hedgewars/uAIAmmoTests.pas
author unc0rr
Thu, 05 Jan 2006 15:54:22 +0000
changeset 37 2b7f2a43b999
parent 10 edf56dca1587
child 39 b78e7185ed13
permissions -rw-r--r--
- Properly get seed in net game - Changed graphics to not get different collisions array in different bit depth - Make log files of different clients look more similar in net game - Start to implement new ammo - Properly handle intersections with current hedgehog
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(*
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 * Hedgewars, a worms-like game
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 * Copyright (c) 2005 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * Distributed under the terms of the BSD-modified licence:
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 *
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 * Permission is hereby granted, free of charge, to any person obtaining a copy
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 * of this software and associated documentation files (the "Software"), to deal
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 * with the Software without restriction, including without limitation the
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 * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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 * sell copies of the Software, and to permit persons to whom the Software is
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 * furnished to do so, subject to the following conditions:
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 *
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 * 1. Redistributions of source code must retain the above copyright notice,
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 *    this list of conditions and the following disclaimer.
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 * 2. Redistributions in binary form must reproduce the above copyright notice,
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 *    this list of conditions and the following disclaimer in the documentation
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 *    and/or other materials provided with the distribution.
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 * 3. The name of the author may not be used to endorse or promote products
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 *    derived from this software without specific prior written permission.
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 *
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 * THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED
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 * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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 * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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 * EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
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 * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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 * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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 * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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 * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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 *)
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unit uAIAmmoTests;
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interface
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uses uConsts, SDLh;
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{$INCLUDE options.inc}
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const ctfNotFull = $00000001;
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      ctfBreach  = $00000002;
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function TestGrenade(Me, Targ: TPoint; Flags: Longword; out Time: Longword; out Angle, Power: integer): boolean;
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function TestBazooka(Me, Targ: TPoint; Flags: Longword; out Time: Longword; out Angle, Power: integer): boolean;
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function TestShotgun(Me, Targ: TPoint; Flags: Longword; out Time: Longword; out Angle, Power: integer): boolean;
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type TAmmoTestProc = function (Me, Targ: TPoint; Flags: Longword; out Time: Longword; out Angle, Power: integer): boolean;
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const AmmoTests: array[TAmmoType] of
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                    record
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                    Test: TAmmoTestProc;
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                    Flags: Longword;
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                    end = (
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                    ( Test: TestGrenade;
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                      Flags: ctfNotFull;
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                    ),
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                    ( Test: TestBazooka;
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                      Flags: ctfNotFull or ctfBreach;
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                    ),
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                    ( Test: nil;
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                      Flags: 0;
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                    ),
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                    ( Test: TestShotgun;
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                      Flags: ctfBreach;
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                    ),
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                    ( Test: nil;
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                      Flags: 0;
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                    ),
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                    ( Test: nil;
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                      Flags: 0;
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                    ),
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                    ( Test: nil;
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                      Flags: 0;
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                    ),
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                    ( Test: nil;
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                      Flags: 0;
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                    ),
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                    ( Test: nil;
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                      Flags: 0;
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                    )
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                    );
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implementation
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uses uMisc, uAIMisc;
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function TestGrenade(Me, Targ: TPoint; Flags: Longword; out Time: Longword; out Angle, Power: integer): boolean;
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var Vx, Vy, r: real;
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    flHasTrace: boolean;
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    function CheckTrace: boolean;
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    var x, y, dY: real;
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        t: integer;
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    begin
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    x:= Me.X;
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    y:= Me.Y;
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    dY:= -Vy;
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    Result:= false;
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    if (Flags and ctfNotFull) = 0 then t:= Time
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                                  else t:= Time - 100;
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    repeat
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      x:= x + Vx;
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      y:= y + dY;
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      dY:= dY + cGravity;
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      if TestColl(round(x), round(y), 5) then exit;
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      dec(t);
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    until t <= 0;
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    Result:= true
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    end;
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begin
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Result:= false;
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Time:= 0;
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flHasTrace:= false;
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repeat
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  inc(Time, 1000);
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  Vx:= (Targ.X - Me.X) / Time;
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  Vy:= cGravity*(Time div 2) - (Targ.Y - Me.Y) / Time;
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  r:= sqr(Vx) + sqr(Vy);
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  if r <= 1 then flHasTrace:= CheckTrace
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            else exit
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until flHasTrace or (Time = 5000);
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if not flHasTrace then exit;
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r:= sqrt(r);
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Angle:= DxDy2Angle(Vx, Vy);
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Power:= round(r * cMaxPower);
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Result:= true
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end;
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function TestBazooka(Me, Targ: TPoint; Flags: Longword; out Time: Longword; out Angle, Power: integer): boolean;
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var Vx, Vy, r: real;
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    rTime: real;
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    flHasTrace: boolean;
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    function CheckTrace: boolean;
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    var x, y, dX, dY: real;
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        t: integer;
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    begin
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    x:= Me.X + Vx*20;
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    y:= Me.Y + Vy*20;
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    dX:= Vx;
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    dY:= -Vy;
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    Result:= false;
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    if (Flags and ctfNotFull) = 0 then t:= trunc(rTime)
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                                  else t:= trunc(rTime) - 100;
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    repeat
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      x:= x + dX;
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      y:= y + dY;
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      dX:= dX + cWindSpeed;
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      dY:= dY + cGravity;
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      if TestColl(round(x), round(y), 5) then
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         begin
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         if (Flags and ctfBreach) <> 0 then
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            Result:= NoMyHHNear(round(x), round(y), 110);
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         exit
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         end;
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      dec(t)
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    until t <= 0;
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    Result:= true
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    end;
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begin
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Time:= 0;
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Result:= false;
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rTime:= 10;
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flHasTrace:= false;
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repeat
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  rTime:= rTime + 100 + random*300;
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  Vx:= - cWindSpeed * rTime / 2 + (Targ.X - Me.X) / rTime;
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  Vy:= cGravity * rTime / 2 - (Targ.Y - Me.Y) / rTime;
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  r:= sqr(Vx) + sqr(Vy);
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  if r <= 1 then flHasTrace:= CheckTrace
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until flHasTrace or (rTime >= 5000);
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if not flHasTrace then exit;
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r:= sqrt(r);
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Angle:= DxDy2Angle(Vx, Vy);
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Power:= round(r * cMaxPower);
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Result:= true
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end;
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function TestShotgun(Me, Targ: TPoint; Flags: Longword; out Time: Longword; out Angle, Power: integer): boolean;
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var Vx, Vy, x, y: real;
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begin
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Time:= 0;
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Power:= 1;
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Vx:= (Targ.X - Me.X)/1024;
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Vy:= (Targ.Y - Me.Y)/1024;
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x:= Me.X;
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y:= Me.Y;
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Angle:= DxDy2Angle(Vx, -Vy);
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repeat
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  x:= x + vX;
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  y:= y + vY;
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  if TestColl(round(x), round(y), 2) then
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     begin
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     if (Flags and ctfBreach) <> 0 then
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        Result:= NoMyHHNear(round(x), round(y), 27)
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        else Result:= false;
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     exit
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     end
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until (abs(Targ.X - x) + abs(Targ.Y - y) < 4) or (x < 0) or (y < 0) or (x > 2048) or (y > 1024);
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Result:= true
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end;
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end.