Commentate K_BotReducePrediction better, use angle rather than distance for path split picking

This commit is contained in:
Sally Coolatta 2020-05-22 20:19:58 -04:00
parent 1ec651ff00
commit 19f352e4a4

View file

@ -628,19 +628,29 @@ static botprediction_t *K_CreateBotPrediction(player_t *player)
{
const INT16 handling = K_GetKartTurnValue(player, KART_FULLTURN); // 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 fixed_t distreduce = K_BotReducePrediction(player);
const fixed_t radreduce = min(distreduce + FRACUNIT/4, FRACUNIT);
const INT32 distance = (FixedMul(player->speed, distreduce) / FRACUNIT) * futuresight;
INT32 distanceleft = distance;
const tic_t futuresight = (TICRATE * normal) / max(1, handling); // How far ahead into the future to try and predict
const fixed_t speed = P_AproxDistance(player->mo->momx, player->mo->momy) + (K_GetKartSpeed(player, false) / 2);
const INT32 distance = (FixedMul(speed, distreduce) / FRACUNIT) * futuresight;
botprediction_t *predict = Z_Calloc(sizeof(botprediction_t), PU_LEVEL, NULL);
waypoint_t *wp = player->nextwaypoint;
INT32 distanceleft = distance;
fixed_t smallestradius = INT32_MAX;
angle_t angletonext = ANGLE_MAX;
size_t nwp;
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;
// We don't want to look ahead at all, just go to the first waypoint.
if (distanceleft <= 0)
{
predict->x = wp->mobj->x;
@ -649,66 +659,99 @@ static botprediction_t *K_CreateBotPrediction(player_t *player)
return predict;
}
angletonext = R_PointToAngle2(
player->mo->x, player->mo->y,
wp->mobj->x, wp->mobj->y
);
// Go through waypoints until we've traveled the distance we wanted to predict ahead!
while (distanceleft > 0)
{
INT32 disttonext = INT32_MAX;
if (wp->mobj->radius < smallestradius)
{
smallestradius = wp->mobj->radius;
}
nwp = 0;
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)
{
fixed_t closest = INT32_MAX;
fixed_t dist = INT32_MAX;
angle_t delta = ANGLE_MAX;
angle_t a = ANGLE_MAX;
for (i = 0; i < wp->numnextwaypoints; i++)
{
if (K_GetWaypointIsShortcut(wp->nextwaypoints[i]) && !K_BotCanTakeCut(player))
{
continue;
}
dist = P_AproxDistance(
player->mo->x - wp->nextwaypoints[i]->mobj->x,
player->mo->y - wp->nextwaypoints[i]->mobj->y
// 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 (dist < closest)
a = player->mo->angle - a;
if (a < delta)
{
nwp = i;
closest = dist;
delta = a;
}
}
}
if ((INT32)(wp->nextwaypointdistances[nwp]) > distanceleft)
// Save angle for the next loop's oldangle
angletonext = R_PointToAngle2(
wp->mobj->x, wp->mobj->y,
wp->nextwaypoints[nwp]->mobj->x, wp->nextwaypoints[nwp]->mobj->y
);
disttonext = (wp->nextwaypointdistances[nwp] * FRACUNIT) / FRACUNIT;
if (disttonext > distanceleft)
{
break;
}
distanceleft -= wp->nextwaypointdistances[nwp];
distanceleft -= disttonext;
wp = wp->nextwaypoints[nwp];
}
// Set our predicted point's coordinates,
// and use the smallest radius of all of the waypoints in the chain!
predict->x = wp->mobj->x;
predict->y = wp->mobj->y;
predict->radius = FixedMul(smallestradius, radreduce);
// Set the prediction coordinates between the 2 waypoints if there's still distance left.
if (distanceleft > 0)
{
angle_t a = R_PointToAngle2(wp->mobj->x, wp->mobj->y, wp->nextwaypoints[nwp]->mobj->x, wp->nextwaypoints[nwp]->mobj->y);
predict->x += P_ReturnThrustX(NULL, a, distanceleft * FRACUNIT);
predict->y += P_ReturnThrustY(NULL, a, distanceleft * FRACUNIT);
// Scaled with the leftover anglemul!
predict->x += P_ReturnThrustX(NULL, angletonext, distanceleft * FRACUNIT);
predict->y += P_ReturnThrustY(NULL, angletonext, distanceleft * FRACUNIT);
}
return predict;