Merge branch 'forever-alone' into 'master'

Forever alone

See merge request kart-krew-dev/ring-racers-internal!2832
This commit is contained in:
AJ Martinez 2025-09-15 02:28:10 +00:00
commit 3d5e60241c

View file

@ -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) 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? // Should we bias towards items that get us back to the action?
// This will set the "loneliness" percentage to be used later. // 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 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 toFront = lonelinessThreshold; // Distance to the player trying to kill us.
UINT32 toDefender = lonelinessThreshold; // Distance to the player we are trying to kill. UINT32 toBack = lonelinessThreshold; // Distance to the player we are trying to kill.
fixed_t loneliness = 0; fixed_t loneliness = 0;
if (player->position > 1) // Loneliness is expected when frontrunnning, don't influence their item table. if (player->position > 1) // Loneliness is expected when frontrunnning, don't influence their item table.
{ {
if ((gametyperules & GTR_CIRCUIT) && specialstageinfo.valid == false) 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++) 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; continue;
if (players[i].position == player->position + 1) player_t *check = &players[i];
toAttacker = K_UndoMapScaling(players[i].distancetofinish - player->distancetofinish);
if (players[i].position == player->position - 1) if (check->distancetofinish > player->distancetofinish)
toDefender = K_UndoMapScaling(player->distancetofinish - players[i].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. // 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! // 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 * toFront / lonelinessThreshold / 2);
loneliness += min(FRACUNIT/2, FRACUNIT * toDefender / 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.. // Give interaction items a nudge against initial selection if you're lonely..
for (i = 1; i < NUMKARTRESULTS; i++) 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 // 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. // without any players to use it on.
if (K_IsItemUselessAlone(bestitem)) if (!K_IsItemSpeed(bestitem))
deltapenalty = Easing_Linear(loneliness, deltapenalty, 5*deltapenalty); deltapenalty = Easing_Linear(loneliness, deltapenalty, 5*deltapenalty);
// Draw complex odds debugger. This one breaks down all the calcs in order. // 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_X = 18;
UINT16 BASE_Y = 5+12*i; UINT16 BASE_Y = 5+12*i;
INT32 FLAGS = V_SNAPTOTOP|V_SNAPTOLEFT; INT32 FLAGS = V_SNAPTOTOP|V_SNAPTOLEFT;
V_DrawThinString(BASE_X + 35, BASE_Y, FLAGS, va("P%d", powers[bestitem]/humanscaler)); V_DrawRightAlignedThinString(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_DrawRightAlignedThinString(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 + 20, BASE_Y, FLAGS, va("%d", dupetolerance[bestitem]));
V_DrawFixedPatch(BASE_X*FRACUNIT, (BASE_Y-7)*FRACUNIT, (FRACUNIT >> 1), FLAGS, K_GetSmallStaticCachedItemPatch(bestitem), NULL); V_DrawFixedPatch(BASE_X*FRACUNIT, (BASE_Y-7)*FRACUNIT, (FRACUNIT >> 1), FLAGS, K_GetSmallStaticCachedItemPatch(bestitem), NULL);
UINT8 amount = K_ItemResultToAmount(bestitem, roulette); UINT8 amount = K_ItemResultToAmount(bestitem, roulette);
if (amount > 1) if (amount > 1)
@ -1697,6 +1716,10 @@ void K_FillItemRouletteData(player_t *player, itemroulette_t *const roulette, bo
// feels exciting, low-rolling feels punishing! // feels exciting, low-rolling feels punishing!
boolean reject = (filterweakitems) && (powers[i] + DISTVAR < meanreelpower); 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. // Popcorn Super Ring is always strong enough, we put it there on purpose.
if (i == KITEM_SUPERRING && !canfiltersuperring) if (i == KITEM_SUPERRING && !canfiltersuperring)
reject = false; reject = false;
@ -1708,17 +1731,20 @@ void K_FillItemRouletteData(player_t *player, itemroulette_t *const roulette, bo
UINT16 BASE_X = 280; UINT16 BASE_X = 280;
UINT16 BASE_Y = 5+12*debugcount; UINT16 BASE_Y = 5+12*debugcount;
INT32 FLAGS = V_SNAPTOTOP|V_SNAPTORIGHT; INT32 FLAGS = V_SNAPTOTOP|V_SNAPTORIGHT;
V_DrawThinString(BASE_X - 12, 5, FLAGS, va("%d", targetpower/humanscaler)); V_DrawRightAlignedThinString(BASE_X - 12, 5, FLAGS, va("%d", targetpower/humanscaler));
V_DrawThinString(BASE_X - 12, 5+12, FLAGS, va("%d", toAttacker)); V_DrawRightAlignedThinString(BASE_X - 12, 5+12, FLAGS, va("%d", toFront));
V_DrawThinString(BASE_X - 12, 5+24, FLAGS, va("%d", toDefender)); V_DrawRightAlignedThinString(BASE_X - 12, 5+24, FLAGS, va("%d", toBack));
V_DrawThinString(BASE_X - 12, 5+36, FLAGS, va("%d", loneliness)); V_DrawRightAlignedThinString(BASE_X - 12, 5+36, FLAGS, va("%d", loneliness));
for(UINT8 k = 0; k < candidates[i]; k++) 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); V_DrawFixedPatch((BASE_X + 3*k)*FRACUNIT, (BASE_Y-7)*FRACUNIT, (FRACUNIT >> 1), FLAGS, K_GetSmallStaticCachedItemPatch(i), NULL);
UINT8 amount = K_ItemResultToAmount(i, roulette); UINT8 amount = K_ItemResultToAmount(i, roulette);
if (amount > 1) if (amount > 1)
V_DrawThinString(BASE_X, BASE_Y, FLAGS, va("x%d", amount)); V_DrawThinString(BASE_X, BASE_Y, FLAGS, va("x%d", amount));
/*
if (reject) if (reject)
V_DrawThinString(BASE_X, BASE_Y, FLAGS|V_60TRANS, va("WEAK")); V_DrawThinString(BASE_X, BASE_Y, FLAGS|V_60TRANS, va("WEAK"));
*/
debugcount++; debugcount++;
} }