Start on better bot position

This commit is contained in:
Sally Coolatta 2022-03-30 20:28:08 -04:00
parent b9f91cb7ec
commit 46dad4b7dd
3 changed files with 470 additions and 139 deletions

View file

@ -1027,6 +1027,208 @@ static void K_BotTrick(player_t *player, ticcmd_t *cmd, line_t *botController)
}
}
/*--------------------------------------------------
static INT32 K_HandleBotTrack(player_t *player, ticcmd_t *cmd, botprediction_t *predict)
Determines inputs for standard track driving.
Input Arguments:-
player - Player to generate the ticcmd for.
cmd - The player's ticcmd to modify.
predict - Pointer to the bot's prediction.
Return:-
New value for turn amount.
--------------------------------------------------*/
static INT32 K_HandleBotTrack(player_t *player, ticcmd_t *cmd, botprediction_t *predict, angle_t destangle)
{
// Handle steering towards waypoints!
INT32 turnamt = 0;
SINT8 turnsign = 0;
angle_t moveangle, angle;
INT16 anglediff;
I_Assert(predict != NULL);
moveangle = player->mo->angle;
angle = (moveangle - destangle);
if (angle < ANGLE_180)
{
turnsign = -1; // Turn right
anglediff = AngleFixed(angle)>>FRACBITS;
}
else
{
turnsign = 1; // Turn left
anglediff = 360-(AngleFixed(angle)>>FRACBITS);
}
anglediff = abs(anglediff);
turnamt = KART_FULLTURN * turnsign;
if (anglediff > 90)
{
// Wrong way!
cmd->forwardmove = -MAXPLMOVE;
cmd->buttons |= BT_BRAKE;
}
else
{
const fixed_t playerwidth = (player->mo->radius * 2);
fixed_t realrad = predict->radius - (playerwidth * 4); // Remove a "safe" distance away from the edges of the road
fixed_t rad = realrad;
fixed_t dirdist = K_DistanceOfLineFromPoint(
player->mo->x, player->mo->y,
player->mo->x + FINECOSINE(moveangle >> ANGLETOFINESHIFT), player->mo->y + FINESINE(moveangle >> ANGLETOFINESHIFT),
predict->x, predict->y
);
if (anglediff > 0)
{
// Become more precise based on how hard you need to turn
// This makes predictions into turns a little nicer
// Facing 90 degrees away from the predicted point gives you a 1/3 radius
rad = FixedMul(rad, ((135 - anglediff) * FRACUNIT) / 135);
}
if (rad > realrad)
{
rad = realrad;
}
else if (rad < playerwidth)
{
rad = playerwidth;
}
cmd->buttons |= BT_ACCELERATE;
// Full speed ahead!
cmd->forwardmove = MAXPLMOVE;
if (dirdist <= rad)
{
fixed_t speedmul = FixedDiv(player->speed, K_GetKartSpeed(player, false));
fixed_t speedrad = rad/4;
if (speedmul > FRACUNIT)
{
speedmul = FRACUNIT;
}
// Increase radius with speed
// At low speed, the CPU will try to be more accurate
// At high speed, they're more likely to lawnmower
speedrad += FixedMul(speedmul, rad - speedrad);
if (speedrad < playerwidth)
{
speedrad = playerwidth;
}
if (dirdist <= speedrad)
{
// Don't turn at all
turnamt = 0;
}
}
}
return turnamt;
}
/*--------------------------------------------------
static INT32 K_HandleBotReverse(player_t *player, ticcmd_t *cmd, botprediction_t *predict)
Determines inputs for reversing.
Input Arguments:-
player - Player to generate the ticcmd for.
cmd - The player's ticcmd to modify.
predict - Pointer to the bot's prediction.
Return:-
New value for turn amount.
--------------------------------------------------*/
static INT32 K_HandleBotReverse(player_t *player, ticcmd_t *cmd, botprediction_t *predict, angle_t destangle)
{
// Handle steering towards waypoints!
INT32 turnamt = 0;
SINT8 turnsign = 0;
angle_t moveangle, angle;
INT16 anglediff;
if (predict != NULL)
{
// TODO: Should we reverse through bot controllers?
return K_HandleBotTrack(player, cmd, predict, destangle);
}
if (player->nextwaypoint == NULL
|| player->nextwaypoint->mobj != NULL
|| P_MobjWasRemoved(player->nextwaypoint->mobj))
{
// No data available...
return 0;
}
if ((player->nextwaypoint->prevwaypoints != NULL)
&& (player->nextwaypoint->numprevwaypoints > 0U))
{
size_t i;
for (i = 0U; i < player->nextwaypoint->numprevwaypoints; i++)
{
if (!K_GetWaypointIsEnabled(player->nextwaypoint->prevwaypoints[i]))
{
continue;
}
destangle = R_PointToAngle2(
player->nextwaypoint->prevwaypoints[i]->mobj->x, player->nextwaypoint->prevwaypoints[i]->mobj->y,
player->nextwaypoint->mobj->x, player->nextwaypoint->mobj->y
);
break;
}
}
moveangle = player->mo->angle;
angle = (moveangle - destangle);
if (angle < ANGLE_180)
{
turnsign = -1; // Turn right
anglediff = AngleFixed(angle)>>FRACBITS;
}
else
{
turnsign = 1; // Turn left
anglediff = 360-(AngleFixed(angle)>>FRACBITS);
}
anglediff = abs(anglediff);
turnamt = KART_FULLTURN * turnsign;
if (anglediff > 90)
{
// We're not facing the track...
cmd->forwardmove = 0;
cmd->buttons |= BT_ACCELERATE|BT_BRAKE;
}
else
{
if (anglediff < 10)
{
turnamt = 0;
}
cmd->forwardmove = -MAXPLMOVE;
cmd->buttons |= BT_BRAKE|BT_LOOKBACK;
}
return turnamt;
}
/*--------------------------------------------------
void K_BuildBotTiccmd(player_t *player, ticcmd_t *cmd)
@ -1036,6 +1238,7 @@ void K_BuildBotTiccmd(player_t *player, ticcmd_t *cmd)
{
botprediction_t *predict = NULL;
boolean trySpindash = true;
angle_t destangle = 0;
UINT8 spindash = 0;
INT32 turnamt = 0;
line_t *botController = NULL;
@ -1049,13 +1252,11 @@ void K_BuildBotTiccmd(player_t *player, ticcmd_t *cmd)
// Remove any existing controls
memset(cmd, 0, sizeof(ticcmd_t));
if (
gamestate != GS_LEVEL
if (gamestate != GS_LEVEL
|| player->mo->scale <= 1
|| player->playerstate == PST_DEAD
|| leveltime <= introtime
|| (player->exiting && !(gametyperules & GTR_CIRCUIT))
)
|| !(gametyperules & GTR_BOTS))
{
// No need to do anything else.
return;
@ -1077,126 +1278,26 @@ void K_BuildBotTiccmd(player_t *player, ticcmd_t *cmd)
return;
}
if ((player->nextwaypoint != NULL
&& player->nextwaypoint->mobj != NULL
&& !P_MobjWasRemoved(player->nextwaypoint->mobj))
|| (botController != NULL))
destangle = player->mo->angle;
if (botController != NULL && (botController->flags & ML_EFFECT1))
{
// Handle steering towards waypoints!
SINT8 turnsign = 0;
angle_t destangle, moveangle, angle;
INT16 anglediff;
const fixed_t dist = (player->mo->radius * 4);
if (botController != NULL && (botController->flags & ML_EFFECT1))
{
const fixed_t dist = (player->mo->radius * 4);
// X Offset: Movement direction
destangle = FixedAngle(sides[botController->sidenum[0]].textureoffset);
// X Offset: Movement direction
destangle = FixedAngle(sides[botController->sidenum[0]].textureoffset);
// Overwritten prediction
predict = Z_Calloc(sizeof(botprediction_t), PU_STATIC, NULL);
// Overwritten prediction
predict = Z_Calloc(sizeof(botprediction_t), PU_STATIC, NULL);
predict->x = player->mo->x + FixedMul(dist, FINECOSINE(destangle >> ANGLETOFINESHIFT));
predict->y = player->mo->y + FixedMul(dist, FINESINE(destangle >> ANGLETOFINESHIFT));
predict->radius = (DEFAULT_WAYPOINT_RADIUS / 4) * mapobjectscale;
}
else
{
predict = K_CreateBotPrediction(player);
K_NudgePredictionTowardsObjects(predict, player);
destangle = R_PointToAngle2(player->mo->x, player->mo->y, predict->x, predict->y);
}
moveangle = player->mo->angle;
angle = (moveangle - destangle);
if (angle < ANGLE_180)
{
turnsign = -1; // Turn right
anglediff = AngleFixed(angle)>>FRACBITS;
}
else
{
turnsign = 1; // Turn left
anglediff = 360-(AngleFixed(angle)>>FRACBITS);
}
anglediff = abs(anglediff);
turnamt = KART_FULLTURN * turnsign;
if (anglediff > 90)
{
// Wrong way!
cmd->forwardmove = -MAXPLMOVE;
cmd->buttons |= BT_BRAKE;
}
else
{
const fixed_t playerwidth = (player->mo->radius * 2);
fixed_t realrad = predict->radius - (playerwidth * 4); // Remove a "safe" distance away from the edges of the road
fixed_t rad = realrad;
fixed_t dirdist = K_DistanceOfLineFromPoint(
player->mo->x, player->mo->y,
player->mo->x + FINECOSINE(moveangle >> ANGLETOFINESHIFT), player->mo->y + FINESINE(moveangle >> ANGLETOFINESHIFT),
predict->x, predict->y
);
if (anglediff > 0)
{
// Become more precise based on how hard you need to turn
// This makes predictions into turns a little nicer
// Facing 90 degrees away from the predicted point gives you a 1/3 radius
rad = FixedMul(rad, ((135 - anglediff) * FRACUNIT) / 135);
}
if (rad > realrad)
{
rad = realrad;
}
else if (rad < playerwidth)
{
rad = playerwidth;
}
cmd->buttons |= BT_ACCELERATE;
// Full speed ahead!
cmd->forwardmove = MAXPLMOVE;
if (dirdist <= rad)
{
fixed_t speedmul = FixedDiv(player->speed, K_GetKartSpeed(player, false));
fixed_t speedrad = rad/4;
if (speedmul > FRACUNIT)
{
speedmul = FRACUNIT;
}
// Increase radius with speed
// At low speed, the CPU will try to be more accurate
// At high speed, they're more likely to lawnmower
speedrad += FixedMul(speedmul, rad - speedrad);
if (speedrad < playerwidth)
{
speedrad = playerwidth;
}
if (dirdist <= speedrad)
{
// Don't turn at all
turnamt = 0;
}
}
}
predict->x = player->mo->x + FixedMul(dist, FINECOSINE(destangle >> ANGLETOFINESHIFT));
predict->y = player->mo->y + FixedMul(dist, FINESINE(destangle >> ANGLETOFINESHIFT));
predict->radius = (DEFAULT_WAYPOINT_RADIUS / 4) * mapobjectscale;
}
if (leveltime <= starttime && finishBeamLine != NULL)
{
// Handle POSITION!!
const fixed_t distBase = 384*mapobjectscale;
const fixed_t distAdjust = 64*mapobjectscale;
@ -1212,35 +1313,100 @@ void K_BuildBotTiccmd(player_t *player, ticcmd_t *cmd)
// Don't run the spindash code at all until we're in the right place
trySpindash = false;
// If you're too far, enable spindash & stay still.
// If you're too close, start backing up.
#define QuickDebugPrint(input) \
if (player - players == displayplayers[0]) \
CONS_Printf(input);
if (distToFinish < closeDist)
{
// Silly way of getting us to reverse, but it respects the above code
// where we figure out what the shape of the track looks like.
UINT16 oldButtons = cmd->buttons;
cmd->buttons &= ~(BT_ACCELERATE|BT_BRAKE);
if (oldButtons & BT_ACCELERATE)
{
cmd->buttons |= BT_BRAKE;
}
if (oldButtons & BT_BRAKE)
{
cmd->buttons |= BT_ACCELERATE;
}
cmd->forwardmove = -cmd->forwardmove;
// We're too close, we need to start backing up.
turnamt = K_HandleBotReverse(player, cmd, predict, destangle);
QuickDebugPrint("Too close\n");
}
else if (distToFinish < farDist)
{
// We're in about the right place, spindash now.
cmd->forwardmove = 0;
trySpindash = true;
INT32 bullyTurn = INT32_MAX;
// We're in about the right place, let's do whatever we want to.
if (player->kartspeed > 3)
{
// Faster characters want to spindash.
// Slower characters will use their momentum.
trySpindash = true;
}
// Look for characters to bully.
bullyTurn = K_PositionBully(player);
if (bullyTurn == INT32_MAX)
{
// No one to bully, just go for a spindash as anyone.
if (predict == NULL)
{
// Create a prediction.
if (player->nextwaypoint != NULL
&& player->nextwaypoint->mobj != NULL
&& !P_MobjWasRemoved(player->nextwaypoint->mobj))
{
predict = K_CreateBotPrediction(player);
K_NudgePredictionTowardsObjects(predict, player);
destangle = R_PointToAngle2(player->mo->x, player->mo->y, predict->x, predict->y);
}
}
QuickDebugPrint("No one to bully\n");
turnamt = K_HandleBotTrack(player, cmd, predict, destangle);
cmd->buttons &= ~(BT_ACCELERATE|BT_BRAKE);
cmd->forwardmove = 0;
trySpindash = true;
}
else
{
QuickDebugPrint("Go get 'em\n");
turnamt = bullyTurn;
trySpindash = false;
cmd->buttons |= BT_ACCELERATE;
cmd->forwardmove = MAXPLMOVE;
}
}
else
{
QuickDebugPrint("Too far\n");
// Too far away, we need to just drive up.
if (predict == NULL)
{
// Create a prediction.
if (player->nextwaypoint != NULL
&& player->nextwaypoint->mobj != NULL
&& !P_MobjWasRemoved(player->nextwaypoint->mobj))
{
predict = K_CreateBotPrediction(player);
K_NudgePredictionTowardsObjects(predict, player);
destangle = R_PointToAngle2(player->mo->x, player->mo->y, predict->x, predict->y);
}
}
turnamt = K_HandleBotTrack(player, cmd, predict, destangle);
}
}
else
{
// Handle steering towards waypoints!
if (predict == NULL)
{
// Create a prediction.
if (player->nextwaypoint != NULL
&& player->nextwaypoint->mobj != NULL
&& !P_MobjWasRemoved(player->nextwaypoint->mobj))
{
predict = K_CreateBotPrediction(player);
K_NudgePredictionTowardsObjects(predict, player);
destangle = R_PointToAngle2(player->mo->x, player->mo->y, predict->x, predict->y);
}
}
turnamt = K_HandleBotTrack(player, cmd, predict, destangle);
}
if (trySpindash == true)
@ -1325,4 +1491,3 @@ void K_BuildBotTiccmd(player_t *player, ticcmd_t *cmd)
Z_Free(predict);
}
}

View file

@ -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);

View file

@ -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;
}