hedgewars/uAIMisc.pas
author koda
Sat, 20 Apr 2013 02:20:15 +0200
branch0.9.19
changeset 8924 13ac59499066
parent 8895 95177c18e38c
child 8939 b26aaf28c920
permissions -rw-r--r--
update 0.9.19 with dev branch
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2012 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 *)
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{$INCLUDE "options.inc"}
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unit uAIMisc;
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interface
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uses SDLh, uConsts, uFloat, uTypes;
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const MAXBONUS = 1024;
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      afTrackFall  = $00000001;
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      afErasesLand = $00000002;
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      afSetSkip    = $00000004;
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      BadTurn = Low(LongInt) div 4;
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type TTarget = record
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    Point: TPoint;
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    Score: LongInt;
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    skip, matters: boolean;
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    end;
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TTargets = record
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    Count: Longword;
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    ar: array[0..Pred(cMaxHHs)] of TTarget;
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    end;
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TJumpType = (jmpNone, jmpHJump, jmpLJump);
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TGoInfo = record
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    Ticks: Longword;
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    FallPix: Longword;
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    JumpType: TJumpType;
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    end;
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TBonus = record
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    X, Y: LongInt;
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    Radius: LongInt;
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    Score: LongInt;
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    end;
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procedure initModule;
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procedure freeModule;
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procedure FillTargets;
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procedure AddBonus(x, y: LongInt; r: Longword; s: LongInt); inline;
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procedure FillBonuses(isAfterAttack: boolean);
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procedure AwareOfExplosion(x, y, r: LongInt); inline;
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function  RatePlace(Gear: PGear): LongInt;
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function  TestColl(x, y, r: LongInt): boolean; inline;
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function  TestCollExcludingObjects(x, y, r: LongInt): boolean; inline;
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function  TestCollExcludingMe(Me: PGear; x, y, r: LongInt): boolean; inline;
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function  TraceShoveFall(x, y, dX, dY: Real): LongInt;
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function  RateExplosion(Me: PGear; x, y, r: LongInt): LongInt; inline;
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function  RateExplosion(Me: PGear; x, y, r: LongInt; Flags: LongWord): LongInt;
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function  RateShove(x, y, r, power, kick: LongInt; gdX, gdY: real; Flags: LongWord): LongInt;
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function  RateShotgun(Me: PGear; gdX, gdY: real; x, y: LongInt): LongInt;
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function  RateHammer(Me: PGear): LongInt;
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function  HHGo(Gear, AltGear: PGear; var GoInfo: TGoInfo): boolean;
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function  AIrndSign(num: LongInt): LongInt;
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var ThinkingHH: PGear;
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    Targets: TTargets;
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    bonuses: record
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        Count: Longword;
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        ar: array[0..Pred(MAXBONUS)] of TBonus;
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        end;
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    walkbonuses: record
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        Count: Longword;
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        ar: array[0..Pred(MAXBONUS div 8)] of TBonus;  // don't use too many
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        end;
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const KillScore = 200;
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var friendlyfactor: LongInt = 300;
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var dmgMod: real = 1.0;
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implementation
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uses uCollisions, uVariables, uUtils, uLandTexture, uGearsUtils;
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var
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    KnownExplosion: record
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        X, Y, Radius: LongInt
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        end = (X: 0; Y: 0; Radius: 0);
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procedure FillTargets;
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var i, t: Longword;
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    f, e: LongInt;
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begin
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Targets.Count:= 0;
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f:= 0;
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e:= 0;
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for t:= 0 to Pred(TeamsCount) do
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    with TeamsArray[t]^ do
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        if not hasGone then
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            begin
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            for i:= 0 to cMaxHHIndex do
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                if (Hedgehogs[i].Gear <> nil)
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                and (Hedgehogs[i].Gear <> ThinkingHH)
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                and (Hedgehogs[i].Gear^.Health > Hedgehogs[i].Gear^.Damage)
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                    then
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                    begin
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                    with Targets.ar[Targets.Count], Hedgehogs[i] do
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                        begin
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                        skip:= false;
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                        matters:= (Hedgehogs[i].Gear^.AIHints and aihDoesntMatter) = 0;
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                        Point.X:= hwRound(Gear^.X);
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                        Point.Y:= hwRound(Gear^.Y);
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                        if Clan <> CurrentTeam^.Clan then
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                            begin
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                            Score:= Gear^.Health - Gear^.Damage;
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                            inc(e)
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                            end else
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                            begin
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                            Score:= Gear^.Damage - Gear^.Health;
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                            inc(f)
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                            end
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                        end;
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                    inc(Targets.Count)
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                    end;
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            end;
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if e > f then friendlyfactor:= 300 + (e - f) * 30
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else friendlyfactor:= max(30, 300 - f * 80 div max(1,e))
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end;
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   144
procedure AddBonus(x, y: LongInt; r: Longword; s: LongInt); inline;
6474
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begin
7164
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   146
if(bonuses.Count < MAXBONUS) then
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   147
    begin
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   148
    bonuses.ar[bonuses.Count].x:= x;
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    bonuses.ar[bonuses.Count].y:= y;
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   150
    bonuses.ar[bonuses.Count].Radius:= r;
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   151
    bonuses.ar[bonuses.Count].Score:= s;
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    inc(bonuses.Count);
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   153
    end;
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end;
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unc0rr
parents: 6396
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   155
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nemo
parents: 7360
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   156
procedure AddWalkBonus(x, y: LongInt; r: Longword; s: LongInt); inline;
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
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   157
begin
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ac9ce7f033df Reduce number of walk bonuses further, doubt even 128 are needed. Fix count reset.
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   158
if(walkbonuses.Count < MAXBONUS div 8) then
7375
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
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   159
    begin
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7360
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   160
    walkbonuses.ar[walkbonuses.Count].x:= x;
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7360
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   161
    walkbonuses.ar[walkbonuses.Count].y:= y;
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7360
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   162
    walkbonuses.ar[walkbonuses.Count].Radius:= r;
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7360
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   163
    walkbonuses.ar[walkbonuses.Count].Score:= s;
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7360
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   164
    inc(walkbonuses.Count);
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
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   165
    end;
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
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   166
end;
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7360
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   167
6888
32a54322d262 Get rid of TGearsType to simplify pas2c
unc0rr
parents: 6785
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   168
procedure FillBonuses(isAfterAttack: boolean);
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
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   169
var Gear: PGear;
549
4278a80140a8 - Introduce clans (teams with same color)
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   170
    MyClan: PClan;
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nemo
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   171
    i: Longint;
66
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   172
begin
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   173
bonuses.Count:= 0;
4372
3836973380b9 remove some more PHedgehog casts
nemo
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   174
MyClan:= ThinkingHH^.Hedgehog^.Team^.Clan;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
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   175
Gear:= GearsList;
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
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   176
while Gear <> nil do
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   177
    begin
6580
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lovelacer
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   178
        case Gear^.Kind of
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lovelacer
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   179
            gtCase:
7433
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7430
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   180
                AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y) + 3, 37, 25);
6580
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lovelacer
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   181
            gtFlame:
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lovelacer
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   182
                if (Gear^.State and gsttmpFlag) <> 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
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   183
                    AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 20, -50);
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koda
parents: 8895
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   184
// avoid mines unless they are very likely to be duds, or are duds. also avoid if they are about to blow
6580
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lovelacer
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   185
            gtMine:
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lovelacer
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   186
                if ((Gear^.State and gstAttacking) = 0) and (((cMineDudPercent < 90) and (Gear^.Health <> 0))
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   187
                or (isAfterAttack and (Gear^.Health = 0) and (Gear^.Damage > 30))) then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
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   188
                    AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 50, -50)
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   189
                else if (Gear^.State and gstAttacking) <> 0 then
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lovelacer
parents: 6474
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   190
                    AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 100, -50); // mine is on
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koda
parents: 8895
diff changeset
   191
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lovelacer
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   192
            gtExplosives:
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lovelacer
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   193
            if isAfterAttack then
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fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
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   194
                AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 75, -60 + Gear^.Health);
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koda
parents: 8895
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   195
6580
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lovelacer
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   196
            gtSMine:
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lovelacer
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   197
                AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 50, -30);
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koda
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   198
6580
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lovelacer
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   199
            gtDynamite:
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lovelacer
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   200
                AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 150, -75);
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parents: 8895
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   201
6580
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lovelacer
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   202
            gtHedgehog:
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lovelacer
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   203
                begin
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lovelacer
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   204
                if Gear^.Damage >= Gear^.Health then
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lovelacer
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   205
                    AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 60, -25)
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
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   206
                else
7385
4acb5c021cb9 Don't consider moving hedgehogs in place rating in after attack mode
unc0rr
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   207
                    if isAfterAttack
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   208
                      and (ThinkingHH^.Hedgehog <> Gear^.Hedgehog)
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   209
                      and ((hwAbs(Gear^.dX) + hwAbs(Gear^.dY)) < _0_1) then
6580
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lovelacer
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   210
                        if (ClansCount > 2) or (MyClan = Gear^.Hedgehog^.Team^.Clan) then
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lovelacer
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   211
                            AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 150, -3) // hedgehog-friend
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lovelacer
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diff changeset
   212
                        else
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lovelacer
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   213
                            AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 100, 3)
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lovelacer
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   214
                end;
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diff changeset
   215
            end;
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   216
    Gear:= Gear^.NextGear
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   217
    end;
71
5f56c6979496 - Changed falling damage scoring
unc0rr
parents: 70
diff changeset
   218
if isAfterAttack and (KnownExplosion.Radius > 0) then
6580
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lovelacer
parents: 6474
diff changeset
   219
    with KnownExplosion do
74
42257fee61ae - Unicode support for team and hedgehogs names
unc0rr
parents: 71
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   220
        AddBonus(X, Y, Radius + 10, -Radius);
7375
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7360
diff changeset
   221
if isAfterAttack then
7378
ac9ce7f033df Reduce number of walk bonuses further, doubt even 128 are needed. Fix count reset.
nemo
parents: 7375
diff changeset
   222
    begin
7375
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7360
diff changeset
   223
    for i:= 0 to Pred(walkbonuses.Count) do
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7360
diff changeset
   224
        with walkbonuses.ar[i] do
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7360
diff changeset
   225
            AddBonus(X, Y, Radius, Score);
7378
ac9ce7f033df Reduce number of walk bonuses further, doubt even 128 are needed. Fix count reset.
nemo
parents: 7375
diff changeset
   226
    walkbonuses.Count:= 0
ac9ce7f033df Reduce number of walk bonuses further, doubt even 128 are needed. Fix count reset.
nemo
parents: 7375
diff changeset
   227
    end;
71
5f56c6979496 - Changed falling damage scoring
unc0rr
parents: 70
diff changeset
   228
end;
5f56c6979496 - Changed falling damage scoring
unc0rr
parents: 70
diff changeset
   229
6986
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6952
diff changeset
   230
procedure AwareOfExplosion(x, y, r: LongInt); inline;
71
5f56c6979496 - Changed falling damage scoring
unc0rr
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diff changeset
   231
begin
6986
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6952
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   232
    KnownExplosion.X:= x;
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6952
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   233
    KnownExplosion.Y:= y;
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6952
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   234
    KnownExplosion.Radius:= r
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   235
end;
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   236
371
731ad6d27bd1 integer -> LongInt
unc0rr
parents: 370
diff changeset
   237
function RatePlace(Gear: PGear): LongInt;
731ad6d27bd1 integer -> LongInt
unc0rr
parents: 370
diff changeset
   238
var i, r: LongInt;
2695
ed789a7ef68d makes freepascal code compatible with OBJFPC mode
koda
parents: 2616
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   239
    rate: LongInt;
6778
a9c6457dca29 Minimise another sqrt check.
nemo
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   240
    gX, gY: real;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
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   241
begin
6778
a9c6457dca29 Minimise another sqrt check.
nemo
parents: 6777
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   242
gX:= hwFloat2Float(Gear^.X);
a9c6457dca29 Minimise another sqrt check.
nemo
parents: 6777
diff changeset
   243
gY:= hwFloat2Float(Gear^.Y);
2695
ed789a7ef68d makes freepascal code compatible with OBJFPC mode
koda
parents: 2616
diff changeset
   244
rate:= 0;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   245
for i:= 0 to Pred(bonuses.Count) do
2948
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unc0rr
parents: 2716
diff changeset
   246
    with bonuses.ar[i] do
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
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   247
        begin
6778
a9c6457dca29 Minimise another sqrt check.
nemo
parents: 6777
diff changeset
   248
        r:= Radius;
a9c6457dca29 Minimise another sqrt check.
nemo
parents: 6777
diff changeset
   249
        if abs(gX-X)+abs(gY-Y) < Radius then
a9c6457dca29 Minimise another sqrt check.
nemo
parents: 6777
diff changeset
   250
            r:= trunc(sqrt(sqr(gX - X)+sqr(gY - Y)));
7164
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
   251
        if r < 20 then
6777
fb71556205f4 Avoid local rate minimums around hog (within 15 pixels). Not tested.
unc0rr
parents: 6776
diff changeset
   252
                inc(rate, Score * Radius)
fb71556205f4 Avoid local rate minimums around hog (within 15 pixels). Not tested.
unc0rr
parents: 6776
diff changeset
   253
        else if r < Radius then
fb71556205f4 Avoid local rate minimums around hog (within 15 pixels). Not tested.
unc0rr
parents: 6776
diff changeset
   254
                inc(rate, Score * (Radius - r))
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   255
        end;
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   256
    RatePlace:= rate;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
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diff changeset
   257
end;
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   258
8845
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   259
function CheckBounds(x, y, r: Longint): boolean; inline;
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   260
begin
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   261
    CheckBounds := (((x-r) and LAND_WIDTH_MASK) = 0) and
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   262
        (((x+r) and LAND_WIDTH_MASK) = 0) and
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   263
        (((y-r) and LAND_HEIGHT_MASK) = 0) and
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   264
        (((y+r) and LAND_HEIGHT_MASK) = 0);
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   265
end;
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   266
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
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   267
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function TestCollWithEverything(x, y, r: LongInt): boolean; inline;
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begin
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   270
    if not CheckBounds(x, y, r) then
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        exit(false);
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    if (Land[y-r, x-r] <> 0) or
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       (Land[y+r, x-r] <> 0) or
8845
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   275
       (Land[y-r, x+r] <> 0) or
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   276
       (Land[y+r, x+r] <> 0) then
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       exit(true);
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   278
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    TestCollWithEverything := false;
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end;
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function TestCollExcludingObjects(x, y, r: LongInt): boolean; inline;
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begin
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    if not CheckBounds(x, y, r) then
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        exit(false);
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   286
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    if (Land[y-r, x-r] > lfAllObjMask) or
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       (Land[y+r, x-r] > lfAllObjMask) or
8845
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parents: 8810
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   289
       (Land[y-r, x+r] > lfAllObjMask) or
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
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   290
       (Land[y+r, x+r] > lfAllObjMask) then
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
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       exit(true);
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   292
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    TestCollExcludingObjects:= false;
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   294
end;
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   295
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
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   296
function TestColl(x, y, r: LongInt): boolean; inline;
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   297
begin
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   298
    if not CheckBounds(x, y, r) then
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
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   299
        exit(false);
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   300
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
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   301
    if (Land[y-r, x-r] and lfNotCurrentMask <> 0) or
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   302
       (Land[y+r, x-r] and lfNotCurrentMask <> 0) or
8845
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jaree@jaree-VirtualBox
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   303
       (Land[y-r, x+r] and lfNotCurrentMask <> 0) or
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
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   304
       (Land[y+r, x+r] and lfNotCurrentMask <> 0) then
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
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   305
       exit(true);
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   306
8845
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
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   307
    TestColl:= false;
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   308
end;
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
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   309
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
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   310
2616
6e2b341dc408 AI fire w/o moving for artillery. Needs testing, but seems to work quickly and w/o AI screwups.
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   311
// Wrapper to test various approaches.  If it works reasonably, will just replace.
6e2b341dc408 AI fire w/o moving for artillery. Needs testing, but seems to work quickly and w/o AI screwups.
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   312
// Right now, converting to hwFloat is a tad inefficient since the x/y were hwFloat to begin with...
6986
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
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   313
function TestCollExcludingMe(Me: PGear; x, y, r: LongInt): boolean; inline;
2616
6e2b341dc408 AI fire w/o moving for artillery. Needs testing, but seems to work quickly and w/o AI screwups.
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   314
var MeX, MeY: LongInt;
6e2b341dc408 AI fire w/o moving for artillery. Needs testing, but seems to work quickly and w/o AI screwups.
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diff changeset
   315
begin
6e2b341dc408 AI fire w/o moving for artillery. Needs testing, but seems to work quickly and w/o AI screwups.
nemo
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diff changeset
   316
    if ((x and LAND_WIDTH_MASK) = 0) and ((y and LAND_HEIGHT_MASK) = 0) then
6990
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koda
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   317
    begin
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6e2b341dc408 AI fire w/o moving for artillery. Needs testing, but seems to work quickly and w/o AI screwups.
nemo
parents: 2599
diff changeset
   318
        MeX:= hwRound(Me^.X);
6e2b341dc408 AI fire w/o moving for artillery. Needs testing, but seems to work quickly and w/o AI screwups.
nemo
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diff changeset
   319
        MeY:= hwRound(Me^.Y);
6e2b341dc408 AI fire w/o moving for artillery. Needs testing, but seems to work quickly and w/o AI screwups.
nemo
parents: 2599
diff changeset
   320
        // We are still inside the hog. Skip radius test
8845
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   321
        if ((sqr(x-MeX) + sqr(y-MeY)) < 256) and (Land[y, x] and lfObjMask = 0) then
7041
76a9274f280f More definitions and mess with pascal code
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diff changeset
   322
            exit(false);
6990
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koda
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diff changeset
   323
    end;
8845
8cf1ed3bae45 Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
jaree@jaree-VirtualBox
parents: 8810
diff changeset
   324
    TestCollExcludingMe:= TestCollWithEverything(x, y, r)
7208
62e36dc45098 Ignore all objects for fall tracing with shove to avoid considering checkins as obstacles. many objects will get knocked by the kick anyway, so end result should be pretty good. Oh, and ditch the sniper rifle doubling.
nemo
parents: 7164
diff changeset
   325
end;
62e36dc45098 Ignore all objects for fall tracing with shove to avoid considering checkins as obstacles. many objects will get knocked by the kick anyway, so end result should be pretty good. Oh, and ditch the sniper rifle doubling.
nemo
parents: 7164
diff changeset
   326
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   327
6767
ccbf07b38a43 First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
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diff changeset
   328
6783
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   329
function TraceFall(eX, eY: LongInt; x, y, dX, dY: Real; r: LongWord): LongInt;
6767
ccbf07b38a43 First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
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diff changeset
   330
var skipLandCheck: boolean;
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diff changeset
   331
    rCorner: real;
6783
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diff changeset
   332
    dmg: LongInt;
6767
ccbf07b38a43 First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
parents: 6766
diff changeset
   333
begin
6769
44ad49a3a126 Add drowning to grenade too, try some little optimisations
nemo
parents: 6768
diff changeset
   334
    skipLandCheck:= true;
6776
7a05f48bfa43 Compatibility
unc0rr
parents: 6775
diff changeset
   335
    if x - eX < 0 then dX:= -dX;
7a05f48bfa43 Compatibility
unc0rr
parents: 6775
diff changeset
   336
    if y - eY < 0 then dY:= -dY;
6767
ccbf07b38a43 First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
parents: 6766
diff changeset
   337
    // ok. attempt approximate search for an unbroken trajectory into water.  if it continues far enough, assume out of map
ccbf07b38a43 First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
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diff changeset
   338
    rCorner:= r * 0.75;
ccbf07b38a43 First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
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diff changeset
   339
    while true do
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   340
    begin
6767
ccbf07b38a43 First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
parents: 6766
diff changeset
   341
        x:= x + dX;
6768
a142cf8dbbd3 Fix silliness
unc0rr
parents: 6767
diff changeset
   342
        y:= y + dY;
a142cf8dbbd3 Fix silliness
unc0rr
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diff changeset
   343
        dY:= dY + cGravityf;
6769
44ad49a3a126 Add drowning to grenade too, try some little optimisations
nemo
parents: 6768
diff changeset
   344
        skipLandCheck:= skipLandCheck and (r <> 0) and (abs(eX-x) + abs(eY-y) < r) and ((abs(eX-x) < rCorner) or (abs(eY-y) < rCorner));
8895
95177c18e38c Change collision detection with current hedgehog
jaree
parents: 8884
diff changeset
   345
        if not skipLandCheck and TestCollExcludingObjects(trunc(x), trunc(y), cHHRadius) then
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   346
        begin
6783
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   347
            if 0.4 < dY then
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   348
            begin
6783
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nemo
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diff changeset
   349
                dmg := 1 + trunc((abs(dY) - 0.4) * 70);
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   350
                if dmg >= 1 then
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   351
                    exit(dmg);
6783
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   352
            end;
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
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diff changeset
   353
            exit(0)
6767
ccbf07b38a43 First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
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diff changeset
   354
        end;
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   355
        if (y > cWaterLine) or (x > 4096) or (x < 0) then
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   356
            exit(-1);
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   357
    end;
6767
ccbf07b38a43 First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
parents: 6766
diff changeset
   358
end;
ccbf07b38a43 First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
parents: 6766
diff changeset
   359
7208
62e36dc45098 Ignore all objects for fall tracing with shove to avoid considering checkins as obstacles. many objects will get knocked by the kick anyway, so end result should be pretty good. Oh, and ditch the sniper rifle doubling.
nemo
parents: 7164
diff changeset
   360
function TraceShoveFall(x, y, dX, dY: Real): LongInt;
7716
95117607b81a Fix some hints
unc0rr
parents: 7651
diff changeset
   361
var dmg: LongInt;
6770
7d2c6cdb816a Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
parents: 6769
diff changeset
   362
begin
7716
95117607b81a Fix some hints
unc0rr
parents: 7651
diff changeset
   363
//v:= random($FFFFFFFF);
6770
7d2c6cdb816a Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
parents: 6769
diff changeset
   364
    while true do
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   365
    begin
6770
7d2c6cdb816a Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
parents: 6769
diff changeset
   366
        x:= x + dX;
7d2c6cdb816a Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
parents: 6769
diff changeset
   367
        y:= y + dY;
7d2c6cdb816a Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
parents: 6769
diff changeset
   368
        dY:= dY + cGravityf;
7435
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
   369
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parents: 8895
diff changeset
   370
{        if ((trunc(y) and LAND_HEIGHT_MASK) = 0) and ((trunc(x) and LAND_WIDTH_MASK) = 0) then
7210
2ff30b79d2b0 - Adjust some consts so whip and firepunch work perfectly
unc0rr
parents: 7208
diff changeset
   371
            begin
2ff30b79d2b0 - Adjust some consts so whip and firepunch work perfectly
unc0rr
parents: 7208
diff changeset
   372
            LandPixels[trunc(y), trunc(x)]:= v;
2ff30b79d2b0 - Adjust some consts so whip and firepunch work perfectly
unc0rr
parents: 7208
diff changeset
   373
            UpdateLandTexture(trunc(X), 1, trunc(Y), 1, true);
7435
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
   374
            end;}
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
   375
7210
2ff30b79d2b0 - Adjust some consts so whip and firepunch work perfectly
unc0rr
parents: 7208
diff changeset
   376
2ff30b79d2b0 - Adjust some consts so whip and firepunch work perfectly
unc0rr
parents: 7208
diff changeset
   377
        // consider adding dX/dY calc here for fall damage
7208
62e36dc45098 Ignore all objects for fall tracing with shove to avoid considering checkins as obstacles. many objects will get knocked by the kick anyway, so end result should be pretty good. Oh, and ditch the sniper rifle doubling.
nemo
parents: 7164
diff changeset
   378
        if TestCollExcludingObjects(trunc(x), trunc(y), cHHRadius) then
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   379
        begin
6783
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   380
            if 0.4 < dY then
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   381
            begin
6783
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   382
                dmg := 1 + trunc((abs(dY) - 0.4) * 70);
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   383
                if dmg >= 1 then
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   384
                    exit(dmg);
6783
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   385
            end;
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   386
            exit(0)
6770
7d2c6cdb816a Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
parents: 6769
diff changeset
   387
        end;
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   388
        if (y > cWaterLine) or (x > 4096) or (x < 0) then
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   389
            // returning -1 for drowning so it can be considered in the Rate routine
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   390
            exit(-1)
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   391
    end;
6770
7d2c6cdb816a Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
parents: 6769
diff changeset
   392
end;
7d2c6cdb816a Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
parents: 6769
diff changeset
   393
6986
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6952
diff changeset
   394
function RateExplosion(Me: PGear; x, y, r: LongInt): LongInt;
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6952
diff changeset
   395
begin
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6952
diff changeset
   396
    RateExplosion:= RateExplosion(Me, x, y, r, 0);
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6952
diff changeset
   397
end;
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6952
diff changeset
   398
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6952
diff changeset
   399
function RateExplosion(Me: PGear; x, y, r: LongInt; Flags: LongWord): LongInt;
6783
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   400
var i, fallDmg, dmg, dmgBase, rate, erasure: LongInt;
8884
08fe08651130 set translucency on fruit theme water, clamp size to even number (same sdl window resize) and honouring min size, reduce calls to dmgmod a bit
nemo
parents: 8845
diff changeset
   401
    dX, dY: real;
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   402
    hadSkips: boolean;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   403
begin
6783
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   404
fallDmg:= 0;
2695
ed789a7ef68d makes freepascal code compatible with OBJFPC mode
koda
parents: 2616
diff changeset
   405
rate:= 0;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   406
// add our virtual position
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   407
with Targets.ar[Targets.Count] do
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   408
    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   409
    Point.x:= hwRound(Me^.X);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   410
    Point.y:= hwRound(Me^.Y);
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   411
    skip:= false;
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   412
    matters:= true;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   413
    Score:= - ThinkingHH^.Health
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   414
    end;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   415
// rate explosion
6766
31ba56a8ec43 Minor optimisation for AI to cut down on hwSqrt calls
nemo
parents: 6700
diff changeset
   416
dmgBase:= r + cHHRadius div 2;
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   417
7161
21a9c70b2070 Name the flags for fall tracking and indicating whether the explosion erases terrain.
nemo
parents: 7154
diff changeset
   418
if (Flags and afErasesLand <> 0) and (GameFlags and gfSolidLand = 0) then erasure:= r
6767
ccbf07b38a43 First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
parents: 6766
diff changeset
   419
else erasure:= 0;
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   420
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   421
hadSkips:= false;
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   422
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   423
for i:= 0 to Targets.Count do
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   424
    with Targets.ar[i] do
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   425
      if not matters then hadSkips:= true
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   426
        else
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   427
        begin
6766
31ba56a8ec43 Minor optimisation for AI to cut down on hwSqrt calls
nemo
parents: 6700
diff changeset
   428
        dmg:= 0;
31ba56a8ec43 Minor optimisation for AI to cut down on hwSqrt calls
nemo
parents: 6700
diff changeset
   429
        if abs(Point.x - x) + abs(Point.y - y) < dmgBase then
6775
22b5fb7217db Change rest of AI tests to floats, reenable snowball
nemo
parents: 6774
diff changeset
   430
            dmg:= trunc(dmgMod * min((dmgBase - trunc(sqrt(sqr(Point.x - x)+sqr(Point.y - y)))) div 2, r));
5642
0ce9e01bae56 Make AI aware of damage modifiers
unc0rr
parents: 5604
diff changeset
   431
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   432
        if dmg > 0 then
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   433
            begin
7651
4cd85eebc54b perf tweak
nemo
parents: 7471
diff changeset
   434
            if (Flags and afTrackFall <> 0) and (dmg < abs(Score)) then
6767
ccbf07b38a43 First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
parents: 6766
diff changeset
   435
                begin
ccbf07b38a43 First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
parents: 6766
diff changeset
   436
                dX:= 0.005 * dmg + 0.01;
ccbf07b38a43 First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
parents: 6766
diff changeset
   437
                dY:= dX;
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   438
                if (x and LAND_WIDTH_MASK = 0) and ((y+cHHRadius+2) and LAND_HEIGHT_MASK = 0) and
7360
d833d1010710 Intended to help on bottom border maps or "red" maps - don't assume erasure if there is indestructible land below the hog
nemo
parents: 7285
diff changeset
   439
                   (Land[y+cHHRadius+2, x] and lfIndestructible <> 0) then
d833d1010710 Intended to help on bottom border maps or "red" maps - don't assume erasure if there is indestructible land below the hog
nemo
parents: 7285
diff changeset
   440
                     fallDmg:= trunc(TraceFall(x, y, Point.x, Point.y, dX, dY, 0) * dmgMod)
d833d1010710 Intended to help on bottom border maps or "red" maps - don't assume erasure if there is indestructible land below the hog
nemo
parents: 7285
diff changeset
   441
                else fallDmg:= trunc(TraceFall(x, y, Point.x, Point.y, dX, dY, erasure) * dmgMod)
6767
ccbf07b38a43 First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
parents: 6766
diff changeset
   442
                end;
6783
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   443
            if fallDmg < 0 then // drowning. score healthier hogs higher, since their death is more likely to benefit the AI
6767
ccbf07b38a43 First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
parents: 6766
diff changeset
   444
                if Score > 0 then
7432
6dc7ccc0b043 Bonus for dealing more damage than needed to kill. Should help with cake leaving 1hp issue. Not tested.
unc0rr
parents: 7426
diff changeset
   445
                    inc(rate, (KillScore + Score div 10) * 1024)   // Add a bit of a bonus for bigger hog drownings
6767
ccbf07b38a43 First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo
parents: 6766
diff changeset
   446
                else
7432
6dc7ccc0b043 Bonus for dealing more damage than needed to kill. Should help with cake leaving 1hp issue. Not tested.
unc0rr
parents: 7426
diff changeset
   447
                    dec(rate, (KillScore * friendlyfactor div 100 - Score div 10) * 1024) // and more of a punishment for drowning bigger friendly hogs
6783
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   448
            else if (dmg+fallDmg) >= abs(Score) then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   449
                if Score > 0 then
7432
6dc7ccc0b043 Bonus for dealing more damage than needed to kill. Should help with cake leaving 1hp issue. Not tested.
unc0rr
parents: 7426
diff changeset
   450
                    inc(rate, KillScore * 1024 + (dmg + fallDmg)) // tiny bonus for dealing more damage than needed to kill
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   451
                else
7432
6dc7ccc0b043 Bonus for dealing more damage than needed to kill. Should help with cake leaving 1hp issue. Not tested.
unc0rr
parents: 7426
diff changeset
   452
                    dec(rate, KillScore * friendlyfactor div 100 * 1024)
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   453
            else
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   454
                if Score > 0 then
7432
6dc7ccc0b043 Bonus for dealing more damage than needed to kill. Should help with cake leaving 1hp issue. Not tested.
unc0rr
parents: 7426
diff changeset
   455
                    inc(rate, (dmg + fallDmg) * 1024)
6dc7ccc0b043 Bonus for dealing more damage than needed to kill. Should help with cake leaving 1hp issue. Not tested.
unc0rr
parents: 7426
diff changeset
   456
                else dec(rate, (dmg + fallDmg) * friendlyfactor div 100 * 1024)
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   457
            end;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   458
        end;
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   459
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   460
if hadSkips and (rate = 0) then
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   461
    RateExplosion:= BadTurn
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   462
    else
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   463
    RateExplosion:= rate;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   464
end;
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   465
7716
95117607b81a Fix some hints
unc0rr
parents: 7651
diff changeset
   466
function RateShove(x, y, r, power, kick: LongInt; gdX, gdY: real; Flags: LongWord): LongInt;
6783
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   467
var i, fallDmg, dmg, rate: LongInt;
8884
08fe08651130 set translucency on fruit theme water, clamp size to even number (same sdl window resize) and honouring min size, reduce calls to dmgmod a bit
nemo
parents: 8845
diff changeset
   468
    dX, dY: real;
79
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
   469
begin
6783
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   470
fallDmg:= 0;
7210
2ff30b79d2b0 - Adjust some consts so whip and firepunch work perfectly
unc0rr
parents: 7208
diff changeset
   471
dX:= gdX * 0.01 * kick;
2ff30b79d2b0 - Adjust some consts so whip and firepunch work perfectly
unc0rr
parents: 7208
diff changeset
   472
dY:= gdY * 0.01 * kick;
2695
ed789a7ef68d makes freepascal code compatible with OBJFPC mode
koda
parents: 2616
diff changeset
   473
rate:= 0;
433
9f8f22094c0e AI thinks in separate thread
unc0rr
parents: 393
diff changeset
   474
for i:= 0 to Pred(Targets.Count) do
79
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
   475
    with Targets.ar[i] do
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   476
      if skip then
7161
21a9c70b2070 Name the flags for fall tracking and indicating whether the explosion erases terrain.
nemo
parents: 7154
diff changeset
   477
        if (Flags and afSetSkip = 0) then skip:= false else {still skip}
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   478
      else if matters then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   479
        begin
6770
7d2c6cdb816a Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
parents: 6769
diff changeset
   480
        dmg:= 0;
7d2c6cdb816a Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
parents: 6769
diff changeset
   481
        if abs(Point.x - x) + abs(Point.y - y) < r then
6775
22b5fb7217db Change rest of AI tests to floats, reenable snowball
nemo
parents: 6774
diff changeset
   482
            dmg:= r - trunc(sqrt(sqr(Point.x - x)+sqr(Point.y - y)));
7210
2ff30b79d2b0 - Adjust some consts so whip and firepunch work perfectly
unc0rr
parents: 7208
diff changeset
   483
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   484
        if dmg > 0 then
79
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
   485
            begin
7161
21a9c70b2070 Name the flags for fall tracking and indicating whether the explosion erases terrain.
nemo
parents: 7154
diff changeset
   486
            if (Flags and afSetSkip <> 0) then skip:= true;
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   487
            if (Flags and afTrackFall <> 0) and (Score > 0) then
7208
62e36dc45098 Ignore all objects for fall tracing with shove to avoid considering checkins as obstacles. many objects will get knocked by the kick anyway, so end result should be pretty good. Oh, and ditch the sniper rifle doubling.
nemo
parents: 7164
diff changeset
   488
                fallDmg:= trunc(TraceShoveFall(Point.x, Point.y - 2, dX, dY) * dmgMod);
6783
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   489
            if fallDmg < 0 then // drowning. score healthier hogs higher, since their death is more likely to benefit the AI
6770
7d2c6cdb816a Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
parents: 6769
diff changeset
   490
                if Score > 0 then
6774
237b96f06aae Try adding it to deagle too. Although the routine still doesn't consider angle, so it'll pretty much be luck. Might be a waste of time.
nemo
parents: 6773
diff changeset
   491
                    inc(rate, KillScore + Score div 10)   // Add a bit of a bonus for bigger hog drownings
6770
7d2c6cdb816a Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
nemo
parents: 6769
diff changeset
   492
                else
6774
237b96f06aae Try adding it to deagle too. Although the routine still doesn't consider angle, so it'll pretty much be luck. Might be a waste of time.
nemo
parents: 6773
diff changeset
   493
                    dec(rate, KillScore * friendlyfactor div 100 - Score div 10) // and more of a punishment for drowning bigger friendly hogs
6783
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   494
            else if power+fallDmg >= abs(Score) then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   495
                if Score > 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   496
                    inc(rate, KillScore)
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   497
                else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   498
                    dec(rate, KillScore * friendlyfactor div 100)
79
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
   499
            else
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   500
                if Score > 0 then
6783
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   501
                    inc(rate, power+fallDmg)
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   502
                else
6783
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   503
                    dec(rate, (power+fallDmg) * friendlyfactor div 100)
79
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
   504
            end;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   505
        end;
2695
ed789a7ef68d makes freepascal code compatible with OBJFPC mode
koda
parents: 2616
diff changeset
   506
RateShove:= rate * 1024
79
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
   507
end;
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
   508
6771
87a947097d00 Teach AI to drown with shotgun too
nemo
parents: 6770
diff changeset
   509
function RateShotgun(Me: PGear; gdX, gdY: real; x, y: LongInt): LongInt;
6783
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   510
var i, dmg, fallDmg, baseDmg, rate, erasure: LongInt;
8884
08fe08651130 set translucency on fruit theme water, clamp size to even number (same sdl window resize) and honouring min size, reduce calls to dmgmod a bit
nemo
parents: 8845
diff changeset
   511
    dX, dY: real;
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   512
    hadSkips: boolean;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   513
begin
2695
ed789a7ef68d makes freepascal code compatible with OBJFPC mode
koda
parents: 2616
diff changeset
   514
rate:= 0;
6776
7a05f48bfa43 Compatibility
unc0rr
parents: 6775
diff changeset
   515
gdX:= gdX * 0.01;
7a05f48bfa43 Compatibility
unc0rr
parents: 6775
diff changeset
   516
gdY:= gdX * 0.01;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   517
// add our virtual position
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   518
with Targets.ar[Targets.Count] do
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   519
    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   520
    Point.x:= hwRound(Me^.X);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   521
    Point.y:= hwRound(Me^.Y);
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   522
    skip:= false;
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   523
    matters:= true;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   524
    Score:= - ThinkingHH^.Health
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   525
    end;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   526
// rate shot
6771
87a947097d00 Teach AI to drown with shotgun too
nemo
parents: 6770
diff changeset
   527
baseDmg:= cHHRadius + cShotgunRadius + 4;
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   528
6771
87a947097d00 Teach AI to drown with shotgun too
nemo
parents: 6770
diff changeset
   529
if GameFlags and gfSolidLand = 0 then erasure:= cShotgunRadius
87a947097d00 Teach AI to drown with shotgun too
nemo
parents: 6770
diff changeset
   530
else erasure:= 0;
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   531
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   532
hadSkips:= false;
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   533
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   534
for i:= 0 to Targets.Count do
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   535
    with Targets.ar[i] do
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   536
      if not matters then hadSkips:= true
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   537
        else
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   538
        begin
6771
87a947097d00 Teach AI to drown with shotgun too
nemo
parents: 6770
diff changeset
   539
        dmg:= 0;
87a947097d00 Teach AI to drown with shotgun too
nemo
parents: 6770
diff changeset
   540
        if abs(Point.x - x) + abs(Point.y - y) < baseDmg then
87a947097d00 Teach AI to drown with shotgun too
nemo
parents: 6770
diff changeset
   541
            begin
6775
22b5fb7217db Change rest of AI tests to floats, reenable snowball
nemo
parents: 6774
diff changeset
   542
            dmg:= min(baseDmg - trunc(sqrt(sqr(Point.x - x)+sqr(Point.y - y))), 25);
22b5fb7217db Change rest of AI tests to floats, reenable snowball
nemo
parents: 6774
diff changeset
   543
            dmg:= trunc(dmg * dmgMod);
6771
87a947097d00 Teach AI to drown with shotgun too
nemo
parents: 6770
diff changeset
   544
            end;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   545
        if dmg > 0 then
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   546
            begin
6775
22b5fb7217db Change rest of AI tests to floats, reenable snowball
nemo
parents: 6774
diff changeset
   547
            dX:= gdX * dmg;
22b5fb7217db Change rest of AI tests to floats, reenable snowball
nemo
parents: 6774
diff changeset
   548
            dY:= gdY * dmg;
6771
87a947097d00 Teach AI to drown with shotgun too
nemo
parents: 6770
diff changeset
   549
            if dX < 0 then dX:= dX - 0.01
87a947097d00 Teach AI to drown with shotgun too
nemo
parents: 6770
diff changeset
   550
            else dX:= dX + 0.01;
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   551
            if (x and LAND_WIDTH_MASK = 0) and ((y+cHHRadius+2) and LAND_HEIGHT_MASK = 0) and
7360
d833d1010710 Intended to help on bottom border maps or "red" maps - don't assume erasure if there is indestructible land below the hog
nemo
parents: 7285
diff changeset
   552
               (Land[y+cHHRadius+2, x] and lfIndestructible <> 0) then
d833d1010710 Intended to help on bottom border maps or "red" maps - don't assume erasure if there is indestructible land below the hog
nemo
parents: 7285
diff changeset
   553
                 fallDmg:= trunc(TraceFall(x, y, Point.x, Point.y, dX, dY, 0) * dmgMod)
d833d1010710 Intended to help on bottom border maps or "red" maps - don't assume erasure if there is indestructible land below the hog
nemo
parents: 7285
diff changeset
   554
            else fallDmg:= trunc(TraceFall(x, y, Point.x, Point.y, dX, dY, erasure) * dmgMod);
6783
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   555
            if fallDmg < 0 then // drowning. score healthier hogs higher, since their death is more likely to benefit the AI
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   556
                if Score > 0 then
6774
237b96f06aae Try adding it to deagle too. Although the routine still doesn't consider angle, so it'll pretty much be luck. Might be a waste of time.
nemo
parents: 6773
diff changeset
   557
                    inc(rate, KillScore + Score div 10)   // Add a bit of a bonus for bigger hog drownings
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   558
                else
6774
237b96f06aae Try adding it to deagle too. Although the routine still doesn't consider angle, so it'll pretty much be luck. Might be a waste of time.
nemo
parents: 6773
diff changeset
   559
                    dec(rate, KillScore * friendlyfactor div 100 - Score div 10) // and more of a punishment for drowning bigger friendly hogs
6783
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   560
            else if (dmg+fallDmg) >= abs(Score) then
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   561
                if Score > 0 then
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   562
                    inc(rate, KillScore)
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   563
                else
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   564
                    dec(rate, KillScore * friendlyfactor div 100)
6771
87a947097d00 Teach AI to drown with shotgun too
nemo
parents: 6770
diff changeset
   565
            else
6783
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   566
                if Score > 0 then
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   567
                    inc(rate, dmg+fallDmg)
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   568
            else
8d9160b85bdb Add fall damage
nemo
parents: 6782
diff changeset
   569
                dec(rate, (dmg+fallDmg) * friendlyfactor div 100)
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   570
            end;
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   571
        end;
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   572
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   573
if hadSkips and (rate = 0) then
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   574
    RateShotgun:= BadTurn
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   575
    else
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   576
    RateShotgun:= rate * 1024;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   577
end;
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 498
diff changeset
   578
5645
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   579
function RateHammer(Me: PGear): LongInt;
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   580
var x, y, i, r, rate: LongInt;
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   581
begin
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   582
// hammer hit shift against attecker hog is 10
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   583
x:= hwRound(Me^.X) + hwSign(Me^.dX) * 10;
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   584
y:= hwRound(Me^.Y);
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   585
rate:= 0;
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   586
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   587
for i:= 0 to Pred(Targets.Count) do
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   588
    with Targets.ar[i] do
8013
5cbf6e4361f4 Various tweaks to recent AI change
unc0rr
parents: 7996
diff changeset
   589
      if matters then
5645
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   590
         // hammer hit radius is 8, shift is 10
6775
22b5fb7217db Change rest of AI tests to floats, reenable snowball
nemo
parents: 6774
diff changeset
   591
        if abs(Point.x - x) + abs(Point.y - y) < 18 then
7279
18a620394623 Fix completely broken RateHammer
unc0rr
parents: 7274
diff changeset
   592
            begin
6785
a8aa5984185f Allow RC plane to go through portals
nemo
parents: 6783
diff changeset
   593
            r:= trunc(sqrt(sqr(Point.x - x)+sqr(Point.y - y)));
5645
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   594
7279
18a620394623 Fix completely broken RateHammer
unc0rr
parents: 7274
diff changeset
   595
            if r <= 18 then
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   596
                if Score > 0 then
7279
18a620394623 Fix completely broken RateHammer
unc0rr
parents: 7274
diff changeset
   597
                    inc(rate, Score div 3)
18a620394623 Fix completely broken RateHammer
unc0rr
parents: 7274
diff changeset
   598
                else
7285
unc0rr
parents: 7279
diff changeset
   599
                    inc(rate, Score div 3 * friendlyfactor div 100)
7279
18a620394623 Fix completely broken RateHammer
unc0rr
parents: 7274
diff changeset
   600
            end;
5645
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   601
RateHammer:= rate * 1024;
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   602
end;
b434ba5d064e Implement TestHammer which makes sense
unc0rr
parents: 5642
diff changeset
   603
369
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
   604
function HHJump(Gear: PGear; JumpType: TJumpType; var GoInfo: TGoInfo): boolean;
371
731ad6d27bd1 integer -> LongInt
unc0rr
parents: 370
diff changeset
   605
var bX, bY: LongInt;
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
   606
begin
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   607
HHJump:= false;
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
   608
GoInfo.Ticks:= 0;
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
   609
GoInfo.JumpType:= jmpNone;
369
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
   610
bX:= hwRound(Gear^.X);
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
   611
bY:= hwRound(Gear^.Y);
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
   612
case JumpType of
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   613
    jmpNone: exit(false);
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   614
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   615
    jmpHJump:
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   616
        if TestCollisionYwithGear(Gear, -1) = 0 then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   617
        begin
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   618
            Gear^.dY:= -_0_2;
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   619
            SetLittle(Gear^.dX);
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   620
            Gear^.State:= Gear^.State or gstMoving or gstHHJumping;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   621
        end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   622
    else
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   623
        exit(false);
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   624
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   625
    jmpLJump:
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   626
        begin
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   627
            if TestCollisionYwithGear(Gear, -1) <> 0 then
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   628
                if not TestCollisionXwithXYShift(Gear, _0, -2, hwSign(Gear^.dX)) then
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   629
                    Gear^.Y:= Gear^.Y - int2hwFloat(2)
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   630
                else
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   631
                    if not TestCollisionXwithXYShift(Gear, _0, -1, hwSign(Gear^.dX)) then
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   632
                        Gear^.Y:= Gear^.Y - _1;
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   633
            if not (TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) or
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   634
               (TestCollisionYwithGear(Gear, -1) <> 0)) then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   635
            begin
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   636
                Gear^.dY:= -_0_15;
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   637
                Gear^.dX:= SignAs(_0_15, Gear^.dX);
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   638
                Gear^.State:= Gear^.State or gstMoving or gstHHJumping
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   639
            end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   640
        else
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   641
            exit(false)
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   642
        end
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   643
end;
2376
ece7b87f1334 Strip trailing spaces
nemo
parents: 1941
diff changeset
   644
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
   645
repeat
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   646
        {if ((hwRound(Gear^.Y) and LAND_HEIGHT_MASK) = 0) and ((hwRound(Gear^.X) and LAND_WIDTH_MASK) = 0) then
7435
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
   647
            begin
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
   648
            LandPixels[hwRound(Gear^.Y), hwRound(Gear^.X)]:= Gear^.Hedgehog^.Team^.Clan^.Color;
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
   649
            UpdateLandTexture(hwRound(Gear^.X), 1, hwRound(Gear^.Y), 1, true);
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
   650
            end;}
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   651
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   652
    if not (hwRound(Gear^.Y) + cHHRadius < cWaterLine) then
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   653
        exit(false);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   654
    if (Gear^.State and gstMoving) <> 0 then
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   655
    begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   656
        if (GoInfo.Ticks = 350) then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   657
            if (not (hwAbs(Gear^.dX) > cLittle)) and (Gear^.dY < -_0_02) then
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   658
            begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   659
                Gear^.dY:= -_0_25;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   660
                Gear^.dX:= SignAs(_0_02, Gear^.dX)
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   661
            end;
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   662
        if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then SetLittle(Gear^.dX);
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   663
            Gear^.X:= Gear^.X + Gear^.dX;
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   664
        inc(GoInfo.Ticks);
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   665
        Gear^.dY:= Gear^.dY + cGravity;
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   666
        if Gear^.dY > _0_4 then
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   667
            exit(false);
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   668
        if (Gear^.dY.isNegative) and (TestCollisionYwithGear(Gear, -1) <> 0) then
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   669
            Gear^.dY:= _0;
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   670
        Gear^.Y:= Gear^.Y + Gear^.dY;
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   671
        if (not Gear^.dY.isNegative) and (TestCollisionYwithGear(Gear, 1) <> 0) then
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   672
            begin
7426
55b49cc1f33a Changes for the benefit of pas2c. Use downto in for loops to avoid repeated calls of Random/GetRandom. Wrap nots.
nemo
parents: 7385
diff changeset
   673
            Gear^.State:= Gear^.State and (not (gstMoving or gstHHJumping));
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   674
            Gear^.dY:= _0;
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   675
            case JumpType of
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   676
                jmpHJump:
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   677
                    if bY - hwRound(Gear^.Y) > 5 then
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   678
                        begin
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   679
                        GoInfo.JumpType:= jmpHJump;
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   680
                        inc(GoInfo.Ticks, 300 + 300); // 300 before jump, 300 after
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   681
                        exit(true)
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   682
                        end;
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   683
                jmpLJump:
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   684
                    if abs(bX - hwRound(Gear^.X)) > 30 then
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   685
                        begin
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   686
                        GoInfo.JumpType:= jmpLJump;
7041
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   687
                        inc(GoInfo.Ticks, 300 + 300); // 300 before jump, 300 after
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   688
                        exit(true)
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   689
                        end
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   690
                end;
76a9274f280f More definitions and mess with pascal code
unc0rr
parents: 6990
diff changeset
   691
            exit(false)
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   692
            end;
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   693
    end;
369
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
   694
until false
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
   695
end;
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
   696
369
2aed85310727 AI compiles, but doesn't work
unc0rr
parents: 351
diff changeset
   697
function HHGo(Gear, AltGear: PGear; var GoInfo: TGoInfo): boolean;
7375
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7360
diff changeset
   698
var pX, pY, tY: LongInt;
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   699
begin
6990
40e5af28d026 change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents: 6986
diff changeset
   700
HHGo:= false;
8751
4609823efc94 More flagging of Land values. Also use less than for tests of non-terrain, instead of "and $FF00 = 0". Saves a couple of ops, which actually matters a small amount in a few places.
nemo
parents: 8744
diff changeset
   701
Gear^.CollisionMask:= lfNotCurrentMask;
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
   702
AltGear^:= Gear^;
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
   703
75
d2b737858ff7 - New First Aid powerup
unc0rr
parents: 74
diff changeset
   704
GoInfo.Ticks:= 0;
80
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
   705
GoInfo.FallPix:= 0;
3c3dc6a148ca - Fixed bug with hedgehog under water using rope
unc0rr
parents: 79
diff changeset
   706
GoInfo.JumpType:= jmpNone;
7375
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7360
diff changeset
   707
tY:= hwRound(Gear^.Y);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   708
repeat
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   709
        {if ((hwRound(Gear^.Y) and LAND_HEIGHT_MASK) = 0) and ((hwRound(Gear^.X) and LAND_WIDTH_MASK) = 0) then
7435
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
   710
            begin
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
   711
            LandPixels[hwRound(Gear^.Y), hwRound(Gear^.X)]:= random($FFFFFFFF);//Gear^.Hedgehog^.Team^.Clan^.Color;
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
   712
            UpdateLandTexture(hwRound(Gear^.X), 1, hwRound(Gear^.Y), 1, true);
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
   713
            end;}
bf80e66d6131 Commit commented out code which I used to debug AI walking
unc0rr
parents: 7433
diff changeset
   714
7164
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
   715
    pX:= hwRound(Gear^.X);
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
   716
    pY:= hwRound(Gear^.Y);
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
   717
    if pY + cHHRadius >= cWaterLine then
7375
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7360
diff changeset
   718
        begin
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7360
diff changeset
   719
        if AltGear^.Hedgehog^.BotLevel < 4 then
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7360
diff changeset
   720
            AddWalkBonus(pX, tY, 250, -40);
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7360
diff changeset
   721
        exit(false)
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7360
diff changeset
   722
        end;
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   723
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   724
    // hog is falling
7164
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
   725
    if (Gear^.State and gstMoving) <> 0 then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   726
        begin
7164
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
   727
        inc(GoInfo.Ticks);
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
   728
        Gear^.dY:= Gear^.dY + cGravity;
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
   729
        if Gear^.dY > _0_4 then
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
   730
            begin
7433
c7fff3e61d49 - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
unc0rr
parents: 7430
diff changeset
   731
            GoInfo.FallPix:= 0;
7164
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
   732
            // try ljump instead of fall with damage
8924
13ac59499066 update 0.9.19 with dev branch
koda
parents: 8895
diff changeset
   733
            HHJump(AltGear, jmpLJump, GoInfo);
7375
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7360
diff changeset
   734
            if AltGear^.Hedgehog^.BotLevel < 4 then
16ae2e1c9005 Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
nemo
parents: 7360
diff changeset
   735
                AddWalkBonus(pX, tY, 175, -20);
7164
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
   736
            exit(false)
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
   737
            end;
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
   738
        Gear^.Y:= Gear^.Y + Gear^.dY;
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
   739
        if hwRound(Gear^.Y) > pY then
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
   740
            inc(GoInfo.FallPix);
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
   741
        if TestCollisionYwithGear(Gear, 1) <> 0 then
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
   742
            begin
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
   743
            inc(GoInfo.Ticks, 410);
7426
55b49cc1f33a Changes for the benefit of pas2c. Use downto in for loops to avoid repeated calls of Random/GetRandom. Wrap nots.
nemo
parents: 7385
diff changeset
   744
            Gear^.State:= Gear^.State and (not (gstMoving or gstHHJumping));
7164
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
   745
            Gear^.dY:= _0;
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
   746
            // try ljump instead of fall
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
   747
            HHJump(AltGear, jmpLJump, GoInfo);
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
   748
            exit(true)
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
   749
            end;
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
   750
        continue
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   751
        end;
7719
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7716
diff changeset
   752
7164
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
   753
        // usual walk
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
   754
        if (Gear^.Message and gmLeft) <> 0 then
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
   755
            Gear^.dX:= -cLittle
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   756
        else
7164
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
   757
            if (Gear^.Message and gmRight) <> 0 then
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
   758
                Gear^.dX:=  cLittle
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
   759
            else
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
   760
                exit(false);
66
9643d75baf1e Many AI improvements, bots do think in separate thread
unc0rr
parents: 64
diff changeset
   761
7719
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7716
diff changeset
   762
        if MakeHedgehogsStep(Gear) then
eeae1cb6b6bf Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
unc0rr
parents: 7716
diff changeset
   763
            inc(GoInfo.Ticks, cHHStepTicks);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   764
7164
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
   765
        // we have moved for 1 px
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
   766
        if (pX <> hwRound(Gear^.X)) and ((Gear^.State and gstMoving) = 0) then
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
   767
            exit(true)
542
ec26095f1bed - Get rid of ammoProp_AttackInFall and gstFalling
unc0rr
parents: 509
diff changeset
   768
until (pX = hwRound(Gear^.X)) and (pY = hwRound(Gear^.Y)) and ((Gear^.State and gstMoving) = 0);
7164
fad64b97947e Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
unc0rr
parents: 7161
diff changeset
   769
375
18012da67681 AI works properly
unc0rr
parents: 371
diff changeset
   770
HHJump(AltGear, jmpHJump, GoInfo);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   771
end;
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   772
371
731ad6d27bd1 integer -> LongInt
unc0rr
parents: 370
diff changeset
   773
function AIrndSign(num: LongInt): LongInt;
136
89970b70b076 Implement bot levels
unc0rr
parents: 108
diff changeset
   774
begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   775
if random(2) = 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   776
    AIrndSign:=   num
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   777
else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6474
diff changeset
   778
    AIrndSign:= - num
2376
ece7b87f1334 Strip trailing spaces
nemo
parents: 1941
diff changeset
   779
end;
136
89970b70b076 Implement bot levels
unc0rr
parents: 108
diff changeset
   780
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3018
diff changeset
   781
procedure initModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   782
begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
   783
    friendlyfactor:= 300;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
   784
    KnownExplosion.X:= 0;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
   785
    KnownExplosion.Y:= 0;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2716
diff changeset
   786
    KnownExplosion.Radius:= 0;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   787
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   788
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3018
diff changeset
   789
procedure freeModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   790
begin
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   791
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2695
diff changeset
   792
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
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end.