Soft-cap positive EXP, tune down large games, loneliness more responsive

This commit is contained in:
Antonio Martinez 2025-08-31 21:45:42 -04:00
parent 50a90d9741
commit dfb34ad722
5 changed files with 20 additions and 3 deletions

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@ -919,6 +919,7 @@ consvar_t cv_devmode_screen = PlayerCheat("devmode_screen", "1").min_max(1, 4).d
consvar_t cv_drawpickups = PlayerCheat("drawpickups", "Yes").yes_no().description("Hide rings, spheres, item capsules, prison capsules (visual only)");
consvar_t cv_drawtimer = PlayerCheat("drawtimer", "No").yes_no().description("Always draw the timer (race checkpoint timing, etc)");
consvar_t cv_debugfonts = PlayerCheat("debugfonts", "No").yes_no().description("Draw font bounding boxes (integer precision, beware centered text!)");
consvar_t cv_vorpal = ServerCheat("vorpal", "No").yes_no().description("Show real EXP odds modification");
void lua_profile_OnChange(void);
consvar_t cv_lua_profile = PlayerCheat("lua_profile", "0").values(CV_Unsigned).onchange(lua_profile_OnChange).description("Show hook timings over an average of N tics");

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@ -4090,6 +4090,13 @@ static boolean K_drawKartLaps(void)
UINT16 displayEXP = stplyr->karthud[khud_exp];
// Odds debugger
if (cv_vorpal.value)
{
displayEXP = 100 * K_EffectiveGradingFactor(stplyr) / FRACUNIT;
}
// Jesus Christ.
// I do not understand the way this system of offsets is laid out at all,
// so it's probably going to be pretty bad to maintain. Sorry.

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@ -151,7 +151,15 @@ fixed_t K_EffectiveGradingFactor(const player_t *player)
fixed_t min = (franticitems) ? MINFRANTICFACTOR : MINGRADINGFACTOR;
if (grandprixinfo.gp && grandprixinfo.masterbots && !K_PlayerUsesBotMovement(player))
return min;
return max(min, player->gradingfactor);
fixed_t gf = player->gradingfactor;
fixed_t SOFT_CAP = FRACUNIT;
fixed_t SOFT_CAP_FACTOR = 3*FRACUNIT;
if (gf > SOFT_CAP)
gf = SOFT_CAP + FixedDiv(gf - SOFT_CAP, SOFT_CAP_FACTOR);
return max(min, gf);
}
player_t *K_DuelOpponent(player_t *player)

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@ -1426,7 +1426,7 @@ void K_FillItemRouletteData(player_t *player, itemroulette_t *const roulette, bo
// 5: Skim any items that are much weaker than the reel's average out of the roulette
// 6: Cram it all in
fixed_t largegamescaler = roulette->playing * 6 + 100; // Spread out item odds in large games for a less insane experience.
fixed_t largegamescaler = roulette->playing * 10 + 100; // Spread out item odds in large games for a less insane experience.
UINT32 targetpower = 100 * roulette->dist / largegamescaler; // fill roulette with items around this value!
UINT32 powers[NUMKARTRESULTS]; // how strong is each item? think of this as a "target distance" for this item to spawn at
@ -1642,7 +1642,7 @@ void K_FillItemRouletteData(player_t *player, itemroulette_t *const roulette, bo
// Conversely, if we're lonely, try not to reselect an item that wouldn't be useful to us
// without any players to use it on.
if (K_IsItemUselessAlone(bestitem))
deltapenalty = Easing_InCubic(loneliness, deltapenalty, 3*deltapenalty);
deltapenalty = Easing_Linear(loneliness, deltapenalty, 5*deltapenalty);
// Draw complex odds debugger. This one breaks down all the calcs in order.
if (cv_kartdebugdistribution.value > 1)

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@ -139,6 +139,7 @@ extern consvar_t cv_debugfinishline;
extern consvar_t cv_drawinput;
extern consvar_t cv_drawtimer;
extern consvar_t cv_debugfonts;
extern consvar_t cv_vorpal;
// debugging