--- a/hedgewars/uAIAmmoTests.pas Fri Aug 17 20:13:33 2018 -0400
+++ b/hedgewars/uAIAmmoTests.pas Fri Aug 17 22:23:19 2018 -0400
@@ -151,15 +151,16 @@
ap.Time:= 0;
rTime:= 350;
ap.ExplR:= 0;
-if (Targ.Point.X < mX) then
- targXWrap:= Targ.Point.X + (RightX-LeftX)
-else targXWrap:= Targ.Point.X - (RightX-LeftX);
+if (WorldEdge = weWrap) then
+ if (Targ.Point.X < mX) then
+ targXWrap:= Targ.Point.X + (RightX-LeftX)
+ else targXWrap:= Targ.Point.X - (RightX-LeftX);
valueResult:= BadTurn;
repeat
rTime:= rTime + 300 + Level * 50 + random(300);
if (WorldEdge = weWrap) and (random(2)=0) then
- Vx:= - windSpeed * rTime * 0.5 + (Targ.Point.X + AIrndSign(2) - mX) / rTime
- else Vx:= - windSpeed * rTime * 0.5 + (targXWrap + AIrndSign(2) - mX) / rTime;
+ Vx:= - windSpeed * rTime * 0.5 + (targXWrap + AIrndSign(2) - mX) / rTime
+ else Vx:= - windSpeed * rTime * 0.5 + (Targ.Point.X + AIrndSign(2) - mX) / rTime;
Vy:= cGravityf * rTime * 0.5 - (Targ.Point.Y + 1 - mY) / rTime;
r:= sqr(Vx) + sqr(Vy);
if not (r > 1) then
@@ -318,7 +319,7 @@
rTime: LongInt;
EX, EY: LongInt;
valueResult: LongInt;
- x, y, dX, dY: real;
+ targXWrap, x, y, dX, dY: real;
t: LongInt;
value: LongInt;
t2: real;
@@ -332,10 +333,17 @@
rTime:= 350;
ap.ExplR:= 0;
valueResult:= BadTurn;
+ if (WorldEdge = weWrap) then
+ if (Targ.Point.X < mX) then
+ targXWrap:= Targ.Point.X + (RightX-LeftX)
+ else targXWrap:= Targ.Point.X - (RightX-LeftX);
timer:= 0;
repeat
rTime:= rTime + 300 + Level * 50 + random(300);
Vx:= - windSpeed * rTime * 0.5 + (Targ.Point.X + AIrndSign(2) - mX) / rTime;
+ if (WorldEdge = weWrap) and (random(2)=0) then
+ Vx:= - windSpeed * rTime * 0.5 + (targXWrap + AIrndSign(2) - mX) / rTime
+ else Vx:= - windSpeed * rTime * 0.5 + (Targ.Point.X + AIrndSign(2) - mX) / rTime;
Vy:= cGravityf * rTime * 0.5 - (Targ.Point.Y - 35 - mY) / rTime;
r:= sqr(Vx) + sqr(Vy);
if not (r > 1) then
@@ -346,6 +354,7 @@
dY:= -Vy;
t:= rTime;
repeat
+ x:= CheckWrap(x);
x:= x + dX;
y:= y + dY;
dX:= dX + windSpeed;
@@ -399,7 +408,7 @@
rTime: LongInt;
EX, EY: LongInt;
valueResult: LongInt;
- x, y, dX, dY, meX, meY: real;
+ targXWrap, x, y, dX, dY, meX, meY: real;
t: LongInt;
value: LongInt;
@@ -410,9 +419,15 @@
rTime:= 350;
ap.ExplR:= 0;
valueResult:= BadTurn;
+if (WorldEdge = weWrap) then
+ if (Targ.Point.X < meX) then
+ targXWrap:= Targ.Point.X + (RightX-LeftX)
+ else targXWrap:= Targ.Point.X - (RightX-LeftX);
repeat
rTime:= rTime + 300 + Level * 50 + random(1000);
- Vx:= - windSpeed * rTime * 0.5 + ((Targ.Point.X + AIrndSign(2)) - meX) / rTime;
+ if (WorldEdge = weWrap) and (random(2)=0) then
+ Vx:= - windSpeed * rTime * 0.5 + ((targXWrap + AIrndSign(2)) - meX) / rTime
+ else Vx:= - windSpeed * rTime * 0.5 + ((Targ.Point.X + AIrndSign(2)) - meX) / rTime;
Vy:= cGravityf * rTime * 0.5 - (Targ.Point.Y - meY) / rTime;
r:= sqr(Vx) + sqr(Vy);
if not (r > 1) then
@@ -423,6 +438,7 @@
dY:= -Vy;
t:= rTime;
repeat
+ x:= CheckWrap(x);
x:= x + dX;
y:= y + dY;
dX:= dX + windSpeed;
@@ -456,7 +472,7 @@
var Vx, Vy, r: real;
Score, EX, EY, valueResult: LongInt;
TestTime: LongInt;
- x, y, dY, meX, meY: real;
+ targXWrap, x, y, dY, meX, meY: real;
t: LongInt;
begin
meX:= hwFloat2Float(Me^.X);
@@ -464,9 +480,15 @@
valueResult:= BadTurn;
TestTime:= 0;
ap.ExplR:= 0;
+if (WorldEdge = weWrap) then
+ if (Targ.Point.X < meX) then
+ targXWrap:= Targ.Point.X + (RightX-LeftX)
+ else targXWrap:= Targ.Point.X - (RightX-LeftX);
repeat
inc(TestTime, 300);
- Vx:= (Targ.Point.X - meX) / TestTime;
+ if (WorldEdge = weWrap) and (random(2)=0) then
+ Vx:= (targXWrap - meX) / TestTime
+ else Vx:= (Targ.Point.X - meX) / TestTime;
Vy:= cGravityf * (TestTime div 2) - Targ.Point.Y - meY / TestTime;
r:= sqr(Vx) + sqr(Vy);
if not (r > 1) then
@@ -476,6 +498,7 @@
dY:= -Vy;
t:= TestTime;
repeat
+ x:= CheckWrap(x);
x:= x + Vx;
y:= y + dY;
dY:= dY + cGravityf;
@@ -508,7 +531,7 @@
var Vx, Vy, r: real;
Score, EX, EY, valueResult: LongInt;
TestTime: LongInt;
- x, y, meX, meY, dY: real;
+ targXWrap, x, y, meX, meY, dY: real;
t: LongInt;
begin
valueResult:= BadTurn;
@@ -516,9 +539,15 @@
ap.ExplR:= 0;
meX:= hwFloat2Float(Me^.X);
meY:= hwFloat2Float(Me^.Y);
+if (WorldEdge = weWrap) then
+ if (Targ.Point.X < meX) then
+ targXWrap:= Targ.Point.X + (RightX-LeftX)
+ else targXWrap:= Targ.Point.X - (RightX-LeftX);
repeat
inc(TestTime, 1000);
- Vx:= (Targ.Point.X - meX) / (TestTime + tDelta);
+ if (WorldEdge = weWrap) and (random(2)=0) then
+ Vx:= (targXWrap - meX) / (TestTime + tDelta)
+ else Vx:= (Targ.Point.X - meX) / (TestTime + tDelta);
Vy:= cGravityf * ((TestTime + tDelta) div 2) - (Targ.Point.Y - meY) / (TestTime + tDelta);
r:= sqr(Vx) + sqr(Vy);
if not (r > 1) then
@@ -528,6 +557,7 @@
dY:= -Vy;
t:= TestTime;
repeat
+ x:= CheckWrap(x);
x:= x + Vx;
y:= y + dY;
dY:= dY + cGravityf;