EX, EY);
+ if (range <= 40) then
+ exit(BadTurn);
+
+ if t >= -timeLimit then
+ value:= RateShove(Me, EX, EY, 16, trunc(sqr((abs(dY)+abs(dX))*40000/10000)), 0, dX, dY, 0)
+ else
+ value:= BadTurn;
+
+ if (value = 0) and (Targ.Kind = gtHedgehog) and (Targ.Score > 0) then
+ value := BadTurn;
+
+ if (valueResult < value) or ((valueResult = value) and (Level = 1)) then
+ begin
+ ap.Angle:= DxDy2AttackAnglef(Vx, Vy) + AIrndSign(random((Level - 1) * 12));
+ ap.Power:= trunc(sqrt(r) * cMaxPower) - random((Level - 1) * 22 + 1);
+ valueResult:= value
+ end;
+ end
+until rTime > 5050 - Level * 800;
+TestKnife:= valueResult
+end;
+
+function TestAirMine(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams; Flags: LongWord): LongInt;
+const
+ MIN_RANGE = 160;
+ MAX_RANGE = 2612;
+var Vx, Vy, meX, meY, x, y, r: real;
+ rx, ry, valueResult: LongInt;
+ range, maxRange: integer;
+begin
+Flags:= Flags; // avoid compiler hint
+maxRange:= MAX_RANGE - ((Level - 1) * 300);
+TestAirMine:= BadTurn;
+ap.ExplR:= 60;
+ap.Time:= 0;
+meX:= hwFloat2Float(Me^.X);
+meY:= hwFloat2Float(Me^.Y);
+x:= meX;
+y:= meY;
+
+// Rough first range check
+range:= Metric(trunc(x), trunc(y), Targ.Point.X, Targ.Point.Y);
+if ( range < MIN_RANGE ) or ( range > maxRange ) 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, 8)) or
+ ((Me <> CurrentHedgehog^.Gear) and TestCollExcludingMe(Me^.Hedgehog^.Gear, rx, ry, 8)) then
+ begin
+ x:= x + vX * 8;
+ y:= y + vY * 8;
+
+ if Level = 1 then
+ valueResult:= RateExplosion(Me, rx, ry, 61, afTrackFall)
+ else
+ valueResult:= RateExplosion(Me, rx, ry, 61);
+
+ // Precise range calculation required to calculate power;
+ // The air mine is very sensitive to small changes in power.
+ r:= sqr(meX - rx) + sqr(meY - ry);
+ range:= trunc(sqrt(r));
+
+ if ( range < MIN_RANGE ) or ( range > maxRange ) then
+ exit(BadTurn);
+ ap.Power:= ((range + cHHRadius*2) * cMaxPower) div MAX_RANGE;
+
+ // Apply inaccuracy
+ inc(ap.Power, (random(93*(Level-1)) - 31*(Level-1))); // Level 1 spread: -124 .. 248
+ if (not cLaserSighting) then
+ inc(ap.Angle, + AIrndSign(random((Level - 1) * 10)));
+
+ if (valueResult <= 0) then
+ valueResult:= BadTurn;
+ exit(valueResult)
+ 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);
+
+TestAirMine := BadTurn
+end;
+
+function TestMinigun(Me: PGear; Targ: TTarget; Level: LongInt; var ap: TAttackParams; Flags: LongWord): LongInt;
+const
+ MAX_RANGE = 400;
+var Vx, Vy, x, y: real;
+ rx, ry, valueResult: LongInt;
+ range: integer;
+begin
+// This code is still very similar to TestShotgun,
+// but it's a good simple estimate.
+// TODO: Simulate random bullets
+// TODO: Replace RateShotgun with something else
+// TODO: Teach AI to move aim during shooting
+Flags:= Flags; // avoid compiler hint
+TestMinigun:= 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 > MAX_RANGE ) then
+ exit(BadTurn);
+
+Vx:= (Targ.Point.X - x) * 1 / 1024;
+Vy:= (Targ.Point.Y - y) * 1 / 1024;
+ap.Angle:= DxDy2AttackAnglef(Vx, -Vy);
+// Minigun angle is limited
+if (ap.Angle < Ammoz[amMinigun].minAngle) or (ap.Angle > Ammoz[amMinigun].maxAngle) then
+ exit(BadTurn);
+
+// Apply inaccuracy
+if (not cLaserSighting) then
+ inc(ap.Angle, + AIrndSign(random((Level - 1) * 10)));
+repeat
+ x:= x + vX;
+ y:= y + vY;
+ rx:= trunc(x);
+ ry:= trunc(y);
+ if ((Me = CurrentHedgehog^.Gear) and TestColl(rx, ry, 1)) or
+ ((Me <> CurrentHedgehog^.Gear) and TestCollExcludingMe(Me^.Hedgehog^.Gear, rx, ry, 1)) then
+ begin
+ x:= x + vX * 8;
+ y:= y + vY * 8;
+ // TODO: Use different rating function
+ valueResult:= RateShotgun(Me, vX, vY, rx, ry);
+
+ if (valueResult = 0) and (Targ.Kind = gtHedgehog) and (Targ.Score > 0) then
+ begin
+ if GameFlags and gfSolidLand = 0 then
+ valueResult:= 1024 - Metric(Targ.Point.X, Targ.Point.Y, rx, ry) div 64
+ else valueResult := BadTurn
+ end
+ else
+ dec(valueResult, Level * 4000);
+ exit(valueResult)
+ 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);
+
+TestMinigun:= BadTurn
+end;
+
end.
--- a/hedgewars/uAIMisc.pas Sun Jun 21 03:00:39 2020 +0300
+++ b/hedgewars/uAIMisc.pas Sun Jun 21 03:08:21 2020 +0300
@@ -27,6 +27,7 @@
afTrackFall = $00000001;
afErasesLand = $00000002;
afSetSkip = $00000004;
+ afIgnoreMe = $00000008;
BadTurn = Low(LongInt) div 4;
@@ -86,6 +87,7 @@
function RealRateExplosion(Me: PGear; x, y, r: LongInt; Flags: LongWord): LongInt;
function RateShove(Me: PGear; x, y, r, power, kick: LongInt; gdX, gdY: real; Flags: LongWord): LongInt;
function RateShotgun(Me: PGear; gdX, gdY: real; x, y: LongInt): LongInt;
+function RateSeduction(Me: PGear): LongInt;
function RateHammer(Me: PGear): LongInt;
function HHGo(Gear, AltGear: PGear; var GoInfo: TGoInfo): boolean;
@@ -539,20 +541,22 @@
x:= round(CheckWrap(real(x)));
fallDmg:= 0;
rate:= 0;
-// add our virtual position
-with Targets.ar[Targets.Count] do
- begin
- Point.x:= hwRound(Me^.X);
- Point.y:= hwRound(Me^.Y);
- skip:= false;
- matters:= true;
- Kind:= gtHedgehog;
- Density:= 1;
- Radius:= cHHRadius;
- Score:= - ThinkingHH^.Health
- end;
+
+if (Flags and afIgnoreMe) = 0 then
+ // add our virtual position
+ with Targets.ar[Targets.Count] do
+ begin
+ Point.x:= hwRound(Me^.X);
+ Point.y:= hwRound(Me^.Y);
+ skip:= false;
+ matters:= true;
+ Kind:= gtHedgehog;
+ Density:= 1;
+ Radius:= cHHRadius;
+ Score:= - ThinkingHH^.Health
+ end;
+
// rate explosion
-
if (Flags and afErasesLand <> 0) and (GameFlags and gfSolidLand = 0) then erasure:= r
else erasure:= 0;
@@ -561,8 +565,9 @@
for i:= 0 to Targets.Count do
if not Targets.ar[i].dead then
with Targets.ar[i] do
- if not matters then hadSkips:= true
- else
+ if not matters then
+ hadSkips:= true
+ else
begin
dmg:= 0;
dmgBase:= r + Radius div 2;
@@ -832,6 +837,92 @@
ResetTargets;
end;
+function RateSeduction(Me: PGear): LongInt;
+var pX, pY, i, r, rate, subrate, fallDmg: LongInt;
+ diffX, diffY: LongInt;
+ meX, meY, dX, dY: hwFloat;
+ pXr, pYr: real;
+ hadSkips: boolean;
+begin
+meX:= Me^.X;
+meY:= Me^.Y;
+rate:= 0;
+for i:= 0 to Targets.Count do
+ if not Targets.ar[i].dead then
+ with Targets.ar[i] do
+ begin
+ pX:= Point.X;
+ pY:= Point.Y;
+ diffX:= pX - hwRound(meX);
+ diffY:= pY - hwRound(meY);
+ if (Me^.Hedgehog^.BotLevel < 4) and (abs(diffX) <= cHHRadius*2) and (diffY >= 0) and (diffY <= cHHRadius*2) then
+ // Don't use seduction if too close to other hog. We could be
+ // standing on it, so using seduction would remove the ground on
+ // which we stand on, which is dangerous
+ exit(BadTurn);
+
+ if (not matters) then
+ hadSkips:= true
+ else if matters and (Kind = gtHedgehog) and (abs(pX - hwRound(meX)) + abs(pY - hwRound(meY)) < cSeductionDist) then
+ begin
+ r:= trunc(sqrt(sqr(abs(pX - hwRound(meX)))+sqr(abs(pY - hwRound(meY)))));
+ if r < cSeductionDist then
+ begin
+
+ if (WorldEdge <> weWrap) or (not (hwAbs(meX - int2hwFloat(pX)) > int2hwFloat(cSeductionDist))) then
+ dX:= _50 * cGravity * (meX - int2hwFloat(pX)) / _25
+ else if (not (hwAbs(meX + int2hwFloat((RightX-LeftX) - pX)) > int2hwFloat(cSeductionDist))) then
+ dX:= _50 * cGravity * (meX + (int2hwFloat((RightX-LeftX) - pX))) / _25
+ else
+ dX:= _50 * cGravity * (meX - (int2hwFloat((RightX-LeftX) - pX))) / _25;
+ dY:= -_450 * cMaxWindSpeed * 2;
+
+
+ pXr:= pX;
+ pYr:= pY;
+ fallDmg:= trunc(TraceShoveFall(pXr, pYr, hwFloat2Float(dX), hwFloat2Float(dY), Targets.ar[i]) * dmgMod);
+
+ // rate damage
+ if fallDmg < 0 then // drowning
+ begin
+ if Score > 0 then
+ inc(rate, (KillScore + Score div 10) * 1024) // Add a bit of a bonus for bigger hog drownings
+ else
+ dec(rate, (KillScore * friendlyfactor div 100 - Score div 10) * 1024) // and more of a punishment for drowning bigger friendly hogs
+ end
+ else if (fallDmg) >= abs(Score) then // deadly fall damage
+ begin
+ dead:= true;
+ Targets.reset:= true;
+ if (hwFloat2Float(dX) < 0.035) then
+ begin
+ subrate:= RealRateExplosion(Me, round(pX), round(pY), 61, afErasesLand or afTrackFall); // hog explodes
+ if abs(subrate) > 2000 then
+ inc(rate, subrate)
+ end;
+ if Score > 0 then
+ inc(rate, KillScore * 1024 + (fallDmg)) // tiny bonus for dealing more damage than needed to kill
+ else
+ dec(rate, KillScore * friendlyfactor div 100 * 1024)
+ end
+ else if (fallDmg <> 0) then // non-deadly fall damage
+ if Score > 0 then
+ inc(rate, fallDmg * 1024)
+ else
+ dec(rate, fallDmg * friendlyfactor div 100 * 1024)
+ else // no damage, just shoved
+ if (Score < 0) then
+ dec(rate, 100); // small penalty for shoving friendly hogs as it might be dangerous
+ end;
+ end;
+ end;
+
+if hadSkips and (rate <= 0) then
+ RateSeduction:= BadTurn
+else
+ RateSeduction:= rate * 1024;
+end;
+
function RateHammer(Me: PGear): LongInt;
var x, y, i, r, rate: LongInt;
hadSkips: boolean;
--- a/hedgewars/uConsts.pas Sun Jun 21 03:00:39 2020 +0300
+++ b/hedgewars/uConsts.pas Sun Jun 21 03:08:21 2020 +0300
@@ -228,6 +228,7 @@
cSeductionDist = 250; // effect distance of seduction
ExtraTime = 30000; // amount of time (ms) given for using Extra Time
+ MaxMoreWindTime = 5000; // amount of time (ms) for land objects like gfMine to be affected after end of turn
// do not change this value
cDefaultZoomLevel = 2.0; // 100% zoom
--- a/hedgewars/uGears.pas Sun Jun 21 03:00:39 2020 +0300
+++ b/hedgewars/uGears.pas Sun Jun 21 03:08:21 2020 +0300
@@ -595,6 +595,11 @@
dec(TurnTimeLeft)
end;
+if (TurnTimeLeft = 0) and (ReadyTimeLeft = 0) then
+ inc(TimeNotInTurn)
+else
+ TimeNotInTurn:= 0;
+
if skipFlag then
begin
if TagTurnTimeLeft = 0 then
--- a/hedgewars/uGearsHandlersMess.pas Sun Jun 21 03:00:39 2020 +0300
+++ b/hedgewars/uGearsHandlersMess.pas Sun Jun 21 03:08:21 2020 +0300
@@ -535,8 +535,15 @@
if isFalling and (Gear^.State and gstNoGravity = 0) then
begin
+ // Apply gravity and wind
Gear^.dY := Gear^.dY + cGravity;
- if (GameFlags and gfMoreWind <> 0) and (TurnTimeLeft > 0) and
+ if ((GameFlags and gfMoreWind) <> 0) and
+ // Disable gfMoreWind for land objects on turn end to prevent bouncing them forever
+ // This solution is rather ugly, in that it will occassionally suddenly wind physics
+ // while a gear is moving, this can be rather confusing.
+ // TODO: Find a way to make gfMoreWind-affected land objects settle more reliably
+ // and quickler without touching wind itselvs
+ ((not (Gear^.Kind in [gtMine, gtAirMine, gtSMine, gtKnife, gtExplosives])) or (TimeNotInTurn < MaxMoreWindTime)) and
((xland or land) = 0) and
((Gear^.dX.QWordValue + Gear^.dY.QWordValue) > _0_02.QWordValue) then
Gear^.dX := Gear^.dX + cWindSpeed / Gear^.Density
--- a/hedgewars/uGearsHedgehog.pas Sun Jun 21 03:00:39 2020 +0300
+++ b/hedgewars/uGearsHedgehog.pas Sun Jun 21 03:08:21 2020 +0300
@@ -529,7 +529,8 @@
amMineStrike, amDrillStrike,
amRubber, amMinigun: CurAmmoGear:= newGear;
end;
- if CurAmmoType = amCake then FollowGear:= newGear;
+ if (CurAmmoType = amCake) or (CurAmmoType = amPiano) then
+ FollowGear:= newGear;
if ((CurAmmoType = amMine) or (CurAmmoType = amSMine) or (CurAmmoType = amAirMine)) and (GameFlags and gfInfAttack <> 0) then
newGear^.FlightTime:= GameTicks + min(TurnTimeLeft,1000)
--- a/hedgewars/uVariables.pas Sun Jun 21 03:00:39 2020 +0300
+++ b/hedgewars/uVariables.pas Sun Jun 21 03:08:21 2020 +0300
@@ -105,6 +105,7 @@
TurnClockActive : boolean;
TagTurnTimeLeft : Longword;
ReadyTimeLeft : Longword;
+ TimeNotInTurn : Longword; // Milliseconds that passed while no turn is active
IsGetAwayTime : boolean;
GameOver : boolean;
cSuddenDTurns : LongInt;
@@ -2898,6 +2899,7 @@
GameOver := false;
TurnClockActive := true;
TagTurnTimeLeft := 0;
+ TimeNotInTurn := 0;
cSuddenDTurns := 15;
LastSuddenDWarn := -2;
cInitHealth := 100;
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/misc/flags_js.xhtml Sun Jun 21 03:08:21 2020 +0300
@@ -0,0 +1,228 @@
+<!DOCTYPE HTML>
+<html xmlns="http://www.w3.org/1999/xhtml">
+<head>
+<!-- There is, at present, no official xsd for (X)HTML5. A pity. Usefulness would depend on the parser and extensions made by the site. -->
+ <title>Hedgewars Flags</title>
+
+ <style type="text/css">
+* {padding: 0; margin: 0; }
+body
+{
+ background-color: #0B203D;
+ color: #FFD902;
+ background-size: 100% 100%;
+ font-family: sans-serif;
+}
+form, p
+{
+ background-color: #0B203D;
+ padding: 1em;
+ margin: 1em;
+ border-style: solid;
+ border-radius: 5px;
+ border-width: 2px;
+ border-color: #FFD902;
+}
+h1 {
+ margin:10px;
+}
+a {
+ color: #BFBED0;
+ text-decoration: none;
+}
+.flag
+{
+ margin-top: 12px;
+ margin-left: 20px;
+ float: left;
+ border-radius: 3px;
+ border-color: white;
+ border-width: 1px;
+ border-style: solid;
+ height: 17px;
+ width: 24px;
+ color: transparent;
+}
+a div
+{
+ height: 15px;
+ width: 22px;
+ border-radius: 3px;
+ border-color: black;
+ border-width: 1px;
+ border-style: solid;
+}
+ </style>
+ <script type="application/ecmascript">
+//<![CDATA[
+"use strict";
+var IS_LOCAL=false; // set to true to fetch flags locally. Useful for testing.
+var flags;
+if (IS_LOCAL) {
+/* JavaScript version of a sprite sheet - this could be pretty trivially done in pure HTML, but maintenance
+would be easier with a server-side portion. list of sprites could be gotten from server, but would require XSS whitelisting */
+// Last updated: 1.0.0
+flags=["afghanistan","albania","algeria","american_samoa","andorra","angola","anguilla","antigua_and_barbuda","arabemirates",
+"argentina","armenia","aruba","australia","austria","azerbaijan","bahamas","bahrain","bangladesh","barbados","belarus","belgium",
+"belize","benin","bhutan","bolivia","bosnia_and_herzegovina","botswana","brazil","brunei","bulgaria","burkina_faso","burundi",
+"cambodia","cameroon","canada","cape_verde","central_african_republic","chad","chile","china","christmas_island","cm_42",
+"cm_anarchy","cm_balls","cm_balrog","cm_bars","cm_belarus","cm_binary","cm_birdy","cm_bloodyblade","cm_brittany","cm_bubbles",
+"cm_bustamove","cm_cheese","cm_cog","cm_crossedswords","cm_crosshair","cm_cyborg","cm_danger_fire","cm_danger_stripes",
+"cm_dragonrb","cm_duckhead","cm_earth2","cm_earth","cm_eyeofhorus","cm_eyes","cm_face","cm_fcw","cm_female","cm_firstaid",
+"cm_flames","cm_flower","cm_galaxy","cm_girder","cm_grenade","cm_hax0r","cm_heart","cm_hellish","cm_hurrah","cm_hw2",
+"cm_hw","cm_iluvu","cm_kiwi","cm_lips","cm_magicskull","cm_male","cm_mog","cm_music","cm_pacman2","cm_pacman","cm_pentagram",
+"cm_piet","cm_pirate","cm_pokemon","cm_scout","cm_shoppa","cm_sine","cm_skull","cm_sonic","cm_soviet","cm_spider","cm_star",
+"cm_swordshield2","cm_swordshield","cm_test","cm_vampire","cm_waves","cm_yinyang","colombia","comoros",
+"congo-brazzaville","congo_kinshasa","cook_islands","costa_rica","cote_divoire","croatia","cuba","cyprus",
+"czech_republic","denmark","djibouti","dominican_republic","dominica","easttimor","ecuador","egypt","el_salvador",
+"equatorial_guinea","eritrea","esperanto","estonia","ethiopia","europeanunion","fiji","finland","france","gabon","gambia",
+"georgia","germany","ghana","greece","grenada","guam","guatemala","guinea","guyana","haiti","hedgewars","honduras","hungary",
+"iceland","india","indonesia","iran","iraq","ireland","israel","italy","jamaica","japan","jordan","kazakhstan","kenya","kiribati",
+"kuwait","kyrgyzstan","laos","latvia","lebanon","lesotho","liberia","libya","liechtenstein","lithuania","luxembourg","macau",
+"macedonia","madagascar","malawi","malaysia","maldives","mali","malta","marshall_islands","mauritania","mauritius",
+"mexico","micronesia","moldova","monaco","mongolia","montenegro","montserrat","morocco","mozambique","myanmar","namibia","nauru",
+"nepal","netherlands","new_zealand","nicaragua","nigeria","niger","niue","northern_mariana","northkorea","norway","oman",
+"pakistan","palau","palestine","panama","papua_new_guinea","paraguay","peru","philippines","poland","portugal","puerto_rico",
+"qatar","quebec","romania","russian_federation","rwanda","saint_kitts_and_nevis","saint_lucia","saint_vincent_and_the_grenadines",
+"samoa","san_marino","saotomeandprincipe","saudiarabia","senegal","serbia_and_montenegro","serbia","seychelles","sicily",
+"sierra_leone","singapore","slovakia","slovenia","solomon_islands","somalia","south_africa","south_korea","south_sudan","spain",
+"sri_lanka","sudan","suisse","suriname","swaziland","sweden","syrian_arab_republic","taiwan","tajikistan","tanzania","thailand",
+"tibet","timor_leste","togo","tokelau","tonga","trinidad_and_tobago","tunisia","turkey","turkmenistan","tuvalu","uganda","ukraine",
+"uk_scotland","united_arab_emirates","united_kingdom","united_states","uruguay","uzbekistan","vanuatu","vatican","venezuela","vietnam",
+"western_sahara","yemen","yugoslavia","zambia","zimbabwe"
+//,"cpu","cpu_plain"
+];
+}
+else
+{
+flags = [];
+}
+
+var on_xml_loaded = function(ex)
+{
+ var resp = this.responseText;
+ var r = />([^<]*).png</g;
+ var x;
+ while(x = r.exec(resp))
+ {
+ flags.push(x[1]);
+ }
+ on_flags_loaded();
+}
+
+var on_xml_error = function()
+{
+ var p = document.createElement("p");
+ p.appendChild(document.createTextNode("ERROR: List of flags could not be fetched from the server!"));
+ document.body.appendChild(p);
+}
+
+var on_flags_loaded;
+
+window.onload = function()
+{
+ // Load list of flags
+ if (!IS_LOCAL) {
+ // Request list of flags from repository URL
+ var xml=new XMLHttpRequest();
+ xml.open("GET", "//hg.hedgewars.org/hedgewars/file/tip/share/hedgewars/Data/Graphics/Flags/");
+ xml.addEventListener("error", on_xml_error);
+ xml.onload = on_xml_loaded;
+ xml.send();
+ }
+ else
+ {
+ on_flags_loaded();
+ }
+}
+
+on_flags_loaded = function()
+{
+ // Sort flags
+ var flag_compare = function(a, b)
+ {
+ if (a === "hedgewars")
+ return false;
+ else if (b === "hedgewars")
+ return true;
+ else if (a.startsWith("cm_") && !b.startsWith("cm_"))
+ return true;
+ else if (!a.startsWith("cm_") && b.startsWith("cm_"))
+ return false;
+ else
+ return a > b;
+ }
+
+ flags.sort(flag_compare);
+
+ // Render flags
+ var img;
+ var j = 0;
+ var toDelete = [];
+ var a = document.createElement("a");
+ a.className="flag";
+ a.appendChild(document.createElement("div"));
+ a.lastChild.appendChild(document.createTextNode(""));
+
+ var flagState = 0; // 0 = hedgewars, 1 = country flag, 2 = community flag ("cm_")
+
+ for (var i=0;i<flags.length;i++)
+ {
+ var flag = flags[i];
+
+ var oldFlagState = flagState;
+ if (flagState === 0 && flag !== "hedgewars")
+ flagState++;
+ else if (flagState === 1 && flag.startsWith("cm_"))
+ flagState++;
+ if (flagState !== oldFlagState)
+ {
+ j = 0;
+ document.body.appendChild(document.createElement("br"));
+ document.body.appendChild(document.createElement("br"));
+ document.body.appendChild(document.createElement("br"));
+ }
+
+ var h = document.body.appendChild(a.cloneNode(true));
+ if (IS_LOCAL)
+ h.href = "../share/hedgewars/Data/Graphics/Flags/"+flag+".png";
+ else
+ h.href = "//hg.hedgewars.org/hedgewars/raw-file/tip/share/hedgewars/Data/Graphics/Flags/"+flag+".png";
+
+ img = new Image();
+ img.onload = function() {
+ var name = this.id.substr(7);
+ if (this.height === 32) {
+ staticMasks[name] = true;
+ }
+ this.remove();
+ }
+ img.src = h.href;
+ img.id = "__flag_"+flag;
+
+ h.lastChild.style.backgroundImage = 'url("'+h.href+'")';
+ h.lastChild.lastChild.data = flag;
+ h.title = flag;
+
+ if (j%17 === 16 || i === flags.length-1)
+ {
+ document.body.appendChild(document.createElement("br"));
+ document.body.appendChild(document.createElement("br"));
+ j = 0;
+ } else
+ j++;
+ }
+
+}
+
+//]]>
+ </script>
+</head>
+<body>
+<h1>List of Hedgewars flags</h1>
+<noscript>
+<p><strong>ERROR</strong>: We're so sorry, but this webpage only works with JavaScript enabled. It seems JavaScript is disabled or not supported in your browser.<br/>
+Normally, this webpage would display a preview of the flags in Hedgewars.</p>
+</noscript>
+</body>
+</html>
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/misc/graves_js_anim.xhtml Sun Jun 21 03:08:21 2020 +0300
@@ -0,0 +1,319 @@
+<!DOCTYPE HTML>
+<html xmlns="http://www.w3.org/1999/xhtml">
+<head>
+<!-- There is, at present, no official xsd for (X)HTML5. A pity. Usefulness would depend on the parser and extensions made by the site. -->
+ <title>Hedgewars Graves</title>
+
+ <style type="text/css">
+* {padding: 0; margin: 0; }
+body
+{
+ background: url('//hg.hedgewars.org/hedgewars/raw-file/tip/share/hedgewars/Data/Themes/Nature/Sky.png') fixed no-repeat bottom left;
+ background-color: #0B203D;
+ color: #FFD902;
+ -moz-background-size: 200%;
+ background-size: 100% 100%;
+ font-family: sans-serif;
+}
+form, p
+{
+ background-color: #0B203D;
+ padding: 1em;
+ margin: 1em;
+ border-style: solid;
+ border-radius: 5px;
+ border-width: 2px;
+ border-color: #FFD902;
+}
+h1 {
+ text-shadow: 0 0 2px white;
+ color: black;
+ margin:10px;
+}
+a {
+ color: #BFBED0;
+ text-decoration: none;
+}
+.grave
+{
+ margin-top: 12px;
+ margin-left: 20px;
+ float: left;
+ height: 32px;
+ width: 32px;
+ color: transparent;
+}
+.girder
+{
+ width: 100%;
+ height: 30px;
+ clear: left;
+ background-image: url('//hg.hedgewars.org/hedgewars/raw-file/tip/share/hedgewars/Data/Themes/Nature/Girder.png');
+ background-repeat: repeat-x;
+}
+.hide { visibility: hidden; }
+a div
+{
+ margin-top: 6px;
+ height: 32px;
+ width: 32px;
+}
+ </style>
+ <script type="application/ecmascript">
+//<![CDATA[
+var IS_LOCAL=false; // set to true to fetch graves locally. Useful for testing.
+var graves;
+if (IS_LOCAL) {
+/* JavaScript version of a sprite sheet - this could be pretty trivially done in pure HTML, but maintenance
+would be easier with a server-side portion. list of sprites could be gotten from server, but would require XSS whitelisting */
+// Last updated: 1.0.0
+graves=["Badger","Bone","bp2","bubble","Cherry","chest","Clover","coffin",
+"deadhog","dragonball","Duck2","Earth","Egg","eyecross","Flower","Ghost",
+"Grave","heart","money","mouton1","octopus","Old_Apple","pi","plant2",
+"plant3","Plinko","pokeball","pyramid","ring","Rip","Rubberduck","Simple",
+"Simple_reversed","skull","star","Statue","TV","Whisky","Yin_and_Yang"];
+}
+else
+{
+graves = [];
+}
+
+var themes = {
+// Last updated: 1.0.0
+"Art":1,
+"Beach":1,
+"Bamboo":1,
+"Bath":1,
+//"Blox":0, //unused, has no Sky.png or Border.png
+"Brick":0,
+"Cake":0,
+"Castle":1,
+"Cave":1,
+"City":1,
+"Cheese":0,
+"Christmas":1,
+"Compost":1,
+"CrazyMission":0,
+"Deepspace":0,
+"Desert":1,
+"EarthRise":0,
+"Eyes":0,
+"Freeway":0,
+"Fruit":1,
+"Halloween":1,
+"Hell":0,
+"Hoggywood":1,
+"Island":0,
+"Jungle":1,
+"Golf":1,
+"Nature":1,
+"Olympics":1,
+"Planes":0,
+"Sheep":1,
+"Snow":1,
+"Stage":1,
+"Underwater":1};
+var girder;
+var animationInterval;
+
+on_xml_loaded = function(ex)
+{
+ var resp = this.responseText;
+ var r = />([^<]*).png</g;
+ var x;
+ while(x = r.exec(resp))
+ {
+ graves.push(x[1]);
+ }
+ on_graves_loaded();
+}
+
+on_xml_error = function()
+{
+ var p = document.createElement("p");
+ p.appendChild(document.createTextNode("ERROR: List of graves could not be fetched from the server!"));
+ document.body.appendChild(p);
+}
+
+window.onload = function()
+{
+ // Load list of graves
+ if (!IS_LOCAL) {
+ // Request list of graves from repository URL
+ var xml=new XMLHttpRequest();
+ xml.open("GET", "//hg.hedgewars.org/hedgewars/file/tip/share/hedgewars/Data/Graphics/Graves/");
+ xml.addEventListener("error", on_xml_error);
+ xml.onload = on_xml_loaded;
+ xml.send();
+ }
+ else
+ {
+ on_graves_loaded();
+ }
+}
+
+on_graves_loaded = function()
+{
+ // Render girders
+ var s = document.styleSheets[0].cssRules;
+ for(var i=0;i<s.length;i++)
+ {
+ if (s[i].selectorText.toLowerCase() === ".girder")
+ girder = s[i];
+ }
+
+ var a = document.createElement("a");
+ var g = document.createElement("div");
+ g.className="girder";
+ a.className="grave";
+ a.appendChild(document.createElement("div"));
+ a.lastChild.appendChild(document.createTextNode(""));
+
+ // Render graves
+ var missingGraves = [];
+ var img;
+ var j = 0;
+ var toDelete = [];
+ for (var i=0;i<graves.length;i++)
+ {
+ var h = document.body.appendChild(a.cloneNode(true));
+ if (IS_LOCAL)
+ h.href = "../share/hedgewars/Data/Graphics/Graves/"+graves[i]+".png";
+ else
+ h.href = "//hg.hedgewars.org/hedgewars/raw-file/tip/share/hedgewars/Data/Graphics/Graves/"+graves[i]+".png";
+
+ h.lastChild.style.backgroundImage = 'url("'+h.href+'")';
+ h.lastChild.lastChild.data = graves[i];
+ h.title = graves[i];
+ h.idle = Math.floor(Math.random()*16);
+ if (j%8 === 7 || i === graves.length-1)
+ document.body.appendChild(g.cloneNode(false));
+ j++;
+ }
+
+ // Quick and dirty animation
+ animationInterval = setInterval(animateGraves, 128);
+
+ // Theme selection drop-down list
+ var form = document.body.appendChild(document.createElement("form"));
+
+ var opt = document.createElement("option");
+ opt.appendChild(document.createTextNode(""));
+
+ var label = document.createElement("label");
+ label.htmlFor = "theme_select";
+ label.appendChild(document.createTextNode("Theme: "));
+ form.appendChild(label);
+
+ var sel = form.appendChild(document.createElement("select"));
+ sel.id = "theme_select";
+ sel.onchange = switchTheme;
+ for(var theme in themes)
+ {
+ sel.appendChild(opt.cloneNode(true));
+ sel.lastChild.value = theme;
+ sel.lastChild.lastChild.data = theme;
+ if(theme === "Nature")
+ sel.lastChild.selected = true;
+ }
+ form.appendChild(document.createElement("br"));
+
+ // Checkbox: Switch animation
+ var chk = document.createElement("input");
+ chk.id = "anim";
+ chk.type = "checkbox";
+ chk.onclick = switchAnim;
+ chk.checked = true;
+ form.appendChild(chk);
+ label = document.createElement("label");
+ label.htmlFor = "anim";
+ label.appendChild(document.createTextNode("Animate graves"));
+ form.appendChild(label);
+
+ form.appendChild(document.createElement("br"));
+
+ // Checkbox: Hide girders
+ chk = document.createElement("input");
+ chk.id = "hide_girders";
+ chk.type = "checkbox";
+ chk.onclick = hideGirders;
+ chk.checked = true;
+ form.appendChild(chk);
+ label = document.createElement("label");
+ label.htmlFor = "hide_girders";
+ label.appendChild(document.createTextNode("Show girders"));
+ form.appendChild(label);
+
+ document.body.appendChild(form);
+
+
+}
+
+function animateGraves()
+{
+ var a = document.getElementsByTagName("a");
+ for (var i=0;i<a.length;i++)
+ {
+ if (a[i].className !== "grave")
+ continue;
+ // Cycle thru animation frames
+
+ var maskName = a[i].title;
+ // Grave
+ a[i].firstChild.style.backgroundPosition=Math.floor(a[i].idle/16)*-32+"px "+(a[i].idle%16)*-32+"px";
+
+ // Next frame
+ a[i].idle++;
+ if (a[i].idle > 15)
+ a[i].idle = 0;
+ }
+}
+
+// Turn on or off grave animation
+function switchAnim()
+{
+ if (animationInterval)
+ {
+ clearInterval(animationInterval);
+ animationInterval = null;
+ }
+ else animationInterval = setInterval(animateGraves, 128);
+}
+
+// Turn on or off girders
+function hideGirders()
+{
+ var g = document.getElementsByClassName("girder");
+ for(var i=0;i<g.length;i++)
+ if (this.checked)
+ g[i].className = "girder";
+ else
+ g[i].className = "girder hide";
+
+}
+
+// Select theme according to drop-down list value
+function switchTheme()
+{
+ var prefix;
+ if (!IS_LOCAL)
+ prefix = "//hg.hedgewars.org/hedgewars/raw-file/tip";
+ else
+ prefix = "..";
+ document.body.style.backgroundImage='url("'+prefix+'/share/hedgewars/Data/Themes/'+this.value+'/Sky.png")';
+ if (themes[this.value])
+ girder.style.backgroundImage='url("'+prefix+'/share/hedgewars/Data/Themes/'+this.value+'/Girder.png")';
+ else
+ girder.style.backgroundImage='url("'+prefix+'/share/hedgewars/Data/Graphics/Girder.png")';
+}
+//]]>
+ </script>
+</head>
+<body>
+<h1>List of Hedgewars graves</h1>
+<noscript>
+<p><strong>ERROR</strong>: We're so sorry, but this webpage only works with JavaScript enabled. It seems JavaScript is disabled or not supported in your browser.<br/>
+Normally, this webpage would display an animated preview of the graves in Hedgewars.</p>
+</noscript>
+</body>
+</html>