diff --git a/src/k_roulette.c b/src/k_roulette.c index 471ac150b..55bcc7a24 100644 --- a/src/k_roulette.c +++ b/src/k_roulette.c @@ -1029,7 +1029,7 @@ static boolean K_IsItemFirstPermitted(kartitems_t item) } } -static boolean K_IsItemUselessAlone(kartitems_t item) +ATTRUNUSED static boolean K_IsItemUselessAlone(kartitems_t item) { switch (item) { @@ -1541,38 +1541,57 @@ void K_FillItemRouletteData(player_t *player, itemroulette_t *const roulette, bo // Should we bias towards items that get us back to the action? // This will set the "loneliness" percentage to be used later. UINT32 lonelinessThreshold = 3*DISTVAR; // How far away can we be before items are considered useless? - UINT32 toAttacker = lonelinessThreshold; // Distance to the player trying to kill us. - UINT32 toDefender = lonelinessThreshold; // Distance to the player we are trying to kill. + UINT32 toFront = lonelinessThreshold; // Distance to the player trying to kill us. + UINT32 toBack = lonelinessThreshold; // Distance to the player we are trying to kill. fixed_t loneliness = 0; if (player->position > 1) // Loneliness is expected when frontrunnning, don't influence their item table. { if ((gametyperules & GTR_CIRCUIT) && specialstageinfo.valid == false) { + player_t *front = NULL; + player_t *back = NULL; + + // Find the closest enemy players ahead of and behind us. for (i = 0; i < MAXPLAYERS; i++) { - if (playeringame[i] == false || players[i].spectator == true || players[i].exiting) + if (playeringame[i] == false || players[i].spectator == true || players[i].exiting || G_SameTeam(&players[i], player)) continue; - if (players[i].position == player->position + 1) - toAttacker = K_UndoMapScaling(players[i].distancetofinish - player->distancetofinish); + player_t *check = &players[i]; - if (players[i].position == player->position - 1) - toDefender = K_UndoMapScaling(player->distancetofinish - players[i].distancetofinish); + if (check->distancetofinish > player->distancetofinish) + { + if (!back || check->distancetofinish < back->distancetofinish) + back = check; + } + else if (check->distancetofinish < player->distancetofinish) + { + if (!front || check->distancetofinish > front->distancetofinish) + front = check; + } } + + if (front) + toFront = K_UndoMapScaling(player->distancetofinish - front->distancetofinish); + + if (back) + toBack = K_UndoMapScaling(back->distancetofinish - player->distancetofinish); } // Your relationship to each closest player counts for half, but will be eased later. // If you're far from an attacker but close to a defender, that Ballhog is still useful! - loneliness += min(FRACUNIT/2, FRACUNIT * toAttacker / lonelinessThreshold / 2); - loneliness += min(FRACUNIT/2, FRACUNIT * toDefender / lonelinessThreshold / 2); + loneliness += min(FRACUNIT/2, FRACUNIT * toFront / lonelinessThreshold / 2); + loneliness += min(FRACUNIT/2, FRACUNIT * toBack / lonelinessThreshold / 2); + + loneliness = Easing_InCubic(loneliness, 0, FRACUNIT); // Give interaction items a nudge against initial selection if you're lonely.. for (i = 1; i < NUMKARTRESULTS; i++) { - if (K_IsItemUselessAlone(i)) + if (!K_IsItemSpeed(i)) { - deltas[i] = Easing_InCubic(loneliness, deltas[i], deltas[i] + (2*DISTVAR)); + deltas[i] = Easing_Linear(loneliness, deltas[i], deltas[i] + (4*DISTVAR)); } } } @@ -1642,7 +1661,7 @@ void K_FillItemRouletteData(player_t *player, itemroulette_t *const roulette, bo // Conversely, if we're lonely, try not to reselect an item that wouldn't be useful to us // without any players to use it on. - if (K_IsItemUselessAlone(bestitem)) + if (!K_IsItemSpeed(bestitem)) deltapenalty = Easing_Linear(loneliness, deltapenalty, 5*deltapenalty); // Draw complex odds debugger. This one breaks down all the calcs in order. @@ -1651,9 +1670,9 @@ void K_FillItemRouletteData(player_t *player, itemroulette_t *const roulette, bo UINT16 BASE_X = 18; UINT16 BASE_Y = 5+12*i; INT32 FLAGS = V_SNAPTOTOP|V_SNAPTOLEFT; - V_DrawThinString(BASE_X + 35, BASE_Y, FLAGS, va("P%d", powers[bestitem]/humanscaler)); - V_DrawThinString(BASE_X + 65, BASE_Y, FLAGS, va("D%d", deltas[bestitem]/humanscaler)); - V_DrawThinString(BASE_X + 20, BASE_Y, FLAGS, va("%d", dupetolerance[bestitem])); + V_DrawRightAlignedThinString(BASE_X + 35, BASE_Y, FLAGS, va("P%d", powers[bestitem]/humanscaler)); + V_DrawRightAlignedThinString(BASE_X + 65, BASE_Y, FLAGS, va("D%d", deltas[bestitem]/humanscaler)); + V_DrawRightAlignedThinString(BASE_X + 20, BASE_Y, FLAGS, va("%d", dupetolerance[bestitem])); V_DrawFixedPatch(BASE_X*FRACUNIT, (BASE_Y-7)*FRACUNIT, (FRACUNIT >> 1), FLAGS, K_GetSmallStaticCachedItemPatch(bestitem), NULL); UINT8 amount = K_ItemResultToAmount(bestitem, roulette); if (amount > 1) @@ -1697,6 +1716,10 @@ void K_FillItemRouletteData(player_t *player, itemroulette_t *const roulette, bo // feels exciting, low-rolling feels punishing! boolean reject = (filterweakitems) && (powers[i] + DISTVAR < meanreelpower); + // If we're far away from interactions, be extra aggressive about tossing attack items. + if (filterweakitems && !reject && !K_IsItemSpeed(i)) + reject = (powers[i] + Easing_Linear(loneliness, DISTVAR, -2 * DISTVAR) < meanreelpower); + // Popcorn Super Ring is always strong enough, we put it there on purpose. if (i == KITEM_SUPERRING && !canfiltersuperring) reject = false; @@ -1708,17 +1731,20 @@ void K_FillItemRouletteData(player_t *player, itemroulette_t *const roulette, bo UINT16 BASE_X = 280; UINT16 BASE_Y = 5+12*debugcount; INT32 FLAGS = V_SNAPTOTOP|V_SNAPTORIGHT; - V_DrawThinString(BASE_X - 12, 5, FLAGS, va("%d", targetpower/humanscaler)); - V_DrawThinString(BASE_X - 12, 5+12, FLAGS, va("%d", toAttacker)); - V_DrawThinString(BASE_X - 12, 5+24, FLAGS, va("%d", toDefender)); - V_DrawThinString(BASE_X - 12, 5+36, FLAGS, va("%d", loneliness)); + V_DrawRightAlignedThinString(BASE_X - 12, 5, FLAGS, va("%d", targetpower/humanscaler)); + V_DrawRightAlignedThinString(BASE_X - 12, 5+12, FLAGS, va("%d", toFront)); + V_DrawRightAlignedThinString(BASE_X - 12, 5+24, FLAGS, va("%d", toBack)); + V_DrawRightAlignedThinString(BASE_X - 12, 5+36, FLAGS, va("%d", loneliness)); 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); UINT8 amount = K_ItemResultToAmount(i, roulette); if (amount > 1) V_DrawThinString(BASE_X, BASE_Y, FLAGS, va("x%d", amount)); + + /* if (reject) V_DrawThinString(BASE_X, BASE_Y, FLAGS|V_60TRANS, va("WEAK")); + */ debugcount++; }