Change the scaling for different player counts

Made more extreme for less than 8, made less extreme for more than 8.

2P: x1.25ish -> x2.5ish
16P: x0.68 -> x0.75
This commit is contained in:
Sally Coolatta 2021-04-23 15:21:45 -04:00
parent be91f05393
commit d57632e71e

View file

@ -491,6 +491,57 @@ static void K_KartGetItemResult(player_t *player, SINT8 getitem)
}
}
static fixed_t K_ItemOddsScale(UINT8 numPlayers, boolean spbrush)
{
const UINT8 basePlayer = 8; // The player count we design most of the game around.
UINT8 playerCount = (spbrush ? 2 : numPlayers);
fixed_t playerScaling = 0;
// Then, it multiplies it further if the player count isn't equal to basePlayer.
// This is done to make low player count races more interesting and high player count rates more fair.
// (If you're in SPB mode and in 2nd place, it acts like it's a 1v1, so the catch-up game is not weakened.)
if (playerCount < basePlayer)
{
// Less than basePlayer: increase odds significantly.
// 2P: x2.5
playerScaling = ((basePlayer - playerCount) * (basePlayer - playerCount)) * (FRACUNIT / 14);
}
else if (playerCount > basePlayer)
{
// More than basePlayer: reduce odds slightly.
// 16P: x0.75
playerScaling = (basePlayer - playerCount) * (FRACUNIT / 32);
}
return playerScaling;
}
static UINT32 K_ScaleItemDistance(UINT32 distance, UINT8 numPlayers, boolean spbrush)
{
if (mapobjectscale != FRACUNIT)
{
// Bring back to normal scale, so that
distance = FixedDiv(distance * FRACUNIT, mapobjectscale) / FRACUNIT;
}
if (franticitems == true)
{
// Frantic items arbritrarily make distances shorter, for crazier items.
distance = (15 * distance) / 14;
}
if (numPlayers > 0)
{
// Items get crazier with the fewer players that you have.
distance = FixedMul(
distance * FRACUNIT,
FRACUNIT + (K_ItemOddsScale(numPlayers, spbrush) / 2)
) / FRACUNIT;
}
return distance;
}
/** \brief Item Roulette for Kart
\param player player object passed from P_KartPlayerThink
@ -502,9 +553,17 @@ INT32 K_KartGetItemOdds(UINT8 pos, SINT8 item, fixed_t mashed, boolean spbrush,
{
INT32 newodds;
INT32 i;
UINT8 pingame = 0, pexiting = 0;
SINT8 first = -1, second = -1;
INT32 secondist = 0;
UINT32 firstdist = UINT32_MAX;
UINT32 secondist = UINT32_MAX;
boolean powerItem = false;
boolean cooldownOnStart = false;
boolean indirectItem = false;
INT32 shieldtype = KSHIELD_NONE;
I_Assert(item > KITEM_NONE); // too many off by one scenarioes.
@ -557,35 +616,19 @@ INT32 K_KartGetItemOdds(UINT8 pos, SINT8 item, fixed_t mashed, boolean spbrush,
if (first != -1 && second != -1) // calculate 2nd's distance from 1st, for SPB
{
secondist = players[second].distancetofinish - players[first].distancetofinish;
if (franticitems)
secondist = (15 * secondist) / 14;
secondist = ((28 + (8-pingame)) * secondist) / 28;
firstdist = players[first].distancetofinish;
if (mapobjectscale != FRACUNIT)
{
firstdist = FixedDiv(firstdist * FRACUNIT, mapobjectscale) / FRACUNIT;
}
secondist = K_ScaleItemDistance(
players[second].distancetofinish - players[first].distancetofinish,
pingame, spbrush
);
}
// POWERITEMODDS handles all of the "frantic item" related functionality, for all of our powerful items.
// First, it multiplies it by 2 if franticitems is true; easy-peasy.
// Next, it multiplies it again if it's in SPB mode and 2nd needs to apply pressure to 1st.
// Then, it multiplies it further if the player count isn't equal to 8.
// This is done to make low player count races more interesting and high player count rates more fair.
// (2P normal would be about halfway between 8P normal and 8P frantic.)
// (This scaling is not done for SPB Rush, so that catchup strength is not weakened.)
// Lastly, it *divides* it by your mashed value, which was determined in K_KartItemRoulette, for lesser items needed in a pinch.
#define PLAYERSCALING (8 - (spbrush ? 2 : pingame))
#define POWERITEMODDS(odds) {\
if (franticitems) \
odds *= 2; \
if (rival) \
odds *= 2; \
odds = FixedMul(odds * FRACUNIT, FRACUNIT + ((PLAYERSCALING * FRACUNIT) / 25)) / FRACUNIT; \
if (mashed > 0) \
odds = FixedDiv(odds * FRACUNIT, FRACUNIT + mashed) / FRACUNIT; \
}
#define COOLDOWNONSTART (leveltime < (30*TICRATE)+starttime)
/*
if (bot)
{
@ -640,21 +683,21 @@ INT32 K_KartGetItemOdds(UINT8 pos, SINT8 item, fixed_t mashed, boolean spbrush,
case KRITEM_TRIPLEORBINAUT:
case KRITEM_QUADORBINAUT:
case KRITEM_DUALJAWZ:
POWERITEMODDS(newodds);
powerItem = true;
break;
case KITEM_INVINCIBILITY:
case KITEM_MINE:
case KITEM_GROW:
case KITEM_BUBBLESHIELD:
case KITEM_FLAMESHIELD:
if (COOLDOWNONSTART)
newodds = 0;
else
POWERITEMODDS(newodds);
cooldownOnStart = true;
powerItem = true;
break;
case KITEM_SPB:
if ((indirectitemcooldown > 0) || COOLDOWNONSTART
|| (first != -1 && players[first].distancetofinish < 8*DISTVAR)) // No SPB near the end of the race
cooldownOnStart = true;
indirectItem = true;
if (firstdist < 8*DISTVAR) // No SPB near the end of the race
{
newodds = 0;
}
@ -671,26 +714,73 @@ INT32 K_KartGetItemOdds(UINT8 pos, SINT8 item, fixed_t mashed, boolean spbrush,
}
break;
case KITEM_SHRINK:
if ((indirectitemcooldown > 0) || COOLDOWNONSTART || (pingame-1 <= pexiting))
cooldownOnStart = true;
powerItem = true;
indirectItem = true;
if (pingame-1 <= pexiting)
newodds = 0;
else
POWERITEMODDS(newodds);
break;
case KITEM_THUNDERSHIELD:
if (spbplace != -1 || COOLDOWNONSTART)
cooldownOnStart = true;
powerItem = true;
if (spbplace != -1)
newodds = 0;
else
POWERITEMODDS(newodds);
break;
case KITEM_HYUDORO:
if ((hyubgone > 0) || COOLDOWNONSTART)
cooldownOnStart = true;
if (hyubgone > 0)
newodds = 0;
break;
default:
break;
}
#undef POWERITEMODDS
if (newodds == 0)
{
// Nothing else we want to do with odds matters at this point :p
return newodds;
}
if ((indirectItem == true) && (indirectitemcooldown > 0))
{
// Too many items that act indirectly in a match can feel kind of bad.
newodds = 0;
}
else if ((cooldownOnStart == true) && (leveltime < (30*TICRATE)+starttime))
{
// This item should not appear at the beginning of a race.
newodds = 0;
}
else if (powerItem == true)
{
// This item is a "power item". This activates "frantic item" toggle related functionality.
fixed_t fracOdds = newodds * FRACUNIT;
if (franticitems == true)
{
// First, power items multiply their odds by 2 if frantic items are on; easy-peasy.
fracOdds *= 2;
}
if (rival == true)
{
// The Rival bot gets frantic-like items, also :p
fracOdds *= 2;
}
fracOdds = FixedMul(fracOdds, FRACUNIT + K_ItemOddsScale(pingame, spbrush));
if (mashed > 0)
{
// Lastly, it *divides* it based on your mashed value, so that power items are less likely when you mash.
fracOdds = FixedDiv(fracOdds, FRACUNIT + mashed);
}
newodds = fracOdds / FRACUNIT;
}
return newodds;
}
@ -872,28 +962,21 @@ static void K_KartItemRoulette(player_t *player, ticcmd_t *cmd)
}
}
if (mapobjectscale != FRACUNIT)
pdis = FixedDiv(pdis * FRACUNIT, mapobjectscale) / FRACUNIT;
if (franticitems) // Frantic items make the distances between everyone artifically higher, for crazier items
{
pdis = (15 * pdis) / 14;
}
if (spbplace != -1 && player->position == spbplace+1) // SPB Rush Mode: It's 2nd place's job to catch-up items and make 1st place's job hell
if (spbplace != -1 && player->position == spbplace+1)
{
// SPB Rush Mode: It's 2nd place's job to catch-up items and make 1st place's job hell
pdis = (3 * pdis) / 2;
spbrush = true;
}
pdis = K_ScaleItemDistance(pdis, pingame, spbrush);
if (player->bot && player->botvars.rival)
{
// Rival has better odds :)
pdis = (15 * pdis) / 14;
}
pdis = ((28 + (8-pingame)) * pdis) / 28; // scale with player count
// SPECIAL CASE No. 1:
// Fake Eggman items
if (player->roulettetype == 2)