Added some toString methods to help when debugging
(* * 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;interfaceuses 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;implementationuses 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;beginTargets.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) * 30else friendlyfactor:= max(30, 300 - f * 80 div max(1,e))end;procedure AddBonus(x, y: LongInt; r: Longword; s: LongInt); inline;beginbonuses.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;beginbonuses.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);beginKnownExplosion.X:= x;KnownExplosion.Y:= y;KnownExplosion.Radius:= rend;function RatePlace(Gear: PGear): LongInt;var i, r: LongInt; rate: LongInt; gX, gY: real;begingX:= 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;beginb:= (((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;beginb:= (((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;beginfallDmg:= 0;dmgMod:= 0.01 * hwFloat2Float(cDamageModifier) * cDamagePercent;rate:= 0;// add our virtual positionwith Targets.ar[Targets.Count] do begin Point.x:= hwRound(Me^.X); Point.y:= hwRound(Me^.Y); Score:= - ThinkingHH^.Health end;// rate explosiondmgBase:= r + cHHRadius div 2;if (Flags and 2 <> 0) and (GameFlags and gfSolidLand = 0) then erasure:= relse 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;beginfallDmg:= 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 * 1024end;function RateShotgun(Me: PGear; gdX, gdY: real; x, y: LongInt): LongInt;var i, dmg, fallDmg, baseDmg, rate, erasure: LongInt; dX, dY, dmgMod: real;begindmgMod:= 0.01 * hwFloat2Float(cDamageModifier) * cDamagePercent;rate:= 0;gdX:= gdX * 0.01;gdY:= gdX * 0.01;// add our virtual positionwith Targets.ar[Targets.Count] do begin Point.x:= hwRound(Me^.X); Point.y:= hwRound(Me^.Y); Score:= - ThinkingHH^.Health end;// rate shotbaseDmg:= cHHRadius + cShotgunRadius + 4;if GameFlags and gfSolidLand = 0 then erasure:= cShotgunRadiuselse 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 10x:= 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;beginbRes:= 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 falseend;function HHGo(Gear, AltGear: PGear; var GoInfo: TGoInfo): boolean;var pX, pY: LongInt;beginAltGear^:= Gear^;GoInfo.Ticks:= 0;GoInfo.FallPix:= 0;GoInfo.JumpType:= jmpNone;repeatpX:= 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;beginif random(2) = 0 then AIrndSign:= numelse AIrndSign:= - numend;procedure initModule;begin friendlyfactor:= 300; KnownExplosion.X:= 0; KnownExplosion.Y:= 0; KnownExplosion.Radius:= 0;end;procedure freeModule;beginend;end.