Improve bot traversal for the prediction

HatesSector was returning false positive for intangible FOFs, making them play really poorly in Desert Palace
This commit is contained in:
Sally Coolatta 2022-05-31 03:51:35 -04:00
parent ee5e96b65e
commit bfa3c40033
3 changed files with 45 additions and 45 deletions

View file

@ -685,11 +685,23 @@ static botprediction_t *K_CreateBotPrediction(player_t *player)
{ {
wp = (waypoint_t *)pathtofinish.array[i].nodedata; wp = (waypoint_t *)pathtofinish.array[i].nodedata;
if (i > 0) if (i == 0)
{
prevwpmobj = player->mo;
}
else
{ {
prevwpmobj = ((waypoint_t *)pathtofinish.array[ i - 1 ].nodedata)->mobj; prevwpmobj = ((waypoint_t *)pathtofinish.array[ i - 1 ].nodedata)->mobj;
} }
if (P_TraceBotTraversal(player->mo, wp->mobj) == false)
{
// If we can't get a direct path to this waypoint, stop predicting.
distanceleft = 0;
radreduce = FRACUNIT >> 1;
break;
}
angletonext = R_PointToAngle2(prevwpmobj->x, prevwpmobj->y, wp->mobj->x, wp->mobj->y); angletonext = R_PointToAngle2(prevwpmobj->x, prevwpmobj->y, wp->mobj->x, wp->mobj->y);
disttonext = P_AproxDistance(prevwpmobj->x - wp->mobj->x, prevwpmobj->y - wp->mobj->y) / FRACUNIT; disttonext = P_AproxDistance(prevwpmobj->x - wp->mobj->x, prevwpmobj->y - wp->mobj->y) / FRACUNIT;
@ -698,13 +710,6 @@ static botprediction_t *K_CreateBotPrediction(player_t *player)
smallestradius = wp->mobj->radius; smallestradius = wp->mobj->radius;
} }
if (P_TraceBotTraversal(player->mo, wp->mobj) == false)
{
// If we can't get a direct path to this waypoint, predict less.
disttonext <<= 2;
radreduce = FRACUNIT >> 1;
}
distanceleft -= disttonext; distanceleft -= disttonext;
if (distanceleft <= 0) if (distanceleft <= 0)
@ -733,8 +738,8 @@ static botprediction_t *K_CreateBotPrediction(player_t *player)
if (distanceleft > 0) if (distanceleft > 0)
{ {
// Scaled with the leftover anglemul! // Scaled with the leftover anglemul!
predict->x += P_ReturnThrustX(NULL, angletonext, distanceleft * FRACUNIT); predict->x += P_ReturnThrustX(NULL, angletonext, min(disttonext, distanceleft) * FRACUNIT);
predict->y += P_ReturnThrustY(NULL, angletonext, distanceleft * FRACUNIT); predict->y += P_ReturnThrustY(NULL, angletonext, min(disttonext, distanceleft) * FRACUNIT);
} }
return predict; return predict;

View file

@ -172,26 +172,24 @@ static boolean K_BotHatesThisSectorsSpecial(player_t *player, sector_t *sec)
boolean K_BotHatesThisSector(player_t *player, sector_t *sec, fixed_t x, fixed_t y) boolean K_BotHatesThisSector(player_t *player, sector_t *sec, fixed_t x, fixed_t y)
{ {
const boolean flip = (player->mo->eflags & MFE_VERTICALFLIP); const boolean flip = (player->mo->eflags & MFE_VERTICALFLIP);
INT32 specialflag = 0;
fixed_t highestfloor = INT32_MAX; fixed_t highestfloor = INT32_MAX;
sector_t *bestsector = NULL; sector_t *bestsector = NULL;
ffloor_t *rover; ffloor_t *rover;
// TODO: Properly support SF_FLIPSPECIAL_FLOOR / SF_FLIPSPECIAL_CEILING.
// An earlier attempt at it caused lots of false positives and other weird
// quirks with intangible FOFs.
if (flip == true) if (flip == true)
{ {
specialflag = SF_FLIPSPECIAL_CEILING;
highestfloor = P_GetZAt(sec->c_slope, x, y, sec->ceilingheight); highestfloor = P_GetZAt(sec->c_slope, x, y, sec->ceilingheight);
} }
else else
{ {
specialflag = SF_FLIPSPECIAL_FLOOR;
highestfloor = P_GetZAt(sec->f_slope, x, y, sec->floorheight); highestfloor = P_GetZAt(sec->f_slope, x, y, sec->floorheight);
} }
if (sec->flags & specialflag) bestsector = sec;
{
bestsector = sec;
}
for (rover = sec->ffloors; rover; rover = rover->next) for (rover = sec->ffloors; rover; rover = rover->next)
{ {
@ -209,15 +207,13 @@ boolean K_BotHatesThisSector(player_t *player, sector_t *sec, fixed_t x, fixed_t
if (!(rover->flags & FF_BLOCKPLAYER)) if (!(rover->flags & FF_BLOCKPLAYER))
{ {
if ((top >= player->mo->z) && (bottom <= player->mo->z + player->mo->height) if ((top >= player->mo->z) && (bottom <= player->mo->z + player->mo->height)
&& K_BotHatesThisSectorsSpecial(player, rover->master->frontsector)) && K_BotHatesThisSectorsSpecial(player, rover->master->frontsector))
{ {
// Bad intangible sector at our height, so we DEFINITELY want to avoid // Bad intangible sector at our height, so we DEFINITELY want to avoid
return true; return true;
} }
}
if ((rover->flags & FF_BLOCKPLAYER) && !(rover->master->frontsector->flags & specialflag)) // Ignore them, we want the one below it.
{
continue; continue;
} }
@ -225,7 +221,7 @@ boolean K_BotHatesThisSector(player_t *player, sector_t *sec, fixed_t x, fixed_t
if (flip == true) if (flip == true)
{ {
if (bottom < highestfloor if (bottom < highestfloor
&& bottom >= player->mo->z + player->mo->height) && bottom >= player->mo->z + player->mo->height)
{ {
bestsector = rover->master->frontsector; bestsector = rover->master->frontsector;
highestfloor = bottom; highestfloor = bottom;
@ -234,7 +230,7 @@ boolean K_BotHatesThisSector(player_t *player, sector_t *sec, fixed_t x, fixed_t
else else
{ {
if (top > highestfloor if (top > highestfloor
&& top <= player->mo->z) && top <= player->mo->z)
{ {
bestsector = rover->master->frontsector; bestsector = rover->master->frontsector;
highestfloor = top; highestfloor = top;

View file

@ -516,6 +516,7 @@ typedef struct {
divline_t strace; // from t1 to t2 divline_t strace; // from t1 to t2
fixed_t bbox[4]; fixed_t bbox[4];
mobj_t *compareThing; mobj_t *compareThing;
boolean alreadyHates;
} traceblocking_t; } traceblocking_t;
static boolean P_CrossBlockingSubsector(size_t num, register traceblocking_t *tb) static boolean P_CrossBlockingSubsector(size_t num, register traceblocking_t *tb)
@ -664,6 +665,7 @@ boolean P_TraceBlockingLines(mobj_t *t1, mobj_t *t2)
tb.bbox[BOXTOP] = t2->y, tb.bbox[BOXBOTTOM] = t1->y; tb.bbox[BOXTOP] = t2->y, tb.bbox[BOXBOTTOM] = t1->y;
tb.compareThing = t1; tb.compareThing = t1;
tb.alreadyHates = false;
// the head node is the last node output // the head node is the last node output
return P_CrossBSPNodeBlocking((INT32)numnodes - 1, &tb); return P_CrossBSPNodeBlocking((INT32)numnodes - 1, &tb);
@ -760,31 +762,17 @@ static boolean P_CrossBotTraversalSubsector(size_t num, register traceblocking_t
return false; return false;
} }
if (tb->compareThing->player != NULL) if (tb->compareThing->player != NULL && tb->alreadyHates == false)
{ {
// Treat damage sectors like walls // Treat damage sectors like walls, if you're not already in a bad sector.
boolean alreadyHates = K_BotHatesThisSector( vertex_t pos;
tb->compareThing->player, tb->compareThing->subsector->sector, P_ClosestPointOnLine(tb->compareThing->x, tb->compareThing->y, line, &pos);
tb->compareThing->x, tb->compareThing->y
);
if (alreadyHates == false) if (K_BotHatesThisSector(tb->compareThing->player, line->frontsector, pos.x, pos.y)
|| K_BotHatesThisSector(tb->compareThing->player, line->backsector, pos.x, pos.y))
{ {
INT32 lineside = 0; // This line does not block us, but we don't want to be in it.
vertex_t pos; return false;
P_ClosestPointOnLine(tb->compareThing->x, tb->compareThing->y, line, &pos);
lineside = P_PointOnLineSide(tb->compareThing->x, tb->compareThing->y, line);
if (K_BotHatesThisSector(
tb->compareThing->player,
((lineside == 1) ? line->frontsector : line->backsector),
pos.x, pos.y
))
{
// This line does not block us, but we don't want to be in it.
return false;
}
} }
} }
} }
@ -864,6 +852,17 @@ boolean P_TraceBotTraversal(mobj_t *t1, mobj_t *t2)
tb.bbox[BOXTOP] = t2->y, tb.bbox[BOXBOTTOM] = t1->y; tb.bbox[BOXTOP] = t2->y, tb.bbox[BOXBOTTOM] = t1->y;
tb.compareThing = t1; tb.compareThing = t1;
if (t1->player != NULL)
{
tb.alreadyHates = K_BotHatesThisSector(
t1->player, t1->subsector->sector,
t1->x, t1->y
);
}
else
{
tb.alreadyHates = false;
}
// the head node is the last node output // the head node is the last node output
return P_CrossBSPNodeBotTraversal((INT32)numnodes - 1, &tb); return P_CrossBSPNodeBotTraversal((INT32)numnodes - 1, &tb);