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WIP: Adjust speed caps when base friction is high
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1 changed files with 41 additions and 38 deletions
79
src/k_kart.c
79
src/k_kart.c
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@ -4099,10 +4099,17 @@ fixed_t K_GetNewSpeed(const player_t *player)
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p_accel = FixedDiv(p_accel, player->botvars.rubberband);
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}
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// WEIRD! Adjust speed cap when base friction is grippy (bots only), to make sure
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// they don't drive really, really fast when we try to give them extra grip.
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fixed_t frictiondelta = FRACUNIT + K_PlayerBaseFriction(player, ORIG_FRICTION) - ORIG_FRICTION;
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fixed_t p_speed_cap = p_speed;
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if (frictiondelta < FRACUNIT)
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p_speed_cap = FixedMul(frictiondelta, p_speed);
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oldspeed = R_PointToDist2(0, 0, player->rmomx, player->rmomy);
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// Don't calculate the acceleration as ever being above top speed
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if (oldspeed > p_speed)
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oldspeed = p_speed;
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if (oldspeed > p_speed_cap)
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oldspeed = p_speed_cap;
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newspeed = FixedDiv(FixedDiv(FixedMul(oldspeed, accelmax - p_accel) + FixedMul(p_speed, p_accel), accelmax), K_PlayerBaseFriction(player, ORIG_FRICTION));
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finalspeed = newspeed - oldspeed;
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@ -13254,6 +13261,38 @@ fixed_t K_PlayerBaseFriction(const player_t *player, fixed_t original)
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}
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}
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// If bots are moving in the wrong direction relative to where they want to look, add some extra grip.
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angle_t MAXERROR = ANGLE_45;
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angle_t MINERROR = 0;
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fixed_t errorfrict = Easing_InCubic(min(FRACUNIT, FixedDiv(player->botvars.predictionError, MAXERROR)), 0, FRACUNIT>>2);
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if (player->currentwaypoint && player->currentwaypoint->mobj)
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{
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INT16 myradius = FixedDiv(player->currentwaypoint->mobj->radius, mapobjectscale) / FRACUNIT;
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INT16 SMALL_WAYPOINT = 450;
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if (myradius < SMALL_WAYPOINT)
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errorfrict *= 2;
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}
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// errorfrict = min(errorfrict, frict/4);
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if (player->mo && !P_MobjWasRemoved(player->mo) && player->mo->movefactor < FRACUNIT)
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{
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// Reduce error friction on low-friction surfaces
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errorfrict = FixedMul(errorfrict, player->mo->movefactor);
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}
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if (player->botvars.predictionError >= MINERROR)
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{
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// CONS_Printf("%d: friction was %d, is ", leveltime, frict);
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frict -= errorfrict;
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// CONS_Printf("%d\n", frict);
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}
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if (player->cmd.buttons & BT_VOTE && false)
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frict -= FRACUNIT/2;
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if (frict > FRACUNIT) { frict = FRACUNIT; }
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if (frict < 0) { frict = 0; }
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@ -13325,42 +13364,6 @@ void K_AdjustPlayerFriction(player_t *player)
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player->mo->friction = FRACUNIT;
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}
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if (K_PlayerUsesBotMovement(player))
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{
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fixed_t frict = 0;
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// If bots are moving in the wrong direction relative to where they want to look, add some extra grip.
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angle_t MAXERROR = ANGLE_45;
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angle_t MINERROR = 0;
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fixed_t errorfrict = Easing_InCubic(min(FRACUNIT, FixedDiv(player->botvars.predictionError, MAXERROR)), 0, FRACUNIT>>4);
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if (player->currentwaypoint && player->currentwaypoint->mobj)
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{
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INT16 myradius = FixedDiv(player->currentwaypoint->mobj->radius, mapobjectscale) / FRACUNIT;
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INT16 SMALL_WAYPOINT = 450;
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if (myradius < SMALL_WAYPOINT)
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errorfrict *= 2;
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}
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// errorfrict = min(errorfrict, frict/4);
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if (player->mo && !P_MobjWasRemoved(player->mo) && player->mo->movefactor < FRACUNIT)
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{
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// Reduce error friction on low-friction surfaces
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errorfrict = FixedMul(errorfrict, player->mo->movefactor);
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}
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if (player->botvars.predictionError >= MINERROR)
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{
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// CONS_Printf("%d: friction was %d, is ", leveltime, frict);
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frict -= errorfrict;
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// CONS_Printf("%d\n", frict);
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}
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player->mo->friction += frict;
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}
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/*
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if (player->cmd.buttons & BT_ATTACK)
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player->mo->friction -= FRACUNIT/2;
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