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Merge branch 'close-to-leader-items' into 'master'
Fewer speed items when crowding 1st See merge request kart-krew-dev/ring-racers-internal!2888
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commit
7109cd8c13
4 changed files with 48 additions and 20 deletions
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@ -755,7 +755,7 @@ extern int
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// Exp
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#define EXP_STABLERATE 3*FRACUNIT/10 // how low is your placement before losing XP? 4*FRACUNIT/10 = top 40% of race will gain
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#define EXP_POWER 2*FRACUNIT/100 // adjust to change overall xp volatility
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#define EXP_POWER 3*FRACUNIT/100 // adjust to change overall xp volatility
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#define EXP_MIN 25 // The min value target
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#define EXP_TARGET 120 // Used for grading ...
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#define EXP_MAX 120 // The max value displayed by the hud and in the tally screen and GP results screen
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@ -162,6 +162,8 @@ fixed_t K_EffectiveGradingFactor(const player_t *player)
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if (gf > GRADINGFACTORSOFTCAP && !K_PlayerUsesBotMovement(player))
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gf = GRADINGFACTORSOFTCAP + FixedDiv(gf - GRADINGFACTORSOFTCAP, GRADINGFACTORCAPSTRENGTH);
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gf = (gf + FRACUNIT)/2;
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return max(min, gf);
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}
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@ -15508,7 +15510,7 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
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}
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player->growshrinktimer = max(0, player->growshrinktimer);
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player->growshrinktimer += ((gametyperules & GTR_CLOSERPLAYERS) ? 8 : 12) * TICRATE;
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player->growshrinktimer = max(player->growshrinktimer + 5*TICRATE, ((gametyperules & GTR_CLOSERPLAYERS) ? 8 : 12) * TICRATE);
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S_StartSound(player->mo, sfx_kc5a);
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@ -135,7 +135,7 @@ player_t *K_DuelOpponent(player_t *player);
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fixed_t K_EffectiveGradingFactor(const player_t *player);
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#define MINGRADINGFACTOR (FRACUNIT/2)
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#define MINFRANTICFACTOR (8*FRACUNIT/10)
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#define GRADINGFACTORSOFTCAP (FRACUNIT)
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#define GRADINGFACTORSOFTCAP (2*FRACUNIT)
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#define GRADINGFACTORCAPSTRENGTH (3*FRACUNIT)
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void K_TimerReset(void);
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@ -80,7 +80,7 @@
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static UINT32 K_DynamicItemOddsRace[NUMKARTRESULTS-1][2] =
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{
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// distance, duplication tolerance
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{20, 10}, // sneaker
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{25, 10}, // sneaker
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{63, 12}, // rocketsneaker
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{60, 19}, // invincibility
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{8, 4}, // banana
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@ -491,12 +491,7 @@ UINT32 K_ScaleItemDistance(INT32 distance, UINT8 numPlayers)
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return distance;
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}
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/*--------------------------------------------------
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static UINT32 K_GetItemRouletteDistance(const player_t *player, UINT8 numPlayers)
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See header file for description.
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--------------------------------------------------*/
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UINT32 K_GetItemRouletteDistance(const player_t *player, UINT8 numPlayers)
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static UINT32 K_GetUnscaledFirstDistance(const player_t *player)
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{
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UINT32 pdis = 0;
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@ -546,6 +541,19 @@ UINT32 K_GetItemRouletteDistance(const player_t *player, UINT8 numPlayers)
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}
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pdis = K_UndoMapScaling(pdis);
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return pdis;
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}
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/*--------------------------------------------------
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static UINT32 K_GetItemRouletteDistance(const player_t *player, UINT8 numPlayers)
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See header file for description.
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--------------------------------------------------*/
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UINT32 K_GetItemRouletteDistance(const player_t *player, UINT8 numPlayers)
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{
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UINT32 pdis = K_GetUnscaledFirstDistance(player);
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pdis = K_ScaleItemDistance(pdis, numPlayers);
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if (player->bot && (player->botvars.rival || cv_levelskull.value))
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@ -1047,7 +1055,7 @@ ATTRUNUSED static boolean K_IsItemUselessAlone(kartitems_t item)
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}
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}
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ATTRUNUSED static boolean K_IsItemSpeed(kartitems_t item)
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static boolean K_IsItemSpeed(kartitems_t item)
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{
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switch (item)
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{
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@ -1422,12 +1430,6 @@ void K_FillItemRouletteData(player_t *player, itemroulette_t *const roulette, bo
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// 5: Skim any items that are much weaker than the reel's average out of the roulette
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// 6: Cram it all in
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fixed_t largegamescaler = roulette->playing * 14 + 100; // Spread out item odds in large games for a less insane experience.
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if (franticitems)
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largegamescaler = 100; // Except in Frantic, where you know what you're getting
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UINT32 targetpower = 100 * roulette->dist / largegamescaler; // fill roulette with items around this value!
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UINT32 powers[NUMKARTRESULTS]; // how strong is each item? think of this as a "target distance" for this item to spawn at
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UINT32 deltas[NUMKARTRESULTS]; // how different is that strength from target?
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UINT32 candidates[NUMKARTRESULTS]; // how many of this item should we try to insert?
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@ -1435,7 +1437,12 @@ void K_FillItemRouletteData(player_t *player, itemroulette_t *const roulette, bo
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boolean permit[NUMKARTRESULTS]; // is this item allowed?
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UINT32 lonelinessSuppressor = DISTVAR; // This close to 1st? Dampen loneliness (you have a target!)
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UINT32 maxEXPDistanceCut = 3*DISTVAR/2; // The maximum amount you can be displaced by EXP
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UINT32 maxEXPDistanceCut = 3*DISTVAR; // The maximum amount you can be displaced by EXP
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// If we're too close to 1st in absolute units, crush our top-end item odds down.
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fixed_t crowdingFirst = 0;
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if (player->position != 1)
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crowdingFirst = FixedRescale(K_GetUnscaledFirstDistance(player), 0, 4*DISTVAR, Easing_InCubic, FRACUNIT, 0);
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if ((gametyperules & GTR_CIRCUIT) && !K_Cooperative())
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{
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@ -1450,6 +1457,14 @@ void K_FillItemRouletteData(player_t *player, itemroulette_t *const roulette, bo
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}
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}
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fixed_t largegamescaler = roulette->playing * 5 + 100; // Spread out item odds in large games for a less insane experience.
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if (franticitems)
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largegamescaler = 100; // Except in Frantic, where you know what you're getting
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UINT32 targetpower = 100 * roulette->dist / largegamescaler; // fill roulette with items around this value!
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if (!(specialstageinfo.valid))
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targetpower = Easing_Linear(crowdingFirst, targetpower, targetpower/2);
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boolean rival = (player->bot && (player->botvars.rival || cv_levelskull.value));
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boolean filterweakitems = true; // strip unusually weak items from reel?
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UINT8 reelsize = 15; // How many items to attempt to add in prepass?
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@ -1503,6 +1518,10 @@ void K_FillItemRouletteData(player_t *player, itemroulette_t *const roulette, bo
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{
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powers[i] = humanscaler * K_DynamicItemOddsRace[i-1][0];
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dupetolerance[i] = K_DynamicItemOddsRace[i-1][1];
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// Bias towards attack items when close to the leader, gotta work for the slingshot pass!
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if (K_IsItemSpeed(i) && i != KITEM_SUPERRING)
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powers[i] = Easing_Linear(crowdingFirst, powers[i], 2*powers[i]);
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}
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maxpower = max(maxpower, powers[i]);
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@ -1642,6 +1661,13 @@ void K_FillItemRouletteData(player_t *player, itemroulette_t *const roulette, bo
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UINT8 added = 0; // How many items added so far?
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UINT32 totalreelpower = 0; // How much total item power in the reel? Used for an average later.
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UINT32 basepenalty = 4*DISTVAR; // How much to penalize repicked items, to ensure item variety.
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// BUT, keep the item distribution tighter if we're close to the frontrunner...
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UINT32 penalty = Easing_Linear(crowdingFirst, basepenalty, basepenalty/2);
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if (player->position == 1) // ...unless we ARE the frontrunner.
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penalty = basepenalty;
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for (i = 0; i < reelsize; i++)
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{
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UINT32 lowestdelta = INT32_MAX;
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@ -1668,7 +1694,7 @@ void K_FillItemRouletteData(player_t *player, itemroulette_t *const roulette, bo
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// Impose a penalty to this item's delta, to bias against selecting it again.
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// This is naively slashed by an item's "duplicate tolerance":
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// lower tolerance means that an item is less likely to be reselected (it's "rarer").
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UINT32 deltapenalty = 4*DISTVAR*(1+candidates[bestitem])/dupetolerance[bestitem];
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UINT32 deltapenalty = penalty*(1+candidates[bestitem])/dupetolerance[bestitem];
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// Power items get better odds in frantic, or if you're the rival.
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// (For the rival, this is way more likely to matter at lower skills, where they're
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@ -1754,7 +1780,7 @@ void K_FillItemRouletteData(player_t *player, itemroulette_t *const roulette, bo
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INT32 FLAGS = V_SNAPTOTOP|V_SNAPTORIGHT;
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V_DrawRightAlignedThinString(BASE_X - 12, 5, FLAGS, va("TP %d", targetpower/humanscaler));
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V_DrawRightAlignedThinString(BASE_X - 12, 5+12, FLAGS, va("FB %d / %d", toFront, toBack));
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V_DrawRightAlignedThinString(BASE_X - 12, 5+24, FLAGS, va("L %d", loneliness));
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V_DrawRightAlignedThinString(BASE_X - 12, 5+24, FLAGS, va("L %d / CF %d", loneliness, crowdingFirst));
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V_DrawRightAlignedThinString(BASE_X - 12, 5+36, FLAGS, va("D %d / %d", roulette->preexpdist, roulette->dist));
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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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