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Use percentage for loneliness instead of hard breakpoint
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1 changed files with 24 additions and 20 deletions
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@ -1473,29 +1473,34 @@ void K_FillItemRouletteData(const player_t *player, itemroulette_t *const roulet
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// == LONELINESS DETECTION
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// A lot of items suck if no players are nearby to interact with them.
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// Should we bias towards items that get us back to the action?
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// This will set the "lonely" flag to be used later.
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UINT32 lonelinessThreshold = 3*DISTVAR/2;
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// This will set the "loneliness" percentage to be used later.
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UINT32 lonelinessThreshold = 3*DISTVAR; // How far away can we be before items are considered useless?
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UINT32 toAttacker = lonelinessThreshold; // Distance to the player trying to kill us.
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UINT32 toDefender = lonelinessThreshold; // Distance to the player we are trying to kill.
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boolean lonely = false;
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fixed_t loneliness = 0;
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if ((gametyperules & GTR_CIRCUIT) && specialstageinfo.valid == false)
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{
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (playeringame[i] == false || players[i].spectator == true || players[i].exiting)
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continue;
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if (player->position > 1) // Loneliness is expected when frontrunnning, don't influence their item table.
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{
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if ((gametyperules & GTR_CIRCUIT) && specialstageinfo.valid == false)
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{
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (playeringame[i] == false || players[i].spectator == true || players[i].exiting)
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continue;
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if (players[i].position == player->position + 1)
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toAttacker = K_UndoMapScaling(players[i].distancetofinish - player->distancetofinish);
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if (players[i].position == player->position + 1)
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toAttacker = K_UndoMapScaling(players[i].distancetofinish - player->distancetofinish);
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if (players[i].position == player->position - 1)
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toDefender = K_UndoMapScaling(player->distancetofinish - players[i].distancetofinish);
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if (players[i].position == player->position - 1)
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toDefender = K_UndoMapScaling(player->distancetofinish - players[i].distancetofinish);
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}
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}
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}
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if (toAttacker >= lonelinessThreshold && toDefender >= lonelinessThreshold && player->position > 1)
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lonely = true;
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// Your relationship to each closest player counts for half, but will be eased later.
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// If you're far from an attacker but close to a defender, that Ballhog is still useful!
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loneliness += min(FRACUNIT/2, FRACUNIT * toAttacker / lonelinessThreshold / 2);
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loneliness += min(FRACUNIT/2, FRACUNIT * toDefender / lonelinessThreshold / 2);
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}
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// == INTRODUCE TRYHARD-EATING PREDATOR
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// If the frontrunner's making a major breakaway, "break the rules"
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@ -1558,8 +1563,8 @@ void K_FillItemRouletteData(const player_t *player, itemroulette_t *const roulet
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// Conversely, if we're lonely, try not to reselect an item that wouldn't be useful to us
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// without any players to use it on.
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if (lonely && K_IsItemUselessAlone(bestitem))
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deltapenalty *= 2;
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if (K_IsItemUselessAlone(bestitem))
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deltapenalty = Easing_InCubic(loneliness, deltapenalty, 3*deltapenalty);
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// Draw complex odds debugger. This one breaks down all the calcs in order.
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if (cv_kartdebugdistribution.value > 1)
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@ -1618,8 +1623,7 @@ void K_FillItemRouletteData(const player_t *player, itemroulette_t *const roulet
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V_DrawThinString(BASE_X - 12, 5, FLAGS, va("%d", targetpower/humanscaler));
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V_DrawThinString(BASE_X - 12, 5+12, FLAGS, va("%d", toAttacker));
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V_DrawThinString(BASE_X - 12, 5+24, FLAGS, va("%d", toDefender));
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if (lonely)
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V_DrawThinString(BASE_X - 12, 5+36, FLAGS, va(":("));
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V_DrawThinString(BASE_X - 12, 5+36, FLAGS, va("%d", loneliness));
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for(UINT8 k = 0; k < candidates[i]; k++)
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V_DrawFixedPatch((BASE_X + 3*k)*FRACUNIT, (BASE_Y-7)*FRACUNIT, (FRACUNIT >> 1), FLAGS, K_GetSmallStaticCachedItemPatch(i), NULL);
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UINT8 amount = K_ItemResultToAmount(i);
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