Initial (manual) import
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@@ -0,0 +1,79 @@
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Unit *UnitNearestFind(I64 row,I64 col,I64 player,Bool in_LOS,F64 range=-1)
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{
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I64 i;
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F64 dd,best_dd=F64_MAX,x1,y1,x2,y2;
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Unit *best=NULL;
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//$LK,"Sqrt",A="MN:Sqrt"$() is slow, so work with squared distances.
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if (range<0)
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range=F64_MAX;
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else
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range*=range;
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RowCol2XY(&x1,&y1,row,col);
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for (i=0;i<UNITS_NUM;i++)
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if (units[player][i].life>0) {
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if (!in_LOS || LOS(row,col,units[player][i].row,units[player][i].col)) {
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RowCol2XY(&x2,&y2,units[player][i].row,units[player][i].col);
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dd=Sqr(x2-x1)+Sqr(y2-y1);
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if (dd<=range && dd<best_dd) {
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best=&units[player][i];
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best_dd=dd;
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}
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}
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}
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return best;
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}
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U0 PlayerIndirect()
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{
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Unit *target,*tmpu;
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I64 i;
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for (i=0;i<UNITS_NUM;i++) {
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UserChk;
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tmpu=&units[cur_player][i];
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if (tmpu->life>0 && tmpu->indirect_fire &&
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(target=UnitNearestFind(tmpu->row,tmpu->col,enemy_player,TRUE,
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tmpu->range*2*HEX_RADIUS)))
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IndirectAdd(tmpu,target->row,target->col);
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}
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throw('PhaseOvr',TRUE);
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}
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U0 PlayerMove()
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{
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Unit *target,*tmpu;
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I64 i;
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F64 x,y;
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for (i=0;i<UNITS_NUM;i++) {
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UserChk;
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tmpu=&units[cur_player][i];
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if (tmpu->life>0) {
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//Cheats because it violates Line-of-Sight
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if (target=UnitNearestFind(tmpu->row,tmpu->col,enemy_player,FALSE)) {
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RowCol2XY(&x,&y,target->row,target->col);
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if (!UnitMove(tmpu,x,y)) {
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RowCol2XY(&x,&y,tmpu->row,tmpu->col);
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UnitMove(tmpu,x+RandI16,y+RandI16);
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}
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}
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}
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}
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throw('PhaseOvr',TRUE);
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}
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U0 PlayerDirect()
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{
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Unit *target,*tmpu;
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I64 i;
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for (i=0;i<UNITS_NUM;i++) {
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UserChk;
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tmpu=&units[cur_player][i];
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if (tmpu->life>0 && !tmpu->indirect_fire &&
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(target=UnitNearestFind(tmpu->row,tmpu->col,enemy_player,TRUE,
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tmpu->range*2*HEX_RADIUS))) {
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UnitDirectFire(tmpu,target);
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Sleep(250*animation_delay);
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}
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}
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throw('PhaseOvr',TRUE);
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}
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