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https://github.com/KartKrewDev/RingRacers.git
synced 2025-10-30 08:01:28 +00:00
Change distance to finish calculation
It now calculates it from a position clamped inbetween lines formed by the waypoints.
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parent
b55c67c29d
commit
d5b62886d2
1 changed files with 135 additions and 18 deletions
153
src/k_kart.c
153
src/k_kart.c
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@ -8900,20 +8900,17 @@ static waypoint_t *K_GetPlayerNextWaypoint(player_t *player)
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// We're using a lot of angle calculations here, because only using facing angle or only using momentum angle both have downsides.
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// nextwaypoints will be picked if you're facing OR moving forward.
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// prevwaypoints will be picked if you're facing AND moving backward.
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if ((angledelta > ANGLE_45 || momdelta > ANGLE_45)
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&& (finishlinehack == false))
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if (
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#if 0
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(angledelta > ANGLE_45 || momdelta > ANGLE_45) &&
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#endif
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(finishlinehack == false)
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)
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{
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angle_t nextbestdelta = angledelta;
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angle_t nextbestmomdelta = momdelta;
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angle_t nextbestdelta = ANGLE_MAX;
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angle_t nextbestmomdelta = ANGLE_MAX;
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size_t i = 0U;
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if (K_PlayerUsesBotMovement(player))
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{
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// Try to force bots to use a next waypoint
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nextbestdelta = ANGLE_MAX;
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nextbestmomdelta = ANGLE_MAX;
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}
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if ((waypoint->nextwaypoints != NULL) && (waypoint->numnextwaypoints > 0U))
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{
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for (i = 0U; i < waypoint->numnextwaypoints; i++)
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@ -9151,7 +9148,7 @@ void K_UpdateDistanceFromFinishLine(player_t *const player)
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// Player has finished, we don't need to calculate this
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player->distancetofinish = 0U;
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}
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else if ((player->nextwaypoint != NULL) && (finishline != NULL))
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else if ((player->currentwaypoint != NULL) && (player->nextwaypoint != NULL) && (finishline != NULL))
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{
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const boolean useshortcuts = false;
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const boolean huntbackwards = false;
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@ -9165,17 +9162,137 @@ void K_UpdateDistanceFromFinishLine(player_t *const player)
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// Using shortcuts won't find a path, so distance won't be updated until the player gets back on track
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if (pathfindsuccess == true)
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{
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// Add euclidean distance to the next waypoint to the distancetofinish
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UINT32 adddist;
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fixed_t disttowaypoint =
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const boolean pathBackwardsReverse = ((player->pflags & PF_WRONGWAY) == 0);
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boolean pathBackwardsSuccess = false;
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path_t pathBackwards = {0};
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fixed_t disttonext = 0;
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UINT32 traveldist = 0;
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UINT32 adddist = 0;
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disttonext =
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P_AproxDistance(
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(player->mo->x >> FRACBITS) - (player->nextwaypoint->mobj->x >> FRACBITS),
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(player->mo->y >> FRACBITS) - (player->nextwaypoint->mobj->y >> FRACBITS));
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disttowaypoint = P_AproxDistance(disttowaypoint, (player->mo->z >> FRACBITS) - (player->nextwaypoint->mobj->z >> FRACBITS));
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disttonext = P_AproxDistance(disttonext, (player->mo->z >> FRACBITS) - (player->nextwaypoint->mobj->z >> FRACBITS));
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adddist = (UINT32)disttowaypoint;
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traveldist = ((UINT32)disttonext) * 2;
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pathBackwardsSuccess =
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K_PathfindThruCircuit(player->nextwaypoint, traveldist, &pathBackwards, false, pathBackwardsReverse);
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player->distancetofinish = pathtofinish.totaldist + adddist;
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if (pathBackwardsSuccess == true)
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{
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if (pathBackwards.numnodes > 1)
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{
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// Find the closest segment, and add the distance to reach it.
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vector3_t point;
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size_t i;
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vector3_t best;
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fixed_t bestPoint = INT32_MAX;
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fixed_t bestDist = INT32_MAX;
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UINT32 bestGScore = UINT32_MAX;
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point.x = player->mo->x;
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point.y = player->mo->y;
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point.z = player->mo->z;
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best.x = point.x;
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best.y = point.y;
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best.z = point.z;
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for (i = 1; i < pathBackwards.numnodes; i++)
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{
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vector3_t line[2];
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vector3_t result;
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waypoint_t *pwp = (waypoint_t *)pathBackwards.array[i - 1].nodedata;
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waypoint_t *wp = (waypoint_t *)pathBackwards.array[i].nodedata;
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fixed_t pDist = 0;
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UINT32 g = pathBackwards.array[i - 1].gscore;
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line[0].x = pwp->mobj->x;
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line[0].y = pwp->mobj->y;
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line[0].z = pwp->mobj->z;
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line[1].x = wp->mobj->x;
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line[1].y = wp->mobj->y;
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line[1].z = wp->mobj->z;
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P_ClosestPointOnLine3D(&point, line, &result);
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pDist = P_AproxDistance(point.x - result.x, point.y - result.y);
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pDist = P_AproxDistance(pDist, point.z - result.z);
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if (pDist < bestPoint)
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{
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FV3_Copy(&best, &result);
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bestPoint = pDist;
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bestDist =
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P_AproxDistance(
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(result.x >> FRACBITS) - (line[0].x >> FRACBITS),
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(result.y >> FRACBITS) - (line[0].y >> FRACBITS));
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bestDist = P_AproxDistance(bestDist, (result.z >> FRACBITS) - (line[0].z >> FRACBITS));
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bestGScore = g + ((UINT32)bestDist);
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}
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}
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if (cv_kartdebugwaypoints.value)
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{
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mobj_t *debugmobj = P_SpawnMobj(best.x, best.y, best.z, MT_SPARK);
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P_SetMobjState(debugmobj, S_WAYPOINTORB);
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debugmobj->frame &= ~FF_TRANSMASK;
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debugmobj->frame |= FF_FULLBRIGHT; //FF_TRANS20
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debugmobj->tics = 2;
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debugmobj->color = SKINCOLOR_BANANA;
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}
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adddist = bestGScore;
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}
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/*
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else
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{
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// Only one point to work with, so just add your euclidean distance to that.
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waypoint_t *wp = (waypoint_t *)pathBackwards.array[0].nodedata;
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fixed_t disttowaypoint =
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P_AproxDistance(
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(player->mo->x >> FRACBITS) - (wp->mobj->x >> FRACBITS),
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(player->mo->y >> FRACBITS) - (wp->mobj->y >> FRACBITS));
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disttowaypoint = P_AproxDistance(disttowaypoint, (player->mo->z >> FRACBITS) - (wp->mobj->z >> FRACBITS));
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adddist = (UINT32)disttowaypoint;
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}
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*/
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}
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/*
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else
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{
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// Fallback to adding euclidean distance to the next waypoint to the distancetofinish
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adddist = (UINT32)disttonext;
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}
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*/
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if (pathBackwardsReverse == false)
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{
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if (pathtofinish.totaldist > adddist)
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{
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player->distancetofinish = pathtofinish.totaldist - adddist;
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}
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else
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{
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player->distancetofinish = 0;
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}
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}
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else
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{
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player->distancetofinish = pathtofinish.totaldist + adddist;
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}
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Z_Free(pathtofinish.array);
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// distancetofinish is currently a flat distance to the finish line, but in order to be fully
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