Local camera: binary search for ideal steering value, cheat angle if it's close enough

This commit is contained in:
AJ Martinez 2023-03-01 15:39:09 -07:00
parent 07f2b5cc5d
commit 15da567372

View file

@ -2112,6 +2112,81 @@ static void P_3dMovement(player_t *player)
}
}
// For turning correction in P_UpdatePlayerAngle.
// Given a range of possible steering inputs, finds a steering input that corresponds to the desired angle change.
static INT16 P_FindClosestTurningForAngle(player_t *player, INT32 targetAngle, INT16 lowBound, INT16 highBound)
{
INT16 newBound;
INT16 preferred = lowBound;
int attempts = 0;
// Only works if our low bound is actually our low bound.
if (highBound < lowBound)
{
INT16 tmp = lowBound;
lowBound = highBound;
highBound = tmp;
}
// Slightly frumpy binary search for the ideal turning input.
// We do this instead of reversing K_GetKartTurnValue so that future handling changes are automatically accounted for.
while (attempts < 20) // Practical calls of this function search maximum 10 times, this is solely for safety.
{
// These need to be treated as signed, or situations where boundaries straddle 0 are a mess.
INT32 lowAngle = K_GetKartTurnValue(player, lowBound) << TICCMD_REDUCE;
INT32 highAngle = K_GetKartTurnValue(player, highBound) << TICCMD_REDUCE;
// EXIT CONDITION 1: Hopeless search, target angle isn't between boundaries at all.
if (lowAngle >= targetAngle)
return lowBound;
if (highAngle <= targetAngle)
return highBound;
// Test the middle of our steering range, so we can see which side is more promising.
newBound = (lowBound + highBound) / 2;
// EXIT CONDITION 2: Boundaries converged and we're all out of precision.
if (newBound == lowBound || newBound == highBound)
break;
INT32 newAngle = K_GetKartTurnValue(player, newBound) << TICCMD_REDUCE;
angle_t lowError = abs(targetAngle - lowAngle);
angle_t highError = abs(targetAngle - highAngle);
angle_t newError = abs(targetAngle - newAngle);
CONS_Printf("steering %d / %d / %d - angle %d / %d / %d - TA %d - error %d / %d / %d\n", lowBound, newBound, highBound, lowAngle, newAngle, highAngle, targetAngle, lowError, newError, highError);
// EXIT CONDITION 3: We got lucky!
if (lowError == 0)
return lowBound;
if (newError == 0)
return newBound;
if (highError == 0)
return highBound;
// If not, store the best estimate...
if (lowError <= newError && lowError <= highError)
preferred = lowBound;
if (highError <= newError && highError <= lowError)
preferred = highBound;
if (newError <= lowError && newError <= highError)
preferred = newBound;
// ...adjust the bounds...
if (lowAngle <= targetAngle && targetAngle <= newAngle)
highBound = newBound;
else
lowBound = newBound;
// ...and go next
attempts++;
}
return preferred;
}
//
// P_UpdatePlayerAngle
//
@ -2148,6 +2223,13 @@ static void P_UpdatePlayerAngle(player_t *player)
angle_t targetAngle = (player->cmd.angle) << TICCMD_REDUCE;
angle_t targetDelta = targetAngle - (player->mo->angle);
// Corrections via fake turn go through easing.
// That means undoing them takes the same amount of time as doing them.
// This can lead to oscillating death spiral states on a multi-tic correction, as we swing past the target angle.
// So before we go into death-spirals, if our predicton is _almost_ right...
angle_t leniency = (2*ANG1/3) * min(player->cmd.latency, 6);
// Don't force another turning tic, just give them the desired angle!
if (targetDelta == angleChange || player->pflags & PF_DRIFTEND || (maxTurnRight == 0 && maxTurnLeft == 0))
{
// We are where we need to be.
@ -2158,25 +2240,15 @@ static void P_UpdatePlayerAngle(player_t *player)
// so we momentarily ignore the camera angle and let the server trust our inputs instead.
// That way, even if you're steering blind, you get the intended "kick-out" effect.
}
else if (targetDelta >= ANGLE_180 && maxTurnLeft >= targetDelta) // Overshot, so just fudge it.
else
{
angleChange = targetDelta;
player->steering = targetsteering;
}
else if (targetDelta <= ANGLE_180 && maxTurnRight <= targetDelta) // Overshot, so just fudge it.
{
angleChange = targetDelta;
player->steering = targetsteering;
}
else if (targetDelta >= ANGLE_180 && maxTurnLeft < targetDelta) // Undershot, slam the stick.
{
angleChange = maxTurnLeft;
player->steering = steeringLeft;
}
else if (targetDelta <= ANGLE_180 && maxTurnRight > targetDelta) // Undershot, slam the stick.
{
angleChange = maxTurnRight;
player->steering = steeringRight;
// We're off. Try to legally steer the player towards their camera.
player->steering = P_FindClosestTurningForAngle(player, targetDelta, steeringLeft, steeringRight);
angleChange = K_GetKartTurnValue(player, player->steering) << TICCMD_REDUCE;
// And if the resulting steering input is close enough, snap them exactly.
if (min(targetDelta - angleChange, angleChange - targetDelta) <= leniency)
angleChange = targetDelta;
}
}
else
@ -2213,6 +2285,7 @@ static void P_UpdatePlayerAngle(player_t *player)
}
}
//
// P_SpectatorMovement
//