mirror of
https://github.com/KartKrewDev/RingRacers.git
synced 2025-10-30 08:01:28 +00:00
1318 lines
30 KiB
C
1318 lines
30 KiB
C
// SONIC ROBO BLAST 2 KART
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//-----------------------------------------------------------------------------
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// Copyright (C) 2018-2020 by Sally "TehRealSalt" Cochenour
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// Copyright (C) 2018-2020 by Kart Krew
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file k_bot.c
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/// \brief Bot logic & ticcmd generation code
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#include "doomdef.h"
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#include "d_player.h"
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#include "g_game.h"
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#include "r_main.h"
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#include "p_local.h"
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#include "k_bot.h"
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#include "lua_hook.h"
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#include "byteptr.h"
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#include "d_net.h" // nodetoplayer
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#include "k_kart.h"
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#include "z_zone.h"
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#include "i_system.h"
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#include "p_maputl.h"
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#include "d_ticcmd.h"
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#include "m_random.h"
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#include "r_things.h" // numskins
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#include "k_race.h" // finishBeamLine
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#include "k_boss.h"
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/*--------------------------------------------------
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boolean K_AddBot(UINT8 skin, UINT8 difficulty, UINT8 *p)
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See header file for description.
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--------------------------------------------------*/
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boolean K_AddBot(UINT8 skin, UINT8 difficulty, UINT8 *p)
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{
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UINT8 buf[3];
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UINT8 *buf_p = buf;
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UINT8 newplayernum = *p;
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// search for a free playernum
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// we can't use playeringame since it is not updated here
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for (; newplayernum < MAXPLAYERS; newplayernum++)
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{
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UINT8 n;
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for (n = 0; n < MAXNETNODES; n++)
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if (nodetoplayer[n] == newplayernum
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|| nodetoplayer2[n] == newplayernum
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|| nodetoplayer3[n] == newplayernum
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|| nodetoplayer4[n] == newplayernum)
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break;
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if (n == MAXNETNODES)
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break;
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}
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while (playeringame[newplayernum]
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&& players[newplayernum].bot
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&& newplayernum < MAXPLAYERS)
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{
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newplayernum++;
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}
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if (newplayernum >= MAXPLAYERS)
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{
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*p = newplayernum;
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return false;
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}
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WRITEUINT8(buf_p, newplayernum);
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if (skin > numskins)
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{
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skin = numskins;
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}
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WRITEUINT8(buf_p, skin);
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if (difficulty < 1)
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{
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difficulty = 1;
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}
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else if (difficulty > MAXBOTDIFFICULTY)
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{
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difficulty = MAXBOTDIFFICULTY;
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}
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WRITEUINT8(buf_p, difficulty);
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SendNetXCmd(XD_ADDBOT, buf, buf_p - buf);
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DEBFILE(va("Server added bot %d\n", newplayernum));
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// use the next free slot (we can't put playeringame[newplayernum] = true here)
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newplayernum++;
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*p = newplayernum;
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return true;
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}
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/*--------------------------------------------------
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void K_UpdateMatchRaceBots(void)
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See header file for description.
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--------------------------------------------------*/
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void K_UpdateMatchRaceBots(void)
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{
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const UINT8 difficulty = cv_kartbot.value;
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UINT8 pmax = min((dedicated ? MAXPLAYERS-1 : MAXPLAYERS), cv_maxplayers.value);
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UINT8 numplayers = 0;
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UINT8 numbots = 0;
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UINT8 numwaiting = 0;
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SINT8 wantedbots = 0;
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boolean skinusable[MAXSKINS];
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UINT8 i;
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if (!server)
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{
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return;
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}
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// init usable bot skins list
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for (i = 0; i < MAXSKINS; i++)
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{
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if (i < numskins)
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{
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skinusable[i] = true;
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}
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else
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{
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skinusable[i] = false;
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}
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}
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if (cv_ingamecap.value > 0)
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{
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pmax = min(pmax, cv_ingamecap.value);
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}
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (playeringame[i])
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{
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if (!players[i].spectator)
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{
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skinusable[players[i].skin] = false;
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if (players[i].bot)
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{
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numbots++;
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// While we're here, we should update bot difficulty to the proper value.
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players[i].botvars.difficulty = difficulty;
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}
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else
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{
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numplayers++;
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}
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}
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else if (players[i].pflags & PF_WANTSTOJOIN)
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{
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numwaiting++;
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}
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}
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}
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if (difficulty == 0 || bossinfo.boss == true)
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{
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wantedbots = 0;
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}
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else
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{
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wantedbots = pmax - numplayers - numwaiting;
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if (wantedbots < 0)
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{
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wantedbots = 0;
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}
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}
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if (numbots < wantedbots)
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{
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// We require MORE bots!
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UINT8 newplayernum = 0;
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boolean usedallskins = false;
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if (dedicated)
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{
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newplayernum = 1;
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}
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while (numbots < wantedbots)
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{
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UINT8 skin = M_RandomKey(numskins);
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if (usedallskins == false)
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{
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UINT8 loops = 0;
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while (!skinusable[skin])
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{
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if (loops >= numskins)
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{
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// no more skins, stick to our first choice
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usedallskins = true;
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break;
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}
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skin++;
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if (skin >= numskins)
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{
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skin = 0;
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}
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loops++;
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}
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}
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if (!K_AddBot(skin, difficulty, &newplayernum))
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{
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// Not enough player slots to add the bot, break the loop.
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break;
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}
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skinusable[skin] = false;
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numbots++;
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}
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}
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else if (numbots > wantedbots)
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{
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UINT8 buf[2];
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i = MAXPLAYERS;
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while (numbots > wantedbots && i > 0)
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{
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i--;
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if (playeringame[i] && players[i].bot)
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{
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buf[0] = i;
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buf[1] = KR_LEAVE;
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SendNetXCmd(XD_REMOVEPLAYER, &buf, 2);
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numbots--;
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}
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}
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}
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// We should have enough bots now :)
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}
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/*--------------------------------------------------
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boolean K_PlayerUsesBotMovement(player_t *player)
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See header file for description.
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--------------------------------------------------*/
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boolean K_PlayerUsesBotMovement(player_t *player)
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{
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if (player->exiting || player->quittime)
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return true;
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if (player->bot)
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return true;
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return false;
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}
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/*--------------------------------------------------
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boolean K_BotCanTakeCut(player_t *player)
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See header file for description.
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--------------------------------------------------*/
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boolean K_BotCanTakeCut(player_t *player)
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{
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if (
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#if 1
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K_TripwirePass(player) == true
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#else
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K_ApplyOffroad(player) == false
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#endif
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|| player->itemtype == KITEM_SNEAKER
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|| player->itemtype == KITEM_ROCKETSNEAKER
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|| player->itemtype == KITEM_INVINCIBILITY
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)
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{
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return true;
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}
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return false;
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}
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/*--------------------------------------------------
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static line_t *K_FindBotController(mobj_t *mo)
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Finds if any bot controller linedefs are tagged to the bot's sector.
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Input Arguments:-
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mo - The bot player's mobj.
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Return:-
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Linedef of the bot controller. NULL if it doesn't exist.
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--------------------------------------------------*/
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static line_t *K_FindBotController(mobj_t *mo)
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{
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msecnode_t *node;
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ffloor_t *rover;
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INT16 lineNum = -1;
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mtag_t tag;
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I_Assert(mo != NULL);
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I_Assert(!P_MobjWasRemoved(mo));
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for (node = mo->touching_sectorlist; node; node = node->m_sectorlist_next)
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{
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if (!node->m_sector)
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{
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continue;
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}
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tag = Tag_FGet(&node->m_sector->tags);
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lineNum = P_FindSpecialLineFromTag(2004, tag, -1); // todo: needs to not use P_FindSpecialLineFromTag
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if (lineNum != -1)
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{
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break;
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}
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for (rover = node->m_sector->ffloors; rover; rover = rover->next)
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{
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sector_t *rs = NULL;
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if (!(rover->flags & FF_EXISTS))
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{
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continue;
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}
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if (mo->z > *rover->topheight || mo->z + mo->height < *rover->bottomheight)
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{
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continue;
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}
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rs = §ors[rover->secnum];
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tag = Tag_FGet(&rs->tags);
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lineNum = P_FindSpecialLineFromTag(2004, tag, -1);
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if (lineNum != -1)
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{
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break;
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}
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}
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}
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if (lineNum != -1)
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{
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return &lines[lineNum];
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}
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else
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{
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return NULL;
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}
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}
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/*--------------------------------------------------
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static UINT32 K_BotRubberbandDistance(player_t *player)
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Calculates the distance away from 1st place that the
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bot should rubberband to.
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Input Arguments:-
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player - Player to compare.
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Return:-
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Distance to add, as an integer.
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--------------------------------------------------*/
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static UINT32 K_BotRubberbandDistance(player_t *player)
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{
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const UINT32 spacing = FixedDiv(640 * FRACUNIT, K_GetKartGameSpeedScalar(gamespeed)) / FRACUNIT;
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const UINT8 portpriority = player - players;
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UINT8 pos = 0;
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UINT8 i;
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if (player->botvars.rival)
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{
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// The rival should always try to be the front runner for the race.
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return 0;
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}
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (i == portpriority)
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{
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continue;
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}
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if (playeringame[i] && players[i].bot)
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{
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// First check difficulty levels, then score, then settle it with port priority!
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if (player->botvars.difficulty < players[i].botvars.difficulty)
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{
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pos += 3;
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}
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else if (player->score < players[i].score)
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{
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pos += 2;
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}
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else if (i < portpriority)
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{
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pos += 1;
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}
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}
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}
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return (pos * spacing);
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}
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/*--------------------------------------------------
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fixed_t K_BotRubberband(player_t *player)
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See header file for description.
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--------------------------------------------------*/
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fixed_t K_BotRubberband(player_t *player)
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{
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fixed_t rubberband = FRACUNIT;
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fixed_t max, min;
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player_t *firstplace = NULL;
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line_t *botController = NULL;
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UINT8 i;
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if (player->exiting)
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{
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// You're done, we don't need to rubberband anymore.
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return FRACUNIT;
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}
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botController = K_FindBotController(player->mo);
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if (botController != NULL)
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{
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// No Climb Flag: Disable rubberbanding
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if (botController->flags & ML_NOCLIMB)
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{
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return FRACUNIT;
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}
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}
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (!playeringame[i] || players[i].spectator)
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{
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continue;
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}
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#if 0
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// Only rubberband up to players.
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if (players[i].bot)
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{
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continue;
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}
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#endif
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if (firstplace == NULL || players[i].distancetofinish < firstplace->distancetofinish)
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{
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firstplace = &players[i];
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}
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}
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if (firstplace != NULL)
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{
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const UINT32 wanteddist = firstplace->distancetofinish + K_BotRubberbandDistance(player);
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const INT32 distdiff = player->distancetofinish - wanteddist;
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if (wanteddist > player->distancetofinish)
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{
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// Whoa, you're too far ahead! Slow back down a little.
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rubberband += (MAXBOTDIFFICULTY - player->botvars.difficulty) * (distdiff / 3);
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}
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else
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{
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// Catch up to your position!
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rubberband += (2*player->botvars.difficulty) * distdiff;
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}
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}
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// Lv. 1: x1.0 max
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// Lv. 5: x1.5 max
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// Lv. 9: x2.0 max
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max = FRACUNIT + ((FRACUNIT * (player->botvars.difficulty - 1)) / (MAXBOTDIFFICULTY - 1));
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// Lv. 1: x0.75 min
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// Lv. 5: x0.875 min
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// Lv. 9: x1.0 min
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min = FRACUNIT - (((FRACUNIT/4) * (MAXBOTDIFFICULTY - player->botvars.difficulty)) / (MAXBOTDIFFICULTY - 1));
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if (rubberband > max)
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{
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rubberband = max;
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}
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else if (rubberband < min)
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{
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rubberband = min;
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}
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return rubberband;
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}
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/*--------------------------------------------------
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fixed_t K_BotTopSpeedRubberband(player_t *player)
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See header file for description.
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--------------------------------------------------*/
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fixed_t K_BotTopSpeedRubberband(player_t *player)
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{
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fixed_t rubberband = K_BotRubberband(player);
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if (rubberband <= FRACUNIT)
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{
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// Never go below your regular top speed
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rubberband = FRACUNIT;
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}
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else
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{
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// Max at +20% for level 9 bots
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rubberband = FRACUNIT + ((rubberband - FRACUNIT) / 5);
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}
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// Only allow you to go faster than your regular top speed if you're facing the right direction
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if (rubberband > FRACUNIT && player->mo != NULL && player->nextwaypoint != NULL)
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{
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const INT16 mindiff = 30;
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const INT16 maxdiff = 60;
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INT16 anglediff = 0;
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fixed_t amt = rubberband - FRACUNIT;
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angle_t destangle = R_PointToAngle2(
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player->mo->x, player->mo->y,
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player->nextwaypoint->mobj->x, player->nextwaypoint->mobj->y
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);
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angle_t angle = player->mo->angle - destangle;
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if (angle < ANGLE_180)
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{
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anglediff = AngleFixed(angle) >> FRACBITS;
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}
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else
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{
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anglediff = 360 - (AngleFixed(angle) >> FRACBITS);
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}
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anglediff = abs(anglediff);
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if (anglediff >= maxdiff)
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{
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rubberband = FRACUNIT;
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}
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else if (anglediff > mindiff)
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{
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amt = (amt * (maxdiff - anglediff)) / mindiff;
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rubberband = FRACUNIT + amt;
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}
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}
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return rubberband;
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}
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|
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/*--------------------------------------------------
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|
fixed_t K_BotFrictionRubberband(player_t *player, fixed_t frict)
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|
|
See header file for description.
|
|
--------------------------------------------------*/
|
|
fixed_t K_BotFrictionRubberband(player_t *player, fixed_t frict)
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{
|
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fixed_t rubberband = K_BotRubberband(player) - FRACUNIT;
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fixed_t origFrict, newFrict;
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if (rubberband <= 0)
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{
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// Never get weaker than normal friction
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return frict;
|
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}
|
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|
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if (player->tiregrease > 0)
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{
|
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// This isn't great -- it means rubberbanding will slow down when they hit a spring
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// But it's better than the opposite where they accelerate into hyperspace :V
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// (would appreciate an actual fix though ... could try being additive instead of multiplicative)
|
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return frict;
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}
|
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|
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origFrict = FixedDiv(ORIG_FRICTION, FRACUNIT + (rubberband / 2));
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|
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if (frict == ORIG_FRICTION)
|
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{
|
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newFrict = origFrict;
|
|
}
|
|
else
|
|
{
|
|
// Do some mumbo jumbo to make our friction value
|
|
// relative to what it WOULD be for ORIG_FRICTION.
|
|
// (I hate multiplicative friction :/)
|
|
|
|
fixed_t offset = ORIG_FRICTION - frict;
|
|
fixed_t ratio = FixedDiv(frict, ORIG_FRICTION);
|
|
|
|
offset = FixedDiv(offset, ratio);
|
|
newFrict = frict + offset;
|
|
}
|
|
|
|
if (newFrict < 0)
|
|
newFrict = 0;
|
|
if (newFrict > FRACUNIT)
|
|
newFrict = FRACUNIT;
|
|
|
|
return newFrict;
|
|
}
|
|
|
|
/*--------------------------------------------------
|
|
fixed_t K_DistanceOfLineFromPoint(fixed_t v1x, fixed_t v1y, fixed_t v2x, fixed_t v2y, fixed_t cx, fixed_t cy)
|
|
|
|
See header file for description.
|
|
--------------------------------------------------*/
|
|
fixed_t K_DistanceOfLineFromPoint(fixed_t v1x, fixed_t v1y, fixed_t v2x, fixed_t v2y, fixed_t px, fixed_t py)
|
|
{
|
|
// Copy+paste from P_ClosestPointOnLine :pensive:
|
|
fixed_t startx = v1x;
|
|
fixed_t starty = v1y;
|
|
fixed_t dx = v2x - v1x;
|
|
fixed_t dy = v2y - v1y;
|
|
|
|
fixed_t cx, cy;
|
|
fixed_t vx, vy;
|
|
fixed_t magnitude;
|
|
fixed_t t;
|
|
|
|
cx = px - startx;
|
|
cy = py - starty;
|
|
|
|
vx = dx;
|
|
vy = dy;
|
|
|
|
magnitude = R_PointToDist2(v2x, v2y, startx, starty);
|
|
vx = FixedDiv(vx, magnitude);
|
|
vy = FixedDiv(vy, magnitude);
|
|
|
|
t = (FixedMul(vx, cx) + FixedMul(vy, cy));
|
|
|
|
vx = FixedMul(vx, t);
|
|
vy = FixedMul(vy, t);
|
|
|
|
return R_PointToDist2(px, py, startx + vx, starty + vy);
|
|
}
|
|
|
|
/*--------------------------------------------------
|
|
static botprediction_t *K_CreateBotPrediction(player_t *player)
|
|
|
|
Calculates a point further along the track to attempt to drive towards.
|
|
|
|
Input Arguments:-
|
|
player - Player to compare.
|
|
|
|
Return:-
|
|
Bot prediction struct.
|
|
--------------------------------------------------*/
|
|
static botprediction_t *K_CreateBotPrediction(player_t *player)
|
|
{
|
|
// Stair janking makes it harder to steer, so attempt to steer harder.
|
|
const UINT8 jankDiv = (player->stairjank > 0 ? 2 : 1);
|
|
|
|
const INT16 handling = K_GetKartTurnValue(player, KART_FULLTURN) / jankDiv; // Reduce prediction based on how fast you can turn
|
|
const INT16 normal = KART_FULLTURN; // "Standard" handling to compare to
|
|
|
|
const tic_t futuresight = (TICRATE * normal) / max(1, handling); // How far ahead into the future to try and predict
|
|
const fixed_t speed = P_AproxDistance(player->mo->momx, player->mo->momy);
|
|
|
|
const INT32 startDist = (768 * mapobjectscale) / FRACUNIT;
|
|
const INT32 distance = ((speed / FRACUNIT) * futuresight) + startDist;
|
|
|
|
botprediction_t *predict = Z_Calloc(sizeof(botprediction_t), PU_STATIC, NULL);
|
|
waypoint_t *wp = player->nextwaypoint;
|
|
|
|
INT32 distanceleft = distance;
|
|
fixed_t smallestradius = INT32_MAX;
|
|
angle_t angletonext = ANGLE_MAX;
|
|
|
|
// Halves radius when encountering a wall on your way to your destination.
|
|
fixed_t radreduce = FRACUNIT;
|
|
|
|
size_t nwp;
|
|
size_t i;
|
|
|
|
// Reduce distance left by your distance to the starting waypoint.
|
|
// This prevents looking too far ahead if the closest waypoint is really far away.
|
|
distanceleft -= P_AproxDistance(player->mo->x - wp->mobj->x, player->mo->y - wp->mobj->y) / FRACUNIT;
|
|
|
|
// We don't want to look ahead at all, just go to the first waypoint.
|
|
if (distanceleft <= 0)
|
|
{
|
|
predict->x = wp->mobj->x;
|
|
predict->y = wp->mobj->y;
|
|
predict->radius = wp->mobj->radius;
|
|
return predict;
|
|
}
|
|
|
|
angletonext = R_PointToAngle2(
|
|
player->mo->x, player->mo->y,
|
|
wp->mobj->x, wp->mobj->y
|
|
);
|
|
|
|
// Go through waypoints until we've traveled the distance we wanted to predict ahead!
|
|
while (distanceleft > 0)
|
|
{
|
|
INT32 disttonext = INT32_MAX;
|
|
|
|
if (wp->mobj->radius < smallestradius)
|
|
{
|
|
smallestradius = wp->mobj->radius;
|
|
}
|
|
|
|
if (wp->numnextwaypoints == 0)
|
|
{
|
|
// Well, this is where I get off.
|
|
distanceleft = 0;
|
|
break;
|
|
}
|
|
|
|
// Calculate nextwaypoints index to use
|
|
// nextwaypoints[0] by default
|
|
nwp = 0;
|
|
|
|
// There are multiple nextwaypoints,
|
|
// so we need to find the most convenient one to us.
|
|
// Let's compare the angle to the player's!
|
|
if (wp->numnextwaypoints > 1)
|
|
{
|
|
angle_t delta = ANGLE_MAX;
|
|
angle_t a = ANGLE_MAX;
|
|
|
|
for (i = 0; i < wp->numnextwaypoints; i++)
|
|
{
|
|
if (K_GetWaypointIsEnabled(wp->nextwaypoints[i]) == false)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (K_GetWaypointIsShortcut(wp->nextwaypoints[i]) == true && K_BotCanTakeCut(player) == false)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Unlike the other parts of this function, we're comparing the player's physical position, NOT the position of the waypoint!!
|
|
// This should roughly correspond with how players will think about path splits.
|
|
a = R_PointToAngle2(
|
|
player->mo->x, player->mo->y,
|
|
wp->nextwaypoints[i]->mobj->x, wp->nextwaypoints[i]->mobj->y
|
|
);
|
|
if (a > ANGLE_180)
|
|
{
|
|
a = InvAngle(a);
|
|
}
|
|
|
|
a = player->mo->angle - a;
|
|
|
|
if (a < delta)
|
|
{
|
|
nwp = i;
|
|
delta = a;
|
|
}
|
|
}
|
|
}
|
|
|
|
angletonext = R_PointToAngle2(
|
|
wp->mobj->x, wp->mobj->y,
|
|
wp->nextwaypoints[nwp]->mobj->x, wp->nextwaypoints[nwp]->mobj->y
|
|
);
|
|
|
|
disttonext = (INT32)wp->nextwaypointdistances[nwp];
|
|
|
|
if (P_TraceBotTraversal(player->mo, wp->nextwaypoints[nwp]->mobj) == false)
|
|
{
|
|
// If we can't get a direct path to this waypoint, we don't want to check much further...
|
|
disttonext *= 2;
|
|
radreduce = FRACUNIT/2;
|
|
}
|
|
|
|
if (disttonext > distanceleft)
|
|
{
|
|
break;
|
|
}
|
|
|
|
distanceleft -= disttonext;
|
|
|
|
wp = wp->nextwaypoints[nwp];
|
|
}
|
|
|
|
// Set our predicted point's coordinates,
|
|
// and use the smallest radius of all of the waypoints in the chain!
|
|
predict->x = wp->mobj->x;
|
|
predict->y = wp->mobj->y;
|
|
predict->radius = FixedMul(smallestradius, radreduce);
|
|
|
|
// Set the prediction coordinates between the 2 waypoints if there's still distance left.
|
|
if (distanceleft > 0)
|
|
{
|
|
// Scaled with the leftover anglemul!
|
|
predict->x += P_ReturnThrustX(NULL, angletonext, distanceleft * FRACUNIT);
|
|
predict->y += P_ReturnThrustY(NULL, angletonext, distanceleft * FRACUNIT);
|
|
}
|
|
|
|
return predict;
|
|
}
|
|
|
|
/*--------------------------------------------------
|
|
static UINT8 K_TrySpindash(player_t *player)
|
|
|
|
Determines conditions where the bot should attempt to spindash.
|
|
|
|
Input Arguments:-
|
|
player - Bot player to check.
|
|
|
|
Return:-
|
|
0 to make the bot drive normally, 1 to e-brake, 2 to e-brake & charge spindash.
|
|
(TODO: make this an enum)
|
|
--------------------------------------------------*/
|
|
static UINT8 K_TrySpindash(player_t *player)
|
|
{
|
|
const tic_t difficultyModifier = (TICRATE/6);
|
|
|
|
const fixed_t oldSpeed = R_PointToDist2(0, 0, player->rmomx, player->rmomy);
|
|
const fixed_t baseAccel = K_GetNewSpeed(player) - oldSpeed;
|
|
const fixed_t speedDiff = player->speed - player->lastspeed;
|
|
|
|
if (player->spindashboost || player->tiregrease)
|
|
{
|
|
// You just released a spindash, you don't need to try again yet, jeez.
|
|
player->botvars.spindashconfirm = 0;
|
|
return 0;
|
|
}
|
|
|
|
// Try "start boosts" first
|
|
if (leveltime == starttime)
|
|
{
|
|
// Forces them to release, even if they haven't fully charged.
|
|
// Don't want them to keep charging if they didn't have time to.
|
|
return 0;
|
|
}
|
|
|
|
if (leveltime < starttime)
|
|
{
|
|
INT32 boosthold = starttime - K_GetSpindashChargeTime(player);
|
|
|
|
boosthold -= (MAXBOTDIFFICULTY - player->botvars.difficulty) * difficultyModifier;
|
|
|
|
if (leveltime >= (unsigned)boosthold)
|
|
{
|
|
// Start charging...
|
|
return 2;
|
|
}
|
|
else
|
|
{
|
|
// Just hold your ground and e-brake.
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
// Logic for normal racing.
|
|
if (player->flashing > 0)
|
|
{
|
|
// Don't bother trying to spindash.
|
|
// Trying to spindash while flashing is fine during POSITION, but not during the actual race.
|
|
return 0;
|
|
}
|
|
|
|
if (speedDiff < (baseAccel / 4))
|
|
{
|
|
if (player->botvars.spindashconfirm < BOTSPINDASHCONFIRM)
|
|
{
|
|
player->botvars.spindashconfirm++;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (player->botvars.spindashconfirm > 0)
|
|
{
|
|
player->botvars.spindashconfirm--;
|
|
}
|
|
}
|
|
|
|
if (player->botvars.spindashconfirm >= BOTSPINDASHCONFIRM)
|
|
{
|
|
INT32 chargingPoint = (K_GetSpindashChargeTime(player) + difficultyModifier);
|
|
|
|
// Release quicker the higher the difficulty is.
|
|
// Sounds counter-productive, but that's actually the best strategy after the race has started.
|
|
chargingPoint -= player->botvars.difficulty * difficultyModifier;
|
|
|
|
if (player->spindash > chargingPoint)
|
|
{
|
|
// Time to release.
|
|
return 0;
|
|
}
|
|
|
|
return 2;
|
|
}
|
|
|
|
// We're doing just fine, we don't need to spindash, thanks.
|
|
return 0;
|
|
}
|
|
|
|
/*--------------------------------------------------
|
|
static void K_DrawPredictionDebug(botprediction_t *predict, player_t *player)
|
|
|
|
Draws objects to show where the viewpoint bot is trying to go.
|
|
|
|
Input Arguments:-
|
|
predict - The prediction to visualize.
|
|
player - The bot player this prediction is for.
|
|
|
|
Return:-
|
|
None
|
|
--------------------------------------------------*/
|
|
static void K_DrawPredictionDebug(botprediction_t *predict, player_t *player)
|
|
{
|
|
mobj_t *debugMobj = NULL;
|
|
angle_t sideAngle = ANGLE_MAX;
|
|
UINT8 i = UINT8_MAX;
|
|
|
|
I_Assert(predict != NULL);
|
|
I_Assert(player != NULL);
|
|
I_Assert(player->mo != NULL && P_MobjWasRemoved(player->mo) == false);
|
|
|
|
sideAngle = player->mo->angle + ANGLE_90;
|
|
|
|
debugMobj = P_SpawnMobj(predict->x, predict->y, player->mo->z, MT_SPARK);
|
|
P_SetMobjState(debugMobj, S_THOK);
|
|
|
|
debugMobj->frame &= ~FF_TRANSMASK;
|
|
debugMobj->frame |= FF_TRANS20|FF_FULLBRIGHT;
|
|
|
|
debugMobj->color = SKINCOLOR_ORANGE;
|
|
debugMobj->scale *= 2;
|
|
|
|
debugMobj->tics = 2;
|
|
|
|
for (i = 0; i < 2; i++)
|
|
{
|
|
mobj_t *radiusMobj = NULL;
|
|
fixed_t radiusX = predict->x, radiusY = predict->y;
|
|
|
|
if (i & 1)
|
|
{
|
|
radiusX -= FixedMul(predict->radius, FINECOSINE(sideAngle >> ANGLETOFINESHIFT));
|
|
radiusY -= FixedMul(predict->radius, FINESINE(sideAngle >> ANGLETOFINESHIFT));
|
|
}
|
|
else
|
|
{
|
|
radiusX += FixedMul(predict->radius, FINECOSINE(sideAngle >> ANGLETOFINESHIFT));
|
|
radiusY += FixedMul(predict->radius, FINESINE(sideAngle >> ANGLETOFINESHIFT));
|
|
}
|
|
|
|
radiusMobj = P_SpawnMobj(radiusX, radiusY, player->mo->z, MT_SPARK);
|
|
P_SetMobjState(radiusMobj, S_THOK);
|
|
|
|
radiusMobj->frame &= ~FF_TRANSMASK;
|
|
radiusMobj->frame |= FF_TRANS20|FF_FULLBRIGHT;
|
|
|
|
radiusMobj->color = SKINCOLOR_YELLOW;
|
|
radiusMobj->scale /= 2;
|
|
|
|
radiusMobj->tics = 2;
|
|
}
|
|
}
|
|
|
|
/*--------------------------------------------------
|
|
static void K_BotTrick(player_t *player, ticcmd_t *cmd, line_t *botController)
|
|
|
|
Determines inputs for trick panels.
|
|
|
|
Input Arguments:-
|
|
player - Player to generate the ticcmd for.
|
|
cmd - The player's ticcmd to modify.
|
|
botController - Linedef for the bot controller.
|
|
|
|
Return:-
|
|
None
|
|
--------------------------------------------------*/
|
|
static void K_BotTrick(player_t *player, ticcmd_t *cmd, line_t *botController)
|
|
{
|
|
// Trick panel state -- do nothing until a controller line is found, in which case do a trick.
|
|
if (botController == NULL)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (player->trickpanel == 1)
|
|
{
|
|
INT32 type = (sides[botController->sidenum[0]].rowoffset / FRACUNIT);
|
|
|
|
// Y Offset: Trick type
|
|
switch (type)
|
|
{
|
|
case 1:
|
|
cmd->turning = KART_FULLTURN;
|
|
break;
|
|
case 2:
|
|
cmd->turning = -KART_FULLTURN;
|
|
break;
|
|
case 3:
|
|
cmd->buttons |= BT_FORWARD;
|
|
break;
|
|
case 4:
|
|
cmd->buttons |= BT_BACKWARD;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*--------------------------------------------------
|
|
void K_BuildBotTiccmd(player_t *player, ticcmd_t *cmd)
|
|
|
|
See header file for description.
|
|
--------------------------------------------------*/
|
|
void K_BuildBotTiccmd(player_t *player, ticcmd_t *cmd)
|
|
{
|
|
botprediction_t *predict = NULL;
|
|
boolean trySpindash = true;
|
|
UINT8 spindash = 0;
|
|
INT32 turnamt = 0;
|
|
line_t *botController = NULL;
|
|
|
|
// Can't build a ticcmd if we aren't spawned...
|
|
if (!player->mo)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Remove any existing controls
|
|
memset(cmd, 0, sizeof(ticcmd_t));
|
|
|
|
if (
|
|
gamestate != GS_LEVEL
|
|
|| player->mo->scale <= 1
|
|
|| player->playerstate == PST_DEAD
|
|
|| leveltime <= introtime
|
|
|| (player->exiting && !(gametyperules & GTR_CIRCUIT))
|
|
)
|
|
{
|
|
// No need to do anything else.
|
|
return;
|
|
}
|
|
|
|
// Complete override of all ticcmd functionality
|
|
if (LUAh_BotTiccmd(player, cmd) == true)
|
|
{
|
|
return;
|
|
}
|
|
|
|
botController = K_FindBotController(player->mo);
|
|
|
|
if (player->trickpanel != 0)
|
|
{
|
|
K_BotTrick(player, cmd, botController);
|
|
|
|
// Don't do anything else.
|
|
return;
|
|
}
|
|
|
|
if ((player->nextwaypoint != NULL
|
|
&& player->nextwaypoint->mobj != NULL
|
|
&& !P_MobjWasRemoved(player->nextwaypoint->mobj))
|
|
|| (botController != NULL))
|
|
{
|
|
// Handle steering towards waypoints!
|
|
SINT8 turnsign = 0;
|
|
angle_t destangle, moveangle, angle;
|
|
INT16 anglediff;
|
|
|
|
if (botController != NULL && (botController->flags & ML_EFFECT1))
|
|
{
|
|
const fixed_t dist = (player->mo->radius * 4);
|
|
|
|
// X Offset: Movement direction
|
|
destangle = FixedAngle(sides[botController->sidenum[0]].textureoffset);
|
|
|
|
// Overwritten prediction
|
|
predict = Z_Calloc(sizeof(botprediction_t), PU_STATIC, NULL);
|
|
|
|
predict->x = player->mo->x + FixedMul(dist, FINECOSINE(destangle >> ANGLETOFINESHIFT));
|
|
predict->y = player->mo->y + FixedMul(dist, FINESINE(destangle >> ANGLETOFINESHIFT));
|
|
predict->radius = (DEFAULT_WAYPOINT_RADIUS / 4) * mapobjectscale;
|
|
}
|
|
else
|
|
{
|
|
predict = K_CreateBotPrediction(player);
|
|
|
|
K_NudgePredictionTowardsObjects(predict, player);
|
|
|
|
destangle = R_PointToAngle2(player->mo->x, player->mo->y, predict->x, predict->y);
|
|
}
|
|
|
|
moveangle = player->mo->angle;
|
|
angle = (moveangle - destangle);
|
|
|
|
if (angle < ANGLE_180)
|
|
{
|
|
turnsign = -1; // Turn right
|
|
anglediff = AngleFixed(angle)>>FRACBITS;
|
|
}
|
|
else
|
|
{
|
|
turnsign = 1; // Turn left
|
|
anglediff = 360-(AngleFixed(angle)>>FRACBITS);
|
|
}
|
|
|
|
anglediff = abs(anglediff);
|
|
turnamt = KART_FULLTURN * turnsign;
|
|
|
|
if (anglediff > 90)
|
|
{
|
|
// Wrong way!
|
|
cmd->forwardmove = -MAXPLMOVE;
|
|
cmd->buttons |= BT_BRAKE;
|
|
}
|
|
else
|
|
{
|
|
const fixed_t playerwidth = (player->mo->radius * 2);
|
|
fixed_t realrad = predict->radius - (playerwidth * 4); // Remove a "safe" distance away from the edges of the road
|
|
fixed_t rad = realrad;
|
|
fixed_t dirdist = K_DistanceOfLineFromPoint(
|
|
player->mo->x, player->mo->y,
|
|
player->mo->x + FINECOSINE(moveangle >> ANGLETOFINESHIFT), player->mo->y + FINESINE(moveangle >> ANGLETOFINESHIFT),
|
|
predict->x, predict->y
|
|
);
|
|
|
|
if (anglediff > 0)
|
|
{
|
|
// Become more precise based on how hard you need to turn
|
|
// This makes predictions into turns a little nicer
|
|
// Facing 90 degrees away from the predicted point gives you a 1/3 radius
|
|
rad = FixedMul(rad, ((135 - anglediff) * FRACUNIT) / 135);
|
|
}
|
|
|
|
if (rad > realrad)
|
|
{
|
|
rad = realrad;
|
|
}
|
|
else if (rad < playerwidth)
|
|
{
|
|
rad = playerwidth;
|
|
}
|
|
|
|
cmd->buttons |= BT_ACCELERATE;
|
|
|
|
// Full speed ahead!
|
|
cmd->forwardmove = MAXPLMOVE;
|
|
|
|
if (dirdist <= rad)
|
|
{
|
|
fixed_t speedmul = FixedDiv(player->speed, K_GetKartSpeed(player, false));
|
|
fixed_t speedrad = rad/4;
|
|
|
|
if (speedmul > FRACUNIT)
|
|
{
|
|
speedmul = FRACUNIT;
|
|
}
|
|
|
|
// Increase radius with speed
|
|
// At low speed, the CPU will try to be more accurate
|
|
// At high speed, they're more likely to lawnmower
|
|
speedrad += FixedMul(speedmul, rad - speedrad);
|
|
|
|
if (speedrad < playerwidth)
|
|
{
|
|
speedrad = playerwidth;
|
|
}
|
|
|
|
if (dirdist <= speedrad)
|
|
{
|
|
// Don't turn at all
|
|
turnamt = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (leveltime <= starttime && finishBeamLine != NULL)
|
|
{
|
|
const fixed_t distBase = 384*mapobjectscale;
|
|
const fixed_t distAdjust = 64*mapobjectscale;
|
|
|
|
const fixed_t closeDist = distBase + (distAdjust * (9 - player->kartweight));
|
|
const fixed_t farDist = closeDist + (distAdjust * 2);
|
|
|
|
fixed_t distToFinish = K_DistanceOfLineFromPoint(
|
|
finishBeamLine->v1->x, finishBeamLine->v1->y,
|
|
finishBeamLine->v2->x, finishBeamLine->v2->y,
|
|
player->mo->x, player->mo->y
|
|
) - player->speed;
|
|
|
|
// Don't run the spindash code at all until we're in the right place
|
|
trySpindash = false;
|
|
|
|
// If you're too far, enable spindash & stay still.
|
|
// If you're too close, start backing up.
|
|
|
|
if (distToFinish < closeDist)
|
|
{
|
|
// Silly way of getting us to reverse, but it respects the above code
|
|
// where we figure out what the shape of the track looks like.
|
|
UINT16 oldButtons = cmd->buttons;
|
|
|
|
cmd->buttons &= ~(BT_ACCELERATE|BT_BRAKE);
|
|
|
|
if (oldButtons & BT_ACCELERATE)
|
|
{
|
|
cmd->buttons |= BT_BRAKE;
|
|
}
|
|
|
|
if (oldButtons & BT_BRAKE)
|
|
{
|
|
cmd->buttons |= BT_ACCELERATE;
|
|
}
|
|
|
|
cmd->forwardmove = -cmd->forwardmove;
|
|
}
|
|
else if (distToFinish < farDist)
|
|
{
|
|
// We're in about the right place, spindash now.
|
|
cmd->forwardmove = 0;
|
|
trySpindash = true;
|
|
}
|
|
}
|
|
|
|
if (trySpindash == true)
|
|
{
|
|
// Spindashing
|
|
spindash = K_TrySpindash(player);
|
|
|
|
if (spindash > 0)
|
|
{
|
|
cmd->buttons |= BT_EBRAKEMASK;
|
|
cmd->forwardmove = 0;
|
|
|
|
if (spindash == 2 && player->speed < 6*mapobjectscale)
|
|
{
|
|
cmd->buttons |= BT_DRIFT;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (spindash == 0)
|
|
{
|
|
// Don't pointlessly try to use rings/sneakers while charging a spindash.
|
|
// TODO: Allowing projectile items like orbinaut while e-braking would be nice, maybe just pass in the spindash variable?
|
|
K_BotItemUsage(player, cmd, turnamt);
|
|
}
|
|
|
|
if (turnamt != 0)
|
|
{
|
|
if (turnamt > KART_FULLTURN)
|
|
{
|
|
turnamt = KART_FULLTURN;
|
|
}
|
|
else if (turnamt < -KART_FULLTURN)
|
|
{
|
|
turnamt = -KART_FULLTURN;
|
|
}
|
|
|
|
if (turnamt > 0)
|
|
{
|
|
// Count up
|
|
if (player->botvars.turnconfirm < BOTTURNCONFIRM)
|
|
{
|
|
player->botvars.turnconfirm++;
|
|
}
|
|
}
|
|
else if (turnamt < 0)
|
|
{
|
|
// Count down
|
|
if (player->botvars.turnconfirm > -BOTTURNCONFIRM)
|
|
{
|
|
player->botvars.turnconfirm--;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Back to neutral
|
|
if (player->botvars.turnconfirm < 0)
|
|
{
|
|
player->botvars.turnconfirm++;
|
|
}
|
|
else if (player->botvars.turnconfirm > 0)
|
|
{
|
|
player->botvars.turnconfirm--;
|
|
}
|
|
}
|
|
|
|
if (abs(player->botvars.turnconfirm) >= BOTTURNCONFIRM)
|
|
{
|
|
// You're commiting to your turn, you're allowed!
|
|
cmd->turning = turnamt;
|
|
}
|
|
}
|
|
|
|
// Free the prediction we made earlier
|
|
if (predict != NULL)
|
|
{
|
|
if (cv_kartdebugbotpredict.value != 0 && player - players == displayplayers[0])
|
|
{
|
|
K_DrawPredictionDebug(predict, player);
|
|
}
|
|
|
|
Z_Free(predict);
|
|
}
|
|
}
|
|
|