WIP: do bot error friction as friction adjustment instead of base friction

This commit is contained in:
Antonio Martinez 2025-06-17 17:01:48 -04:00
parent ab58b27873
commit a8f326a08e
2 changed files with 42 additions and 30 deletions

View file

@ -581,7 +581,7 @@ const botcontroller_t *K_GetBotController(const mobj_t *mobj)
fixed_t K_BotMapModifier(void)
{
// fuck it we ball
return 5*FRACUNIT/10;
return 10*FRACUNIT/10;
constexpr INT32 complexity_scale = 10000;
fixed_t modifier_max = (9 * FRACUNIT / 10) - FRACUNIT;

View file

@ -13244,35 +13244,6 @@ fixed_t K_PlayerBaseFriction(const player_t *player, fixed_t original)
// Remove this line once they can drift.
frict -= extraFriction;
// If bots are moving in the wrong direction relative to where they want to look, add some extra grip.
angle_t MAXERROR = ANGLE_45;
angle_t MINERROR = ANGLE_45;
fixed_t errorfrict = Easing_Linear(min(FRACUNIT, FixedDiv(player->botvars.predictionError, MAXERROR)), 0, FRACUNIT>>2);
if (player->currentwaypoint && player->currentwaypoint->mobj)
{
INT16 myradius = FixedDiv(player->currentwaypoint->mobj->radius, mapobjectscale) / FRACUNIT;
INT16 SMALL_WAYPOINT = 450;
if (myradius < SMALL_WAYPOINT)
errorfrict *= 2;
}
errorfrict = min(errorfrict, frict/4);
if (player->mo && !P_MobjWasRemoved(player->mo) && player->mo->movefactor < FRACUNIT)
{
// Reduce error friction on low-friction surfaces
errorfrict = FixedMul(errorfrict, player->mo->movefactor);
}
if (player->botvars.predictionError >= MINERROR)
{
// CONS_Printf("%d: friction was %d, is ", leveltime, frict);
frict -= errorfrict;
// CONS_Printf("%d\n", frict);
}
// Bots gain more traction as they rubberband.
const fixed_t traction_value = FixedMul(player->botvars.rubberband, K_BotMapModifier());
if (traction_value > FRACUNIT)
@ -13354,6 +13325,47 @@ void K_AdjustPlayerFriction(player_t *player)
player->mo->friction = FRACUNIT;
}
if (K_PlayerUsesBotMovement(player))
{
fixed_t frict = 0;
// If bots are moving in the wrong direction relative to where they want to look, add some extra grip.
angle_t MAXERROR = ANGLE_45;
angle_t MINERROR = 0;
fixed_t errorfrict = Easing_InCubic(min(FRACUNIT, FixedDiv(player->botvars.predictionError, MAXERROR)), 0, FRACUNIT>>4);
if (player->currentwaypoint && player->currentwaypoint->mobj)
{
INT16 myradius = FixedDiv(player->currentwaypoint->mobj->radius, mapobjectscale) / FRACUNIT;
INT16 SMALL_WAYPOINT = 450;
if (myradius < SMALL_WAYPOINT)
errorfrict *= 2;
}
// errorfrict = min(errorfrict, frict/4);
if (player->mo && !P_MobjWasRemoved(player->mo) && player->mo->movefactor < FRACUNIT)
{
// Reduce error friction on low-friction surfaces
errorfrict = FixedMul(errorfrict, player->mo->movefactor);
}
if (player->botvars.predictionError >= MINERROR)
{
// CONS_Printf("%d: friction was %d, is ", leveltime, frict);
frict -= errorfrict;
// CONS_Printf("%d\n", frict);
}
player->mo->friction += frict;
}
/*
if (player->cmd.buttons & BT_ATTACK)
player->mo->friction -= FRACUNIT/2;
*/
// Cap between intended values
if (player->mo->friction > FRACUNIT)
player->mo->friction = FRACUNIT;