mirror of
https://github.com/KartKrewDev/RingRacers.git
synced 2025-12-10 18:12:46 +00:00
Start on better bot position
This commit is contained in:
parent
b9f91cb7ec
commit
46dad4b7dd
3 changed files with 470 additions and 139 deletions
443
src/k_bot.c
443
src/k_bot.c
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@ -1027,6 +1027,208 @@ static void K_BotTrick(player_t *player, ticcmd_t *cmd, line_t *botController)
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}
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}
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/*--------------------------------------------------
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static INT32 K_HandleBotTrack(player_t *player, ticcmd_t *cmd, botprediction_t *predict)
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Determines inputs for standard track driving.
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Input Arguments:-
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player - Player to generate the ticcmd for.
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cmd - The player's ticcmd to modify.
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predict - Pointer to the bot's prediction.
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Return:-
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New value for turn amount.
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--------------------------------------------------*/
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static INT32 K_HandleBotTrack(player_t *player, ticcmd_t *cmd, botprediction_t *predict, angle_t destangle)
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{
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// Handle steering towards waypoints!
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INT32 turnamt = 0;
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SINT8 turnsign = 0;
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angle_t moveangle, angle;
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INT16 anglediff;
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I_Assert(predict != NULL);
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moveangle = player->mo->angle;
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angle = (moveangle - destangle);
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if (angle < ANGLE_180)
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{
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turnsign = -1; // Turn right
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anglediff = AngleFixed(angle)>>FRACBITS;
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}
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else
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{
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turnsign = 1; // Turn left
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anglediff = 360-(AngleFixed(angle)>>FRACBITS);
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}
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anglediff = abs(anglediff);
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turnamt = KART_FULLTURN * turnsign;
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if (anglediff > 90)
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{
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// Wrong way!
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cmd->forwardmove = -MAXPLMOVE;
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cmd->buttons |= BT_BRAKE;
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}
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else
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{
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const fixed_t playerwidth = (player->mo->radius * 2);
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fixed_t realrad = predict->radius - (playerwidth * 4); // Remove a "safe" distance away from the edges of the road
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fixed_t rad = realrad;
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fixed_t dirdist = K_DistanceOfLineFromPoint(
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player->mo->x, player->mo->y,
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player->mo->x + FINECOSINE(moveangle >> ANGLETOFINESHIFT), player->mo->y + FINESINE(moveangle >> ANGLETOFINESHIFT),
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predict->x, predict->y
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);
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if (anglediff > 0)
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{
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// Become more precise based on how hard you need to turn
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// This makes predictions into turns a little nicer
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// Facing 90 degrees away from the predicted point gives you a 1/3 radius
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rad = FixedMul(rad, ((135 - anglediff) * FRACUNIT) / 135);
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}
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if (rad > realrad)
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{
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rad = realrad;
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}
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else if (rad < playerwidth)
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{
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rad = playerwidth;
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}
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cmd->buttons |= BT_ACCELERATE;
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// Full speed ahead!
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cmd->forwardmove = MAXPLMOVE;
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if (dirdist <= rad)
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{
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fixed_t speedmul = FixedDiv(player->speed, K_GetKartSpeed(player, false));
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fixed_t speedrad = rad/4;
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if (speedmul > FRACUNIT)
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{
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speedmul = FRACUNIT;
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}
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// Increase radius with speed
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// At low speed, the CPU will try to be more accurate
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// At high speed, they're more likely to lawnmower
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speedrad += FixedMul(speedmul, rad - speedrad);
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if (speedrad < playerwidth)
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{
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speedrad = playerwidth;
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}
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if (dirdist <= speedrad)
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{
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// Don't turn at all
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turnamt = 0;
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}
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}
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}
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return turnamt;
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}
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/*--------------------------------------------------
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static INT32 K_HandleBotReverse(player_t *player, ticcmd_t *cmd, botprediction_t *predict)
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Determines inputs for reversing.
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Input Arguments:-
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player - Player to generate the ticcmd for.
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cmd - The player's ticcmd to modify.
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predict - Pointer to the bot's prediction.
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Return:-
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New value for turn amount.
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--------------------------------------------------*/
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static INT32 K_HandleBotReverse(player_t *player, ticcmd_t *cmd, botprediction_t *predict, angle_t destangle)
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{
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// Handle steering towards waypoints!
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INT32 turnamt = 0;
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SINT8 turnsign = 0;
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angle_t moveangle, angle;
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INT16 anglediff;
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if (predict != NULL)
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{
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// TODO: Should we reverse through bot controllers?
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return K_HandleBotTrack(player, cmd, predict, destangle);
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}
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if (player->nextwaypoint == NULL
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|| player->nextwaypoint->mobj != NULL
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|| P_MobjWasRemoved(player->nextwaypoint->mobj))
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{
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// No data available...
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return 0;
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}
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if ((player->nextwaypoint->prevwaypoints != NULL)
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&& (player->nextwaypoint->numprevwaypoints > 0U))
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{
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size_t i;
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for (i = 0U; i < player->nextwaypoint->numprevwaypoints; i++)
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{
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if (!K_GetWaypointIsEnabled(player->nextwaypoint->prevwaypoints[i]))
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{
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continue;
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}
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destangle = R_PointToAngle2(
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player->nextwaypoint->prevwaypoints[i]->mobj->x, player->nextwaypoint->prevwaypoints[i]->mobj->y,
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player->nextwaypoint->mobj->x, player->nextwaypoint->mobj->y
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);
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break;
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}
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}
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moveangle = player->mo->angle;
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angle = (moveangle - destangle);
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if (angle < ANGLE_180)
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{
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turnsign = -1; // Turn right
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anglediff = AngleFixed(angle)>>FRACBITS;
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}
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else
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{
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turnsign = 1; // Turn left
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anglediff = 360-(AngleFixed(angle)>>FRACBITS);
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}
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anglediff = abs(anglediff);
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turnamt = KART_FULLTURN * turnsign;
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if (anglediff > 90)
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{
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// We're not facing the track...
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cmd->forwardmove = 0;
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cmd->buttons |= BT_ACCELERATE|BT_BRAKE;
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}
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else
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{
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if (anglediff < 10)
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{
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turnamt = 0;
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}
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cmd->forwardmove = -MAXPLMOVE;
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cmd->buttons |= BT_BRAKE|BT_LOOKBACK;
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}
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return turnamt;
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}
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/*--------------------------------------------------
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void K_BuildBotTiccmd(player_t *player, ticcmd_t *cmd)
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@ -1036,6 +1238,7 @@ void K_BuildBotTiccmd(player_t *player, ticcmd_t *cmd)
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{
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botprediction_t *predict = NULL;
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boolean trySpindash = true;
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angle_t destangle = 0;
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UINT8 spindash = 0;
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INT32 turnamt = 0;
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line_t *botController = NULL;
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@ -1049,13 +1252,11 @@ void K_BuildBotTiccmd(player_t *player, ticcmd_t *cmd)
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// Remove any existing controls
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memset(cmd, 0, sizeof(ticcmd_t));
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if (
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gamestate != GS_LEVEL
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if (gamestate != GS_LEVEL
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|| player->mo->scale <= 1
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|| player->playerstate == PST_DEAD
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|| leveltime <= introtime
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|| (player->exiting && !(gametyperules & GTR_CIRCUIT))
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)
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|| !(gametyperules & GTR_BOTS))
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{
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// No need to do anything else.
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return;
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@ -1077,126 +1278,26 @@ void K_BuildBotTiccmd(player_t *player, ticcmd_t *cmd)
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return;
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}
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if ((player->nextwaypoint != NULL
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&& player->nextwaypoint->mobj != NULL
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&& !P_MobjWasRemoved(player->nextwaypoint->mobj))
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|| (botController != NULL))
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destangle = player->mo->angle;
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if (botController != NULL && (botController->flags & ML_EFFECT1))
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{
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// Handle steering towards waypoints!
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SINT8 turnsign = 0;
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angle_t destangle, moveangle, angle;
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INT16 anglediff;
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const fixed_t dist = (player->mo->radius * 4);
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if (botController != NULL && (botController->flags & ML_EFFECT1))
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{
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const fixed_t dist = (player->mo->radius * 4);
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// X Offset: Movement direction
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destangle = FixedAngle(sides[botController->sidenum[0]].textureoffset);
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// X Offset: Movement direction
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destangle = FixedAngle(sides[botController->sidenum[0]].textureoffset);
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// Overwritten prediction
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predict = Z_Calloc(sizeof(botprediction_t), PU_STATIC, NULL);
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// Overwritten prediction
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predict = Z_Calloc(sizeof(botprediction_t), PU_STATIC, NULL);
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predict->x = player->mo->x + FixedMul(dist, FINECOSINE(destangle >> ANGLETOFINESHIFT));
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predict->y = player->mo->y + FixedMul(dist, FINESINE(destangle >> ANGLETOFINESHIFT));
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predict->radius = (DEFAULT_WAYPOINT_RADIUS / 4) * mapobjectscale;
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}
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else
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{
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predict = K_CreateBotPrediction(player);
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K_NudgePredictionTowardsObjects(predict, player);
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destangle = R_PointToAngle2(player->mo->x, player->mo->y, predict->x, predict->y);
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}
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moveangle = player->mo->angle;
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angle = (moveangle - destangle);
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if (angle < ANGLE_180)
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{
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turnsign = -1; // Turn right
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anglediff = AngleFixed(angle)>>FRACBITS;
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}
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else
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{
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turnsign = 1; // Turn left
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anglediff = 360-(AngleFixed(angle)>>FRACBITS);
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}
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anglediff = abs(anglediff);
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turnamt = KART_FULLTURN * turnsign;
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if (anglediff > 90)
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{
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// Wrong way!
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cmd->forwardmove = -MAXPLMOVE;
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cmd->buttons |= BT_BRAKE;
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}
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else
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{
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const fixed_t playerwidth = (player->mo->radius * 2);
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fixed_t realrad = predict->radius - (playerwidth * 4); // Remove a "safe" distance away from the edges of the road
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fixed_t rad = realrad;
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fixed_t dirdist = K_DistanceOfLineFromPoint(
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player->mo->x, player->mo->y,
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player->mo->x + FINECOSINE(moveangle >> ANGLETOFINESHIFT), player->mo->y + FINESINE(moveangle >> ANGLETOFINESHIFT),
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predict->x, predict->y
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);
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if (anglediff > 0)
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{
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// Become more precise based on how hard you need to turn
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// This makes predictions into turns a little nicer
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// Facing 90 degrees away from the predicted point gives you a 1/3 radius
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rad = FixedMul(rad, ((135 - anglediff) * FRACUNIT) / 135);
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}
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if (rad > realrad)
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{
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rad = realrad;
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}
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else if (rad < playerwidth)
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{
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rad = playerwidth;
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}
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cmd->buttons |= BT_ACCELERATE;
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// Full speed ahead!
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cmd->forwardmove = MAXPLMOVE;
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if (dirdist <= rad)
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{
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fixed_t speedmul = FixedDiv(player->speed, K_GetKartSpeed(player, false));
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fixed_t speedrad = rad/4;
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if (speedmul > FRACUNIT)
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{
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speedmul = FRACUNIT;
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}
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// Increase radius with speed
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// At low speed, the CPU will try to be more accurate
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// At high speed, they're more likely to lawnmower
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speedrad += FixedMul(speedmul, rad - speedrad);
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if (speedrad < playerwidth)
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{
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speedrad = playerwidth;
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}
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if (dirdist <= speedrad)
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{
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// Don't turn at all
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turnamt = 0;
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}
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}
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}
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predict->x = player->mo->x + FixedMul(dist, FINECOSINE(destangle >> ANGLETOFINESHIFT));
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predict->y = player->mo->y + FixedMul(dist, FINESINE(destangle >> ANGLETOFINESHIFT));
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predict->radius = (DEFAULT_WAYPOINT_RADIUS / 4) * mapobjectscale;
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}
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if (leveltime <= starttime && finishBeamLine != NULL)
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{
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// Handle POSITION!!
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const fixed_t distBase = 384*mapobjectscale;
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const fixed_t distAdjust = 64*mapobjectscale;
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@ -1212,35 +1313,100 @@ void K_BuildBotTiccmd(player_t *player, ticcmd_t *cmd)
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// Don't run the spindash code at all until we're in the right place
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trySpindash = false;
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// If you're too far, enable spindash & stay still.
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// If you're too close, start backing up.
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#define QuickDebugPrint(input) \
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if (player - players == displayplayers[0]) \
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CONS_Printf(input);
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if (distToFinish < closeDist)
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{
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// Silly way of getting us to reverse, but it respects the above code
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// where we figure out what the shape of the track looks like.
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UINT16 oldButtons = cmd->buttons;
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cmd->buttons &= ~(BT_ACCELERATE|BT_BRAKE);
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if (oldButtons & BT_ACCELERATE)
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{
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cmd->buttons |= BT_BRAKE;
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}
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if (oldButtons & BT_BRAKE)
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{
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cmd->buttons |= BT_ACCELERATE;
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}
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cmd->forwardmove = -cmd->forwardmove;
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// We're too close, we need to start backing up.
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turnamt = K_HandleBotReverse(player, cmd, predict, destangle);
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QuickDebugPrint("Too close\n");
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}
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else if (distToFinish < farDist)
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{
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// We're in about the right place, spindash now.
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cmd->forwardmove = 0;
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trySpindash = true;
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INT32 bullyTurn = INT32_MAX;
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// We're in about the right place, let's do whatever we want to.
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if (player->kartspeed > 3)
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{
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// Faster characters want to spindash.
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// Slower characters will use their momentum.
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trySpindash = true;
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}
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// Look for characters to bully.
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bullyTurn = K_PositionBully(player);
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if (bullyTurn == INT32_MAX)
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{
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// No one to bully, just go for a spindash as anyone.
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if (predict == NULL)
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{
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// Create a prediction.
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if (player->nextwaypoint != NULL
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&& player->nextwaypoint->mobj != NULL
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&& !P_MobjWasRemoved(player->nextwaypoint->mobj))
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{
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predict = K_CreateBotPrediction(player);
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K_NudgePredictionTowardsObjects(predict, player);
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destangle = R_PointToAngle2(player->mo->x, player->mo->y, predict->x, predict->y);
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}
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}
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QuickDebugPrint("No one to bully\n");
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turnamt = K_HandleBotTrack(player, cmd, predict, destangle);
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cmd->buttons &= ~(BT_ACCELERATE|BT_BRAKE);
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cmd->forwardmove = 0;
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trySpindash = true;
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}
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else
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{
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QuickDebugPrint("Go get 'em\n");
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turnamt = bullyTurn;
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trySpindash = false;
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cmd->buttons |= BT_ACCELERATE;
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cmd->forwardmove = MAXPLMOVE;
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}
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}
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else
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{
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QuickDebugPrint("Too far\n");
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// Too far away, we need to just drive up.
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if (predict == NULL)
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{
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// Create a prediction.
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if (player->nextwaypoint != NULL
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&& player->nextwaypoint->mobj != NULL
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&& !P_MobjWasRemoved(player->nextwaypoint->mobj))
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{
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predict = K_CreateBotPrediction(player);
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K_NudgePredictionTowardsObjects(predict, player);
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destangle = R_PointToAngle2(player->mo->x, player->mo->y, predict->x, predict->y);
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}
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}
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turnamt = K_HandleBotTrack(player, cmd, predict, destangle);
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}
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}
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else
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{
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// Handle steering towards waypoints!
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if (predict == NULL)
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{
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// Create a prediction.
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if (player->nextwaypoint != NULL
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&& player->nextwaypoint->mobj != NULL
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&& !P_MobjWasRemoved(player->nextwaypoint->mobj))
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{
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predict = K_CreateBotPrediction(player);
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K_NudgePredictionTowardsObjects(predict, player);
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destangle = R_PointToAngle2(player->mo->x, player->mo->y, predict->x, predict->y);
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}
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}
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turnamt = K_HandleBotTrack(player, cmd, predict, destangle);
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}
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if (trySpindash == true)
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@ -1325,4 +1491,3 @@ void K_BuildBotTiccmd(player_t *player, ticcmd_t *cmd)
|
|||
Z_Free(predict);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
15
src/k_bot.h
15
src/k_bot.h
|
|
@ -223,6 +223,21 @@ boolean K_BotHatesThisSector(player_t *player, sector_t *sec, fixed_t x, fixed_t
|
|||
void K_NudgePredictionTowardsObjects(botprediction_t *predict, player_t *player);
|
||||
|
||||
|
||||
/*--------------------------------------------------
|
||||
INT32 K_PositionBully(player_t *player)
|
||||
|
||||
Calculates a turn value to reach a player that can be bullied.
|
||||
|
||||
Input Arguments:-
|
||||
player - Bot to run this for.
|
||||
|
||||
Return:-
|
||||
INT32_MAX if couldn't find anything, otherwise a steering value.
|
||||
--------------------------------------------------*/
|
||||
|
||||
INT32 K_PositionBully(player_t *player);
|
||||
|
||||
|
||||
/*--------------------------------------------------
|
||||
void K_BuildBotTiccmd(player_t *player, ticcmd_t *cmd);
|
||||
|
||||
|
|
|
|||
|
|
@ -40,6 +40,9 @@ struct globalsmuggle
|
|||
INT64 avoidAvgX[2], avoidAvgY[2];
|
||||
UINT32 avoidObjs[2];
|
||||
|
||||
fixed_t annoyscore;
|
||||
mobj_t *annoymo;
|
||||
|
||||
fixed_t closestlinedist;
|
||||
|
||||
fixed_t eggboxx, eggboxy;
|
||||
|
|
@ -771,3 +774,151 @@ void K_NudgePredictionTowardsObjects(botprediction_t *predict, player_t *player)
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*--------------------------------------------------
|
||||
static boolean K_FindPlayersToBully(mobj_t *thing)
|
||||
|
||||
Blockmap search function.
|
||||
Finds players around the bot to bump.
|
||||
|
||||
Input Arguments:-
|
||||
thing - Object passed in from iteration.
|
||||
|
||||
Return:-
|
||||
true continues searching, false ends the search early.
|
||||
--------------------------------------------------*/
|
||||
static boolean K_FindPlayersToBully(mobj_t *thing)
|
||||
{
|
||||
INT16 anglediff;
|
||||
fixed_t fulldist;
|
||||
fixed_t ourweight, theirweight, weightdiff;
|
||||
angle_t ourangle, destangle, angle;
|
||||
|
||||
if (!globalsmuggle.botmo || P_MobjWasRemoved(globalsmuggle.botmo) || !globalsmuggle.botmo->player)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (thing->health <= 0)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
if (!thing->player)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
if (globalsmuggle.botmo == thing)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
fulldist = R_PointToDist2(globalsmuggle.botmo->x, globalsmuggle.botmo->y, thing->x, thing->y) - thing->radius;
|
||||
|
||||
if (fulldist > globalsmuggle.distancetocheck)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
if (P_CheckSight(globalsmuggle.botmo, thing) == false)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
ourangle = globalsmuggle.botmo->angle;
|
||||
destangle = R_PointToAngle2(globalsmuggle.botmo->x, globalsmuggle.botmo->y, thing->x, thing->y);
|
||||
angle = (ourangle - destangle);
|
||||
|
||||
if (angle < ANGLE_180)
|
||||
{
|
||||
anglediff = AngleFixed(angle)>>FRACBITS;
|
||||
}
|
||||
else
|
||||
{
|
||||
anglediff = 360-(AngleFixed(angle)>>FRACBITS);
|
||||
}
|
||||
|
||||
anglediff = abs(anglediff);
|
||||
|
||||
ourweight = K_GetMobjWeight(globalsmuggle.botmo, thing);
|
||||
theirweight = K_GetMobjWeight(thing, globalsmuggle.botmo);
|
||||
weightdiff = 0;
|
||||
|
||||
if (anglediff >= 90)
|
||||
{
|
||||
weightdiff = theirweight - ourweight;
|
||||
}
|
||||
else
|
||||
{
|
||||
weightdiff = ourweight - theirweight;
|
||||
}
|
||||
|
||||
if (weightdiff > mapobjectscale && weightdiff > globalsmuggle.annoyscore)
|
||||
{
|
||||
globalsmuggle.annoyscore = weightdiff;
|
||||
globalsmuggle.annoymo = thing;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/*--------------------------------------------------
|
||||
INT32 K_PositionBully(player_t *player)
|
||||
|
||||
See header file for description.
|
||||
--------------------------------------------------*/
|
||||
INT32 K_PositionBully(player_t *player)
|
||||
{
|
||||
INT32 xl, xh, yl, yh, bx, by;
|
||||
|
||||
angle_t ourangle, destangle, angle;
|
||||
INT16 anglediff;
|
||||
|
||||
globalsmuggle.botmo = player->mo;
|
||||
globalsmuggle.distancetocheck = 1024*player->mo->scale;
|
||||
|
||||
globalsmuggle.annoymo = NULL;
|
||||
globalsmuggle.annoyscore = 0;
|
||||
|
||||
xl = (unsigned)(globalsmuggle.botmo->x - globalsmuggle.distancetocheck - bmaporgx)>>MAPBLOCKSHIFT;
|
||||
xh = (unsigned)(globalsmuggle.botmo->x + globalsmuggle.distancetocheck - bmaporgx)>>MAPBLOCKSHIFT;
|
||||
yl = (unsigned)(globalsmuggle.botmo->y - globalsmuggle.distancetocheck - bmaporgy)>>MAPBLOCKSHIFT;
|
||||
yh = (unsigned)(globalsmuggle.botmo->y + globalsmuggle.distancetocheck - bmaporgy)>>MAPBLOCKSHIFT;
|
||||
|
||||
BMBOUNDFIX(xl, xh, yl, yh);
|
||||
|
||||
for (bx = xl; bx <= xh; bx++)
|
||||
{
|
||||
for (by = yl; by <= yh; by++)
|
||||
{
|
||||
P_BlockThingsIterator(bx, by, K_FindPlayersToBully);
|
||||
}
|
||||
}
|
||||
|
||||
if (globalsmuggle.annoymo == NULL)
|
||||
{
|
||||
return INT32_MAX;
|
||||
}
|
||||
|
||||
ourangle = globalsmuggle.botmo->angle;
|
||||
destangle = R_PointToAngle2(globalsmuggle.botmo->x, globalsmuggle.botmo->y, globalsmuggle.annoymo->x, globalsmuggle.annoymo->y);
|
||||
angle = (ourangle - destangle);
|
||||
|
||||
if (angle < ANGLE_180)
|
||||
{
|
||||
anglediff = AngleFixed(angle)>>FRACBITS;
|
||||
}
|
||||
else
|
||||
{
|
||||
anglediff = 360-(AngleFixed(angle)>>FRACBITS);
|
||||
}
|
||||
|
||||
if (anglediff < 30)
|
||||
return 0;
|
||||
|
||||
if (anglediff < 0)
|
||||
return -KART_FULLTURN;
|
||||
|
||||
return KART_FULLTURN;
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue