diff --git a/src/k_bot.c b/src/k_bot.c index 2f00f0754..f36943e45 100644 --- a/src/k_bot.c +++ b/src/k_bot.c @@ -639,132 +639,88 @@ fixed_t K_DistanceOfLineFromPoint(fixed_t v1x, fixed_t v1y, fixed_t v2x, fixed_t static botprediction_t *K_CreateBotPrediction(player_t *player) { // Stair janking makes it harder to steer, so attempt to steer harder. - const UINT8 jankDiv = (player->stairjank > 0 ? 2 : 1); + const UINT8 jankDiv = (player->stairjank > 0) ? 2 : 1; const INT16 handling = K_GetKartTurnValue(player, KART_FULLTURN) / jankDiv; // Reduce prediction based on how fast you can turn - const INT16 normal = KART_FULLTURN; // "Standard" handling to compare to - const tic_t futuresight = (TICRATE * normal) / max(1, handling); // How far ahead into the future to try and predict + const tic_t futuresight = (TICRATE * KART_FULLTURN) / max(1, handling); // How far ahead into the future to try and predict const fixed_t speed = K_BotSpeedScaled(player, P_AproxDistance(player->mo->momx, player->mo->momy)); - const INT32 startDist = (768 * mapobjectscale) / FRACUNIT; + const INT32 startDist = (DEFAULT_WAYPOINT_RADIUS * 2 * mapobjectscale) / FRACUNIT; const INT32 distance = ((speed / FRACUNIT) * futuresight) + startDist; - botprediction_t *predict = Z_Calloc(sizeof(botprediction_t), PU_STATIC, NULL); - waypoint_t *wp = player->nextwaypoint; - - INT32 distanceleft = distance; - fixed_t smallestradius = INT32_MAX; - angle_t angletonext = ANGLE_MAX; - // Halves radius when encountering a wall on your way to your destination. fixed_t radreduce = FRACUNIT; - size_t nwp; + INT32 distanceleft = distance; + fixed_t smallestradius = INT32_MAX; + angle_t angletonext = ANGLE_MAX; + INT32 disttonext = INT32_MAX; + + waypoint_t *wp = player->nextwaypoint; + mobj_t *prevwpmobj = player->mo; + + const boolean useshortcuts = K_BotCanTakeCut(player); + const boolean huntbackwards = false; + boolean pathfindsuccess = false; + path_t pathtofinish = {0}; + + botprediction_t *predict = Z_Calloc(sizeof(botprediction_t), PU_STATIC, NULL); size_t i; - // Reduce distance left by your distance to the starting waypoint. - // This prevents looking too far ahead if the closest waypoint is really far away. - distanceleft -= P_AproxDistance(player->mo->x - wp->mobj->x, player->mo->y - wp->mobj->y) / FRACUNIT; + // Init defaults in case of pathfind failure + angletonext = R_PointToAngle2(prevwpmobj->x, prevwpmobj->y, wp->mobj->x, wp->mobj->y); + disttonext = P_AproxDistance(prevwpmobj->x - wp->mobj->x, prevwpmobj->y - wp->mobj->y) / FRACUNIT; - // We don't want to look ahead at all, just go to the first waypoint. - if (distanceleft <= 0) - { - predict->x = wp->mobj->x; - predict->y = wp->mobj->y; - predict->radius = wp->mobj->radius; - return predict; - } - - angletonext = R_PointToAngle2( - player->mo->x, player->mo->y, - wp->mobj->x, wp->mobj->y + pathfindsuccess = K_PathfindToWaypoint( + player->nextwaypoint, K_GetFinishLineWaypoint(), + &pathtofinish, + useshortcuts, huntbackwards ); - // Go through waypoints until we've traveled the distance we wanted to predict ahead! - while (distanceleft > 0) + // Go through the waypoints until we've traveled the distance we wanted to predict ahead! + if (pathfindsuccess == true) { - INT32 disttonext = INT32_MAX; - - if (wp->mobj->radius < smallestradius) + for (i = 0; i < pathtofinish.numnodes; i++) { - smallestradius = wp->mobj->radius; - } + wp = (waypoint_t *)pathtofinish.array[i].nodedata; - if (wp->numnextwaypoints == 0) - { - // Well, this is where I get off. - distanceleft = 0; - break; - } - - // Calculate nextwaypoints index to use - // nextwaypoints[0] by default - nwp = 0; - - // There are multiple nextwaypoints, - // so we need to find the most convenient one to us. - // Let's compare the angle to the player's! - if (wp->numnextwaypoints > 1) - { - angle_t delta = ANGLE_MAX; - angle_t a = ANGLE_MAX; - - for (i = 0; i < wp->numnextwaypoints; i++) + if (i > 0) { - if (K_GetWaypointIsEnabled(wp->nextwaypoints[i]) == false) - { - continue; - } + prevwpmobj = ((waypoint_t *)pathtofinish.array[ i - 1 ].nodedata)->mobj; + } - if (K_GetWaypointIsShortcut(wp->nextwaypoints[i]) == true && K_BotCanTakeCut(player) == false) - { - continue; - } + angletonext = R_PointToAngle2(prevwpmobj->x, prevwpmobj->y, wp->mobj->x, wp->mobj->y); + disttonext = P_AproxDistance(prevwpmobj->x - wp->mobj->x, prevwpmobj->y - wp->mobj->y) / FRACUNIT; - // Unlike the other parts of this function, we're comparing the player's physical position, NOT the position of the waypoint!! - // This should roughly correspond with how players will think about path splits. - a = R_PointToAngle2( - player->mo->x, player->mo->y, - wp->nextwaypoints[i]->mobj->x, wp->nextwaypoints[i]->mobj->y - ); - if (a > ANGLE_180) - { - a = InvAngle(a); - } + if (wp->mobj->radius < smallestradius) + { + smallestradius = wp->mobj->radius; + } - a = player->mo->angle - a; + if (P_TraceBotTraversal(player->mo, wp->mobj) == false) + { + // If we can't get a direct path to this waypoint, predict less. + disttonext <<= 2; + radreduce = FRACUNIT >> 1; + } - if (a < delta) - { - nwp = i; - delta = a; - } + distanceleft -= disttonext; + + if (distanceleft <= 0) + { + // We're done!! + break; } } - - angletonext = R_PointToAngle2( - wp->mobj->x, wp->mobj->y, - wp->nextwaypoints[nwp]->mobj->x, wp->nextwaypoints[nwp]->mobj->y - ); - disttonext = (INT32)wp->nextwaypointdistances[nwp]; - - if (P_TraceBotTraversal(player->mo, wp->nextwaypoints[nwp]->mobj) == false) + if (i == pathtofinish.numnodes) { - // If we can't get a direct path to this waypoint, we don't want to check much further... - disttonext *= 2; - radreduce = FRACUNIT/2; + // Reached the finish!! + distanceleft = 0; } - if (disttonext > distanceleft) - { - break; - } - - distanceleft -= disttonext; - - wp = wp->nextwaypoints[nwp]; + Z_Free(pathtofinish.array); } // Set our predicted point's coordinates, @@ -858,7 +814,7 @@ static UINT8 K_TrySpindash(player_t *player) else { // Logic for normal racing. - if (speedDiff < (baseAccel / 4) // Moving too slowly + if (speedDiff < (baseAccel / 8) // Moving too slowly || angleDiff > ANG60) // Being pushed backwards { if (player->botvars.spindashconfirm < BOTSPINDASHCONFIRM) diff --git a/src/k_bot.h b/src/k_bot.h index 831f0ab44..f476848f0 100644 --- a/src/k_bot.h +++ b/src/k_bot.h @@ -28,7 +28,7 @@ #define BOTTURNCONFIRM 4 // How many tics without being able to accelerate before we'll let you spindash. -#define BOTSPINDASHCONFIRM (TICRATE) +#define BOTSPINDASHCONFIRM (2*TICRATE) // Point for bots to aim for typedef struct botprediction_s {