Reduce steering code duplication

This commit is contained in:
Sally Cochenour 2020-04-05 02:13:39 -04:00
parent b983031587
commit 6ecad2e73a

View file

@ -218,7 +218,7 @@ fixed_t predictx = 0, predicty = 0;
static void K_SteerFromWall(mobj_t *bot, line_t *ld)
{
const INT16 amount = 2*KART_FULLTURN;
const INT16 amount = 4*KART_FULLTURN;
INT32 side = P_PointOnLineSide(bot->x, bot->y, ld);
angle_t lineangle = R_PointToAngle2(0, 0, ld->dx, ld->dy) - ANGLE_90;
angle_t destangle = R_PointToAngle2(bot->x, bot->y, predictx, predicty);
@ -498,78 +498,52 @@ static inline boolean K_BotSteerObjects(mobj_t *thing)
INT16 attack = ((9 - botmo->player->kartspeed) * KART_FULLTURN) / 8; // Acceleration chars are more aggressive
INT16 dodge = ((9 - botmo->player->kartweight) * KART_FULLTURN) / 8; // Handling chars dodge better
// Squish
if (botmo->scale > thing->scale + (mapobjectscale/8))
{
K_SteerFromObject(botmo, thing, true, KART_FULLTURN + attack);
}
else if (thing->scale > botmo->scale + (mapobjectscale/8))
{
K_SteerFromObject(botmo, thing, false, KART_FULLTURN + dodge);
}
#define PlayerAttackSteer(botcond, thingcond) \
if ((botcond) && !(thingcond)) \
{ \
K_SteerFromObject(botmo, thing, true, KART_FULLTURN + attack); \
} \
else if ((thingcond) && !(botcond)) \
{ \
K_SteerFromObject(botmo, thing, false, KART_FULLTURN + dodge); \
}
// There REALLY ought to be a better way to handle this logic, right?!
// Squishing
PlayerAttackSteer(
botmo->scale > thing->scale + (mapobjectscale/8),
thing->scale > botmo->scale + (mapobjectscale/8)
)
// Invincibility
else if (botmo->player->kartstuff[k_invincibilitytimer] && !thing->player->kartstuff[k_invincibilitytimer])
{
K_SteerFromObject(botmo, thing, true, KART_FULLTURN + attack);
}
else if (thing->player->kartstuff[k_invincibilitytimer] && !botmo->player->kartstuff[k_invincibilitytimer])
{
K_SteerFromObject(botmo, thing, false, KART_FULLTURN + dodge);
}
else PlayerAttackSteer(
botmo->player->kartstuff[k_invincibilitytimer],
thing->player->kartstuff[k_invincibilitytimer]
)
// Thunder Shield
else if (botmo->player->kartstuff[k_itemtype] == KITEM_THUNDERSHIELD
&& thing->player->kartstuff[k_itemtype] != KITEM_THUNDERSHIELD)
{
K_SteerFromObject(botmo, thing, true, KART_FULLTURN + attack);
}
else if (thing->player->kartstuff[k_itemtype] == KITEM_THUNDERSHIELD
&& botmo->player->kartstuff[k_itemtype] != KITEM_THUNDERSHIELD)
{
K_SteerFromObject(botmo, thing, false, KART_FULLTURN + dodge);
}
else PlayerAttackSteer(
botmo->player->kartstuff[k_itemtype] == KITEM_THUNDERSHIELD,
thing->player->kartstuff[k_itemtype] == KITEM_THUNDERSHIELD
)
// Bubble Shield
else if (botmo->player->kartstuff[k_itemtype] == KITEM_BUBBLESHIELD
&& thing->player->kartstuff[k_itemtype] != KITEM_BUBBLESHIELD)
{
K_SteerFromObject(botmo, thing, true, KART_FULLTURN + attack);
}
else if (thing->player->kartstuff[k_itemtype] == KITEM_BUBBLESHIELD
&& botmo->player->kartstuff[k_itemtype] != KITEM_BUBBLESHIELD)
{
K_SteerFromObject(botmo, thing, false, KART_FULLTURN + dodge);
}
else PlayerAttackSteer(
botmo->player->kartstuff[k_itemtype] == KITEM_BUBBLESHIELD,
thing->player->kartstuff[k_itemtype] == KITEM_BUBBLESHIELD
)
// Flame Shield
// Not a check for Flame Shield && flame dash, because they could potentially flame dash at any time!
else if (botmo->player->kartstuff[k_itemtype] == KITEM_FLAMESHIELD
&& thing->player->kartstuff[k_itemtype] != KITEM_FLAMESHIELD)
{
K_SteerFromObject(botmo, thing, true, KART_FULLTURN + attack);
}
else if (thing->player->kartstuff[k_itemtype] == KITEM_FLAMESHIELD
&& botmo->player->kartstuff[k_itemtype] != KITEM_FLAMESHIELD)
{
K_SteerFromObject(botmo, thing, false, KART_FULLTURN + dodge);
}
// Has shield item
else if (botmo->player->kartstuff[k_itemheld] && !thing->player->kartstuff[k_itemheld])
{
K_SteerFromObject(botmo, thing, true, KART_FULLTURN + attack);
}
else if (thing->player->kartstuff[k_itemheld] && !botmo->player->kartstuff[k_itemheld])
{
K_SteerFromObject(botmo, thing, false, KART_FULLTURN + dodge);
}
else PlayerAttackSteer(
botmo->player->kartstuff[k_itemtype] == KITEM_FLAMESHIELD,
thing->player->kartstuff[k_itemtype] == KITEM_FLAMESHIELD
)
// Has held item shield
else PlayerAttackSteer(
(botmo->player->kartstuff[k_itemheld] || botmo->player->kartstuff[k_eggmanheld]),
(thing->player->kartstuff[k_itemheld] || thing->player->kartstuff[k_eggmanheld])
)
// Ring Sting
else if ((thing->player->kartstuff[k_rings] <= 0)
&& !(botmo->player->kartstuff[k_rings] <= 0))
{
K_SteerFromObject(botmo, thing, true, KART_FULLTURN + attack);
}
else if ((botmo->player->kartstuff[k_rings] <= 0)
&& !(thing->player->kartstuff[k_rings] <= 0))
{
K_SteerFromObject(botmo, thing, false, KART_FULLTURN + dodge);
}
else PlayerAttackSteer(
thing->player->kartstuff[k_rings] <= 0,
botmo->player->kartstuff[k_rings] <= 0
)
else
{
// After ALL of that, we can do standard bumping
@ -666,7 +640,7 @@ static boolean K_BotUseItemNearPlayer(player_t *player, ticcmd_t *cmd, fixed_t r
dist = P_AproxDistance(P_AproxDistance(
player->mo->x - target->mo->x,
player->mo->y - target->mo->y),
player->mo->z - target->mo->z
(player->mo->z - target->mo->z) / 4
);
if (dist <= radius)
@ -780,7 +754,7 @@ void K_BuildBotTiccmd(player_t *player, ticcmd_t *cmd)
cmd->forwardmove /= 2;
cmd->buttons |= BT_BRAKE;
}
else if (anglediff <= 15 || dirdist <= rad)
else if (anglediff <= 23 || dirdist <= rad)
{
objectsteer = K_BotFindObjects(player);
}