111 lines
7.9 KiB
Plaintext
111 lines
7.9 KiB
Plaintext
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<!DOCTYPE html>
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</head>
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<body>
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<pre id="content">
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<a name="l1"></a><span class=cF0>Unit *UnitNearestFind(</span><span class=cF9>I64</span><span class=cF0> row,</span><span class=cF9>I64</span><span class=cF0> col,</span><span class=cF9>I64</span><span class=cF0> player,</span><span class=cF1>Bool</span><span class=cF0> in_LOS,</span><span class=cF1>F64</span><span class=cF0> range=-1)
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<a name="l2"></a>{
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<a name="l3"></a> </span><span class=cF9>I64</span><span class=cF0> i;
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<a name="l4"></a> </span><span class=cF1>F64</span><span class=cF0> dd,best_dd=</span><span class=cF3>F64_MAX</span><span class=cF0>,x1,y1,x2,y2;
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<a name="l5"></a> Unit *best=</span><span class=cF3>NULL</span><span class=cF0>;
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<a name="l6"></a></span><span class=cF2>//</span><a href="/Wb/Kernel/KernelB.HH.HTML#l109"><span class=cF4>Sqrt</span></a><span class=cF2>() is slow, so work with squared distances.</span><span class=cF0>
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<a name="l7"></a> </span><span class=cF1>if</span><span class=cF0> (range<0)
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<a name="l8"></a> range=</span><span class=cF3>F64_MAX</span><span class=cF0>;
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<a name="l9"></a> </span><span class=cF1>else</span><span class=cF0>
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<a name="l10"></a> range*=range;
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<a name="l11"></a> RowCol2XY(&x1,&y1,row,col);
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<a name="l12"></a> </span><span class=cF1>for</span><span class=cF0> (i=0;i<UNITS_NUM;i++)
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<a name="l13"></a> </span><span class=cF1>if</span><span class=cF0> (units[player][i].life>0) </span><span class=cF7>{</span><span class=cF0>
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<a name="l14"></a> </span><span class=cF1>if</span><span class=cF0> (!in_LOS || LOS</span><span class=cF7>(</span><span class=cF0>row,col,units[player][i].row,units[player][i].col</span><span class=cF7>)</span><span class=cF0>) {
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<a name="l15"></a> RowCol2XY(&x2,&y2,units[player][i].row,units[player][i].col);
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<a name="l16"></a> dd=</span><span class=cF5>Sqr</span><span class=cF0>(x2-x1)+</span><span class=cF5>Sqr</span><span class=cF0>(y2-y1);
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<a name="l17"></a> </span><span class=cF1>if</span><span class=cF0> (dd<=range && dd<best_dd) </span><span class=cF7>{</span><span class=cF0>
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<a name="l18"></a> best=&units[player][i];
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<a name="l19"></a> best_dd=dd;
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<a name="l20"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l21"></a> }
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<a name="l22"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l23"></a> </span><span class=cF1>return</span><span class=cF0> best;
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<a name="l24"></a>}
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<a name="l25"></a>
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<a name="l26"></a></span><span class=cF1>U0</span><span class=cF0> PlayerIndirect()
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<a name="l27"></a>{
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<a name="l28"></a> Unit *target,*tmpu;
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<a name="l29"></a> </span><span class=cF9>I64</span><span class=cF0> i;
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<a name="l30"></a> </span><span class=cF1>for</span><span class=cF0> (i=0;i<UNITS_NUM;i++) </span><span class=cF7>{</span><span class=cF0>
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<a name="l31"></a> UserChk;
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<a name="l32"></a> tmpu=&units[cur_player][i];
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<a name="l33"></a> </span><span class=cF1>if</span><span class=cF0> (tmpu->life>0 && tmpu->indirect_fire &&
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<a name="l34"></a> </span><span class=cF7>(</span><span class=cF0>target=UnitNearestFind(tmpu->row,tmpu->col,enemy_player,</span><span class=cF3>TRUE</span><span class=cF0>,
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<a name="l35"></a> tmpu->range*2*HEX_RADIUS)</span><span class=cF7>)</span><span class=cF0>)
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<a name="l36"></a> IndirectAdd(tmpu,target->row,target->col);
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<a name="l37"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l38"></a> </span><span class=cF5>throw</span><span class=cF0>(</span><span class=cF6>'PhaseOvr'</span><span class=cF0>,</span><span class=cF3>TRUE</span><span class=cF0>);
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<a name="l39"></a>}
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<a name="l40"></a>
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<a name="l41"></a></span><span class=cF1>U0</span><span class=cF0> PlayerMove()
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<a name="l42"></a>{
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<a name="l43"></a> Unit *target,*tmpu;
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<a name="l44"></a> </span><span class=cF9>I64</span><span class=cF0> i;
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<a name="l45"></a> </span><span class=cF1>F64</span><span class=cF0> x,y;
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<a name="l46"></a> </span><span class=cF1>for</span><span class=cF0> (i=0;i<UNITS_NUM;i++) </span><span class=cF7>{</span><span class=cF0>
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<a name="l47"></a> UserChk;
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<a name="l48"></a> tmpu=&units[cur_player][i];
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<a name="l49"></a> </span><span class=cF1>if</span><span class=cF0> (tmpu->life>0) {
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<a name="l50"></a></span><span class=cF2>//Cheats because it violates Line-of-Sight</span><span class=cF0>
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<a name="l51"></a> </span><span class=cF1>if</span><span class=cF0> (target=UnitNearestFind</span><span class=cF7>(</span><span class=cF0>tmpu->row,tmpu->col,enemy_player,</span><span class=cF3>FALSE</span><span class=cF7>)</span><span class=cF0>) </span><span class=cF7>{</span><span class=cF0>
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<a name="l52"></a> RowCol2XY(&x,&y,target->row,target->col);
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<a name="l53"></a> </span><span class=cF1>if</span><span class=cF0> (!UnitMove</span><span class=cF7>(</span><span class=cF0>tmpu,x,y</span><span class=cF7>)</span><span class=cF0>) {
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<a name="l54"></a> RowCol2XY(&x,&y,tmpu->row,tmpu->col);
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<a name="l55"></a> UnitMove(tmpu,x+</span><span class=cF5>RandI16</span><span class=cF0>,y+</span><span class=cF5>RandI16</span><span class=cF0>);
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<a name="l56"></a> }
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<a name="l57"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l58"></a> }
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<a name="l59"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l60"></a> </span><span class=cF5>throw</span><span class=cF0>(</span><span class=cF6>'PhaseOvr'</span><span class=cF0>,</span><span class=cF3>TRUE</span><span class=cF0>);
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<a name="l61"></a>}
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<a name="l62"></a>
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<a name="l63"></a></span><span class=cF1>U0</span><span class=cF0> PlayerDirect()
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<a name="l64"></a>{
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<a name="l65"></a> Unit *target,*tmpu;
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<a name="l66"></a> </span><span class=cF9>I64</span><span class=cF0> i;
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<a name="l67"></a> </span><span class=cF1>for</span><span class=cF0> (i=0;i<UNITS_NUM;i++) </span><span class=cF7>{</span><span class=cF0>
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<a name="l68"></a> UserChk;
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<a name="l69"></a> tmpu=&units[cur_player][i];
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<a name="l70"></a> </span><span class=cF1>if</span><span class=cF0> (tmpu->life>0 && !tmpu->indirect_fire &&
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<a name="l71"></a> </span><span class=cF7>(</span><span class=cF0>target=UnitNearestFind(tmpu->row,tmpu->col,enemy_player,</span><span class=cF3>TRUE</span><span class=cF0>,
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<a name="l72"></a> tmpu->range*2*HEX_RADIUS)</span><span class=cF7>)</span><span class=cF0>) {
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<a name="l73"></a> UnitDirectFire(tmpu,target);
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<a name="l74"></a> </span><span class=cF5>Sleep</span><span class=cF0>(250*animation_delay);
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<a name="l75"></a> }
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<a name="l76"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l77"></a> </span><span class=cF5>throw</span><span class=cF0>(</span><span class=cF6>'PhaseOvr'</span><span class=cF0>,</span><span class=cF3>TRUE</span><span class=cF0>);
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<a name="l78"></a>}
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<a name="l79"></a>
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</span></pre></body>
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</html>
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