Change distance to finish calculation

It now calculates it from a position clamped inbetween lines formed by the waypoints.
This commit is contained in:
Sally Coolatta 2022-11-26 00:04:09 -05:00
parent b55c67c29d
commit d5b62886d2

View file

@ -8900,20 +8900,17 @@ static waypoint_t *K_GetPlayerNextWaypoint(player_t *player)
// We're using a lot of angle calculations here, because only using facing angle or only using momentum angle both have downsides.
// nextwaypoints will be picked if you're facing OR moving forward.
// prevwaypoints will be picked if you're facing AND moving backward.
if ((angledelta > ANGLE_45 || momdelta > ANGLE_45)
&& (finishlinehack == false))
if (
#if 0
(angledelta > ANGLE_45 || momdelta > ANGLE_45) &&
#endif
(finishlinehack == false)
)
{
angle_t nextbestdelta = angledelta;
angle_t nextbestmomdelta = momdelta;
angle_t nextbestdelta = ANGLE_MAX;
angle_t nextbestmomdelta = ANGLE_MAX;
size_t i = 0U;
if (K_PlayerUsesBotMovement(player))
{
// Try to force bots to use a next waypoint
nextbestdelta = ANGLE_MAX;
nextbestmomdelta = ANGLE_MAX;
}
if ((waypoint->nextwaypoints != NULL) && (waypoint->numnextwaypoints > 0U))
{
for (i = 0U; i < waypoint->numnextwaypoints; i++)
@ -9151,7 +9148,7 @@ void K_UpdateDistanceFromFinishLine(player_t *const player)
// Player has finished, we don't need to calculate this
player->distancetofinish = 0U;
}
else if ((player->nextwaypoint != NULL) && (finishline != NULL))
else if ((player->currentwaypoint != NULL) && (player->nextwaypoint != NULL) && (finishline != NULL))
{
const boolean useshortcuts = false;
const boolean huntbackwards = false;
@ -9165,17 +9162,137 @@ void K_UpdateDistanceFromFinishLine(player_t *const player)
// Using shortcuts won't find a path, so distance won't be updated until the player gets back on track
if (pathfindsuccess == true)
{
// Add euclidean distance to the next waypoint to the distancetofinish
UINT32 adddist;
fixed_t disttowaypoint =
const boolean pathBackwardsReverse = ((player->pflags & PF_WRONGWAY) == 0);
boolean pathBackwardsSuccess = false;
path_t pathBackwards = {0};
fixed_t disttonext = 0;
UINT32 traveldist = 0;
UINT32 adddist = 0;
disttonext =
P_AproxDistance(
(player->mo->x >> FRACBITS) - (player->nextwaypoint->mobj->x >> FRACBITS),
(player->mo->y >> FRACBITS) - (player->nextwaypoint->mobj->y >> FRACBITS));
disttowaypoint = P_AproxDistance(disttowaypoint, (player->mo->z >> FRACBITS) - (player->nextwaypoint->mobj->z >> FRACBITS));
disttonext = P_AproxDistance(disttonext, (player->mo->z >> FRACBITS) - (player->nextwaypoint->mobj->z >> FRACBITS));
adddist = (UINT32)disttowaypoint;
traveldist = ((UINT32)disttonext) * 2;
pathBackwardsSuccess =
K_PathfindThruCircuit(player->nextwaypoint, traveldist, &pathBackwards, false, pathBackwardsReverse);
player->distancetofinish = pathtofinish.totaldist + adddist;
if (pathBackwardsSuccess == true)
{
if (pathBackwards.numnodes > 1)
{
// Find the closest segment, and add the distance to reach it.
vector3_t point;
size_t i;
vector3_t best;
fixed_t bestPoint = INT32_MAX;
fixed_t bestDist = INT32_MAX;
UINT32 bestGScore = UINT32_MAX;
point.x = player->mo->x;
point.y = player->mo->y;
point.z = player->mo->z;
best.x = point.x;
best.y = point.y;
best.z = point.z;
for (i = 1; i < pathBackwards.numnodes; i++)
{
vector3_t line[2];
vector3_t result;
waypoint_t *pwp = (waypoint_t *)pathBackwards.array[i - 1].nodedata;
waypoint_t *wp = (waypoint_t *)pathBackwards.array[i].nodedata;
fixed_t pDist = 0;
UINT32 g = pathBackwards.array[i - 1].gscore;
line[0].x = pwp->mobj->x;
line[0].y = pwp->mobj->y;
line[0].z = pwp->mobj->z;
line[1].x = wp->mobj->x;
line[1].y = wp->mobj->y;
line[1].z = wp->mobj->z;
P_ClosestPointOnLine3D(&point, line, &result);
pDist = P_AproxDistance(point.x - result.x, point.y - result.y);
pDist = P_AproxDistance(pDist, point.z - result.z);
if (pDist < bestPoint)
{
FV3_Copy(&best, &result);
bestPoint = pDist;
bestDist =
P_AproxDistance(
(result.x >> FRACBITS) - (line[0].x >> FRACBITS),
(result.y >> FRACBITS) - (line[0].y >> FRACBITS));
bestDist = P_AproxDistance(bestDist, (result.z >> FRACBITS) - (line[0].z >> FRACBITS));
bestGScore = g + ((UINT32)bestDist);
}
}
if (cv_kartdebugwaypoints.value)
{
mobj_t *debugmobj = P_SpawnMobj(best.x, best.y, best.z, MT_SPARK);
P_SetMobjState(debugmobj, S_WAYPOINTORB);
debugmobj->frame &= ~FF_TRANSMASK;
debugmobj->frame |= FF_FULLBRIGHT; //FF_TRANS20
debugmobj->tics = 2;
debugmobj->color = SKINCOLOR_BANANA;
}
adddist = bestGScore;
}
/*
else
{
// Only one point to work with, so just add your euclidean distance to that.
waypoint_t *wp = (waypoint_t *)pathBackwards.array[0].nodedata;
fixed_t disttowaypoint =
P_AproxDistance(
(player->mo->x >> FRACBITS) - (wp->mobj->x >> FRACBITS),
(player->mo->y >> FRACBITS) - (wp->mobj->y >> FRACBITS));
disttowaypoint = P_AproxDistance(disttowaypoint, (player->mo->z >> FRACBITS) - (wp->mobj->z >> FRACBITS));
adddist = (UINT32)disttowaypoint;
}
*/
}
/*
else
{
// Fallback to adding euclidean distance to the next waypoint to the distancetofinish
adddist = (UINT32)disttonext;
}
*/
if (pathBackwardsReverse == false)
{
if (pathtofinish.totaldist > adddist)
{
player->distancetofinish = pathtofinish.totaldist - adddist;
}
else
{
player->distancetofinish = 0;
}
}
else
{
player->distancetofinish = pathtofinish.totaldist + adddist;
}
Z_Free(pathtofinish.array);
// distancetofinish is currently a flat distance to the finish line, but in order to be fully