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All typedefs for structs that were present in other header files have been moved to here. (Except node_t because the renderer and netcode both define node_t LOL.)
273 lines
7.5 KiB
C++
273 lines
7.5 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.h
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/// \brief Bot logic & ticcmd generation code
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#ifndef __K_BOT__
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#define __K_BOT__
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#include "k_waypoint.h"
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#include "d_player.h"
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#include "r_defs.h"
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// Maximum value of botvars.difficulty
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#define MAXBOTDIFFICULTY 13
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// Level of a "difficult" bot. The max bot level was increased, but this keeps all of the same calculations.
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#define DIFFICULTBOT 9
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// How many tics in a row do you need to turn in this direction before we'll let you turn.
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// Made it as small as possible without making it look like the bots are twitching constantly.
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#define BOTTURNCONFIRM 4
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// How many tics without being able to accelerate before we'll let you spindash.
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#define BOTSPINDASHCONFIRM (2*TICRATE)
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// Point for bots to aim for
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struct botprediction_t {
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fixed_t x, y;
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fixed_t radius;
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};
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// AVAILABLE FOR LUA
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/*--------------------------------------------------
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boolean K_PlayerUsesBotMovement(player_t *player);
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Tells if this player is being controlled via bot movement code (is a bot, or is exiting).
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Input Arguments:-
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player - Player to check.
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Return:-
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true if using bot movement code, otherwise false.
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--------------------------------------------------*/
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boolean K_PlayerUsesBotMovement(player_t *player);
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/*--------------------------------------------------
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boolean K_BotCanTakeCut(player_t *player);
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Tells if this bot is able to take shortcuts (currently unaffected by offroad,
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or has certain items ready).
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Input Arguments:-
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player - Player to check.
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Return:-
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true if able to take shortcuts, otherwise false.
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--------------------------------------------------*/
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boolean K_BotCanTakeCut(player_t *player);
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/*--------------------------------------------------
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fixed_t K_BotRubberband(player_t *player);
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Gives a multiplier for a bot's rubberbanding.
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Meant to be used for acceleration and handling.
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Input Arguments:-
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player - Player to check.
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Return:-
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A multiplier in fixed point scale.
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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 K_UpdateRubberband(player_t *player);
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Eases the current rubberbanding value to the
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new one, calculated by K_BotRubberband.
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Input Arguments:-
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player - Player to update.
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Return:-
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The new rubberband multiplier, in fixed point scale.
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--------------------------------------------------*/
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fixed_t K_UpdateRubberband(player_t *player);
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/*--------------------------------------------------
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fixed_t K_DistanceOfLineFromPoint(fixed_t v1x, fixed_t v1y, fixed_t v2x, fixed_t v2y, fixed_t cx, fixed_t cy);
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Gets the distance of a point away from a line.
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TODO: Could go in another file?
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Input Arguments:-
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v1x - Line's first vertex x position.
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v1y - Line's first vertex y position.
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v2x - Line's second vertex x position.
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v2y - Line's second vertex y position.
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cx - Point's x position.
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cy - Point's y position.
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Return:-
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The distance between the point and the line.
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--------------------------------------------------*/
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fixed_t K_DistanceOfLineFromPoint(fixed_t v1x, fixed_t v1y, fixed_t v2x, fixed_t v2y, fixed_t cx, fixed_t cy);
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// NOT AVAILABLE FOR LUA
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/*--------------------------------------------------
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boolean K_AddBot(UINT8 skin, UINT8 difficulty, UINT8 *newplayernum);
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Returns the waypoint actually being used as the finish line.
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Input Arguments:-
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skin - Skin number that the bot will use.
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difficulty - Difficulty level this bot will use.
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newplayernum - Pointer to the last valid player slot number.
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Is a pointer so that this function can be called multiple times to add more than one bot.
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Return:-
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true if a bot packet can be sent, otherwise false.
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--------------------------------------------------*/
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boolean K_AddBot(UINT8 skin, UINT8 difficulty, UINT8 *newplayernum);
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/*--------------------------------------------------
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void K_UpdateMatchRaceBots(void);
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Updates the number of bots in the server and their difficulties for Match Race.
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--------------------------------------------------*/
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void K_UpdateMatchRaceBots(void);
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/*--------------------------------------------------
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UINT8 K_EggboxStealth(fixed_t x, fixed_t y);
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Gets a "stealth" value for a position, to figure out how
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well Eggman boxes blend into random items.
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Input Arguments:-
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x - X coordinate to check.
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y - Y coordinate to check.
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Return:-
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Stealth value for the position.
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--------------------------------------------------*/
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UINT8 K_EggboxStealth(fixed_t x, fixed_t y);
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/*--------------------------------------------------
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boolean K_BotHatesThisSector(player_t *player, sector_t *sec, fixed_t x, fixed_t y)
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Tells us if a bot will play more careful around
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this sector. Checks FOFs in the sector, as well.
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Input Arguments:-
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player - Player to check against.
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sec - Sector to check against.
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x - Linedef cross X position, for slopes
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y - Linedef cross Y position, for slopes
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Return:-
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true if avoiding this sector, false otherwise.
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--------------------------------------------------*/
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boolean K_BotHatesThisSector(player_t *player, sector_t *sec, fixed_t x, fixed_t y);
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/*--------------------------------------------------
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void K_NudgePredictionTowardsObjects(botprediction_t *predict, player_t *player);
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Moves the bot's prediction, based on objects around the bot.
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Input Arguments:-
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predict - The bot's prediction to nudge.
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player - Player to compare.
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Return:-
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None
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--------------------------------------------------*/
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void K_NudgePredictionTowardsObjects(botprediction_t *predict, player_t *player);
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/*--------------------------------------------------
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INT32 K_PositionBully(player_t *player)
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Calculates a turn value to reach a player that can be bullied.
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Input Arguments:-
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player - Bot to run this for.
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Return:-
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INT32_MAX if couldn't find anything, otherwise a steering value.
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--------------------------------------------------*/
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INT32 K_PositionBully(player_t *player);
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/*--------------------------------------------------
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void K_BuildBotTiccmd(player_t *player, ticcmd_t *cmd);
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Creates a bot's ticcmd, looking at its surroundings to
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try and figure out what it should do.
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Input Arguments:-
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player - Player to generate the ticcmd for.
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cmd - The player's ticcmd to modify.
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Return:-
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None
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--------------------------------------------------*/
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void K_BuildBotTiccmd(player_t *player, ticcmd_t *cmd);
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/*--------------------------------------------------
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void K_UpdateBotGameplayVars(player_t *player);
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Updates gamestate affecting botvars. This must be
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called for both client and server.
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Input Arguments:-
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player - Player to whom to update the botvars.
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Return:-
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None
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--------------------------------------------------*/
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void K_UpdateBotGameplayVars(player_t *player);
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/*--------------------------------------------------
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void K_BotItemUsage(player_t *player, ticcmd_t *cmd, INT16 turnamt);
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Item usage part of ticcmd generation.
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Input Arguments:-
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player - Player to generate the ticcmd for.
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cmd - The player's ticcmd to modify.
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turnamt - How hard the bot is turning.
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Return:-
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None
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--------------------------------------------------*/
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void K_BotItemUsage(player_t *player, ticcmd_t *cmd, INT16 turnamt);
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#endif
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