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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