mirror of
https://github.com/KartKrewDev/RingRacers.git
synced 2025-10-30 08:01:28 +00:00
Smart Roulette: Don't consider teammates useful item targets
This commit is contained in:
parent
8bea6eb951
commit
49be8fba9b
1 changed files with 39 additions and 17 deletions
|
|
@ -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_IsItemSpeed(i))
|
||||
{
|
||||
deltas[i] = Easing_InCubic(loneliness, deltas[i], deltas[i] + (4*DISTVAR));
|
||||
deltas[i] = Easing_Linear(loneliness, deltas[i], deltas[i] + (4*DISTVAR));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1650,9 +1669,9 @@ 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)
|
||||
|
|
@ -1711,17 +1730,20 @@ 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++;
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue