Start condition rework

This commit is contained in:
Antonio Martinez 2025-08-02 22:36:25 -04:00
parent 59ae7240f5
commit e6091cc8b4
2 changed files with 109 additions and 79 deletions

View file

@ -135,7 +135,7 @@ boolean K_DuelItemAlwaysSpawns(mapthing_t *mt)
boolean K_InRaceDuel(void)
{
return (
inDuel &&
inDuel &&
(gametyperules & GTR_CIRCUIT) &&
!(mapheaderinfo[gamemap-1]->levelflags & LF_SECTIONRACE) &&
!specialstageinfo.valid &&
@ -345,6 +345,7 @@ void K_TimerInit(void)
if (G_TimeAttackStart())
{
starttime = TIMEATTACK_START; // Longest permitted start. No half-laps in reverse.
rainbowstartavailable = true;
// (Changed on finish line cross later, don't worry.)
}
@ -3773,7 +3774,7 @@ static void K_GetKartBoostPower(player_t *player)
// This one's a little special: we add extra top speed per tic of ringboost stored up, to allow for Ring Box to really rocket away.
// (We compensate when decrementing ringboost to avoid runaway exponential scaling hell.)
fixed_t rb = FixedDiv(player->ringboost * FRACUNIT, max(FRACUNIT, K_RingDurationBoost(player)));
fixed_t rp = ((9 - player->kartspeed) + (9 - player->kartweight)) * ((3*FRACUNIT/20)/16);
fixed_t rp = ((9 - player->kartspeed) + (9 - player->kartweight)) * ((3*FRACUNIT/20)/16);
ADDBOOST(
ringboost_base + FixedMul(FRACUNIT / 1750, rb) + rp,
4*FRACUNIT,
@ -3801,7 +3802,7 @@ static void K_GetKartBoostPower(player_t *player)
// Even when not inputting a turn, drift prediction is hard.
// Turn solver will sometimes need to slightly turn to stay "aligned".
// Award full boost even if turn solver creates a fractional miniturn.
const INT16 inner_deadzone = KART_FULLTURN / 100;
const INT16 inner_deadzone = KART_FULLTURN / 100;
INT16 steer_threshold = FixedMul((FRACUNIT * player->kartweight) / 9, max_steer_threshold)>>FRACBITS;
@ -4302,8 +4303,8 @@ void K_SpawnAmps(player_t *player, UINT8 amps, mobj_t *impact)
UINT16 scaledamps = min(amps, amps * (10 + (9-player->kartspeed) - (9-player->kartweight)) / 10);
// Debug print for scaledamps calculation
// CONS_Printf("K_SpawnAmps: player=%s, amps=%d, kartspeed=%d, kartweight=%d, itemdistance=%d, itemdistmult=%0.2f, statscaledamps=%d, distscaledamps=%d\n",
// player_names[player-players], amps, player->kartspeed, player->kartweight,
// itemdistance, FixedToFloat(itemdistmult),
// player_names[player-players], amps, player->kartspeed, player->kartweight,
// itemdistance, FixedToFloat(itemdistmult),
// min(amps, amps * (10 + (9-player->kartspeed) - (9-player->kartweight)) / 10),
// FixedMul(scaledamps<<FRACBITS, itemdistmult)>>FRACBITS);
scaledamps = FixedMul(scaledamps<<FRACBITS, itemdistmult)>>FRACBITS;
@ -4362,8 +4363,8 @@ void K_AwardPlayerAmps(player_t *player, UINT8 amps)
if (oldamps/AMPLEVEL != player->amps/AMPLEVEL)
{
UINT8 amplevel = player->amps / AMPLEVEL;
static sfxenum_t bwips[7] = {sfx_mbs4c,
sfx_mbs4d, sfx_mbs4e, sfx_mbs4f, sfx_mbs50,
static sfxenum_t bwips[7] = {sfx_mbs4c,
sfx_mbs4d, sfx_mbs4e, sfx_mbs4f, sfx_mbs50,
sfx_mbs51, sfx_mbs52};
amplevel = min(amplevel, 6);
@ -4427,7 +4428,7 @@ void K_CheckpointCrossAward(player_t *player)
//CONS_Printf("player: %s factor: %.2f exp: %d\n", player_names[player-players], FIXED_TO_FLOAT(player->gradingfactor), player->exp);
if (!player->cangrabitems)
player->cangrabitems = 1;
K_AwardPlayerRings(player, (player->bot ? 20 : 10), true);
// Update Duel scoring.
@ -6672,7 +6673,7 @@ void K_SpawnFireworkTrail(mobj_t *mo)
if (mo->player)
dust->color = mo->player->skincolor;
else
else
dust->color = mo->color;
dust->colorized = true;
@ -9358,7 +9359,7 @@ static void K_UpdateTripwire(player_t *player)
else
CONS_Printf("airtime: %d, twLen: %d, twAirLen: %d\n", player->airtime, player->tripwireLeniency, player->tripwireAirLeniency);
*/
if (boostExists)
{
// If player is MOSTLY on the ground.
@ -9549,13 +9550,13 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
for (doubler = 0; doubler < 2; doubler++)
{
fixed_t heightOffset = player->mo->height + (24*player->mo->scale);
if (P_IsObjectFlipped(player->mo))
if (P_IsObjectFlipped(player->mo))
{
// This counteracts the offset added by K_FlipFromObject so it looks seamless from non-flipped.
heightOffset += player->mo->height - FixedMul(player->mo->scale, player->mo->height);
heightOffset *= P_MobjFlip(player->mo); // Fleep.
}
mobj_t *debtflag = P_SpawnMobj(player->mo->x + player->mo->momx, player->mo->y + player->mo->momy,
player->mo->z + P_GetMobjZMovement(player->mo) + heightOffset, MT_THOK);
@ -9630,6 +9631,54 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
K_DropItems(player);
}
if (G_TimeAttackStart() && !linecrossed && player->speed && leveltime > introtime)
{
linecrossed = leveltime;
/*
if (starttime > leveltime) // Overlong starts shouldn't reset time on cross
{
// Award some Amps for a fast start, to counterbalance Obvious Rainbow Driftboost
tic_t starthaste = starttime - leveltime; // How much time we had left to cross
starthaste = TIMEATTACK_START - starthaste; // How much time we wasted before crossing
tic_t leniency = TICRATE*4; // How long we can take to cross with no penalty to amp payout
if (starthaste <= leniency)
starthaste = 0;
else
starthaste -= leniency;
// fixed_t ampreward = Easing_OutQuart(starthaste*FRACUNIT/TIMEATTACK_START, 60*FRACUNIT, 0);
// K_SpawnAmps(player, ampreward/FRACUNIT, player->mo);
UINT8 baseboost = 125;
player->startboost = Easing_OutQuart(starthaste*FRACUNIT/TIMEATTACK_START, baseboost, 0);
if (player->startboost == baseboost)
{
K_SpawnDriftBoostExplosion(player, 4);
K_SpawnDriftElectricSparks(player, SKINCOLOR_SILVER, false);
}
else
{
K_SpawnDriftBoostExplosion(player, 3);
// K_SpawnDriftElectricSparks(player, SKINCOLOR_SILVER, false);
}
// And reset our time to 0.
starttime = leveltime;
}
*/
starttime = leveltime;
if (demo.recording)
demo_extradata[player-players] |= DXD_START;
Music_Stop("position");
}
if (player->transfer)
{
if (player->fastfall)
@ -9667,7 +9716,7 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
sub = diff * (sub > 0 ? 1 : -1);
player->mo->momz -= sub;
}
}
else
{
@ -10093,7 +10142,7 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
player->invincibilitytimer--;
if (player->invincibilitytimer && K_PlayerScamPercentage(player, 1))
player->invincibilitytimer--;
// Extra tripwire leniency for the end of invincibility
if (player->invincibilitytimer <= 0) {
player->tripwireLeniency = max( player->tripwireLeniency, TICRATE );
@ -10104,7 +10153,7 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
{
// freeze the stunned timer while baildrop is active
// while retaining the value that was initially set
player->stunned++;
player->stunned++;
mobj_t *pmo = player->mo;
// particle spawn
@ -10174,7 +10223,7 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
if (player->amps > 0)
K_DefensiveOverdrive(player);
P_StartQuakeFromMobj(7, 50 * player->mo->scale, 2048 * player->mo->scale, player->mo);
P_StartQuakeFromMobj(7, 50 * player->mo->scale, 2048 * player->mo->scale, player->mo);
player->bailhitlag = false;
}
@ -13272,6 +13321,9 @@ static void K_KartSpindashDust(mobj_t *parent)
);
flip = P_MobjFlip(dust);
if (G_TimeAttackStart() && leveltime < starttime)
dust->scale = 3 * dust->scale / 2;
dust->momx = FixedMul(hmomentum, FINECOSINE(ang >> ANGLETOFINESHIFT));
dust->momy = FixedMul(hmomentum, FINESINE(ang >> ANGLETOFINESHIFT));
dust->momz = vmomentum * flip;
@ -13334,6 +13386,12 @@ static void K_KartSpindash(player_t *player)
{
fixed_t thrust = FixedMul(player->mo->scale, min(player->spindash, MAXCHARGETIME)*FRACUNIT/5);
if (G_TimeAttackStart() && leveltime < starttime)
{
thrust *= 2;
player->spindashspeed += FRACUNIT/2;
}
// Old behavior, before emergency zero-ring spindash
/*
if (gametyperules & GTR_CLOSERPLAYERS)
@ -13467,16 +13525,30 @@ static void K_KartSpindash(player_t *player)
{
UINT8 ringdropframes = 2 + (player->kartspeed + player->kartweight);
boolean spawnOldEffect = true;
boolean normalsound = true;
INT16 chargetime = MAXCHARGETIME - ++player->spindash;
if (player->rings <= 0 && chargetime >= 0) // Desperation spindash
{
player->spindash++;
normalsound = false;
if (!S_SoundPlaying(player->mo, sfx_kc38))
S_StartSound(player->mo, sfx_kc38);
}
if (G_TimeAttackStart() && leveltime < starttime && chargetime >= 0)
{
if (player->spindash == 1)
{
S_ReducedVFXSound(player->mo, sfx_s3kab, player);
S_ReducedVFXSound(player->mo, sfx_s3k9c, player);
}
normalsound = false;
player->spindash += 4;
}
if (player->spindash >= SPINDASHTHRUSTTIME)
{
K_KartSpindashDust(player->mo);
@ -13514,7 +13586,7 @@ static void K_KartSpindash(player_t *player)
while ((soundcharge += ++add) < chargetime);
if (soundcharge == chargetime)
if (soundcharge == chargetime && normalsound)
{
if (spawnOldEffect == true)
K_SpawnDashDustRelease(player);
@ -13728,7 +13800,7 @@ fixed_t K_PlayerBaseFriction(const player_t *player, fixed_t original)
{
INT16 myradius = FixedDiv(player->currentwaypoint->mobj->radius, mapobjectscale) / FRACUNIT;
INT16 SMALL_WAYPOINT = 450;
if (myradius < SMALL_WAYPOINT)
errorfrict *= 2;
}
@ -14039,7 +14111,7 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
// ...which nullifies a lot of designed advantages for accel types and high-weight racers.
//
// In addition, it's at Gear 3 Thunderdome speed, which can make it hard for heavies to
// take strong lines without brakedrifting.
// take strong lines without brakedrifting.
//
// To try and help close this gap, we fudge Ring Box payouts to allow weaker characters
// better access to things that make them go fast, without changing core handling.
@ -14063,7 +14135,7 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
// Scale from base payout at 9/1 to max payout at 1/9.
award += Easing_InCubic(FRACUNIT*total/maxtotal, 0, 9*baseaward/10);
// And, because we don't have to give a damn about sandbagging, up the stakes the longer we progress!
// And, because we don't have to give a damn about sandbagging, up the stakes the longer we progress!
if (gametyperules & GTR_CIRCUIT)
{
if (K_GetNumGradingPoints())
@ -14201,7 +14273,7 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
else if (!(player->instaWhipCharge >= INSTAWHIP_CHARGETIME && P_PlayerInPain(player))) // Allow reversal whip
player->instaWhipCharge = 0;
}
if (player->cmd.buttons & BT_BAIL && (player->cmd.buttons & BT_RESPAWNMASK) != BT_RESPAWNMASK)
{
if (leveltime < introtime || (gametyperules & GTR_SPHERES))
@ -14835,7 +14907,7 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
mobj_t *at1 = P_SpawnMobjFromMobj(player->mo, 0, 0, 0, MT_LIGHTNINGATTACK_VISUAL);
mobj_t *at2 = P_SpawnMobjFromMobj(player->mo, 0, 0, 0, MT_LIGHTNINGATTACK_VISUAL);
mobj_t *at3 = P_SpawnMobjFromMobj(player->mo, 0, 0, 0, MT_LIGHTNINGATTACK_VISUAL);
P_SetMobjState(at1, S_THNG);
P_SetMobjState(at2, S_THND);
P_SetMobjState(at3, S_THNH);
@ -14846,7 +14918,7 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
P_SetTarget(&at1->target, player->mo);
P_SetTarget(&at2->target, player->mo);
P_SetTarget(&at3->target, player->mo);
S_StartSound(player->mo, LIGHTNING_SOUND);
}
break;
@ -14902,7 +14974,7 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
if (player->curshield != KSHIELD_BUBBLE)
{
mobj_t *shield = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_BUBBLESHIELD);
// MT_BUBBLESHIELD doesn't have MF_NOBLOCKMAP so we need to remove this manually.
// MT_BUBBLESHIELD doesn't have MF_NOBLOCKMAP so we need to remove this manually.
// Otherwise if you roll a bubble shield while flipped, the visuals look too mismatched.
shield->eflags &= ~MFE_VERTICALFLIP;
P_SetScale(shield, (shield->destscale = (5*shield->destscale)>>2));
@ -15086,14 +15158,14 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO)
{
S_StartSound(player->mo, sfx_gsha7);
if (P_IsObjectOnGround(player->mo)) // facing angle blends w/ momentum angle for game-feel
if (P_IsObjectOnGround(player->mo)) // facing angle blends w/ momentum angle for game-feel
{
P_Thrust(player->mo, player->mo->angle, 25*player->mo->scale);
P_Thrust(player->mo, K_MomentumAngle(player->mo), 25*player->mo->scale);
P_Thrust(player->mo, player->mo->angle, 25*player->mo->scale);
P_Thrust(player->mo, K_MomentumAngle(player->mo), 25*player->mo->scale);
}
else // air version is momentum angle only, reduces cheese, is twice as strong to compensate
{
P_Thrust(player->mo, K_MomentumAngle(player->mo), 50*player->mo->scale);
P_Thrust(player->mo, K_MomentumAngle(player->mo), 50*player->mo->scale);
}
UINT8 numsparks = 8;
@ -16362,7 +16434,7 @@ boolean K_PlayerCanUseItem(player_t *player)
return (player->mo->health > 0 && !player->spectator && !P_PlayerInPain(player) && !mapreset && leveltime > introtime);
}
// ===
// ===
// THE EXP ZONE
// ===
@ -16376,7 +16448,7 @@ static boolean K_IsValidOpponent(player_t *me, player_t *them)
return false;
if (G_SameTeam(me, them))
return false;
return true;
}
@ -16471,7 +16543,7 @@ UINT16 K_GetEXP(player_t *player)
if (modeattacking)
exp = 100 * player->gradingpointnum / numgradingpoints;
// CONS_Printf("Player %s numgradingpoints=%d gradingpoint=%d targetminexp=%d targetmaxexp=%d factor=%.2f factormin=%.2f factormax=%.2f exp=%d\n",
// CONS_Printf("Player %s numgradingpoints=%d gradingpoint=%d targetminexp=%d targetmaxexp=%d factor=%.2f factormin=%.2f factormax=%.2f exp=%d\n",
// player_names[player - players], numgradingpoints, player->gradingpointnum, targetminexp, targetmaxexp, FIXED_TO_FLOAT(player->gradingfactor), FIXED_TO_FLOAT(factormin), FIXED_TO_FLOAT(factormax), exp);
return exp;
@ -16485,7 +16557,7 @@ UINT32 K_GetNumGradingPoints(void)
return numlaps * (1 + Obj_GetCheckpointCount());
}
// ===
// ===
// END EXP ZONE
// ===
@ -16504,7 +16576,7 @@ boolean K_IsPickMeUpItem(mobjtype_t type)
extern consvar_t cv_debugpickmeup;
if (cv_debugpickmeup.value)
return false;
switch (type)
{
case MT_JAWZ:
@ -16683,7 +16755,7 @@ boolean K_TryPickMeUp(mobj_t *m1, mobj_t *m2, boolean allowHostile)
if (!K_PickUp(victim->player, inflictor))
return false;
K_AddHitLag(victim, 3, false);
K_AddHitLag(victim, 3, false);
P_RemoveMobj(inflictor);
return true;
@ -16710,7 +16782,7 @@ fixed_t K_TeamComebackMultiplier(player_t *player)
else
theirdistance += K_GetItemRouletteDistance(&players[i], players[i].itemRoulette.playing);
}
fixed_t multiplier = FixedDiv(ourdistance, theirdistance);
multiplier = min(multiplier, 3*FRACUNIT);
multiplier = max(multiplier, FRACUNIT);

View file

@ -2038,49 +2038,6 @@ static void K_HandleLapIncrement(player_t *player)
K_UpdateAllPlayerPositions(); // P_DoPlayerExit calls this
}
if (G_TimeAttackStart() && !linecrossed)
{
linecrossed = leveltime;
if (starttime > leveltime) // Overlong starts shouldn't reset time on cross
{
// Award some Amps for a fast start, to counterbalance Obvious Rainbow Driftboost
tic_t starthaste = starttime - leveltime; // How much time we had left to cross
starthaste = TIMEATTACK_START - starthaste; // How much time we wasted before crossing
tic_t leniency = TICRATE*4; // How long we can take to cross with no penalty to amp payout
if (starthaste <= leniency)
starthaste = 0;
else
starthaste -= leniency;
// fixed_t ampreward = Easing_OutQuart(starthaste*FRACUNIT/TIMEATTACK_START, 60*FRACUNIT, 0);
// K_SpawnAmps(player, ampreward/FRACUNIT, player->mo);
UINT8 baseboost = 125;
player->startboost = Easing_OutQuart(starthaste*FRACUNIT/TIMEATTACK_START, baseboost, 0);
if (player->startboost == baseboost)
{
K_SpawnDriftBoostExplosion(player, 4);
K_SpawnDriftElectricSparks(player, SKINCOLOR_SILVER, false);
}
else
{
K_SpawnDriftBoostExplosion(player, 3);
// K_SpawnDriftElectricSparks(player, SKINCOLOR_SILVER, false);
}
// And reset our time to 0.
starttime = leveltime;
}
if (demo.recording)
demo_extradata[player-players] |= DXD_START;
Music_Stop("position");
}
if (rainbowstartavailable == true && player->mo->hitlag == 0)
{
if (K_InRaceDuel())
@ -2097,7 +2054,8 @@ static void K_HandleLapIncrement(player_t *player)
K_SpawnDriftBoostExplosion(player, 4);
K_SpawnDriftElectricSparks(player, SKINCOLOR_SILVER, false);
K_SpawnAmps(player, (K_InRaceDuel()) ? 20 : 35, player->mo);
if (!G_TimeAttackStart())
K_SpawnAmps(player, (K_InRaceDuel()) ? 20 : 35, player->mo);
if (g_teamplay)
{