Merge branch 'refactor-get-item-odds' into 'master'

Refactor K_KartGetItemOdds

See merge request KartKrew/Kart!851
This commit is contained in:
Sal 2023-01-05 20:25:54 +00:00
commit 6e6a799b1e

View file

@ -417,6 +417,155 @@ static UINT32 K_GetItemRouletteDistance(const player_t *player, UINT8 numPlayers
return pdis;
}
/*--------------------------------------------------
static boolean K_DenyShieldOdds(kartitems_t item)
Checks if this type of shield already exists in
another player's inventory.
Input Arguments:-
item - The item type of the shield.
Return:-
Whether this item is a shield and may not be awarded
at this time.
--------------------------------------------------*/
static boolean K_DenyShieldOdds(kartitems_t item)
{
INT32 shieldType = K_GetShieldFromItem(item);
switch (shieldType)
{
case KSHIELD_NONE:
/* Marble Garden Top is not REALLY
a Sonic 3 shield */
case KSHIELD_TOP:
{
break;
}
default:
{
size_t i;
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] == false || players[i].spectator == true)
{
continue;
}
if (shieldType == K_GetShieldFromItem(players[i].itemtype))
{
// Don't allow more than one of each shield type at a time
return true;
}
}
}
}
return false;
}
/*--------------------------------------------------
static fixed_t K_AdjustSPBOdds(const itemroulette_t *roulette, UINT8 position)
Adjust odds of SPB according to distances of first and
second place players.
Input Arguments:-
roulette - The roulette data that we intend to
insert this item into.
position - Position of player to consider for these
odds.
Return:-
New item odds.
--------------------------------------------------*/
static fixed_t K_AdjustSPBOdds(const itemroulette_t *roulette, UINT8 position)
{
if (roulette->firstDist < ENDDIST*2 // No SPB when 1st is almost done
|| position == 1) // No SPB for 1st ever
{
return 0;
}
else
{
const UINT32 dist = max(0, ((signed)roulette->secondToFirst) - SPBSTARTDIST);
const UINT32 distRange = SPBFORCEDIST - SPBSTARTDIST;
const fixed_t maxOdds = 20 << FRACBITS;
fixed_t multiplier = FixedDiv(dist, distRange);
if (multiplier < 0)
{
multiplier = 0;
}
if (multiplier > FRACUNIT)
{
multiplier = FRACUNIT;
}
return FixedMul(maxOdds, multiplier);
}
}
typedef struct {
boolean powerItem;
boolean cooldownOnStart;
boolean notNearEnd;
// gameplay state
boolean rival; // player is a bot Rival
} itemconditions_t;
/*--------------------------------------------------
static fixed_t K_AdjustItemOddsToConditions(fixed_t newOdds, const itemconditions_t *conditions, const itemroulette_t *roulette)
Adjust item odds to certain group conditions.
Input Arguments:-
newOdds - The item odds to adjust.
conditions - The conditions state.
roulette - The roulette data that we intend to
insert this item into.
Return:-
New item odds.
--------------------------------------------------*/
static fixed_t K_AdjustItemOddsToConditions(fixed_t newOdds, const itemconditions_t *conditions, const itemroulette_t *roulette)
{
if ((conditions->cooldownOnStart == true) && (leveltime < (30*TICRATE) + starttime))
{
// This item should not appear at the beginning of a race. (Usually really powerful crowd-breaking items)
newOdds = 0;
}
else if ((conditions->notNearEnd == true) && (roulette->baseDist < ENDDIST))
{
// This item should not appear at the end of a race. (Usually trap items that lose their effectiveness)
newOdds = 0;
}
else if (conditions->powerItem == true)
{
// This item is a "power item". This activates "frantic item" toggle related functionality.
if (franticitems == true)
{
// First, power items multiply their odds by 2 if frantic items are on; easy-peasy.
newOdds *= 2;
}
if (conditions->rival == true)
{
// The Rival bot gets frantic-like items, also :p
newOdds *= 2;
}
newOdds = FixedMul(newOdds, FRACUNIT + K_ItemOddsScale(roulette->playing));
}
return newOdds;
}
/*--------------------------------------------------
INT32 K_KartGetItemOdds(const player_t *player, itemroulette_t *const roulette, UINT8 pos, kartitems_t item)
@ -425,17 +574,16 @@ static UINT32 K_GetItemRouletteDistance(const player_t *player, UINT8 numPlayers
INT32 K_KartGetItemOdds(const player_t *player, itemroulette_t *const roulette, UINT8 pos, kartitems_t item)
{
boolean bot = false;
boolean rival = false;
UINT8 position = 0;
INT32 shieldType = KSHIELD_NONE;
boolean powerItem = false;
boolean cooldownOnStart = false;
boolean notNearEnd = false;
itemconditions_t conditions = {
.powerItem = false,
.cooldownOnStart = false,
.notNearEnd = false,
.rival = false,
};
fixed_t newOdds = 0;
size_t i;
I_Assert(roulette != NULL);
@ -445,7 +593,7 @@ INT32 K_KartGetItemOdds(const player_t *player, itemroulette_t *const roulette,
if (player != NULL)
{
bot = player->bot;
rival = (bot == true && player->botvars.rival == true);
conditions.rival = (bot == true && player->botvars.rival == true);
position = player->position;
}
@ -478,33 +626,9 @@ INT32 K_KartGetItemOdds(const player_t *player, itemroulette_t *const roulette,
*/
(void)bot;
shieldType = K_GetShieldFromItem(item);
switch (shieldType)
if (K_DenyShieldOdds(item))
{
case KSHIELD_NONE:
/* Marble Garden Top is not REALLY
a Sonic 3 shield */
case KSHIELD_TOP:
{
break;
}
default:
{
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] == false || players[i].spectator == true)
{
continue;
}
if (shieldType == K_GetShieldFromItem(players[i].itemtype))
{
// Don't allow more than one of each shield type at a time
return 0;
}
}
}
return 0;
}
if (gametype == GT_BATTLE)
@ -531,7 +655,7 @@ INT32 K_KartGetItemOdds(const player_t *player, itemroulette_t *const roulette,
case KITEM_EGGMAN:
case KITEM_SUPERRING:
{
notNearEnd = true;
conditions.notNearEnd = true;
break;
}
@ -545,15 +669,15 @@ INT32 K_KartGetItemOdds(const player_t *player, itemroulette_t *const roulette,
case KRITEM_QUADORBINAUT:
case KRITEM_DUALJAWZ:
{
powerItem = true;
conditions.powerItem = true;
break;
}
case KITEM_HYUDORO:
case KRITEM_TRIPLEBANANA:
{
powerItem = true;
notNearEnd = true;
conditions.powerItem = true;
conditions.notNearEnd = true;
break;
}
@ -563,15 +687,15 @@ INT32 K_KartGetItemOdds(const player_t *player, itemroulette_t *const roulette,
case KITEM_BUBBLESHIELD:
case KITEM_FLAMESHIELD:
{
cooldownOnStart = true;
powerItem = true;
conditions.cooldownOnStart = true;
conditions.powerItem = true;
break;
}
case KITEM_SPB:
{
cooldownOnStart = true;
notNearEnd = true;
conditions.cooldownOnStart = true;
conditions.notNearEnd = true;
if ((gametyperules & GTR_CIRCUIT) == 0)
{
@ -581,39 +705,16 @@ INT32 K_KartGetItemOdds(const player_t *player, itemroulette_t *const roulette,
if (specialstageinfo.valid == false)
{
if (roulette->firstDist < ENDDIST*2 // No SPB when 1st is almost done
|| position == 1) // No SPB for 1st ever
{
return 0;
}
else
{
const UINT32 dist = max(0, ((signed)roulette->secondToFirst) - SPBSTARTDIST);
const UINT32 distRange = SPBFORCEDIST - SPBSTARTDIST;
const fixed_t maxOdds = 20 << FRACBITS;
fixed_t multiplier = FixedDiv(dist, distRange);
if (multiplier < 0)
{
multiplier = 0;
}
if (multiplier > FRACUNIT)
{
multiplier = FRACUNIT;
}
newOdds = FixedMul(maxOdds, multiplier);
}
newOdds = K_AdjustSPBOdds(roulette, position);
}
break;
}
case KITEM_SHRINK:
{
cooldownOnStart = true;
powerItem = true;
notNearEnd = true;
conditions.cooldownOnStart = true;
conditions.powerItem = true;
conditions.notNearEnd = true;
if (roulette->playing - 1 <= roulette->exiting)
{
@ -624,8 +725,8 @@ INT32 K_KartGetItemOdds(const player_t *player, itemroulette_t *const roulette,
case KITEM_LIGHTNINGSHIELD:
{
cooldownOnStart = true;
powerItem = true;
conditions.cooldownOnStart = true;
conditions.powerItem = true;
if (spbplace != -1)
{
@ -646,35 +747,7 @@ INT32 K_KartGetItemOdds(const player_t *player, itemroulette_t *const roulette,
return newOdds;
}
if ((cooldownOnStart == true) && (leveltime < (30*TICRATE)+starttime))
{
// This item should not appear at the beginning of a race. (Usually really powerful crowd-breaking items)
newOdds = 0;
}
else if ((notNearEnd == true) && (roulette->baseDist < ENDDIST))
{
// This item should not appear at the end of a race. (Usually trap items that lose their effectiveness)
newOdds = 0;
}
else if (powerItem == true)
{
// This item is a "power item". This activates "frantic item" toggle related functionality.
if (franticitems == true)
{
// First, power items multiply their odds by 2 if frantic items are on; easy-peasy.
newOdds *= 2;
}
if (rival == true)
{
// The Rival bot gets frantic-like items, also :p
newOdds *= 2;
}
newOdds = FixedMul(newOdds, FRACUNIT + K_ItemOddsScale(roulette->playing));
}
newOdds = FixedInt(FixedRound(newOdds));
newOdds = FixedInt(FixedRound(K_AdjustItemOddsToConditions(newOdds, &conditions, roulette)));
return newOdds;
}