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