add AI routine
authornemo
Sun, 19 Dec 2010 21:16:14 -0500
changeset 4580 bd43d9ac6e04
parent 4578 f3cf226fad16
child 4582 85e92b6e5ad4
add AI routine
hedgewars/uAIAmmoTests.pas
--- a/hedgewars/uAIAmmoTests.pas	Sun Dec 19 21:06:34 2010 -0500
+++ b/hedgewars/uAIAmmoTests.pas	Sun Dec 19 21:16:14 2010 -0500
@@ -31,6 +31,7 @@
             end;
 
 function TestBazooka(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
+function TestSnowball(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
 function TestGrenade(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
 function TestMolotov(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
 function TestClusterBomb(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
@@ -103,7 +104,7 @@
             (proc: @TestFirePunch;   flags: 0), // amHammer
             (proc: nil;              flags: 0), // amResurrector
             (proc: nil;              flags: 0),// amDrillStrike
-            (proc: nil;              flags: 0) // amSnowball
+            (proc: @TestSnowball;    flags: 0) // amSnowball
             );
 
 const BadTurn = Low(LongInt) div 4;
@@ -173,6 +174,63 @@
 TestBazooka:= valueResult
 end;
 
+function TestSnowball(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
+var Vx, Vy, r: hwFloat;
+    rTime: LongInt;
+    Score, EX, EY: LongInt;
+    valueResult: LongInt;
+
+    function CheckTrace: LongInt;
+    var x, y, dX, dY: hwFloat;
+        t: LongInt;
+        value: LongInt;
+    begin
+    x:= Me^.X;
+    y:= Me^.Y;
+    dX:= Vx;
+    dY:= -Vy;
+    t:= rTime;
+    repeat
+      x:= x + dX;
+      y:= y + dY;
+      dX:= dX + cWindSpeed;
+      dY:= dY + cGravity;
+      dec(t)
+    until TestCollExcludingMe(Me, hwRound(x), hwRound(y), 5) or (t <= 0);
+    EX:= hwRound(x);
+    EY:= hwRound(y);
+    value:= RateExplosion(Me, EX, EY, 5);
+    if value = 0 then value:= - Metric(Targ.X, Targ.Y, EX, EY) div 64;
+    CheckTrace:= value;
+    end;
+
+begin
+ap.Time:= 0;
+rTime:= 350;
+ap.ExplR:= 0;
+valueResult:= BadTurn;
+repeat
+  rTime:= rTime + 300 + Level * 50 + random(300);
+  Vx:= - cWindSpeed * rTime * _0_5 + (int2hwFloat(Targ.X + AIrndSign(2)) - Me^.X) / int2hwFloat(rTime);
+  Vy:= cGravity * rTime * _0_5 - (int2hwFloat(Targ.Y) - Me^.Y) / int2hwFloat(rTime);
+  r:= Distance(Vx, Vy);
+  if not (r > _1) then
+     begin
+     Score:= CheckTrace;
+     if valueResult <= Score then
+        begin
+        ap.Angle:= DxDy2AttackAngle(Vx, Vy) + AIrndSign(random((Level - 1) * 9));
+        ap.Power:= hwRound(r * cMaxPower) - random((Level - 1) * 17 + 1);
+        ap.ExplR:= 100;
+        ap.ExplX:= EX;
+        ap.ExplY:= EY;
+        valueResult:= Score
+        end;
+     end
+until (rTime > 4250);
+TestSnowball:= valueResult
+end;
+
 function TestMolotov(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
 var Vx, Vy, r: hwFloat;
     Score, EX, EY, valueResult: LongInt;