hedgewars/uAIMisc.pas
author nemo
Fri, 23 Mar 2012 18:20:59 -0400
changeset 6810 5337f554480e
parent 6785 a8aa5984185f
child 6888 32a54322d262
permissions -rw-r--r--
This has bugged me for a while. Since we are missing the source SVGs for this theme, removed the leaves crudely in GIMP. Also added some basic roots. Someone more artistic is encouraged to try and improve it.

(*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2005-2012 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 uAIMisc;
interface
uses SDLh, uConsts, uFloat, uTypes;

const MAXBONUS = 1024;

type TTarget = record
    Point: TPoint;
    Score: LongInt;
    end;
TTargets = record
    Count: Longword;
    ar: array[0..Pred(cMaxHHs)] of TTarget;
    end;
TJumpType = (jmpNone, jmpHJump, jmpLJump);
TGoInfo = record
    Ticks: Longword;
    FallPix: Longword;
    JumpType: TJumpType;
    end;
TBonus = record
    X, Y: LongInt;
    Radius: LongInt;
    Score: LongInt;
    end;

procedure initModule;
procedure freeModule;

procedure FillTargets;
procedure FillBonuses(isAfterAttack: boolean; filter: TGearsType = []);
procedure AwareOfExplosion(x, y, r: LongInt); inline;
function RatePlace(Gear: PGear): LongInt;
function TestCollExcludingMe(Me: PGear; x, y, r: LongInt): boolean; inline;
function TestColl(x, y, r: LongInt): boolean; inline;
function TraceShoveFall(Me: PGear; x, y, dX, dY: Real): LongInt;
function RateExplosion(Me: PGear; x, y, r: LongInt; Flags: LongWord = 0): LongInt;
function RateShove(Me: PGear; x, y, r, power, kick: LongInt; gdX, gdY: real; Flags: LongWord): LongInt;
function RateShotgun(Me: PGear; gdX, gdY: real; x, y: LongInt): LongInt;
function RateHammer(Me: PGear): LongInt;
function HHGo(Gear, AltGear: PGear; var GoInfo: TGoInfo): boolean;
function AIrndSign(num: LongInt): LongInt;

var ThinkingHH: PGear;
    Targets: TTargets;

    bonuses: record
        Count: Longword;
        ar: array[0..Pred(MAXBONUS)] of TBonus;
        end;

implementation
uses uCollisions, uVariables, uUtils, uDebug;

const KillScore = 200;

var friendlyfactor: LongInt = 300;
    KnownExplosion: record
        X, Y, Radius: LongInt
        end = (X: 0; Y: 0; Radius: 0);

procedure FillTargets;
var i, t: Longword;
    f, e: LongInt;
begin
Targets.Count:= 0;
f:= 0;
e:= 0;
for t:= 0 to Pred(TeamsCount) do
    with TeamsArray[t]^ do
        if not hasGone then
            begin
            for i:= 0 to cMaxHHIndex do
                if (Hedgehogs[i].Gear <> nil)
                and (Hedgehogs[i].Gear <> ThinkingHH) then
                    begin
                    with Targets.ar[Targets.Count], Hedgehogs[i] do
                        begin
                        Point.X:= hwRound(Gear^.X);
                        Point.Y:= hwRound(Gear^.Y);
                        if Clan <> CurrentTeam^.Clan then
                            begin
                            Score:=  Gear^.Health;
                            inc(e)
                            end else
                            begin
                            Score:= -Gear^.Health;
                            inc(f)
                            end
                        end;
                    inc(Targets.Count)
                    end;
            end;

if e > f then friendlyfactor:= 300 + (e - f) * 30
else friendlyfactor:= max(30, 300 - f * 80 div max(1,e))
end;

procedure AddBonus(x, y: LongInt; r: Longword; s: LongInt); inline;
begin
bonuses.ar[bonuses.Count].x:= x;
bonuses.ar[bonuses.Count].y:= y;
bonuses.ar[bonuses.Count].Radius:= r;
bonuses.ar[bonuses.Count].Score:= s;
inc(bonuses.Count);
TryDo(bonuses.Count <= MAXBONUS, 'Bonuses overflow', true)
end;

procedure FillBonuses(isAfterAttack: boolean; filter: TGearsType);
var Gear: PGear;
    MyClan: PClan;
begin
bonuses.Count:= 0;
MyClan:= ThinkingHH^.Hedgehog^.Team^.Clan;
Gear:= GearsList;
while Gear <> nil do
    begin
    if (filter = []) or (Gear^.Kind in filter) then
        case Gear^.Kind of
            gtCase:
            AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 33, 25);
            gtFlame:
                if (Gear^.State and gsttmpFlag) <> 0 then
                    AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 20, -50);
// avoid mines unless they are very likely to be duds, or are duds. also avoid if they are about to blow 
            gtMine:
                if ((Gear^.State and gstAttacking) = 0) and (((cMineDudPercent < 90) and (Gear^.Health <> 0))
                or (isAfterAttack and (Gear^.Health = 0) and (Gear^.Damage > 30))) then
                    AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 50, -50)
                else if (Gear^.State and gstAttacking) <> 0 then
                    AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 100, -50); // mine is on
                    
            gtExplosives:
            if isAfterAttack then
                AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 75, -60+Gear^.Health);
                
            gtSMine:
                AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 50, -30);
                
            gtDynamite:
                AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 150, -75);
                
            gtHedgehog:
                begin
                if Gear^.Damage >= Gear^.Health then
                    AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 60, -25)
                else
                    if isAfterAttack and (ThinkingHH^.Hedgehog <> Gear^.Hedgehog) then
                        if (ClansCount > 2) or (MyClan = Gear^.Hedgehog^.Team^.Clan) then
                            AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 150, -3) // hedgehog-friend
                        else
                            AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 100, 3)
                end;
            end;
    Gear:= Gear^.NextGear
    end;
if isAfterAttack and (KnownExplosion.Radius > 0) then
    with KnownExplosion do
        AddBonus(X, Y, Radius + 10, -Radius);
end;

procedure AwareOfExplosion(x, y, r: LongInt);
begin
KnownExplosion.X:= x;
KnownExplosion.Y:= y;
KnownExplosion.Radius:= r
end;

function RatePlace(Gear: PGear): LongInt;
var i, r: LongInt;
    rate: LongInt;
    gX, gY: real;
begin
gX:= hwFloat2Float(Gear^.X);
gY:= hwFloat2Float(Gear^.Y);
rate:= 0;
for i:= 0 to Pred(bonuses.Count) do
    with bonuses.ar[i] do
        begin
        r:= Radius;
        if abs(gX-X)+abs(gY-Y) < Radius then
            r:= trunc(sqrt(sqr(gX - X)+sqr(gY - Y)));
        if r < 15 then
                inc(rate, Score * Radius)
        else if r < Radius then
                inc(rate, Score * (Radius - r))
        end;
    RatePlace:= rate;
end;

// Wrapper to test various approaches.  If it works reasonably, will just replace.
// Right now, converting to hwFloat is a tad inefficient since the x/y were hwFloat to begin with...
function TestCollExcludingMe(Me: PGear; x, y, r: LongInt): boolean;
var MeX, MeY: LongInt;
begin
    if ((x and LAND_WIDTH_MASK) = 0) and ((y and LAND_HEIGHT_MASK) = 0) then
        begin
        MeX:= hwRound(Me^.X);
        MeY:= hwRound(Me^.Y);
        // We are still inside the hog. Skip radius test
        if ((((x-MeX)*(x-MeX)) + ((y-MeY)*(y-MeY))) < 256) and ((Land[y, x] and $FF00) = 0) then
            exit(false);
        end;
    exit(TestColl(x, y, r))
end;

function TestColl(x, y, r: LongInt): boolean;
var b: boolean;
begin
b:= (((x-r) and LAND_WIDTH_MASK) = 0)and(((y-r) and LAND_HEIGHT_MASK) = 0) and (Land[y-r, x-r] <> 0);
if b then
    exit(true);
    
b:=(((x-r) and LAND_WIDTH_MASK) = 0)and(((y+r) and LAND_HEIGHT_MASK) = 0) and (Land[y+r, x-r] <> 0);
if b then
    exit(true);
    
b:=(((x+r) and LAND_WIDTH_MASK) = 0)and(((y-r) and LAND_HEIGHT_MASK) = 0) and (Land[y-r, x+r] <> 0);
if b then
    exit(true);
    
TestColl:=(((x+r) and LAND_WIDTH_MASK) = 0)and(((y+r) and LAND_HEIGHT_MASK) = 0) and (Land[y+r, x+r] <> 0)
end;

function TestCollWithLand(x, y, r: LongInt): boolean; inline;
var b: boolean;
begin
b:= (((x-r) and LAND_WIDTH_MASK) = 0)and(((y-r) and LAND_HEIGHT_MASK) = 0) and (Land[y-r, x-r] > 255);
if b then
    exit(true);
    
b:=(((x-r) and LAND_WIDTH_MASK) = 0)and(((y+r) and LAND_HEIGHT_MASK) = 0) and (Land[y+r, x-r] > 255);
if b then
    exit(true);
    
b:=(((x+r) and LAND_WIDTH_MASK) = 0)and(((y-r) and LAND_HEIGHT_MASK) = 0) and (Land[y-r, x+r] > 255);
if b then
    exit(true);
    
TestCollWithLand:=(((x+r) and LAND_WIDTH_MASK) = 0) and (((y+r) and LAND_HEIGHT_MASK) = 0) and (Land[y+r, x+r] > 255)
end;

function TraceFall(eX, eY: LongInt; x, y, dX, dY: Real; r: LongWord): LongInt;
var skipLandCheck: boolean;
    rCorner: real;
    dmg: LongInt;
begin
    skipLandCheck:= true;
    if x - eX < 0 then dX:= -dX;
    if y - eY < 0 then dY:= -dY;
    // ok. attempt approximate search for an unbroken trajectory into water.  if it continues far enough, assume out of map
    rCorner:= r * 0.75;
    while true do
        begin
        x:= x + dX;
        y:= y + dY;
        dY:= dY + cGravityf;
        skipLandCheck:= skipLandCheck and (r <> 0) and (abs(eX-x) + abs(eY-y) < r) and ((abs(eX-x) < rCorner) or (abs(eY-y) < rCorner));
        if not skipLandCheck and TestCollWithLand(trunc(x), trunc(y), cHHRadius) then
            begin
            if 0.4 < dY then
                begin
                dmg := 1 + trunc((abs(dY) - 0.4) * 70);
                if dmg >= 1 then exit(dmg)
                end;
            exit(0)
            end;
        if (y > cWaterLine) or (x > 4096) or (x < 0) then exit(-1); // returning -1 for drowning so it can be considered in the Rate routine
        end;
end;

function TraceShoveFall(Me: PGear; x, y, dX, dY: Real): LongInt;
var dmg: LongInt;
begin
    while true do
        begin
        x:= x + dX;
        y:= y + dY;
        dY:= dY + cGravityf;
        // consider adding dX/dY calc here for fall damage
        if TestCollExcludingMe(Me, trunc(x), trunc(y), cHHRadius) then
            begin
            if 0.4 < dY then
                begin
                dmg := 1 + trunc((abs(dY) - 0.4) * 70);
                if dmg >= 1 then exit(dmg)
                end;
            exit(0)
            end;
        if (y > cWaterLine) or (x > 4096) or (x < 0) then exit(-1); // returning -1 for drowning so it can be considered in the Rate routine
        end;
end;

// Flags are not defined yet but 1 for checking drowning and 2 for assuming land erasure.
function RateExplosion(Me: PGear; x, y, r: LongInt; Flags: LongWord = 0): LongInt;
var i, fallDmg, dmg, dmgBase, rate, erasure: LongInt;
    dX, dY, dmgMod: real;
begin
fallDmg:= 0;
dmgMod:= 0.01 * hwFloat2Float(cDamageModifier) * cDamagePercent;
rate:= 0;
// add our virtual position
with Targets.ar[Targets.Count] do
    begin
    Point.x:= hwRound(Me^.X);
    Point.y:= hwRound(Me^.Y);
    Score:= - ThinkingHH^.Health
    end;
// rate explosion
dmgBase:= r + cHHRadius div 2;
if (Flags and 2 <> 0) and (GameFlags and gfSolidLand = 0) then erasure:= r
else erasure:= 0;
for i:= 0 to Targets.Count do
    with Targets.ar[i] do
        begin
        dmg:= 0;
        if abs(Point.x - x) + abs(Point.y - y) < dmgBase then
            dmg:= trunc(dmgMod * min((dmgBase - trunc(sqrt(sqr(Point.x - x)+sqr(Point.y - y)))) div 2, r));

        if dmg > 0 then
            begin
            if Flags and 1 <> 0 then
                begin
                dX:= 0.005 * dmg + 0.01;
                dY:= dX;
                fallDmg:= trunc(TraceFall(x, y, Point.x, Point.y, dX, dY, erasure) * dmgMod);
                end;
            if fallDmg < 0 then // drowning. score healthier hogs higher, since their death is more likely to benefit the AI
                if Score > 0 then
                    inc(rate, KillScore + Score div 10)   // Add a bit of a bonus for bigger hog drownings
                else
                    dec(rate, KillScore * friendlyfactor div 100 - Score div 10) // and more of a punishment for drowning bigger friendly hogs
            else if (dmg+fallDmg) >= abs(Score) then
                if Score > 0 then
                    inc(rate, KillScore)
                else
                    dec(rate, KillScore * friendlyfactor div 100)
            else
                if Score > 0 then
                    inc(rate, dmg+fallDmg)
                else dec(rate, (dmg+fallDmg) * friendlyfactor div 100)
            end;
        end;
RateExplosion:= rate * 1024;
end;

function RateShove(Me: PGear; x, y, r, power, kick: LongInt; gdX, gdY: real; Flags: LongWord): LongInt;
var i, fallDmg, dmg, rate: LongInt;
    dX, dY, dmgMod: real;
begin
fallDmg:= 0;
dX:= gdX * 0.005 * kick;
dY:= gdY * 0.005 * kick;
dmgMod:= 0.01 * hwFloat2Float(cDamageModifier) * cDamagePercent;
rate:= 0;
for i:= 0 to Pred(Targets.Count) do
    with Targets.ar[i] do
        begin
        dmg:= 0;
        if abs(Point.x - x) + abs(Point.y - y) < r then
            begin
            dmg:= r - trunc(sqrt(sqr(Point.x - x)+sqr(Point.y - y)));
            dmg:= trunc(dmg * dmgMod);
            end;
        if dmg > 0 then
            begin
            if (Flags and 1 <> 0) then 
                fallDmg:= trunc(TraceShoveFall(Me, Point.x, Point.y-2, dX, dY) * dmgMod);
            if fallDmg < 0 then // drowning. score healthier hogs higher, since their death is more likely to benefit the AI
                if Score > 0 then
                    inc(rate, KillScore + Score div 10)   // Add a bit of a bonus for bigger hog drownings
                else
                    dec(rate, KillScore * friendlyfactor div 100 - Score div 10) // and more of a punishment for drowning bigger friendly hogs
            else if power+fallDmg >= abs(Score) then
                if Score > 0 then
                    inc(rate, KillScore)
                else
                    dec(rate, KillScore * friendlyfactor div 100)
            else
                if Score > 0 then
                    inc(rate, power+fallDmg)
                else
                    dec(rate, (power+fallDmg) * friendlyfactor div 100)
            end;
        end;
RateShove:= rate * 1024
end;

function RateShotgun(Me: PGear; gdX, gdY: real; x, y: LongInt): LongInt;
var i, dmg, fallDmg, baseDmg, rate, erasure: LongInt;
    dX, dY, dmgMod: real;
begin
dmgMod:= 0.01 * hwFloat2Float(cDamageModifier) * cDamagePercent;
rate:= 0;
gdX:= gdX * 0.01;
gdY:= gdX * 0.01;
// add our virtual position
with Targets.ar[Targets.Count] do
    begin
    Point.x:= hwRound(Me^.X);
    Point.y:= hwRound(Me^.Y);
    Score:= - ThinkingHH^.Health
    end;
// rate shot
baseDmg:= cHHRadius + cShotgunRadius + 4;
if GameFlags and gfSolidLand = 0 then erasure:= cShotgunRadius
else erasure:= 0;
for i:= 0 to Targets.Count do
    with Targets.ar[i] do
        begin
        dmg:= 0;
        if abs(Point.x - x) + abs(Point.y - y) < baseDmg then
            begin
            dmg:= min(baseDmg - trunc(sqrt(sqr(Point.x - x)+sqr(Point.y - y))), 25);
            dmg:= trunc(dmg * dmgMod);
            end;
        if dmg > 0 then
            begin
            dX:= gdX * dmg;
            dY:= gdY * dmg;
            if dX < 0 then dX:= dX - 0.01
            else dX:= dX + 0.01;
            fallDmg:= trunc(TraceFall(x, y, Point.x, Point.y, dX, dY, erasure) * dmgMod);
            if fallDmg < 0 then // drowning. score healthier hogs higher, since their death is more likely to benefit the AI
                if Score > 0 then
                    inc(rate, KillScore + Score div 10)   // Add a bit of a bonus for bigger hog drownings
                else
                    dec(rate, KillScore * friendlyfactor div 100 - Score div 10) // and more of a punishment for drowning bigger friendly hogs
            else if (dmg+fallDmg) >= abs(Score) then
                if Score > 0 then
                    inc(rate, KillScore)
                else
                    dec(rate, KillScore * friendlyfactor div 100)
            else
                if Score > 0 then
                    inc(rate, dmg+fallDmg)
            else
                dec(rate, (dmg+fallDmg) * friendlyfactor div 100)
            end;
        end;        
RateShotgun:= rate * 1024;
end;

function RateHammer(Me: PGear): LongInt;
var x, y, i, r, rate: LongInt;
begin
// hammer hit shift against attecker hog is 10
x:= hwRound(Me^.X) + hwSign(Me^.dX) * 10;
y:= hwRound(Me^.Y);
rate:= 0;

for i:= 0 to Pred(Targets.Count) do
    with Targets.ar[i] do
        begin
         // hammer hit radius is 8, shift is 10
        if abs(Point.x - x) + abs(Point.y - y) < 18 then
            r:= trunc(sqrt(sqr(Point.x - x)+sqr(Point.y - y)));

        if r <= 18 then
            if Score > 0 then 
                inc(rate, Score div 3)
            else 
                inc(rate, Score div 3 * friendlyfactor div 100)
        end;
RateHammer:= rate * 1024;
end;

function HHJump(Gear: PGear; JumpType: TJumpType; var GoInfo: TGoInfo): boolean;
var bX, bY: LongInt;
    bRes: boolean;
begin
bRes:= false;
GoInfo.Ticks:= 0;
GoInfo.JumpType:= jmpNone;
bX:= hwRound(Gear^.X);
bY:= hwRound(Gear^.Y);
case JumpType of
    jmpNone:
    exit(bRes);
    
    jmpHJump:
    if TestCollisionYwithGear(Gear, -1) = 0 then
        begin
        Gear^.dY:= -_0_2;
        SetLittle(Gear^.dX);
        Gear^.State:= Gear^.State or gstMoving or gstHHJumping;
        end
    else
        exit(bRes);
        
    jmpLJump:
    begin
    if TestCollisionYwithGear(Gear, -1) <> 0 then
          if not TestCollisionXwithXYShift(Gear, _0, -2, hwSign(Gear^.dX)) then
            Gear^.Y:= Gear^.Y - int2hwFloat(2)
        else
            if not TestCollisionXwithXYShift(Gear, _0, -1, hwSign(Gear^.dX)) then
                Gear^.Y:= Gear^.Y - _1;
        if not (TestCollisionXwithGear(Gear, hwSign(Gear^.dX))
        or (TestCollisionYwithGear(Gear, -1) <> 0)) then
            begin
            Gear^.dY:= -_0_15;
            Gear^.dX:= SignAs(_0_15, Gear^.dX);
            Gear^.State:= Gear^.State or gstMoving or gstHHJumping
            end
        else
            exit(bRes)
    end
    end;

repeat
    if not (hwRound(Gear^.Y) + cHHRadius < cWaterLine) then
        exit(bRes);
    if (Gear^.State and gstMoving) <> 0 then
        begin
        if (GoInfo.Ticks = 350) then
            if (not (hwAbs(Gear^.dX) > cLittle)) and (Gear^.dY < -_0_02) then
                begin
                Gear^.dY:= -_0_25;
                Gear^.dX:= SignAs(_0_02, Gear^.dX)
                end;
    if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then SetLittle(Gear^.dX);
        Gear^.X:= Gear^.X + Gear^.dX;
    inc(GoInfo.Ticks);
    Gear^.dY:= Gear^.dY + cGravity;
    if Gear^.dY > _0_4 then
        exit(bRes);
    if (Gear^.dY.isNegative)and (TestCollisionYwithGear(Gear, -1) <> 0) then
        Gear^.dY:= _0;
    Gear^.Y:= Gear^.Y + Gear^.dY;
    if (not Gear^.dY.isNegative)and (TestCollisionYwithGear(Gear, 1) <> 0) then
        begin
        Gear^.State:= Gear^.State and not (gstMoving or gstHHJumping);
        Gear^.dY:= _0;
        case JumpType of
            jmpHJump:
            if bY - hwRound(Gear^.Y) > 5 then
                begin
                bRes:= true;
                GoInfo.JumpType:= jmpHJump;
                inc(GoInfo.Ticks, 300 + 300) // 300 before jump, 300 after
                end;
            jmpLJump: if abs(bX - hwRound(Gear^.X)) > 30 then
                begin
                bRes:= true;
                GoInfo.JumpType:= jmpLJump;
                inc(GoInfo.Ticks, 300 + 300) // 300 before jump, 300 after
                end
                end;
            exit(bRes)
            end;
        end;
until false
end;

function HHGo(Gear, AltGear: PGear; var GoInfo: TGoInfo): boolean;
var pX, pY: LongInt;
begin
AltGear^:= Gear^;

GoInfo.Ticks:= 0;
GoInfo.FallPix:= 0;
GoInfo.JumpType:= jmpNone;
repeat
pX:= hwRound(Gear^.X);
pY:= hwRound(Gear^.Y);
if pY + cHHRadius >= cWaterLine then
    exit(false);
if (Gear^.State and gstMoving) <> 0 then
    begin
    inc(GoInfo.Ticks);
    Gear^.dY:= Gear^.dY + cGravity;
    if Gear^.dY > _0_4 then
        begin
        Goinfo.FallPix:= 0;
        HHJump(AltGear, jmpLJump, GoInfo); // try ljump instead of fall with damage
        exit(false)
        end;
    Gear^.Y:= Gear^.Y + Gear^.dY;
    if hwRound(Gear^.Y) > pY then
        inc(GoInfo.FallPix);
    if TestCollisionYwithGear(Gear, 1) <> 0 then
        begin
        inc(GoInfo.Ticks, 410);
        Gear^.State:= Gear^.State and not (gstMoving or gstHHJumping);
        Gear^.dY:= _0;
        HHJump(AltGear, jmpLJump, GoInfo); // try ljump instead of fall
        exit(true)
        end;
    continue
    end;
    if (Gear^.Message and gmLeft  )<>0 then
        Gear^.dX:= -cLittle
    else
        if (Gear^.Message and gmRight )<>0 then
             Gear^.dX:=  cLittle
        else
                exit(false);
    if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then
        begin
        if not (TestCollisionXwithXYShift(Gear, _0, -6, hwSign(Gear^.dX))
        or (TestCollisionYwithGear(Gear, -1) <> 0)) then
            Gear^.Y:= Gear^.Y - _1;
            
        if not (TestCollisionXwithXYShift(Gear, _0, -5, hwSign(Gear^.dX))
        or (TestCollisionYwithGear(Gear, -1) <> 0)) then
            Gear^.Y:= Gear^.Y - _1;
            
        if not (TestCollisionXwithXYShift(Gear, _0, -4, hwSign(Gear^.dX))
        or (TestCollisionYwithGear(Gear, -1) <> 0)) then
            Gear^.Y:= Gear^.Y - _1;
            
        if not (TestCollisionXwithXYShift(Gear, _0, -3, hwSign(Gear^.dX))
        or (TestCollisionYwithGear(Gear, -1) <> 0)) then
            Gear^.Y:= Gear^.Y - _1;
        if not (TestCollisionXwithXYShift(Gear, _0, -2, hwSign(Gear^.dX))
        or (TestCollisionYwithGear(Gear, -1) <> 0)) then
            Gear^.Y:= Gear^.Y - _1;
            
        if not (TestCollisionXwithXYShift(Gear, _0, -1, hwSign(Gear^.dX))
        or (TestCollisionYwithGear(Gear, -1) <> 0)) then
            Gear^.Y:= Gear^.Y - _1;
        end;

    if not TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then
        begin
        Gear^.X:= Gear^.X + int2hwFloat(hwSign(Gear^.dX));
        inc(GoInfo.Ticks, cHHStepTicks)
        end;
        
    if TestCollisionYwithGear(Gear, 1) = 0 then
        begin
        Gear^.Y:= Gear^.Y + _1;
        
    if TestCollisionYwithGear(Gear, 1) = 0 then
          begin
        Gear^.Y:= Gear^.Y + _1;
        
    if TestCollisionYwithGear(Gear, 1) = 0 then
        begin
        Gear^.Y:= Gear^.Y + _1;

    if TestCollisionYwithGear(Gear, 1) = 0 then
        begin
        Gear^.Y:= Gear^.Y + _1;

    if TestCollisionYwithGear(Gear, 1) = 0 then
        begin
        Gear^.Y:= Gear^.Y + _1;

    if TestCollisionYwithGear(Gear, 1) = 0 then
        begin
        Gear^.Y:= Gear^.Y + _1;

    if TestCollisionYwithGear(Gear, 1) = 0 then
        begin
        Gear^.Y:= Gear^.Y - _6;
        Gear^.dY:= _0;
        Gear^.State:= Gear^.State or gstMoving
        end
    end
    end
    end
    end
    end
    end;
if (pX <> hwRound(Gear^.X)) and ((Gear^.State and gstMoving) = 0) then
    exit(true);
until (pX = hwRound(Gear^.X)) and (pY = hwRound(Gear^.Y)) and ((Gear^.State and gstMoving) = 0);
HHJump(AltGear, jmpHJump, GoInfo);
HHGo:= false;
end;

function AIrndSign(num: LongInt): LongInt;
begin
if random(2) = 0 then
    AIrndSign:=   num
else
    AIrndSign:= - num
end;

procedure initModule;
begin
    friendlyfactor:= 300;
    KnownExplosion.X:= 0;
    KnownExplosion.Y:= 0;
    KnownExplosion.Radius:= 0;
end;

procedure freeModule;
begin

end;

end.