1 | {$INCLUDE switches.inc}
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2 | library AIProject;
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3 |
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4 | uses
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5 | Protocol in 'Protocol.pas',
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6 | CustomAI in 'CustomAI.pas',
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7 | AI in 'AI.pas',
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8 | ToolAI in 'ToolAI.pas',
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9 | Names in 'Names.pas',
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10 | Pile in 'Pile.pas';
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11 |
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12 | var
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13 | AIList: array [0 .. nPl - 1] of TCustomAI;
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14 | Defender: integer;
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15 |
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16 | procedure Client(Command, Player: integer; var Data); stdcall;
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17 | var
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18 | p, y0, ToLoc: integer;
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19 | UnitInfo: TUnitInfo;
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20 | begin
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21 | case Command of
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22 | cInitModule:
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23 | begin
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24 | Server := TInitModuleData(Data).Server;
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25 | TInitModuleData(Data).DataSize := RWDataSize;
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26 | end;
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27 | cNewGame, cLoadGame:
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28 | begin
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29 | {$IFNDEF DEBUG}Randomize; {$ENDIF}
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30 | CustomAI.Init(TNewGameData(Data));
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31 | for p := nPl - 1 downto 0 do
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32 | if G.RO[p] <> nil then
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33 | begin
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34 | AIList[p] := TAI.Create(p);
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35 | AIList[p].SetDataDefaults;
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36 | end
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37 | else
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38 | AIList[p] := nil;
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39 | Defender := -1;
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40 | end;
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41 | cGetReady:
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42 | for p := nPl - 1 downto 0 do
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43 | if AIList[p] <> nil then
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44 | AIList[p].SetDataRandom;
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45 | cBreakGame:
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46 | for p := 0 to nPl - 1 do
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47 | if AIList[p] <> nil then
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48 | AIList[p].Free;
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49 |
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50 | cTurn, cContinue, scContact .. scDipBreak, cShowEndContact:
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51 | AIList[Player].Process(Command, Data);
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52 |
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53 | cShowAttacking, cShowCapturing:
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54 | with TShowMove(Data) do
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55 | begin
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56 | y0 := FromLoc div G.lx;
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57 | ToLoc := (FromLoc + (dx + y0 and 1 + G.lx + G.lx) shr 1) mod G.lx + G.lx
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58 | * (y0 + dy);
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59 | if G.RO[Player].Map[ToLoc] and fOwned <> 0 then
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60 | begin
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61 | UnitInfo.Loc := FromLoc;
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62 | UnitInfo.mix := mix;
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63 | UnitInfo.emix := emix;
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64 | UnitInfo.Owner := Owner;
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65 | UnitInfo.Health := Health;
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66 | UnitInfo.Fuel := Fuel;
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67 | UnitInfo.Job := jNone;
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68 | UnitInfo.Exp := Exp;
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69 | UnitInfo.Load := Load;
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70 | UnitInfo.Flags := Flags;
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71 | if Command = cShowAttacking then
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72 | AIList[Player].OnBeforeEnemyAttack(UnitInfo, ToLoc, EndHealth,
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73 | EndHealthDef)
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74 | else
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75 | AIList[Player].OnBeforeEnemyCapture(UnitInfo, ToLoc);
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76 | Defender := Player
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77 | end
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78 | end;
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79 | cShowAfterAttack:
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80 | if Player = Defender then
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81 | begin
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82 | AIList[Player].OnAfterEnemyAttack;
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83 | Defender := -1;
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84 | end;
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85 | cShowAfterMove:
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86 | if Player = Defender then
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87 | begin
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88 | AIList[Player].OnAfterEnemyCapture;
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89 | Defender := -1;
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90 | end;
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91 |
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92 | else { ignore other commands }
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93 | end
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94 | end;
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95 |
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96 | exports
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97 | Client Name 'client';
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98 |
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99 | end.
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