Use percentage for loneliness instead of hard breakpoint

This commit is contained in:
Antonio Martinez 2024-08-21 15:20:10 -07:00
parent 5d19bfcb91
commit 5b841c11cb

View file

@ -1473,29 +1473,34 @@ void K_FillItemRouletteData(const player_t *player, itemroulette_t *const roulet
// == LONELINESS DETECTION
// A lot of items suck if no players are nearby to interact with them.
// Should we bias towards items that get us back to the action?
// This will set the "lonely" flag to be used later.
UINT32 lonelinessThreshold = 3*DISTVAR/2;
// 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.
boolean lonely = false;
fixed_t loneliness = 0;
if ((gametyperules & GTR_CIRCUIT) && specialstageinfo.valid == false)
{
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] == false || players[i].spectator == true || players[i].exiting)
continue;
if (player->position > 1) // Loneliness is expected when frontrunnning, don't influence their item table.
{
if ((gametyperules & GTR_CIRCUIT) && specialstageinfo.valid == false)
{
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] == false || players[i].spectator == true || players[i].exiting)
continue;
if (players[i].position == player->position + 1)
toAttacker = K_UndoMapScaling(players[i].distancetofinish - player->distancetofinish);
if (players[i].position == player->position + 1)
toAttacker = K_UndoMapScaling(players[i].distancetofinish - player->distancetofinish);
if (players[i].position == player->position - 1)
toDefender = K_UndoMapScaling(player->distancetofinish - players[i].distancetofinish);
if (players[i].position == player->position - 1)
toDefender = K_UndoMapScaling(player->distancetofinish - players[i].distancetofinish);
}
}
}
if (toAttacker >= lonelinessThreshold && toDefender >= lonelinessThreshold && player->position > 1)
lonely = true;
// 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);
}
// == INTRODUCE TRYHARD-EATING PREDATOR
// If the frontrunner's making a major breakaway, "break the rules"
@ -1558,8 +1563,8 @@ void K_FillItemRouletteData(const player_t *player, itemroulette_t *const roulet
// 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.
if (lonely && K_IsItemUselessAlone(bestitem))
deltapenalty *= 2;
if (K_IsItemUselessAlone(bestitem))
deltapenalty = Easing_InCubic(loneliness, deltapenalty, 3*deltapenalty);
// Draw complex odds debugger. This one breaks down all the calcs in order.
if (cv_kartdebugdistribution.value > 1)
@ -1618,8 +1623,7 @@ void K_FillItemRouletteData(const player_t *player, itemroulette_t *const roulet
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));
if (lonely)
V_DrawThinString(BASE_X - 12, 5+36, FLAGS, va(":("));
V_DrawThinString(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);