remove windspeed from bubbles, remove initial dY from bubbles, apply dY/dX to bubbles, correct offsets on flying saucer flame graphics, add bubbles when flying saucer thrusts underwater, make flying saucer sink more slowly underwater
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2005-2010 Andrey Korotaev <unC0Rr@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
*)
{$INCLUDE "options.inc"}
unit uAIAmmoTests;
interface
uses SDLh, uGears, uConsts, uFloat;
const amtest_OnTurn = $00000001;
type TAttackParams = record
Time: Longword;
Angle, Power: LongInt;
ExplX, ExplY, ExplR: LongInt;
AttackPutX, AttackPutY: LongInt;
end;
function TestBazooka(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
function TestGrenade(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
function TestMolotov(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
function TestClusterBomb(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
function TestWatermelon(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
function TestMortar(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
function TestShotgun(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
function TestDesertEagle(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
function TestBaseballBat(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
function TestFirePunch(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
function TestAirAttack(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
function TestTeleport(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
type TAmmoTestProc = function (Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
TAmmoTest = record
proc: TAmmoTestProc;
flags: Longword;
end;
const AmmoTests: array[TAmmoType] of TAmmoTest =
(
(proc: nil; flags: 0), // amNothing
(proc: @TestGrenade; flags: 0), // amGrenade
(proc: @TestClusterBomb; flags: 0), // amClusterBomb
(proc: @TestBazooka; flags: 0), // amBazooka
(proc: nil; flags: 0), // amBee
(proc: @TestShotgun; flags: 0), // amShotgun
(proc: nil; flags: 0), // amPickHammer
(proc: nil; flags: 0), // amSkip
(proc: nil; flags: 0), // amRope
(proc: nil; flags: 0), // amMine
(proc: @TestDesertEagle; flags: 0), // amDEagle
(proc: nil; flags: 0), // amDynamite
(proc: @TestFirePunch; flags: 0), // amFirePunch
(proc: @TestFirePunch; flags: 0), // amWhip
(proc: @TestBaseballBat; flags: 0), // amBaseballBat
(proc: nil; flags: 0), // amParachute
(proc: @TestAirAttack; flags: amtest_OnTurn), // amAirAttack
(proc: nil; flags: 0), // amMineStrike
(proc: nil; flags: 0), // amBlowTorch
(proc: nil; flags: 0), // amGirder
(proc: nil; flags: 0), // amTeleport
//(proc: @TestTeleport; flags: amtest_OnTurn), // amTeleport
(proc: nil; flags: 0), // amSwitch
(proc: @TestMortar; flags: 0), // amMortar
(proc: nil; flags: 0), // amKamikaze
(proc: nil; flags: 0), // amCake
(proc: nil; flags: 0), // amSeduction
(proc: @TestWatermelon; flags: 0), // amWatermelon
(proc: nil; flags: 0), // amHellishBomb
(proc: nil; flags: 0), // amNapalm
(proc: nil; flags: 0), // amDrill
(proc: nil; flags: 0), // amBallgun
(proc: nil; flags: 0), // amRCPlane
(proc: nil; flags: 0), // amLowGravity
(proc: nil; flags: 0), // amExtraDamage
(proc: nil; flags: 0), // amInvulnerable
(proc: nil; flags: 0), // amExtraTime
(proc: nil; flags: 0), // amLaserSight
(proc: nil; flags: 0), // amVampiric
(proc: nil; flags: 0), // amSniperRifle
(proc: nil; flags: 0), // amJetpack
(proc: @TestMolotov; flags: 0), // amMolotov
(proc: nil; flags: 0), // amBirdy
(proc: nil; flags: 0), // amPortalGun
(proc: nil; flags: 0), // amPiano
(proc: @TestGrenade; flags: 0), // amGasBomb
(proc: @TestShotgun; flags: 0), // amSineGun
(proc: nil; flags: 0), // amFlamethrower
(proc: @TestGrenade; flags: 0), // amSMine
(proc: @TestFirePunch; flags: 0) // amHammer
);
const BadTurn = Low(LongInt) div 4;
implementation
uses uMisc, uAIMisc, uLand, uTeams;
function Metric(x1, y1, x2, y2: LongInt): LongInt;
begin
Metric:= abs(x1 - x2) + abs(y1 - y2)
end;
function TestBazooka(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
var Vx, Vy, r: hwFloat;
rTime: LongInt;
Score, EX, EY: LongInt;
valueResult: LongInt;
function CheckTrace: LongInt;
var x, y, dX, dY: hwFloat;
t: LongInt;
value: LongInt;
begin
x:= Me^.X;
y:= Me^.Y;
dX:= Vx;
dY:= -Vy;
t:= rTime;
repeat
x:= x + dX;
y:= y + dY;
dX:= dX + cWindSpeed;
dY:= dY + cGravity;
dec(t)
until TestCollExcludingMe(Me, hwRound(x), hwRound(y), 5) or (t <= 0);
EX:= hwRound(x);
EY:= hwRound(y);
value:= RateExplosion(Me, EX, EY, 101);
if value = 0 then value:= - Metric(Targ.X, Targ.Y, EX, EY) div 64;
CheckTrace:= value;
end;
begin
ap.Time:= 0;
rTime:= 350;
ap.ExplR:= 0;
valueResult:= BadTurn;
repeat
rTime:= rTime + 300 + Level * 50 + random(300);
Vx:= - cWindSpeed * rTime * _0_5 + (int2hwFloat(Targ.X + AIrndSign(2)) - Me^.X) / int2hwFloat(rTime);
Vy:= cGravity * rTime * _0_5 - (int2hwFloat(Targ.Y) - Me^.Y) / int2hwFloat(rTime);
r:= Distance(Vx, Vy);
if not (r > _1) then
begin
Score:= CheckTrace;
if valueResult <= Score then
begin
ap.Angle:= DxDy2AttackAngle(Vx, Vy) + AIrndSign(random((Level - 1) * 9));
ap.Power:= hwRound(r * cMaxPower) - random((Level - 1) * 17 + 1);
ap.ExplR:= 100;
ap.ExplX:= EX;
ap.ExplY:= EY;
valueResult:= Score
end;
end
until (rTime > 4250);
TestBazooka:= valueResult
end;
function TestMolotov(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
var Vx, Vy, r: hwFloat;
Score, EX, EY, valueResult: LongInt;
TestTime: Longword;
function CheckTrace: LongInt;
var x, y, dY: hwFloat;
t: LongInt;
begin
x:= Me^.X;
y:= Me^.Y;
dY:= -Vy;
t:= TestTime;
repeat
x:= x + Vx;
y:= y + dY;
dY:= dY + cGravity;
dec(t)
until TestCollExcludingMe(Me, hwRound(x), hwRound(y), 7) or (t = 0);
EX:= hwRound(x);
EY:= hwRound(y);
if t < 50 then CheckTrace:= RateExplosion(Me, EX, EY, 97) // average of 17 attempts, most good, but some failing spectacularly
else CheckTrace:= BadTurn
end;
begin
valueResult:= BadTurn;
TestTime:= 0;
ap.ExplR:= 0;
repeat
inc(TestTime, 300);
Vx:= (int2hwFloat(Targ.X) - Me^.X) / int2hwFloat(TestTime);
Vy:= cGravity * (TestTime div 2) - (int2hwFloat(Targ.Y) - Me^.Y) / int2hwFloat(TestTime);
r:= Distance(Vx, Vy);
if not (r > _1) then
begin
Score:= CheckTrace;
if valueResult < Score then
begin
ap.Angle:= DxDy2AttackAngle(Vx, Vy) + AIrndSign(random(Level));
ap.Power:= hwRound(r * cMaxPower) + AIrndSign(random(Level) * 15);
ap.Time:= TestTime;
ap.ExplR:= 100;
ap.ExplX:= EX;
ap.ExplY:= EY;
valueResult:= Score
end;
end
until (TestTime > 4250);
TestMolotov:= valueResult
end;
function TestGrenade(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
const tDelta = 24;
var Vx, Vy, r: hwFloat;
Score, EX, EY, valueResult: LongInt;
TestTime: Longword;
function CheckTrace: LongInt;
var x, y, dY: hwFloat;
t: LongInt;
begin
x:= Me^.X;
y:= Me^.Y;
dY:= -Vy;
t:= TestTime;
repeat
x:= x + Vx;
y:= y + dY;
dY:= dY + cGravity;
dec(t)
until TestCollExcludingMe(Me, hwRound(x), hwRound(y), 5) or (t = 0);
EX:= hwRound(x);
EY:= hwRound(y);
if t < 50 then CheckTrace:= RateExplosion(Me, EX, EY, 101)
else CheckTrace:= BadTurn
end;
begin
valueResult:= BadTurn;
TestTime:= 0;
ap.ExplR:= 0;
repeat
inc(TestTime, 1000);
Vx:= (int2hwFloat(Targ.X) - Me^.X) / int2hwFloat(TestTime + tDelta);
Vy:= cGravity * ((TestTime + tDelta) div 2) - (int2hwFloat(Targ.Y) - Me^.Y) / int2hwFloat(TestTime + tDelta);
r:= Distance(Vx, Vy);
if not (r > _1) then
begin
Score:= CheckTrace;
if valueResult < Score then
begin
ap.Angle:= DxDy2AttackAngle(Vx, Vy) + AIrndSign(random(Level));
ap.Power:= hwRound(r * cMaxPower) + AIrndSign(random(Level) * 15);
ap.Time:= TestTime;
ap.ExplR:= 100;
ap.ExplX:= EX;
ap.ExplY:= EY;
valueResult:= Score
end;
end
until (TestTime = 4000);
TestGrenade:= valueResult
end;
function TestClusterBomb(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
const tDelta = 24;
var Vx, Vy, r: hwFloat;
Score, EX, EY, valueResult: LongInt;
TestTime: Longword;
function CheckTrace: LongInt;
var x, y, dY: hwFloat;
t: LongInt;
begin
x:= Me^.X;
y:= Me^.Y;
dY:= -Vy;
t:= TestTime;
repeat
x:= x + Vx;
y:= y + dY;
dY:= dY + cGravity;
dec(t)
until TestCollExcludingMe(Me, hwRound(x), hwRound(y), 5) or (t = 0);
EX:= hwRound(x);
EY:= hwRound(y);
if t < 50 then CheckTrace:= RateExplosion(Me, EX, EY, 81)
else CheckTrace:= BadTurn
end;
begin
valueResult:= BadTurn;
TestTime:= 0;
ap.ExplR:= 0;
repeat
inc(TestTime, 1000);
// Try to overshoot slightly, seems to pay slightly better dividends in terms of hitting cluster
if Me^.X<int2hwFloat(Targ.X) then
Vx:= (int2hwFloat(Targ.X+10) - Me^.X) / int2hwFloat(TestTime + tDelta)
else
Vx:= (int2hwFloat(Targ.X-10) - Me^.X) / int2hwFloat(TestTime + tDelta);
Vy:= cGravity * ((TestTime + tDelta) div 2) - (int2hwFloat(Targ.Y-25) - Me^.Y) / int2hwFloat(TestTime + tDelta);
r:= Distance(Vx, Vy);
if not (r > _1) then
begin
Score:= CheckTrace;
if valueResult < Score then
begin
ap.Angle:= DxDy2AttackAngle(Vx, Vy) + AIrndSign(random(Level));
ap.Power:= hwRound(r * cMaxPower) + AIrndSign(random(Level) * 15);
ap.Time:= TestTime;
ap.ExplR:= 90;
ap.ExplX:= EX;
ap.ExplY:= EY;
valueResult:= Score
end;
end
until (TestTime = 4000);
TestClusterBomb:= valueResult
end;
function TestWatermelon(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
const tDelta = 24;
var Vx, Vy, r: hwFloat;
Score, EX, EY, valueResult: LongInt;
TestTime: Longword;
function CheckTrace: LongInt;
var x, y, dY: hwFloat;
t: LongInt;
begin
x:= Me^.X;
y:= Me^.Y;
dY:= -Vy;
t:= TestTime;
repeat
x:= x + Vx;
y:= y + dY;
dY:= dY + cGravity;
dec(t)
until TestCollExcludingMe(Me, hwRound(x), hwRound(y), 5) or (t = 0);
EX:= hwRound(x);
EY:= hwRound(y);
if t < 50 then CheckTrace:= RateExplosion(Me, EX, EY, 381)
else CheckTrace:= BadTurn
end;
begin
valueResult:= BadTurn;
TestTime:= 0;
ap.ExplR:= 0;
repeat
inc(TestTime, 1000);
Vx:= (int2hwFloat(Targ.X) - Me^.X) / int2hwFloat(TestTime + tDelta);
Vy:= cGravity * ((TestTime + tDelta) div 2) - (int2hwFloat(Targ.Y-125) - Me^.Y) / int2hwFloat(TestTime + tDelta);
r:= Distance(Vx, Vy);
if not (r > _1) then
begin
Score:= CheckTrace;
if valueResult < Score then
begin
ap.Angle:= DxDy2AttackAngle(Vx, Vy) + AIrndSign(random(Level));
ap.Power:= hwRound(r * cMaxPower * _0_9) + AIrndSign(random(Level) * 15);
ap.Time:= TestTime;
ap.ExplR:= 300;
ap.ExplX:= EX;
ap.ExplY:= EY;
valueResult:= Score
end;
end
until (TestTime = 4000);
TestWatermelon:= valueResult
end;
function TestMortar(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
//const tDelta = 24;
var Vx, Vy: hwFloat;
Score, EX, EY, valueResult: LongInt;
TestTime: Longword;
function CheckTrace: LongInt;
var x, y, dY: hwFloat;
value: LongInt;
begin
x:= Me^.X;
y:= Me^.Y;
dY:= -Vy;
repeat
x:= x + Vx;
y:= y + dY;
dY:= dY + cGravity;
EX:= hwRound(x);
EY:= hwRound(y);
until TestCollExcludingMe(Me, EX, EY, 5) or (EY > 1000);
if (EY < 1000) and not dY.isNegative then
begin
value:= RateExplosion(Me, EX, EY, 91);
if (value = 0) then
if (dY > _0_15) then
value:= - abs(Targ.Y - EY) div 32
else
value:= BadTurn
else if (value < 0) then value:= BadTurn
end
else
value:= BadTurn;
CheckTrace:= value;
end;
function Solve: LongWord;
var A, B, D, T: hwFloat;
C: LongInt;
begin
A:= hwSqr(cGravity) * _0_25;
B:= - cGravity * (Targ.Y - hwRound(Me^.Y)) - _1;
C:= sqr(Targ.Y - hwRound(Me^.Y)) + sqr(Targ.X - hwRound(Me^.X));
D:= hwSqr(B) - (A * C * 4);
if D.isNegative = false then
begin
D:= ( - B + hwSqrt(D)) * _0_5 / A;
if D.isNegative = false then
T:= hwSqrt(D)
else
T:= _0;
Solve:= hwRound(T)
end else Solve:= 0
end;
begin
valueResult:= BadTurn;
ap.ExplR:= 0;
if (Level > 2) then exit(BadTurn);
TestTime:= Solve;
if TestTime = 0 then exit(BadTurn);
Vx:= (int2hwFloat(Targ.X) - Me^.X) / int2hwFloat(TestTime);
Vy:= cGravity * (TestTime div 2) - (int2hwFloat(Targ.Y) - Me^.Y) / int2hwFloat(TestTime);
Score:= CheckTrace;
if valueResult < Score then
begin
ap.Angle:= DxDy2AttackAngle(Vx, Vy) + AIrndSign(random(Level));
ap.Power:= 1;
ap.ExplR:= 100;
ap.ExplX:= EX;
ap.ExplY:= EY;
valueResult:= Score
end;
TestMortar:= valueResult;
end;
function TestShotgun(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
const
MIN_RANGE = 80;
MAX_RANGE = 400;
var Vx, Vy, x, y: hwFloat;
rx, ry, valueResult: LongInt;
range: integer;
begin
ap.ExplR:= 0;
ap.Time:= 0;
ap.Power:= 1;
x:= Me^.X;
y:= Me^.Y;
range:= Metric(hwRound(x), hwRound(y), Targ.X, Targ.Y);
if ( range < MIN_RANGE ) or ( range > MAX_RANGE ) then exit(BadTurn);
Vx:= (int2hwFloat(Targ.X) - x) * _1div1024;
Vy:= (int2hwFloat(Targ.Y) - y) * _1div1024;
ap.Angle:= DxDy2AttackAngle(Vx, -Vy);
repeat
x:= x + vX;
y:= y + vY;
rx:= hwRound(x);
ry:= hwRound(y);
if TestCollExcludingMe(Me, rx, ry, 2) then
begin
x:= x + vX * 8;
y:= y + vY * 8;
valueResult:= RateShotgun(Me, rx, ry) * 2;
if valueResult = 0 then valueResult:= - Metric(Targ.X, Targ.Y, rx, ry) div 64
else dec(valueResult, Level * 4000);
exit(valueResult)
end
until (Abs(Targ.X - hwRound(x)) + Abs(Targ.Y - hwRound(y)) < 4) or (x.isNegative) or (y.isNegative) or (x.Round > LAND_WIDTH) or (y.Round > LAND_HEIGHT);
TestShotgun:= BadTurn
end;
function TestDesertEagle(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
var Vx, Vy, x, y, t: hwFloat;
d: Longword;
valueResult: LongInt;
begin
Level:= Level; // avoid compiler hint
ap.ExplR:= 0;
ap.Time:= 0;
ap.Power:= 1;
x:= Me^.X;
y:= Me^.Y;
if Abs(hwRound(Me^.X) - Targ.X) + Abs(hwRound(Me^.Y) - Targ.Y) < 80 then
exit(BadTurn);
t:= _0_5 / Distance(int2hwFloat(Targ.X) - x, int2hwFloat(Targ.Y) - y);
Vx:= (int2hwFloat(Targ.X) - x) * t;
Vy:= (int2hwFloat(Targ.Y) - y) * t;
ap.Angle:= DxDy2AttackAngle(Vx, -Vy);
d:= 0;
repeat
x:= x + vX;
y:= y + vY;
if ((hwRound(x) and LAND_WIDTH_MASK) = 0)and((hwRound(y) and LAND_HEIGHT_MASK) = 0)
and (Land[hwRound(y), hwRound(x)] <> 0) then inc(d);
until (Abs(Targ.X - hwRound(x)) + Abs(Targ.Y - hwRound(y)) < 4) or (x.isNegative) or (y.isNegative) or (x.Round > LAND_WIDTH) or (y.Round > LAND_HEIGHT) or (d > 200);
if Abs(Targ.X - hwRound(x)) + Abs(Targ.Y - hwRound(y)) < 3 then valueResult:= max(0, (4 - d div 50) * 7 * 1024)
else valueResult:= BadTurn;
TestDesertEagle:= valueResult
end;
function TestBaseballBat(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
var valueResult: LongInt;
x, y: hwFloat;
begin
Level:= Level; // avoid compiler hint
ap.ExplR:= 0;
if (Level > 2) or (Abs(hwRound(Me^.X) - Targ.X) + Abs(hwRound(Me^.Y) - Targ.Y) > 25) then
exit(BadTurn);
ap.Time:= 0;
ap.Power:= 1;
x:= Me^.X;
y:= Me^.Y;
if (Targ.X) - hwRound(x) >= 0 then ap.Angle:= cMaxAngle div 4
else ap.Angle:= - cMaxAngle div 4;
valueResult:= RateShove(Me, hwRound(x) + 10 * hwSign(int2hwFloat(Targ.X) - x), hwRound(y), 15, 30);
if valueResult <= 0 then valueResult:= BadTurn else inc(valueResult);
TestBaseballBat:= valueResult;
end;
function TestFirePunch(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
var i, valueResult: LongInt;
x, y: hwFloat;
begin
Level:= Level; // avoid compiler hint
ap.ExplR:= 0;
ap.Time:= 0;
ap.Power:= 1;
ap.Angle:= 0;
x:= Me^.X;
y:= Me^.Y;
if (Abs(hwRound(x) - Targ.X) > 25)
or (Abs(hwRound(y) - 50 - Targ.Y) > 50) then
begin
if TestColl(hwRound(x), hwRound(y) - 16, 6)
and (RateShove(Me, hwRound(x) + 10 * hwSign(Me^.dX), hwRound(y) - 40, 30, 30) = 0) then
valueResult:= Succ(BadTurn)
else
valueResult:= BadTurn;
exit(valueResult)
end;
valueResult:= 0;
for i:= 0 to 4 do
valueResult:= valueResult + RateShove(Me, hwRound(x) + 10 * hwSign(int2hwFloat(Targ.X) - x),
hwRound(y) - 20 * i - 5, 10, 30);
if valueResult <= 0 then
valueResult:= BadTurn
else
inc(valueResult);
TestFirePunch:= valueResult;
end;
function TestAirAttack(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
const cShift = 4;
var X, Y, dY: hwFloat;
b: array[0..9] of boolean;
dmg: array[0..9] of LongInt;
fexit: boolean;
i, t, valueResult: LongInt;
begin
ap.ExplR:= 0;
ap.Time:= 0;
if (Level > 3) then exit(BadTurn);
ap.AttackPutX:= Targ.X;
ap.AttackPutY:= Targ.Y;
X:= int2hwFloat(Targ.X - 135 - cShift); // hh center - cShift
X:= X - cBombsSpeed * hwSqrt(int2hwFloat((Targ.Y + 128) * 2) / cGravity);
Y:= -_128;
dY:= _0;
for i:= 0 to 9 do
begin
b[i]:= true;
dmg[i]:= 0
end;
valueResult:= 0;
repeat
X:= X + cBombsSpeed;
Y:= Y + dY;
dY:= dY + cGravity;
fexit:= true;
for i:= 0 to 9 do
if b[i] then
begin
fexit:= false;
if TestColl(hwRound(X) + i * 30, hwRound(Y), 4) then
begin
b[i]:= false;
dmg[i]:= RateExplosion(Me, hwRound(X) + i * 30, hwRound(Y), 58)
// 58 (instead of 60) for better prediction (hh moves after explosion of one of the rockets)
end
end;
until fexit or (Y > _1024);
for i:= 0 to 5 do inc(valueResult, dmg[i]);
t:= valueResult;
ap.AttackPutX:= Targ.X - 60;
for i:= 0 to 3 do
begin
dec(t, dmg[i]);
inc(t, dmg[i + 6]);
if t > valueResult then
begin
valueResult:= t;
ap.AttackPutX:= Targ.X - 30 - cShift + i * 30
end
end;
if valueResult <= 0 then valueResult:= BadTurn;
TestAirAttack:= valueResult;
end;
function TestTeleport(Me: PGear; Targ: TPoint; Level: LongInt; var ap: TAttackParams): LongInt;
var
i, failNum: longword;
maxTop: longword;
begin
TestTeleport := BadTurn;
Level:= Level; // avoid compiler hint
FillBonuses(true, [gtCase]);
if bonuses.Count = 0 then begin
if Me^.Health <= 100 then begin
maxTop := Targ.Y - cHHRadius * 2;
while not TestColl(Targ.X, maxTop, cHHRadius) and (maxTop > topY + cHHRadius * 2 + 1) do
dec(maxTop, cHHRadius*2);
if not TestColl(Targ.X, maxTop + cHHRadius, cHHRadius) then begin
ap.AttackPutX := Targ.X;
ap.AttackPutY := maxTop + cHHRadius;
TestTeleport := Targ.Y - maxTop;
end;
end;
end
else begin
failNum := 0;
repeat
i := random(bonuses.Count);
inc(failNum);
until not TestColl(bonuses.ar[i].X, bonuses.ar[i].Y - cHHRadius - bonuses.ar[i].Radius, cHHRadius) or (failNum = bonuses.Count*2);
if failNum < bonuses.Count*2 then begin
ap.AttackPutX := bonuses.ar[i].X;
ap.AttackPutY := bonuses.ar[i].Y - cHHRadius - bonuses.ar[i].Radius;
TestTeleport := 0;
end;
end;
end;
end.