mirror of
https://github.com/KartKrewDev/RingRacers.git
synced 2025-10-30 08:01:28 +00:00
2184 lines
55 KiB
C++
2184 lines
55 KiB
C++
// DR. ROBOTNIK'S RING RACERS
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//-----------------------------------------------------------------------------
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// Copyright (C) 2025 by Sally "TehRealSalt" Cochenour
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// Copyright (C) 2025 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.cpp
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/// \brief Bot logic & ticcmd generation code
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#include <algorithm>
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#include <tracy/tracy/Tracy.hpp>
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#include "cxxutil.hpp"
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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 "m_perfstats.h"
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#include "k_podium.h"
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#include "k_respawn.h"
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#include "m_easing.h"
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#include "d_clisrv.h"
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#include "g_party.h"
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#include "k_grandprix.h" // K_CanChangeRules
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#include "hu_stuff.h" // HU_AddChatText
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#ifdef HAVE_DISCORDRPC
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#include "discord.h" // DRPC_UpdatePresence
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#endif
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#include "i_net.h" // doomcom
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extern "C" consvar_t cv_forcebots;
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/*--------------------------------------------------
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void K_SetNameForBot(UINT8 playerNum, const char *realname)
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See header file for description.
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--------------------------------------------------*/
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void K_SetNameForBot(UINT8 newplayernum, const char *realname)
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{
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// These names are generally sourced from skins.
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I_Assert(MAXPLAYERNAME >= SKINNAMESIZE+2);
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boolean canApplyNameChange = true;
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if (netgame == true)
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{
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canApplyNameChange = IsPlayerNameUnique(realname, newplayernum);
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}
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if (canApplyNameChange)
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{
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// No conflict detected!
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sprintf(player_names[newplayernum], "%s", realname);
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return;
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}
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// Ok, now we append on the end for duplicates...
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char namebuffer[MAXPLAYERNAME+1];
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sprintf(namebuffer, "%s %c", realname, 'A'+newplayernum);
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// ...and use the actual function, to handle more devious duplication.
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if (!EnsurePlayerNameIsGood(namebuffer, newplayernum))
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{
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// we can't bail from adding the bot...
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// this hopefully uncontroversial pick is all we CAN do
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sprintf(namebuffer, "Bot %u", newplayernum+1);
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}
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// And finally write.
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sprintf(player_names[newplayernum], "%s", namebuffer);
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}
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/*--------------------------------------------------
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void K_SetBot(UINT8 playerNum, UINT16 skinnum, UINT8 difficulty, botStyle_e style)
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See header file for description.
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--------------------------------------------------*/
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void K_SetBot(UINT8 newplayernum, UINT16 skinnum, UINT8 difficulty, botStyle_e style)
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{
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CONS_Debug(DBG_NETPLAY, "addbot: %d\n", newplayernum);
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G_AddPlayer(newplayernum, newplayernum);
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if (newplayernum+1 > doomcom->numslots)
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doomcom->numslots = (INT16)(newplayernum+1);
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playernode[newplayernum] = servernode;
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// this will permit unlocks
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memcpy(&players[newplayernum].availabilities, R_GetSkinAvailabilities(false, skinnum), MAXAVAILABILITY*sizeof(UINT8));
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players[newplayernum].splitscreenindex = 0;
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players[newplayernum].bot = true;
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players[newplayernum].botvars.difficulty = difficulty;
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players[newplayernum].botvars.style = style;
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players[newplayernum].lives = 9;
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if (cv_levelskull.value)
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players[newplayernum].botvars.difficulty = MAXBOTDIFFICULTY;
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// The bot may immediately become a spectator AT THE START of a GP.
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// For each subsequent round of GP, K_UpdateGrandPrixBots will handle this.
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players[newplayernum].spectator = grandprixinfo.gp && grandprixinfo.initalize && K_BotDefaultSpectator();
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skincolornum_t color = static_cast<skincolornum_t>(skins[skinnum]->prefcolor);
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const char *realname = skins[skinnum]->realname;
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if (tutorialchallenge == TUTORIALSKIP_INPROGRESS)
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{
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// The ROYGBIV Rangers
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switch (newplayernum)
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{
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case 1:
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color = SKINCOLOR_RED;
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realname = "Champ";
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break;
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case 2:
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color = SKINCOLOR_ORANGE;
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realname = "Pharaoh";
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break;
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case 3:
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color = SKINCOLOR_YELLOW;
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realname = "Caesar";
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break;
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case 4:
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color = SKINCOLOR_GREEN;
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realname = "General";
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break;
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case 5:
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color = SKINCOLOR_CYAN; // blue (lighter than _BLUE)
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realname = "Shogun";
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break;
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case 6:
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color = SKINCOLOR_BLUEBERRY; // indigo
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realname = "Emperor";
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break;
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case 7:
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color = SKINCOLOR_VIOLET;
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realname = "King";
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break;
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default:
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color = SKINCOLOR_BLACK;
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realname = "Vizier"; // working in the shadows
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break;
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}
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}
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K_SetNameForBot(newplayernum, realname);
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LUA_HookPlayer(&players[newplayernum], HOOK(BotJoin));
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for (UINT8 i = 0; i < PWRLV_NUMTYPES; i++)
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{
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clientpowerlevels[newplayernum][i] = 0;
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}
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players[newplayernum].prefcolor = color;
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players[newplayernum].prefskin = skinnum;
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players[newplayernum].preffollower = -1;
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players[newplayernum].preffollowercolor = SKINCOLOR_NONE;
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G_UpdatePlayerPreferences(&players[newplayernum]);
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if (netgame)
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{
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HU_AddChatText(va("\x82*Bot %d has been added to the game", newplayernum+1), false);
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}
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LUA_HookInt(newplayernum, HOOK(PlayerJoin));
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}
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/*--------------------------------------------------
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boolean K_AddBot(UINT16 skin, UINT8 difficulty, botStyle_e style, UINT8 *p)
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See header file for description.
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--------------------------------------------------*/
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boolean K_AddBot(UINT16 skin, UINT8 difficulty, botStyle_e style, UINT8 *p)
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{
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UINT8 newplayernum = *p;
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for (; newplayernum < MAXPLAYERS; newplayernum++)
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{
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if (playeringame[newplayernum] == false)
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{
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// free player slot
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break;
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}
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}
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if (newplayernum >= MAXPLAYERS)
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{
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// nothing is free
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*p = MAXPLAYERS;
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return false;
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}
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K_SetBot(newplayernum, skin, difficulty, style);
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DEBFILE(va("Everyone added bot %d\n", newplayernum));
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// use the next free slot
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*p = newplayernum+1;
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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 UINT16 defaultbotskin = R_BotDefaultSkin();
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UINT8 difficulty;
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UINT8 pmax = (InADedicatedServer() ? MAXPLAYERS-1 : MAXPLAYERS);
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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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UINT16 usableskins = 0, skincount = (demo.playback ? demo.numskins : numskins);;
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UINT16 grabskins[MAXSKINS+1];
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UINT16 i;
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// Init usable bot skins list
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for (i = 0; i < skincount; i++)
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{
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grabskins[usableskins++] = i;
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}
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grabskins[usableskins] = MAXSKINS;
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if (gamestate == GS_TITLESCREEN)
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{
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difficulty = 0;
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}
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else if ((gametyperules & GTR_BOTS) == 0 && !cv_forcebots.value)
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{
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difficulty = 0;
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}
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else if (tutorialchallenge == TUTORIALSKIP_INPROGRESS)
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{
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pmax = 8; // can you believe this is a nerf
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difficulty = 4;
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}
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else if (K_CanChangeRules(true) == false)
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{
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difficulty = 0;
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}
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else
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{
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difficulty = cv_kartbot.value;
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if (netgame)
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{
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pmax = std::min<UINT8>(pmax, static_cast<UINT8>(cv_maxconnections.value));
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}
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if (cv_maxplayers.value > 0)
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{
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pmax = std::min<UINT8>(pmax, static_cast<UINT8>(cv_maxplayers.value));
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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])
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{
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if (!players[i].spectator)
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{
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grabskins[players[i].skin] = MAXSKINS;
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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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// Enforce normal style for Match Race
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players[i].botvars.style = BOT_STYLE_NORMAL;
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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)
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{
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// Remove bots if there are any.
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wantedbots = 0;
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}
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else
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{
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// Add bots to fill up MAXPLAYERS
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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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auto clear_bots = [&numbots](UINT8 max)
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{
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UINT8 i = MAXPLAYERS;
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while (numbots > max && 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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CL_RemovePlayer(i, KR_LEAVE);
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numbots--;
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}
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}
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};
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if (tutorialchallenge == TUTORIALSKIP_INPROGRESS)
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{
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// Prevent Eggman bot carrying over from Tutorial
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clear_bots(0);
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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 = InADedicatedServer() ? 1 : 0;
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// Rearrange usable bot skins list to prevent gaps for randomised selection
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if (tutorialchallenge == TUTORIALSKIP_INPROGRESS)
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{
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usableskins = 0; // force a crack team of Eggrobo
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}
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else for (i = 0; i < usableskins; i++)
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{
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if (!(grabskins[i] == MAXSKINS || !R_SkinUsable(-1, grabskins[i], true)))
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{
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continue;
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}
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while (usableskins > i && (grabskins[usableskins] == MAXSKINS || !R_SkinUsable(-1, grabskins[usableskins], true)))
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{
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usableskins--;
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}
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grabskins[i] = grabskins[usableskins];
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grabskins[usableskins] = MAXSKINS;
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}
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while (numbots < wantedbots)
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{
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UINT16 skinnum = defaultbotskin;
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if (usableskins > 0)
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{
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UINT16 index = P_RandomKey(PR_BOTS, usableskins);
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skinnum = grabskins[index];
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grabskins[index] = grabskins[--usableskins];
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}
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if (!K_AddBot(skinnum, difficulty, BOT_STYLE_NORMAL, &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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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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clear_bots(wantedbots);
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}
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K_AssignFoes();
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// We should have enough bots now :)
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#ifdef HAVE_DISCORDRPC
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// Player count change was possible, so update presence
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DRPC_UpdatePresence();
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#endif
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}
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/*--------------------------------------------------
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boolean K_PlayerUsesBotMovement(const player_t *player)
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See header file for description.
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--------------------------------------------------*/
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boolean K_PlayerUsesBotMovement(const player_t *player)
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{
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if (K_PodiumSequence() == true)
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return true;
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// Lua can't override the podium sequence result, but it can
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// override the following results:
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{
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UINT8 shouldOverride = LUA_HookPlayerForceResults(const_cast<player_t*>(player),
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HOOK(PlayerUsesBotMovement));
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if (shouldOverride == 1)
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return true;
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if (shouldOverride == 2)
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return false;
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}
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if (player->exiting)
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return true;
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if (player->bot)
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return true;
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#ifdef DEVELOP
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if (cv_takeover.value)
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return true;
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#endif
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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(const player_t *player)
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{
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if (
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#if 1
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K_TripwirePassConditions(player) != TRIPWIRE_NONE
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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 fixed_t K_BotSpeedScaled(const player_t *player, fixed_t speed)
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What the bot "thinks" their speed is, for predictions.
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Mainly to make bots brake earlier when on friction sectors.
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Input Arguments:-
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player - The bot player to calculate speed for.
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speed - Raw speed value.
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Return:-
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The bot's speed value for calculations.
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--------------------------------------------------*/
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static fixed_t K_BotSpeedScaled(const player_t *player, fixed_t speed)
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{
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fixed_t result = speed;
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if (P_IsObjectOnGround(player->mo) == false)
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{
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// You have no air control, so don't predict too far ahead.
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return 0;
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}
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if (player->mo->movefactor != FRACUNIT)
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{
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fixed_t moveFactor = player->mo->movefactor;
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if (moveFactor == 0)
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{
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moveFactor = 1;
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}
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// Reverse against friction. Allows for bots to
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// acknowledge they'll be moving faster on ice,
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// and to steer harder / brake earlier.
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moveFactor = FixedDiv(FRACUNIT, moveFactor);
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// The full value is way too strong, reduce it.
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moveFactor -= (moveFactor - FRACUNIT)*3/4;
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result = FixedMul(result, moveFactor);
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}
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if (player->mo->standingslope != nullptr)
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{
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const pslope_t *slope = player->mo->standingslope;
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if (!(slope->flags & SL_NOPHYSICS) && abs(slope->zdelta) >= FRACUNIT/21)
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{
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fixed_t slopeMul = FRACUNIT;
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angle_t angle = K_MomentumAngle(player->mo) - slope->xydirection;
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if (P_MobjFlip(player->mo) * slope->zdelta < 0)
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angle ^= ANGLE_180;
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// Going uphill: 0
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// Going downhill: FRACUNIT*2
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slopeMul = FRACUNIT + FINECOSINE(angle >> ANGLETOFINESHIFT);
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// Range: 0.5 to 1.5
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result = FixedMul(result, (FRACUNIT>>1) + (slopeMul >> 1));
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}
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}
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return result;
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}
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/*--------------------------------------------------
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botcontroller_t *K_GetBotController(const mobj_t *mobj)
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See header file for description.
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--------------------------------------------------*/
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botcontroller_t *K_GetBotController(const mobj_t *mobj)
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{
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botcontroller_t *ret = nullptr;
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if (P_MobjWasRemoved(mobj) == true)
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{
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return nullptr;
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}
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if (mobj->subsector == nullptr || mobj->subsector->sector == nullptr)
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{
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return nullptr;
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}
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ret = &mobj->subsector->sector->botController;
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ffloor_t *rover = nullptr;
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for (rover = mobj->subsector->sector->ffloors; rover; rover = rover->next)
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{
|
|
if ((rover->fofflags & FOF_EXISTS) == 0)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
fixed_t topheight = P_GetFOFTopZ(mobj, mobj->subsector->sector, rover, mobj->x, mobj->y, nullptr);
|
|
fixed_t bottomheight = P_GetFOFBottomZ(mobj, mobj->subsector->sector, rover, mobj->x, mobj->y, nullptr);
|
|
|
|
if (mobj->z > topheight || mobj->z + mobj->height < bottomheight)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
botcontroller_t *roverController = &rover->master->frontsector->botController;
|
|
if (roverController->trick != 0 || roverController->flags != 0)
|
|
{
|
|
ret = roverController;
|
|
}
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
/*--------------------------------------------------
|
|
fixed_t K_BotMapModifier(void)
|
|
|
|
See header file for description.
|
|
--------------------------------------------------*/
|
|
fixed_t K_BotMapModifier(void)
|
|
{
|
|
// fuck it we ball
|
|
return 5*FRACUNIT/10;
|
|
|
|
constexpr INT32 complexity_scale = 10000;
|
|
fixed_t modifier_max = (10 * FRACUNIT / 10) - FRACUNIT;
|
|
fixed_t modifier_min = (5 * FRACUNIT / 10) - FRACUNIT;
|
|
|
|
const fixed_t complexity_value = std::clamp<fixed_t>(
|
|
FixedDiv(K_GetTrackComplexity(), complexity_scale),
|
|
modifier_min,
|
|
modifier_max
|
|
);
|
|
|
|
return FRACUNIT + complexity_value;
|
|
}
|
|
|
|
/*--------------------------------------------------
|
|
static UINT32 K_BotRubberbandDistance(const player_t *player)
|
|
|
|
Calculates the distance away from 1st place that the
|
|
bot should rubberband to.
|
|
|
|
Input Arguments:-
|
|
player - Player to compare.
|
|
|
|
Return:-
|
|
Distance to add, as an integer.
|
|
--------------------------------------------------*/
|
|
static UINT32 K_BotRubberbandDistance(const player_t *player)
|
|
{
|
|
UINT32 spacing = FixedDiv(640 * mapobjectscale, K_GetKartGameSpeedScalar(gamespeed)) / FRACUNIT;
|
|
const UINT8 portpriority = player - players;
|
|
UINT8 pos = 1;
|
|
UINT8 i;
|
|
|
|
if (player->botvars.rival || cv_levelskull.value)
|
|
{
|
|
// The rival should always try to be the front runner for the race.
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
if (player->botvars.foe)
|
|
spacing /= 2;
|
|
*/
|
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (i == portpriority)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (!playeringame[i] || players[i].spectator)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (!players[i].bot)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (G_SameTeam(player, &players[i]) == true)
|
|
{
|
|
// Don't consider friendlies with your rubberbanding.
|
|
continue;
|
|
}
|
|
|
|
if (player->botvars.foe && !players[i].botvars.foe)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// First check difficulty levels, then score, then settle it with port priority!
|
|
if (player->botvars.difficulty < players[i].botvars.difficulty)
|
|
{
|
|
pos += 3;
|
|
}
|
|
else if (player->score < players[i].score)
|
|
{
|
|
pos += 2;
|
|
}
|
|
else if (i < portpriority)
|
|
{
|
|
pos += 1;
|
|
}
|
|
}
|
|
|
|
return (pos * spacing);
|
|
}
|
|
|
|
/*--------------------------------------------------
|
|
fixed_t K_BotRubberband(const player_t *player)
|
|
|
|
See header file for description.
|
|
--------------------------------------------------*/
|
|
fixed_t K_BotRubberband(const player_t *player)
|
|
{
|
|
if (player->exiting)
|
|
{
|
|
// You're done, we don't need to rubberband anymore.
|
|
return FRACUNIT;
|
|
}
|
|
|
|
const botcontroller_t *botController = K_GetBotController(player->mo);
|
|
if (botController != nullptr && (botController->flags & TMBOT_NORUBBERBAND) == TMBOT_NORUBBERBAND) // Disable rubberbanding
|
|
{
|
|
return FRACUNIT;
|
|
}
|
|
|
|
fixed_t expreduce = 0;
|
|
|
|
// Allow the status quo to assert itself a bit. Bots get most of their speed from their
|
|
// mechanics adjustments, not from items, so kill some bot speed if they've got bad EXP.
|
|
if (player->gradingfactor < FRACUNIT && !(player->botvars.rival) && player->botvars.difficulty > 1)
|
|
{
|
|
UINT8 levelreduce = std::min<UINT8>(3, player->botvars.difficulty/4); // How much to drop the "effective level" of bots that are consistently behind
|
|
expreduce = Easing_Linear((K_EffectiveGradingFactor(player) - MINGRADINGFACTOR) * 2, levelreduce*FRACUNIT, 0);
|
|
if (player->botvars.foe)
|
|
expreduce /= 2;
|
|
}
|
|
|
|
fixed_t difficultyEase = (((player->botvars.difficulty - 1) * FRACUNIT) - expreduce) / (MAXBOTDIFFICULTY - 1);
|
|
|
|
if (difficultyEase < 0)
|
|
difficultyEase = 0;
|
|
|
|
if (cv_levelskull.value)
|
|
difficultyEase = FRACUNIT;
|
|
|
|
// Lv. 1: x0.75 avg
|
|
// Lv. MAX: x1.05 avg
|
|
const fixed_t rubberBase = Easing_OutSine(
|
|
difficultyEase,
|
|
FRACUNIT * 75 / 100,
|
|
FRACUNIT * 105 / 100
|
|
);
|
|
|
|
// +/- x0.35
|
|
const fixed_t rubberStretchiness = FixedMul(
|
|
FixedDiv(
|
|
35 * FRACUNIT / 100,
|
|
K_GetKartGameSpeedScalar(gamespeed)
|
|
),
|
|
K_BotMapModifier()
|
|
);
|
|
|
|
// Lv. 1: x0.4 min
|
|
// Lv. MAX: x0.85 min
|
|
constexpr fixed_t rubberSlowMin = FRACUNIT / 2;
|
|
const fixed_t rubberSlow = std::max<fixed_t>( rubberBase - rubberStretchiness, rubberSlowMin );
|
|
|
|
// Lv. 1: x0.9 max
|
|
// Lv. MAX: x1.35 max
|
|
constexpr fixed_t rubberFastMax = FRACUNIT * 3 / 2;
|
|
const fixed_t rubberFast = std::min<fixed_t>( rubberBase + rubberStretchiness, rubberFastMax );
|
|
|
|
fixed_t rubberband = FRACUNIT >> 1;
|
|
player_t *firstplace = nullptr;
|
|
size_t i = SIZE_MAX;
|
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (!playeringame[i] || players[i].spectator)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Don't rubberband to ourselves...
|
|
if (player == &players[i])
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Don't rubberband to friendlies...
|
|
if (G_SameTeam(player, &players[i]) == true)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
#if 0
|
|
// Only rubberband up to players.
|
|
if (players[i].bot)
|
|
{
|
|
continue;
|
|
}
|
|
#endif
|
|
|
|
if (firstplace == nullptr || players[i].distancetofinish < firstplace->distancetofinish)
|
|
{
|
|
firstplace = &players[i];
|
|
}
|
|
}
|
|
|
|
if (firstplace != nullptr)
|
|
{
|
|
const UINT32 spacing = FixedDiv(10240 * mapobjectscale, K_GetKartGameSpeedScalar(gamespeed)) / FRACUNIT;
|
|
const UINT32 wanteddist = firstplace->distancetofinish + K_BotRubberbandDistance(player);
|
|
const INT32 distdiff = player->distancetofinish - wanteddist;
|
|
|
|
rubberband = FixedDiv(distdiff + spacing, spacing * 2);
|
|
|
|
if (player->boostpower < FRACUNIT)
|
|
{
|
|
// Do not let bots cheese offroad as much.
|
|
rubberband = FixedMul(rubberband, player->boostpower);
|
|
}
|
|
|
|
if (P_MobjWasRemoved(player->mo) == false && player->mo->movefactor < FRACUNIT)
|
|
{
|
|
// Do not let bots speed up on ice too much.
|
|
rubberband = FixedMul(rubberband, player->mo->movefactor);
|
|
}
|
|
|
|
if (rubberband > FRACUNIT)
|
|
{
|
|
rubberband = FRACUNIT;
|
|
}
|
|
else if (rubberband < 0)
|
|
{
|
|
rubberband = 0;
|
|
}
|
|
}
|
|
|
|
UINT32 scaled_dist = player->distancetofinish;
|
|
if (mapobjectscale != FRACUNIT)
|
|
{
|
|
// Bring back to normal scale.
|
|
scaled_dist = FixedDiv(scaled_dist, mapobjectscale);
|
|
}
|
|
|
|
UINT32 END_DIST = 2048 * 14;
|
|
|
|
if (K_EffectiveGradingFactor(player) <= FRACUNIT)
|
|
{
|
|
END_DIST = Easing_Linear((K_EffectiveGradingFactor(player) - MINGRADINGFACTOR) * 2, END_DIST * 2, END_DIST);
|
|
}
|
|
|
|
if (scaled_dist < END_DIST)
|
|
{
|
|
// At the end of tracks, start slowing down.
|
|
rubberband = FixedMul(rubberband, FixedDiv(scaled_dist, END_DIST));
|
|
}
|
|
|
|
return Easing_Linear(rubberband, rubberSlow, rubberFast);
|
|
}
|
|
|
|
/*--------------------------------------------------
|
|
fixed_t K_UpdateRubberband(player_t *player)
|
|
|
|
See header file for description.
|
|
--------------------------------------------------*/
|
|
fixed_t K_UpdateRubberband(player_t *player)
|
|
{
|
|
fixed_t dest = K_BotRubberband(player);
|
|
|
|
fixed_t deflect = player->botvars.recentDeflection;
|
|
if (deflect > BOTMAXDEFLECTION)
|
|
deflect = BOTMAXDEFLECTION;
|
|
|
|
dest = FixedMul(dest, Easing_Linear(
|
|
FixedDiv(deflect, BOTMAXDEFLECTION),
|
|
BOTSTRAIGHTSPEED,
|
|
BOTTURNSPEED
|
|
));
|
|
|
|
fixed_t ret = player->botvars.rubberband;
|
|
|
|
UINT8 ease_soften = (ret > dest) ? 3 : 8;
|
|
|
|
if (player->botvars.bumpslow && dest > ret)
|
|
ease_soften = 80;
|
|
|
|
// Ease into the new value.
|
|
ret += (dest - player->botvars.rubberband) / ease_soften;
|
|
|
|
return ret;
|
|
}
|
|
|
|
/*--------------------------------------------------
|
|
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 void K_GetBotWaypointRadius(waypoint_t *waypoint, fixed_t *smallestRadius, fixed_t *smallestScaled)
|
|
|
|
Calculates a new waypoint radius size to use, making it
|
|
thinner depending on how harsh the turn is.
|
|
|
|
Input Arguments:-
|
|
waypoint - Waypoint to retrieve the radius of.
|
|
|
|
Return:-
|
|
N/A
|
|
--------------------------------------------------*/
|
|
static void K_GetBotWaypointRadius(waypoint_t *const waypoint, fixed_t *smallestRadius, fixed_t *smallestScaled)
|
|
{
|
|
static const fixed_t maxReduce = FRACUNIT/32;
|
|
static const angle_t maxDelta = ANGLE_22h;
|
|
|
|
fixed_t radius = waypoint->mobj->radius;
|
|
fixed_t reduce = FRACUNIT;
|
|
angle_t delta = 0;
|
|
|
|
size_t i, j;
|
|
|
|
for (i = 0; i < waypoint->numnextwaypoints; i++)
|
|
{
|
|
const waypoint_t *next = waypoint->nextwaypoints[i];
|
|
const angle_t nextAngle = R_PointToAngle2(
|
|
waypoint->mobj->x, waypoint->mobj->y,
|
|
next->mobj->x, next->mobj->y
|
|
);
|
|
|
|
for (j = 0; j < waypoint->numprevwaypoints; j++)
|
|
{
|
|
const waypoint_t *prev = waypoint->prevwaypoints[j];
|
|
const angle_t prevAngle = R_PointToAngle2(
|
|
prev->mobj->x, prev->mobj->y,
|
|
waypoint->mobj->x, waypoint->mobj->y
|
|
);
|
|
|
|
delta = std::max<angle_t>(delta, AngleDelta(nextAngle, prevAngle));
|
|
}
|
|
}
|
|
|
|
if (delta > maxDelta)
|
|
{
|
|
delta = maxDelta;
|
|
}
|
|
|
|
reduce = FixedDiv(delta, maxDelta);
|
|
reduce = FRACUNIT + FixedMul(reduce, maxReduce - FRACUNIT);
|
|
|
|
*smallestRadius = std::min<fixed_t>(*smallestRadius, radius);
|
|
*smallestScaled = std::min<fixed_t>(*smallestScaled, FixedMul(radius, reduce));
|
|
}
|
|
|
|
static fixed_t K_ScaleWPDistWithSlope(fixed_t disttonext, angle_t angletonext, const pslope_t *slope, SINT8 flip)
|
|
{
|
|
if (slope == nullptr)
|
|
{
|
|
return disttonext;
|
|
}
|
|
|
|
if ((slope->flags & SL_NOPHYSICS) == 0 && abs(slope->zdelta) >= FRACUNIT/21)
|
|
{
|
|
// Displace the prediction to go with the slope physics.
|
|
fixed_t slopeMul = FRACUNIT;
|
|
angle_t angle = angletonext - slope->xydirection;
|
|
|
|
if (flip * slope->zdelta < 0)
|
|
{
|
|
angle ^= ANGLE_180;
|
|
}
|
|
|
|
// Going uphill: 0
|
|
// Going downhill: FRACUNIT*2
|
|
slopeMul = FRACUNIT + FINECOSINE(angle >> ANGLETOFINESHIFT);
|
|
|
|
// Range: 0.25 to 1.75
|
|
return FixedMul(disttonext, (FRACUNIT >> 2) + ((slopeMul * 3) >> 2));
|
|
}
|
|
|
|
return disttonext;
|
|
}
|
|
|
|
/*--------------------------------------------------
|
|
static botprediction_t *K_CreateBotPrediction(const 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(const player_t *player)
|
|
{
|
|
ZoneScoped;
|
|
|
|
const precise_t time = I_GetPreciseTime();
|
|
|
|
// Stair janking makes it harder to steer, so attempt to steer harder.
|
|
const UINT8 jankDiv = (player->stairjank > 0) ? 4 : 1;
|
|
|
|
const INT16 handling = K_GetKartTurnValue(player, KART_FULLTURN) / jankDiv; // Reduce prediction based on how fast you can turn
|
|
|
|
const tic_t futuresight = (TICRATE * KART_FULLTURN) / std::max<INT16>(1, handling); // How far ahead into the future to try and predict
|
|
const fixed_t speed = K_BotSpeedScaled(player, P_AproxDistance(player->mo->momx, player->mo->momy));
|
|
|
|
const INT32 startDist = 0; //(DEFAULT_WAYPOINT_RADIUS * mapobjectscale) / FRACUNIT;
|
|
const INT32 maxDist = (DEFAULT_WAYPOINT_RADIUS * 3 * mapobjectscale) / FRACUNIT; // This function gets very laggy when it goes far distances, and going too far isn't very helpful anyway.
|
|
const INT32 distance = std::min<INT32>(((speed / FRACUNIT) * static_cast<INT32>(futuresight)) + startDist, maxDist);
|
|
|
|
// Halves radius when encountering a wall on your way to your destination.
|
|
fixed_t radReduce = FRACUNIT;
|
|
|
|
fixed_t radius = INT32_MAX;
|
|
fixed_t radiusScaled = INT32_MAX;
|
|
|
|
INT32 distanceleft = distance;
|
|
angle_t angletonext = ANGLE_MAX;
|
|
INT32 disttonext = INT32_MAX;
|
|
INT32 distscaled = INT32_MAX;
|
|
pslope_t *nextslope = player->mo->standingslope;
|
|
|
|
waypoint_t *wp = player->nextwaypoint;
|
|
mobj_t *prevwpmobj = player->mo;
|
|
|
|
const boolean useshortcuts = K_BotCanTakeCut(player);
|
|
const boolean huntbackwards = false;
|
|
boolean pathfindsuccess = false;
|
|
path_t pathtofinish = {0};
|
|
|
|
botprediction_t *predict = nullptr;
|
|
size_t i;
|
|
|
|
if (wp == nullptr || P_MobjWasRemoved(wp->mobj) == true)
|
|
{
|
|
// Can't do any of this if we don't have a waypoint.
|
|
return nullptr;
|
|
}
|
|
|
|
predict = static_cast<botprediction_t *>(Z_Calloc(sizeof(botprediction_t), PU_LEVEL, nullptr));
|
|
|
|
// Init defaults in case of pathfind failure
|
|
angletonext = R_PointToAngle2(prevwpmobj->x, prevwpmobj->y, wp->mobj->x, wp->mobj->y);
|
|
disttonext = P_AproxDistance(prevwpmobj->x - wp->mobj->x, prevwpmobj->y - wp->mobj->y);
|
|
nextslope = wp->mobj->standingslope;
|
|
distscaled = K_ScaleWPDistWithSlope(disttonext, angletonext, nextslope, P_MobjFlip(wp->mobj)) / FRACUNIT;
|
|
|
|
pathfindsuccess = K_PathfindThruCircuit(
|
|
wp, (unsigned)distanceleft,
|
|
&pathtofinish,
|
|
useshortcuts, huntbackwards
|
|
);
|
|
|
|
// Go through the waypoints until we've traveled the distance we wanted to predict ahead!
|
|
if (pathfindsuccess == true)
|
|
{
|
|
for (i = 0; i < pathtofinish.numnodes; i++)
|
|
{
|
|
wp = (waypoint_t *)pathtofinish.array[i].nodedata;
|
|
|
|
if (i == 0)
|
|
{
|
|
prevwpmobj = player->mo;
|
|
}
|
|
else
|
|
{
|
|
prevwpmobj = ((waypoint_t *)pathtofinish.array[ i - 1 ].nodedata)->mobj;
|
|
}
|
|
|
|
angletonext = R_PointToAngle2(prevwpmobj->x, prevwpmobj->y, wp->mobj->x, wp->mobj->y);
|
|
disttonext = P_AproxDistance(prevwpmobj->x - wp->mobj->x, prevwpmobj->y - wp->mobj->y);
|
|
nextslope = wp->mobj->standingslope;
|
|
distscaled = K_ScaleWPDistWithSlope(disttonext, angletonext, nextslope, P_MobjFlip(wp->mobj)) / FRACUNIT;
|
|
|
|
if (P_TraceBotTraversal(player->mo, wp->mobj) == false)
|
|
{
|
|
// If we can't get a direct path to this waypoint, reduce our prediction drastically.
|
|
distscaled *= 4;
|
|
radReduce = FRACUNIT >> 1;
|
|
}
|
|
|
|
K_GetBotWaypointRadius(wp, &radius, &radiusScaled);
|
|
distanceleft -= distscaled;
|
|
|
|
if (distanceleft <= 0)
|
|
{
|
|
// We're done!!
|
|
break;
|
|
}
|
|
}
|
|
|
|
Z_Free(pathtofinish.array);
|
|
}
|
|
|
|
// 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->baseRadius = radius;
|
|
predict->radius = FixedMul(radiusScaled, 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(nullptr, angletonext, std::min<fixed_t>(disttonext, distanceleft) * FRACUNIT);
|
|
predict->y += P_ReturnThrustY(nullptr, angletonext, std::min<fixed_t>(disttonext, distanceleft) * FRACUNIT);
|
|
}
|
|
|
|
ps_bots[player - players].prediction += I_GetPreciseTime() - time;
|
|
return predict;
|
|
}
|
|
|
|
/*--------------------------------------------------
|
|
static UINT8 K_TrySpindash(const player_t *player, ticcmd_t *cmd)
|
|
|
|
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(const player_t *player, ticcmd_t *cmd)
|
|
{
|
|
ZoneScoped;
|
|
|
|
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;
|
|
|
|
const INT32 angleDiff = AngleDelta(player->mo->angle, K_MomentumAngleReal(player->mo));
|
|
|
|
if (player->spindashboost || player->tiregrease // You just released a spindash, you don't need to try again yet, jeez.
|
|
|| P_IsObjectOnGround(player->mo) == false) // Not in a state where we want 'em to spindash.
|
|
{
|
|
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 -= (DIFFICULTBOT - std::min<UINT8>(DIFFICULTBOT, player->botvars.difficulty)) * difficultyModifier;
|
|
|
|
if (leveltime >= (unsigned)boosthold)
|
|
{
|
|
// Start charging...
|
|
return 2;
|
|
}
|
|
else
|
|
{
|
|
// Just hold your ground and e-brake.
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
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 -= std::min<UINT8>(DIFFICULTBOT, player->botvars.difficulty) * difficultyModifier;
|
|
|
|
if (player->spindash > chargingPoint)
|
|
{
|
|
// Time to release.
|
|
return 0;
|
|
}
|
|
|
|
return 2;
|
|
}
|
|
else
|
|
{
|
|
// Logic for normal racing.
|
|
boolean anyCondition = false;
|
|
boolean uphill = false;
|
|
|
|
#define AddForCondition(x) \
|
|
if (x) \
|
|
{ \
|
|
anyCondition = true;\
|
|
if (player->botvars.spindashconfirm < BOTSPINDASHCONFIRM) \
|
|
{ \
|
|
cmd->bot.spindashconfirm++; \
|
|
} \
|
|
}
|
|
|
|
if (K_SlopeResistance(player) == false && player->mo->standingslope != nullptr)
|
|
{
|
|
const pslope_t *slope = player->mo->standingslope;
|
|
|
|
if ((slope->flags & SL_NOPHYSICS) == 0 && abs(slope->zdelta) >= FRACUNIT/21)
|
|
{
|
|
const fixed_t speedPercent = FixedDiv(player->speed, 20 * player->mo->scale);
|
|
fixed_t slopeDot = 0;
|
|
angle_t angle = K_MomentumAngle(player->mo) - slope->xydirection;
|
|
|
|
if (P_MobjFlip(player->mo) * slope->zdelta < 0)
|
|
{
|
|
angle ^= ANGLE_180;
|
|
}
|
|
|
|
slopeDot = FINECOSINE(angle >> ANGLETOFINESHIFT);
|
|
uphill = ((slopeDot + (speedPercent / 2)) < -FRACUNIT/2);
|
|
}
|
|
}
|
|
|
|
constexpr fixed_t minimum_offroad = (3 << FRACBITS) >> 1; // Do not spindash in weak offroad
|
|
AddForCondition(K_ApplyOffroad(player) == true && player->offroad > minimum_offroad); // Slowed by offroad
|
|
AddForCondition(speedDiff < (baseAccel >> 3)); // Accelerating slower than expected
|
|
AddForCondition(angleDiff > ANG60); // Being pushed backwards
|
|
AddForCondition(uphill == true); // Going up a steep slope without speed
|
|
|
|
if (player->cmomx || player->cmomy)
|
|
{
|
|
angle_t cAngle = R_PointToDist2(0, 0, player->cmomx, player->cmomy);
|
|
angle_t cDelta = AngleDelta(player->mo->angle, cAngle);
|
|
|
|
AddForCondition(cDelta > ANGLE_90); // Conveyor going against you
|
|
}
|
|
|
|
if (anyCondition == false)
|
|
{
|
|
if (player->botvars.spindashconfirm > 0)
|
|
{
|
|
cmd->bot.spindashconfirm--;
|
|
}
|
|
}
|
|
}
|
|
|
|
// We're doing just fine, we don't need to spindash, thanks.
|
|
return 0;
|
|
}
|
|
|
|
/*--------------------------------------------------
|
|
static boolean K_TryRingShooter(const player_t *player, const botcontroller_t *botController)
|
|
|
|
Determines conditions where the bot should attempt to respawn.
|
|
|
|
Input Arguments:-
|
|
player - Bot player to check.
|
|
botController - Bot controller struct, if it exists.
|
|
|
|
Return:-
|
|
true if we want to hold the respawn button, otherwise false.
|
|
--------------------------------------------------*/
|
|
static boolean K_TryRingShooter(const player_t *player, const botcontroller_t *botController)
|
|
{
|
|
ZoneScoped;
|
|
|
|
if (player->respawn.state != RESPAWNST_NONE)
|
|
{
|
|
// We're already respawning!
|
|
return false;
|
|
}
|
|
|
|
if (player->exiting)
|
|
{
|
|
// Where are you trying to go?
|
|
return false;
|
|
}
|
|
|
|
if ((gametyperules & GTR_CIRCUIT) == 0 || (leveltime <= starttime))
|
|
{
|
|
// Only do this during a Race that has started.
|
|
return false;
|
|
}
|
|
|
|
if (botController != nullptr && (botController->flags & TMBOT_NOCONTROL) == TMBOT_NOCONTROL)
|
|
{
|
|
// Bot controls are disabled, so WANT to sit still.
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/*--------------------------------------------------
|
|
static void K_DrawPredictionDebug(botprediction_t *predict, const 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, const player_t *player)
|
|
{
|
|
mobj_t *debugMobj = nullptr;
|
|
angle_t sideAngle = ANGLE_MAX;
|
|
UINT8 i = UINT8_MAX;
|
|
|
|
I_Assert(predict != nullptr);
|
|
I_Assert(player != nullptr);
|
|
I_Assert(player->mo != nullptr && 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;
|
|
P_SetScale(debugMobj, debugMobj->destscale * 2);
|
|
|
|
debugMobj->tics = 2;
|
|
|
|
for (i = 0; i < 2; i++)
|
|
{
|
|
mobj_t *radiusMobj = nullptr;
|
|
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;
|
|
P_SetScale(debugMobj, debugMobj->destscale / 2);
|
|
|
|
radiusMobj->tics = 2;
|
|
}
|
|
}
|
|
|
|
/*--------------------------------------------------
|
|
static void K_BotTrick(const player_t *player, ticcmd_t *cmd, const botcontroller_t *botController)
|
|
|
|
Determines inputs for trick panels.
|
|
|
|
Input Arguments:-
|
|
player - Player to generate the ticcmd for.
|
|
cmd - The player's ticcmd to modify.
|
|
botController - Bot controller struct.
|
|
|
|
Return:-
|
|
None
|
|
--------------------------------------------------*/
|
|
static void K_BotTrick(const player_t *player, ticcmd_t *cmd, const botcontroller_t *botController)
|
|
{
|
|
// Trick panel state -- do nothing until a controller line is found, in which case do a trick.
|
|
if (botController == nullptr)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (player->trickpanel == TRICKSTATE_READY)
|
|
{
|
|
switch (botController->trick)
|
|
{
|
|
case TMBOTTR_LEFT:
|
|
cmd->turning = KART_FULLTURN;
|
|
break;
|
|
case TMBOTTR_RIGHT:
|
|
cmd->turning = -KART_FULLTURN;
|
|
break;
|
|
case TMBOTTR_UP:
|
|
cmd->throwdir = KART_FULLTURN;
|
|
break;
|
|
case TMBOTTR_DOWN:
|
|
cmd->throwdir = -KART_FULLTURN;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*--------------------------------------------------
|
|
static angle_t K_BotSmoothLanding(const player_t *player, angle_t destangle)
|
|
|
|
Calculates a new destination angle while in the air,
|
|
to be able to successfully smooth land.
|
|
|
|
Input Arguments:-
|
|
player - Bot player to check.
|
|
destangle - Previous destination angle.
|
|
|
|
Return:-
|
|
New destination angle.
|
|
--------------------------------------------------*/
|
|
static angle_t K_BotSmoothLanding(const player_t *player, angle_t destangle)
|
|
{
|
|
ZoneScoped;
|
|
|
|
angle_t newAngle = destangle;
|
|
boolean air = !P_IsObjectOnGround(player->mo);
|
|
angle_t steepVal = air ? STUMBLE_STEEP_VAL_AIR : STUMBLE_STEEP_VAL;
|
|
angle_t slopeSteep = std::max<angle_t>(AngleDelta(player->mo->pitch, 0), AngleDelta(player->mo->roll, 0));
|
|
|
|
if (slopeSteep > steepVal)
|
|
{
|
|
fixed_t pitchMul = -FINESINE(destangle >> ANGLETOFINESHIFT);
|
|
fixed_t rollMul = FINECOSINE(destangle >> ANGLETOFINESHIFT);
|
|
angle_t testAngles[2];
|
|
angle_t testDeltas[2];
|
|
UINT8 i;
|
|
|
|
testAngles[0] = R_PointToAngle2(0, 0, rollMul, pitchMul);
|
|
testAngles[1] = R_PointToAngle2(0, 0, -rollMul, -pitchMul);
|
|
|
|
for (i = 0; i < 2; i++)
|
|
{
|
|
testDeltas[i] = AngleDelta(testAngles[i], destangle);
|
|
}
|
|
|
|
if (testDeltas[1] < testDeltas[0])
|
|
{
|
|
return testAngles[1];
|
|
}
|
|
else
|
|
{
|
|
return testAngles[0];
|
|
}
|
|
}
|
|
|
|
return newAngle;
|
|
}
|
|
|
|
/*--------------------------------------------------
|
|
static INT32 K_HandleBotTrack(const player_t *player, ticcmd_t *cmd, botprediction_t *predict)
|
|
|
|
Determines inputs for standard track driving.
|
|
|
|
Input Arguments:-
|
|
player - Player to generate the ticcmd for.
|
|
cmd - The player's ticcmd to modify.
|
|
predict - Pointer to the bot's prediction.
|
|
|
|
Return:-
|
|
New value for turn amount.
|
|
--------------------------------------------------*/
|
|
static INT32 K_HandleBotTrack(const player_t *player, ticcmd_t *cmd, botprediction_t *predict, angle_t destangle)
|
|
{
|
|
ZoneScoped;
|
|
|
|
// Handle steering towards waypoints!
|
|
INT32 turnamt = 0;
|
|
SINT8 turnsign = 0;
|
|
angle_t moveangle;
|
|
INT32 anglediff;
|
|
|
|
I_Assert(predict != nullptr);
|
|
|
|
destangle = K_BotSmoothLanding(player, destangle);
|
|
moveangle = player->mo->angle + K_GetUnderwaterTurnAdjust(player);
|
|
anglediff = AngleDeltaSigned(moveangle, destangle);
|
|
|
|
// predictionerror
|
|
cmd->angle = std::min(destangle - moveangle, moveangle - destangle) >> TICCMD_REDUCE;
|
|
|
|
if (anglediff < 0)
|
|
{
|
|
turnsign = 1;
|
|
}
|
|
else
|
|
{
|
|
turnsign = -1;
|
|
}
|
|
|
|
anglediff = abs(anglediff);
|
|
turnamt = KART_FULLTURN * turnsign;
|
|
|
|
if (anglediff > ANGLE_67h)
|
|
{
|
|
// Wrong way!
|
|
cmd->forwardmove = -MAXPLMOVE;
|
|
cmd->buttons |= BT_BRAKE;
|
|
}
|
|
else
|
|
{
|
|
const fixed_t playerwidth = (player->mo->radius * 2);
|
|
fixed_t realrad = predict->radius*3/4; // 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 (realrad < playerwidth)
|
|
{
|
|
realrad = playerwidth;
|
|
}
|
|
|
|
// 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 0 radius
|
|
rad = FixedMul(rad,
|
|
FixedDiv(std::max<angle_t>(0, ANGLE_90 - anglediff), ANGLE_90)
|
|
);
|
|
|
|
// Become more precise the slower you're moving
|
|
// Also helps with turns
|
|
// Full speed uses full radius
|
|
rad = FixedMul(rad,
|
|
FixedDiv(K_BotSpeedScaled(player, player->speed), K_GetKartSpeed(player, false, false))
|
|
);
|
|
|
|
// Cap the radius to reasonable bounds
|
|
if (rad > realrad)
|
|
{
|
|
rad = realrad;
|
|
}
|
|
else if (rad < playerwidth)
|
|
{
|
|
rad = playerwidth;
|
|
}
|
|
|
|
// Full speed ahead!
|
|
cmd->buttons |= BT_ACCELERATE;
|
|
cmd->forwardmove = MAXPLMOVE;
|
|
|
|
if (dirdist <= rad)
|
|
{
|
|
// Going the right way, don't turn at all.
|
|
turnamt = 0;
|
|
}
|
|
}
|
|
|
|
return turnamt;
|
|
}
|
|
|
|
/*--------------------------------------------------
|
|
static INT32 K_HandleBotReverse(const player_t *player, ticcmd_t *cmd, botprediction_t *predict)
|
|
|
|
Determines inputs for reversing.
|
|
|
|
Input Arguments:-
|
|
player - Player to generate the ticcmd for.
|
|
cmd - The player's ticcmd to modify.
|
|
predict - Pointer to the bot's prediction.
|
|
|
|
Return:-
|
|
New value for turn amount.
|
|
--------------------------------------------------*/
|
|
static INT32 K_HandleBotReverse(const player_t *player, ticcmd_t *cmd, botprediction_t *predict, angle_t destangle)
|
|
{
|
|
ZoneScoped;
|
|
|
|
// Handle steering towards waypoints!
|
|
INT32 turnamt = 0;
|
|
SINT8 turnsign = 0;
|
|
angle_t moveangle, angle;
|
|
INT16 anglediff, momdiff;
|
|
|
|
if (predict != nullptr)
|
|
{
|
|
// TODO: Should we reverse through bot controllers?
|
|
return K_HandleBotTrack(player, cmd, predict, destangle);
|
|
}
|
|
|
|
if (player->nextwaypoint == nullptr
|
|
|| player->nextwaypoint->mobj == nullptr
|
|
|| P_MobjWasRemoved(player->nextwaypoint->mobj))
|
|
{
|
|
// No data available...
|
|
return 0;
|
|
}
|
|
|
|
if ((player->nextwaypoint->prevwaypoints != nullptr)
|
|
&& (player->nextwaypoint->numprevwaypoints > 0U))
|
|
{
|
|
size_t i;
|
|
for (i = 0U; i < player->nextwaypoint->numprevwaypoints; i++)
|
|
{
|
|
if (!K_GetWaypointIsEnabled(player->nextwaypoint->prevwaypoints[i]))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
destangle = R_PointToAngle2(
|
|
player->nextwaypoint->prevwaypoints[i]->mobj->x, player->nextwaypoint->prevwaypoints[i]->mobj->y,
|
|
player->nextwaypoint->mobj->x, player->nextwaypoint->mobj->y
|
|
);
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
destangle = K_BotSmoothLanding(player, destangle);
|
|
|
|
// Calculate turn direction first.
|
|
moveangle = player->mo->angle + K_GetUnderwaterTurnAdjust(player);
|
|
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;
|
|
|
|
// Now calculate momentum
|
|
momdiff = 180;
|
|
if (player->speed > player->mo->scale)
|
|
{
|
|
momdiff = 0;
|
|
moveangle = K_MomentumAngle(player->mo);
|
|
angle = (moveangle - destangle);
|
|
|
|
if (angle < ANGLE_180)
|
|
{
|
|
momdiff = AngleFixed(angle)>>FRACBITS;
|
|
}
|
|
else
|
|
{
|
|
momdiff = 360-(AngleFixed(angle)>>FRACBITS);
|
|
}
|
|
|
|
momdiff = abs(momdiff);
|
|
}
|
|
|
|
if (anglediff > 90 || momdiff < 90)
|
|
{
|
|
// We're not facing the track,
|
|
// or we're going too fast.
|
|
// Let's E-Brake.
|
|
cmd->forwardmove = 0;
|
|
cmd->buttons |= BT_ACCELERATE|BT_BRAKE;
|
|
}
|
|
else
|
|
{
|
|
fixed_t slopeMul = FRACUNIT;
|
|
|
|
if (player->mo->standingslope != nullptr)
|
|
{
|
|
const pslope_t *slope = player->mo->standingslope;
|
|
|
|
if (!(slope->flags & SL_NOPHYSICS) && abs(slope->zdelta) >= FRACUNIT/21)
|
|
{
|
|
angle_t sangle = player->mo->angle - slope->xydirection;
|
|
|
|
if (P_MobjFlip(player->mo) * slope->zdelta < 0)
|
|
sangle ^= ANGLE_180;
|
|
|
|
slopeMul = FRACUNIT - FINECOSINE(sangle >> ANGLETOFINESHIFT);
|
|
}
|
|
}
|
|
|
|
#define STEEP_SLOPE (FRACUNIT*11/10)
|
|
if (slopeMul > STEEP_SLOPE)
|
|
{
|
|
// Slope is too steep to reverse -- EBrake.
|
|
cmd->forwardmove = 0;
|
|
cmd->buttons |= BT_ACCELERATE|BT_BRAKE;
|
|
}
|
|
else
|
|
{
|
|
cmd->forwardmove = -MAXPLMOVE;
|
|
cmd->buttons |= BT_BRAKE; //|BT_LOOKBACK
|
|
}
|
|
#undef STEEP_SLOPE
|
|
|
|
if (anglediff < 10)
|
|
{
|
|
turnamt = 0;
|
|
}
|
|
}
|
|
|
|
return turnamt;
|
|
}
|
|
|
|
/*--------------------------------------------------
|
|
static void K_BotPodiumTurning(const player_t *player, ticcmd_t *cmd)
|
|
|
|
Calculates bot turning for the podium cutscene.
|
|
--------------------------------------------------*/
|
|
static void K_BotPodiumTurning(const player_t *player, ticcmd_t *cmd)
|
|
{
|
|
const angle_t destAngle = R_PointToAngle2(
|
|
player->mo->x, player->mo->y,
|
|
player->currentwaypoint->mobj->x, player->currentwaypoint->mobj->y
|
|
);
|
|
const INT32 delta = AngleDeltaSigned(destAngle, player->mo->angle);
|
|
const INT16 handling = K_GetKartTurnValue(player, KART_FULLTURN);
|
|
fixed_t mul = FixedDiv(delta, (angle_t)(handling << TICCMD_REDUCE));
|
|
|
|
if (mul > FRACUNIT)
|
|
{
|
|
mul = FRACUNIT;
|
|
}
|
|
|
|
if (mul < -FRACUNIT)
|
|
{
|
|
mul = -FRACUNIT;
|
|
}
|
|
|
|
cmd->turning = FixedMul(mul, KART_FULLTURN);
|
|
}
|
|
|
|
/*--------------------------------------------------
|
|
static void K_BuildBotPodiumTiccmd(const player_t *player, ticcmd_t *cmd)
|
|
|
|
Calculates all bot movement for the podium cutscene.
|
|
--------------------------------------------------*/
|
|
static void K_BuildBotPodiumTiccmd(const player_t *player, ticcmd_t *cmd)
|
|
{
|
|
if (player->currentwaypoint == nullptr)
|
|
{
|
|
// We've reached the end of our path.
|
|
// Simply stop moving.
|
|
return;
|
|
}
|
|
|
|
if (K_GetWaypointIsSpawnpoint(player->currentwaypoint) == false)
|
|
{
|
|
// Hacky flag reuse: slow down before reaching your podium stand.
|
|
cmd->forwardmove = MAXPLMOVE * 3 / 4;
|
|
}
|
|
else
|
|
{
|
|
cmd->forwardmove = MAXPLMOVE;
|
|
}
|
|
|
|
cmd->buttons |= BT_ACCELERATE;
|
|
|
|
K_BotPodiumTurning(player, cmd);
|
|
}
|
|
|
|
/*--------------------------------------------------
|
|
static void K_BuildBotTiccmdNormal(const player_t *player, ticcmd_t *cmd)
|
|
|
|
Build ticcmd for bots with a style of BOT_STYLE_NORMAL
|
|
--------------------------------------------------*/
|
|
static void K_BuildBotTiccmdNormal(player_t *player, ticcmd_t *cmd)
|
|
{
|
|
precise_t t = 0;
|
|
|
|
botprediction_t *predict = nullptr;
|
|
auto predict_finally = srb2::finally([&predict]() { Z_Free(predict); });
|
|
|
|
boolean trySpindash = true;
|
|
angle_t destangle = 0;
|
|
UINT8 spindash = 0;
|
|
INT32 turnamt = 0;
|
|
|
|
cmd->angle = 0; // For bots, this is used to transmit predictionerror to gamelogic.
|
|
// Will be overwritten by K_HandleBotTrack if we have a destination.
|
|
|
|
if (!(gametyperules & GTR_BOTS) // No bot behaviors
|
|
|| K_GetNumWaypoints() == 0 // No waypoints
|
|
|| leveltime <= introtime // During intro camera
|
|
|| player->playerstate == PST_DEAD // Dead, respawning.
|
|
|| player->mo->scale <= 1) // Post-finish "death" animation
|
|
{
|
|
// No need to do anything else.
|
|
return;
|
|
}
|
|
|
|
if (player->exiting && player->nextwaypoint == K_GetFinishLineWaypoint() && ((mapheaderinfo[gamemap - 1]->levelflags & LF_SECTIONRACE) == LF_SECTIONRACE))
|
|
{
|
|
// Sprint map finish, don't give Sal's children migraines trying to pathfind out
|
|
return;
|
|
}
|
|
|
|
// Defanging bots for testing.
|
|
#ifdef DEVELOP
|
|
if (!cv_botcontrol.value)
|
|
return;
|
|
#endif
|
|
|
|
// Actual gameplay behaviors below this block!
|
|
const botcontroller_t *botController = K_GetBotController(player->mo);
|
|
if (player->trickpanel != TRICKSTATE_NONE)
|
|
{
|
|
K_BotTrick(player, cmd, botController);
|
|
|
|
// Don't do anything else.
|
|
return;
|
|
}
|
|
|
|
if (botController != nullptr && (botController->flags & TMBOT_NOCONTROL) == TMBOT_NOCONTROL)
|
|
{
|
|
// Disable bot controls entirely.
|
|
return;
|
|
}
|
|
|
|
if (K_TryRingShooter(player, botController) == true && player->botvars.respawnconfirm >= BOTRESPAWNCONFIRM)
|
|
{
|
|
// We want to respawn. Simply hold Y and stop here!
|
|
cmd->buttons |= BT_RESPAWNMASK;
|
|
return;
|
|
}
|
|
|
|
destangle = player->mo->angle;
|
|
|
|
boolean forcedDir = false;
|
|
if (botController != nullptr && (botController->flags & TMBOT_FORCEDIR) == TMBOT_FORCEDIR)
|
|
{
|
|
const fixed_t dist = DEFAULT_WAYPOINT_RADIUS * player->mo->scale;
|
|
|
|
// Overwritten prediction
|
|
predict = static_cast<botprediction_t *>(Z_Calloc(sizeof(botprediction_t), PU_STATIC, nullptr));
|
|
|
|
predict->x = player->mo->x + FixedMul(dist, FINECOSINE(botController->forceAngle >> ANGLETOFINESHIFT));
|
|
predict->y = player->mo->y + FixedMul(dist, FINESINE(botController->forceAngle >> ANGLETOFINESHIFT));
|
|
predict->radius = (DEFAULT_WAYPOINT_RADIUS / 4) * mapobjectscale;
|
|
|
|
forcedDir = true;
|
|
}
|
|
|
|
if (P_IsObjectOnGround(player->mo) == false)
|
|
{
|
|
if (player->fastfall == 0 && player->respawn.state == RESPAWNST_NONE)
|
|
{
|
|
if (botController != nullptr && (botController->flags & TMBOT_FASTFALL) == TMBOT_FASTFALL)
|
|
{
|
|
// Fast fall!
|
|
cmd->buttons |= BT_EBRAKEMASK;
|
|
return;
|
|
}
|
|
}
|
|
|
|
//return; // Don't allow bots to turn in the air.
|
|
}
|
|
|
|
if (forcedDir == true)
|
|
{
|
|
destangle = R_PointToAngle2(player->mo->x, player->mo->y, predict->x, predict->y);
|
|
turnamt = K_HandleBotTrack(player, cmd, predict, destangle);
|
|
trySpindash = false;
|
|
}
|
|
else if (leveltime <= starttime && finishBeamLine != nullptr)
|
|
{
|
|
// Handle POSITION!!
|
|
const fixed_t distBase = 480*mapobjectscale;
|
|
const fixed_t distAdjust = 128*mapobjectscale;
|
|
|
|
const fixed_t closeDist = distBase + (distAdjust * (9 - player->kartweight));
|
|
const fixed_t farDist = closeDist + (distAdjust * 2);
|
|
|
|
const tic_t futureSight = (TICRATE >> 1);
|
|
|
|
fixed_t distToFinish = K_DistanceOfLineFromPoint(
|
|
finishBeamLine->v1->x, finishBeamLine->v1->y,
|
|
finishBeamLine->v2->x, finishBeamLine->v2->y,
|
|
player->mo->x, player->mo->y
|
|
) - (K_BotSpeedScaled(player, player->speed) * futureSight);
|
|
|
|
// Don't run the spindash code at all until we're in the right place
|
|
trySpindash = false;
|
|
|
|
if (distToFinish < closeDist)
|
|
{
|
|
// We're too close, we need to start backing up.
|
|
turnamt = K_HandleBotReverse(player, cmd, predict, destangle);
|
|
}
|
|
else if (distToFinish < farDist)
|
|
{
|
|
INT32 bullyTurn = INT32_MAX;
|
|
|
|
// We're in about the right place, let's do whatever we want to.
|
|
|
|
if (player->kartspeed >= 5)
|
|
{
|
|
// Faster characters want to spindash.
|
|
// Slower characters will use their momentum.
|
|
trySpindash = true;
|
|
}
|
|
|
|
// Look for characters to bully.
|
|
bullyTurn = K_PositionBully(player);
|
|
if (bullyTurn == INT32_MAX)
|
|
{
|
|
// No one to bully, just go for a spindash as anyone.
|
|
if (predict == nullptr)
|
|
{
|
|
// Create a prediction.
|
|
predict = K_CreateBotPrediction(player);
|
|
}
|
|
|
|
if (predict != nullptr)
|
|
{
|
|
K_NudgePredictionTowardsObjects(predict, player);
|
|
destangle = R_PointToAngle2(player->mo->x, player->mo->y, predict->x, predict->y);
|
|
turnamt = K_HandleBotTrack(player, cmd, predict, destangle);
|
|
}
|
|
cmd->buttons &= ~(BT_ACCELERATE|BT_BRAKE);
|
|
cmd->forwardmove = 0;
|
|
trySpindash = true;
|
|
}
|
|
else
|
|
{
|
|
turnamt = bullyTurn;
|
|
|
|
// If already spindashing, wait until we get a relatively OK charge first.
|
|
if (player->spindash == 0 || player->spindash > TICRATE)
|
|
{
|
|
trySpindash = false;
|
|
cmd->buttons |= BT_ACCELERATE;
|
|
cmd->forwardmove = MAXPLMOVE;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Too far away, we need to just drive up.
|
|
if (predict == nullptr)
|
|
{
|
|
// Create a prediction.
|
|
predict = K_CreateBotPrediction(player);
|
|
}
|
|
|
|
if (predict != nullptr)
|
|
{
|
|
K_NudgePredictionTowardsObjects(predict, player);
|
|
destangle = R_PointToAngle2(player->mo->x, player->mo->y, predict->x, predict->y);
|
|
turnamt = K_HandleBotTrack(player, cmd, predict, destangle);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Handle steering towards waypoints!
|
|
if (predict == nullptr)
|
|
{
|
|
// Create a prediction.
|
|
predict = K_CreateBotPrediction(player);
|
|
}
|
|
|
|
if (predict != nullptr)
|
|
{
|
|
K_NudgePredictionTowardsObjects(predict, player);
|
|
destangle = R_PointToAngle2(player->mo->x, player->mo->y, predict->x, predict->y);
|
|
turnamt = K_HandleBotTrack(player, cmd, predict, destangle);
|
|
}
|
|
}
|
|
|
|
if (trySpindash == true)
|
|
{
|
|
// Spindashing
|
|
spindash = K_TrySpindash(player, cmd);
|
|
|
|
if (spindash > 0)
|
|
{
|
|
cmd->buttons |= BT_EBRAKEMASK;
|
|
cmd->forwardmove = 0;
|
|
|
|
if (spindash == 2 && player->speed < 6*mapobjectscale)
|
|
{
|
|
cmd->buttons |= BT_DRIFT;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (spindash == 0 && player->exiting == 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?
|
|
t = I_GetPreciseTime();
|
|
K_BotItemUsage(player, cmd, turnamt);
|
|
ps_bots[player - players].item = I_GetPreciseTime() - t;
|
|
}
|
|
|
|
// Update turning quicker if we're moving at high speeds.
|
|
UINT8 turndelta = (player->speed > (7 * K_GetKartSpeed(player, false, false) / 4)) ? 2 : 1;
|
|
|
|
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)
|
|
{
|
|
cmd->bot.turnconfirm += turndelta;
|
|
}
|
|
}
|
|
else if (turnamt < 0)
|
|
{
|
|
// Count down
|
|
if (player->botvars.turnconfirm > -BOTTURNCONFIRM)
|
|
{
|
|
cmd->bot.turnconfirm -= turndelta;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Back to neutral
|
|
if (player->botvars.turnconfirm < 0)
|
|
{
|
|
cmd->bot.turnconfirm++;
|
|
}
|
|
else if (player->botvars.turnconfirm > 0)
|
|
{
|
|
cmd->bot.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 != nullptr)
|
|
{
|
|
if (cv_kartdebugbots.value != 0 && player - players == displayplayers[0] && !(paused || P_AutoPause()))
|
|
{
|
|
K_DrawPredictionDebug(predict, player);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*--------------------------------------------------
|
|
void K_BuildBotTiccmd(player_t *player, ticcmd_t *cmd)
|
|
|
|
See header file for description.
|
|
--------------------------------------------------*/
|
|
void K_BuildBotTiccmd(
|
|
player_t *player, // annoyingly NOT const because of LUA_HookTiccmd... grumble grumble
|
|
ticcmd_t *cmd)
|
|
{
|
|
ZoneScoped;
|
|
|
|
// Remove any existing controls
|
|
memset(cmd, 0, sizeof(ticcmd_t));
|
|
|
|
if (player->mo == nullptr
|
|
|| player->spectator == true
|
|
|| G_GamestateUsesLevel() == false)
|
|
{
|
|
// Not in the level.
|
|
return;
|
|
}
|
|
|
|
// Complete override of all ticcmd functionality.
|
|
// May add more hooks to individual pieces of bot ticcmd,
|
|
// but this should always be here so anyone can roll
|
|
// their own :)
|
|
if (LUA_HookTiccmd(player, cmd, HOOK(BotTiccmd)) == true)
|
|
{
|
|
cmd->flags |= TICCMD_BOT;
|
|
return;
|
|
}
|
|
|
|
cmd->flags |= TICCMD_BOT;
|
|
|
|
if (K_PodiumSequence() == true)
|
|
{
|
|
K_BuildBotPodiumTiccmd(player, cmd);
|
|
return;
|
|
}
|
|
|
|
switch (player->botvars.style)
|
|
{
|
|
case BOT_STYLE_STAY:
|
|
{
|
|
// Hey, this one's pretty easy :P
|
|
break;
|
|
}
|
|
default:
|
|
{
|
|
K_BuildBotTiccmdNormal(player, cmd);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*--------------------------------------------------
|
|
void K_UpdateBotGameplayVars(player_t *player);
|
|
|
|
See header file for description.
|
|
--------------------------------------------------*/
|
|
void K_UpdateBotGameplayVars(player_t *player)
|
|
{
|
|
if (gamestate != GS_LEVEL || !player->mo)
|
|
{
|
|
// Not in the level.
|
|
return;
|
|
}
|
|
|
|
if (cv_levelskull.value)
|
|
player->botvars.difficulty = MAXBOTDIFFICULTY;
|
|
|
|
if (K_InRaceDuel())
|
|
player->botvars.rival = true;
|
|
else if (grandprixinfo.gp != true)
|
|
player->botvars.rival = false;
|
|
|
|
player->botvars.rubberband = K_UpdateRubberband(player);
|
|
|
|
player->botvars.turnconfirm += player->cmd.bot.turnconfirm;
|
|
|
|
if (player->spindashboost || player->tiregrease // You just released a spindash, you don't need to try again yet, jeez.
|
|
|| P_IsObjectOnGround(player->mo) == false) // Not in a state where we want 'em to spindash.
|
|
{
|
|
player->botvars.spindashconfirm = 0;
|
|
}
|
|
else
|
|
{
|
|
if (player->cmd.bot.spindashconfirm < 0 && abs(player->cmd.bot.spindashconfirm) > player->botvars.spindashconfirm)
|
|
{
|
|
player->botvars.spindashconfirm = 0;
|
|
}
|
|
else
|
|
{
|
|
player->botvars.spindashconfirm += player->cmd.bot.spindashconfirm;
|
|
}
|
|
}
|
|
|
|
angle_t mangle = K_MomentumAngleEx(player->mo, 5*mapobjectscale); // magic threshold
|
|
angle_t langle = player->botvars.lastAngle;
|
|
angle_t dangle = 0;
|
|
if (mangle >= langle)
|
|
dangle = mangle - langle;
|
|
else
|
|
dangle = langle - mangle;
|
|
// Writing this made me move my tongue around in my mouth
|
|
|
|
UINT32 smo = BOTANGLESAMPLES - 1;
|
|
|
|
player->botvars.recentDeflection = (smo * player->botvars.recentDeflection / BOTANGLESAMPLES) + (dangle / BOTANGLESAMPLES);
|
|
|
|
player->botvars.lastAngle = mangle;
|
|
|
|
const botcontroller_t *botController = K_GetBotController(player->mo);
|
|
if (K_TryRingShooter(player, botController) == true)
|
|
{
|
|
// Our anti-grief system is already a perfect system
|
|
// for determining if we're not making progress, so
|
|
// lets reuse it for bot respawning!
|
|
P_IncrementGriefValue(player, &player->botvars.respawnconfirm, BOTRESPAWNCONFIRM);
|
|
}
|
|
|
|
K_UpdateBotGameplayVarsItemUsage(player);
|
|
}
|
|
|
|
boolean K_BotUnderstandsItem(kartitems_t item)
|
|
{
|
|
if (item == KITEM_BALLHOG)
|
|
return false; // Sorry. MRs welcome!
|
|
return true;
|
|
}
|