Fewer speed items when crowding 1st

This commit is contained in:
Antonio Martinez 2025-09-23 19:52:46 -04:00
parent 4337618342
commit 220f8b035d

View file

@ -80,7 +80,7 @@
static UINT32 K_DynamicItemOddsRace[NUMKARTRESULTS-1][2] =
{
// distance, duplication tolerance
{20, 10}, // sneaker
{25, 10}, // sneaker
{63, 12}, // rocketsneaker
{60, 19}, // invincibility
{8, 4}, // banana
@ -491,12 +491,7 @@ UINT32 K_ScaleItemDistance(INT32 distance, UINT8 numPlayers)
return distance;
}
/*--------------------------------------------------
static UINT32 K_GetItemRouletteDistance(const player_t *player, UINT8 numPlayers)
See header file for description.
--------------------------------------------------*/
UINT32 K_GetItemRouletteDistance(const player_t *player, UINT8 numPlayers)
static UINT32 K_GetUnscaledFirstDistance(const player_t *player)
{
UINT32 pdis = 0;
@ -546,6 +541,19 @@ UINT32 K_GetItemRouletteDistance(const player_t *player, UINT8 numPlayers)
}
pdis = K_UndoMapScaling(pdis);
return pdis;
}
/*--------------------------------------------------
static UINT32 K_GetItemRouletteDistance(const player_t *player, UINT8 numPlayers)
See header file for description.
--------------------------------------------------*/
UINT32 K_GetItemRouletteDistance(const player_t *player, UINT8 numPlayers)
{
UINT32 pdis = K_GetUnscaledFirstDistance(player);
pdis = K_ScaleItemDistance(pdis, numPlayers);
if (player->bot && (player->botvars.rival || cv_levelskull.value))
@ -1422,12 +1430,6 @@ void K_FillItemRouletteData(player_t *player, itemroulette_t *const roulette, bo
// 5: Skim any items that are much weaker than the reel's average out of the roulette
// 6: Cram it all in
fixed_t largegamescaler = roulette->playing * 14 + 100; // Spread out item odds in large games for a less insane experience.
if (franticitems)
largegamescaler = 100; // Except in Frantic, where you know what you're getting
UINT32 targetpower = 100 * roulette->dist / largegamescaler; // fill roulette with items around this value!
UINT32 powers[NUMKARTRESULTS]; // how strong is each item? think of this as a "target distance" for this item to spawn at
UINT32 deltas[NUMKARTRESULTS]; // how different is that strength from target?
UINT32 candidates[NUMKARTRESULTS]; // how many of this item should we try to insert?
@ -1437,6 +1439,11 @@ void K_FillItemRouletteData(player_t *player, itemroulette_t *const roulette, bo
UINT32 lonelinessSuppressor = DISTVAR; // This close to 1st? Dampen loneliness (you have a target!)
UINT32 maxEXPDistanceCut = 3*DISTVAR/2; // The maximum amount you can be displaced by EXP
// If we're too close to 1st in absolute units, crush our top-end item odds down.
fixed_t crowdingFirst = 0;
if (player->position != 1)
crowdingFirst = FixedRescale(K_GetUnscaledFirstDistance(player), 0, 4*DISTVAR, Easing_InCubic, FRACUNIT, 0);
if ((gametyperules & GTR_CIRCUIT) && !K_Cooperative())
{
roulette->dist = FixedMul(roulette->preexpdist, K_EffectiveGradingFactor(player));
@ -1450,6 +1457,14 @@ void K_FillItemRouletteData(player_t *player, itemroulette_t *const roulette, bo
}
}
fixed_t largegamescaler = roulette->playing * 14 + 100; // Spread out item odds in large games for a less insane experience.
if (franticitems)
largegamescaler = 100; // Except in Frantic, where you know what you're getting
UINT32 targetpower = 100 * roulette->dist / largegamescaler; // fill roulette with items around this value!
if (!(specialstageinfo.valid))
targetpower = Easing_Linear(crowdingFirst, targetpower, targetpower/2);
boolean rival = (player->bot && (player->botvars.rival || cv_levelskull.value));
boolean filterweakitems = true; // strip unusually weak items from reel?
UINT8 reelsize = 15; // How many items to attempt to add in prepass?
@ -1503,6 +1518,10 @@ void K_FillItemRouletteData(player_t *player, itemroulette_t *const roulette, bo
{
powers[i] = humanscaler * K_DynamicItemOddsRace[i-1][0];
dupetolerance[i] = K_DynamicItemOddsRace[i-1][1];
// Bias towards attack items when close to the leader, gotta work for the slingshot pass!
if (K_IsItemSpeed(i) && i != KITEM_SUPERRING)
powers[i] = Easing_Linear(crowdingFirst, powers[i], 2*powers[i]);
}
maxpower = max(maxpower, powers[i]);
@ -1642,6 +1661,13 @@ void K_FillItemRouletteData(player_t *player, itemroulette_t *const roulette, bo
UINT8 added = 0; // How many items added so far?
UINT32 totalreelpower = 0; // How much total item power in the reel? Used for an average later.
UINT32 basepenalty = 4*DISTVAR; // How much to penalize repicked items, to ensure item variety.
// BUT, keep the item distribution tighter if we're close to the frontrunner...
UINT32 penalty = Easing_Linear(crowdingFirst, basepenalty, basepenalty/2);
if (player->position == 1) // ...unless we ARE the frontrunner.
penalty = basepenalty;
for (i = 0; i < reelsize; i++)
{
UINT32 lowestdelta = INT32_MAX;
@ -1668,7 +1694,7 @@ void K_FillItemRouletteData(player_t *player, itemroulette_t *const roulette, bo
// Impose a penalty to this item's delta, to bias against selecting it again.
// This is naively slashed by an item's "duplicate tolerance":
// lower tolerance means that an item is less likely to be reselected (it's "rarer").
UINT32 deltapenalty = 4*DISTVAR*(1+candidates[bestitem])/dupetolerance[bestitem];
UINT32 deltapenalty = penalty*(1+candidates[bestitem])/dupetolerance[bestitem];
// Power items get better odds in frantic, or if you're the rival.
// (For the rival, this is way more likely to matter at lower skills, where they're
@ -1754,7 +1780,7 @@ void K_FillItemRouletteData(player_t *player, itemroulette_t *const roulette, bo
INT32 FLAGS = V_SNAPTOTOP|V_SNAPTORIGHT;
V_DrawRightAlignedThinString(BASE_X - 12, 5, FLAGS, va("TP %d", targetpower/humanscaler));
V_DrawRightAlignedThinString(BASE_X - 12, 5+12, FLAGS, va("FB %d / %d", toFront, toBack));
V_DrawRightAlignedThinString(BASE_X - 12, 5+24, FLAGS, va("L %d", loneliness));
V_DrawRightAlignedThinString(BASE_X - 12, 5+24, FLAGS, va("L %d / CF %d", loneliness, crowdingFirst));
V_DrawRightAlignedThinString(BASE_X - 12, 5+36, FLAGS, va("D %d / %d", roulette->preexpdist, roulette->dist));
for(UINT8 k = 0; k < candidates[i]; k++)
V_DrawFixedPatch((BASE_X + 3*k)*FRACUNIT, (BASE_Y-7)*FRACUNIT, (FRACUNIT >> 1), FLAGS, K_GetSmallStaticCachedItemPatch(i), NULL);