RingRacers/src/k_bot.c
Sally Coolatta f78b3f7794 Fixes for CEREMONY gamestate
- Made titlemap + ceremony code more straight-forward by being able to set gamestate in G_DoLoadLevel directly
- Demos are only recorded on GS_LEVEL (fixes crash for ceremony + titlemaps)
- Added G_GamestateUsesLevel to encapsulate all checks for using level rendering
- Added GS_CEREMONY to wipedefs
- K_PodiumSequence just checks for GS_CEREMONY now (optimization)

The game can now properly go to the podium after GP
2023-03-03 16:09:51 -05:00

1637 lines
39 KiB
C

// SONIC ROBO BLAST 2 KART
//-----------------------------------------------------------------------------
// Copyright (C) 2018-2020 by Sally "TehRealSalt" Cochenour
// Copyright (C) 2018-2020 by Kart Krew
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file k_bot.c
/// \brief Bot logic & ticcmd generation code
#include "doomdef.h"
#include "d_player.h"
#include "g_game.h"
#include "r_main.h"
#include "p_local.h"
#include "k_bot.h"
#include "lua_hook.h"
#include "byteptr.h"
#include "d_net.h" // nodetoplayer
#include "k_kart.h"
#include "z_zone.h"
#include "i_system.h"
#include "p_maputl.h"
#include "d_ticcmd.h"
#include "m_random.h"
#include "r_things.h" // numskins
#include "k_race.h" // finishBeamLine
#include "m_perfstats.h"
/*--------------------------------------------------
boolean K_AddBot(UINT8 skin, UINT8 difficulty, UINT8 *p)
See header file for description.
--------------------------------------------------*/
boolean K_AddBot(UINT8 skin, UINT8 difficulty, UINT8 *p)
{
UINT8 buf[3];
UINT8 *buf_p = buf;
UINT8 newplayernum = *p;
// search for a free playernum
// we can't use playeringame since it is not updated here
for (; newplayernum < MAXPLAYERS; newplayernum++)
{
UINT8 n;
for (n = 0; n < MAXNETNODES; n++)
if (nodetoplayer[n] == newplayernum
|| nodetoplayer2[n] == newplayernum
|| nodetoplayer3[n] == newplayernum
|| nodetoplayer4[n] == newplayernum)
break;
if (n == MAXNETNODES)
break;
}
while (playeringame[newplayernum]
&& players[newplayernum].bot
&& newplayernum < MAXPLAYERS)
{
newplayernum++;
}
if (newplayernum >= MAXPLAYERS)
{
*p = newplayernum;
return false;
}
WRITEUINT8(buf_p, newplayernum);
if (skin > numskins)
{
skin = numskins;
}
WRITEUINT8(buf_p, skin);
if (difficulty < 1)
{
difficulty = 1;
}
else if (difficulty > MAXBOTDIFFICULTY)
{
difficulty = MAXBOTDIFFICULTY;
}
WRITEUINT8(buf_p, difficulty);
SendNetXCmd(XD_ADDBOT, buf, buf_p - buf);
DEBFILE(va("Server added bot %d\n", newplayernum));
// use the next free slot (we can't put playeringame[newplayernum] = true here)
newplayernum++;
*p = newplayernum;
return true;
}
/*--------------------------------------------------
void K_UpdateMatchRaceBots(void)
See header file for description.
--------------------------------------------------*/
void K_UpdateMatchRaceBots(void)
{
const UINT8 difficulty = cv_kartbot.value;
UINT8 pmax = min((dedicated ? MAXPLAYERS-1 : MAXPLAYERS), cv_maxconnections.value);
UINT8 numplayers = 0;
UINT8 numbots = 0;
UINT8 numwaiting = 0;
SINT8 wantedbots = 0;
boolean skinusable[MAXSKINS];
UINT8 i;
if (!server)
{
return;
}
// init usable bot skins list
for (i = 0; i < MAXSKINS; i++)
{
if (i < numskins)
{
skinusable[i] = true;
}
else
{
skinusable[i] = false;
}
}
if (cv_maxplayers.value > 0)
{
pmax = min(pmax, cv_maxplayers.value);
}
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i])
{
if (!players[i].spectator)
{
skinusable[players[i].skin] = false;
if (players[i].bot)
{
numbots++;
// While we're here, we should update bot difficulty to the proper value.
players[i].botvars.difficulty = difficulty;
}
else
{
numplayers++;
}
}
else if (players[i].pflags & PF_WANTSTOJOIN)
{
numwaiting++;
}
}
}
if (difficulty == 0 || !(gametyperules & GTR_BOTS))
{
wantedbots = 0;
}
else
{
wantedbots = pmax - numplayers - numwaiting;
if (wantedbots < 0)
{
wantedbots = 0;
}
}
if (numbots < wantedbots)
{
// We require MORE bots!
UINT8 newplayernum = 0;
boolean usedallskins = false;
if (dedicated)
{
newplayernum = 1;
}
while (numbots < wantedbots)
{
UINT8 skin = M_RandomKey(numskins);
if (usedallskins == false)
{
UINT8 loops = 0;
while (!skinusable[skin])
{
if (loops >= numskins)
{
// no more skins, stick to our first choice
usedallskins = true;
break;
}
skin++;
if (skin >= numskins)
{
skin = 0;
}
loops++;
}
}
if (!K_AddBot(skin, difficulty, &newplayernum))
{
// Not enough player slots to add the bot, break the loop.
break;
}
skinusable[skin] = false;
numbots++;
}
}
else if (numbots > wantedbots)
{
UINT8 buf[2];
i = MAXPLAYERS;
while (numbots > wantedbots && i > 0)
{
i--;
if (playeringame[i] && players[i].bot)
{
buf[0] = i;
buf[1] = KR_LEAVE;
SendNetXCmd(XD_REMOVEPLAYER, &buf, 2);
numbots--;
}
}
}
// We should have enough bots now :)
}
/*--------------------------------------------------
boolean K_PlayerUsesBotMovement(player_t *player)
See header file for description.
--------------------------------------------------*/
boolean K_PlayerUsesBotMovement(player_t *player)
{
if (K_PodiumSequence() == true)
return true;
if (player->exiting)
return true;
if (player->bot)
return true;
return false;
}
/*--------------------------------------------------
boolean K_BotCanTakeCut(player_t *player)
See header file for description.
--------------------------------------------------*/
boolean K_BotCanTakeCut(player_t *player)
{
if (
#if 1
K_TripwirePassConditions(player) != TRIPWIRE_NONE
#else
K_ApplyOffroad(player) == false
#endif
|| player->itemtype == KITEM_SNEAKER
|| player->itemtype == KITEM_ROCKETSNEAKER
|| player->itemtype == KITEM_INVINCIBILITY
)
{
return true;
}
return false;
}
/*--------------------------------------------------
static fixed_t K_BotSpeedScaled(player_t *player, fixed_t speed)
What the bot "thinks" their speed is, for predictions.
Mainly to make bots brake earlier when on friction sectors.
Input Arguments:-
player - The bot player to calculate speed for.
speed - Raw speed value.
Return:-
The bot's speed value for calculations.
--------------------------------------------------*/
static fixed_t K_BotSpeedScaled(player_t *player, fixed_t speed)
{
fixed_t result = speed;
if (P_IsObjectOnGround(player->mo) == false)
{
// You have no air control, so don't predict too far ahead.
return 0;
}
if (player->mo->movefactor != FRACUNIT)
{
fixed_t moveFactor = player->mo->movefactor;
if (moveFactor == 0)
{
moveFactor = 1;
}
// Reverse against friction. Allows for bots to
// acknowledge they'll be moving faster on ice,
// and to steer harder / brake earlier.
moveFactor = FixedDiv(FRACUNIT, moveFactor);
// The full value is way too strong, reduce it.
moveFactor -= (moveFactor - FRACUNIT)*3/4;
result = FixedMul(result, moveFactor);
}
if (player->mo->standingslope != NULL)
{
const pslope_t *slope = player->mo->standingslope;
if (!(slope->flags & SL_NOPHYSICS) && abs(slope->zdelta) >= FRACUNIT/21)
{
fixed_t slopeMul = FRACUNIT;
angle_t angle = K_MomentumAngle(player->mo) - slope->xydirection;
if (P_MobjFlip(player->mo) * slope->zdelta < 0)
angle ^= ANGLE_180;
// Going uphill: 0
// Going downhill: FRACUNIT*2
slopeMul = FRACUNIT + FINECOSINE(angle >> ANGLETOFINESHIFT);
// Range: 0.5 to 1.5
result = FixedMul(result, (FRACUNIT>>1) + (slopeMul >> 1));
}
}
return result;
}
/*--------------------------------------------------
static line_t *K_FindBotController(mobj_t *mo)
Finds if any bot controller linedefs are tagged to the bot's sector.
Input Arguments:-
mo - The bot player's mobj.
Return:-
Linedef of the bot controller. NULL if it doesn't exist.
--------------------------------------------------*/
static line_t *K_FindBotController(mobj_t *mo)
{
msecnode_t *node;
ffloor_t *rover;
INT16 lineNum = -1;
mtag_t tag;
I_Assert(mo != NULL);
I_Assert(!P_MobjWasRemoved(mo));
for (node = mo->touching_sectorlist; node; node = node->m_sectorlist_next)
{
if (!node->m_sector)
{
continue;
}
tag = Tag_FGet(&node->m_sector->tags);
lineNum = P_FindSpecialLineFromTag(2004, tag, -1); // todo: needs to not use P_FindSpecialLineFromTag
if (lineNum != -1)
{
break;
}
for (rover = node->m_sector->ffloors; rover; rover = rover->next)
{
sector_t *rs = NULL;
if (!(rover->fofflags & FOF_EXISTS))
{
continue;
}
if (mo->z > *rover->topheight || mo->z + mo->height < *rover->bottomheight)
{
continue;
}
rs = &sectors[rover->secnum];
tag = Tag_FGet(&rs->tags);
lineNum = P_FindSpecialLineFromTag(2004, tag, -1);
if (lineNum != -1)
{
break;
}
}
}
if (lineNum != -1)
{
return &lines[lineNum];
}
else
{
return NULL;
}
}
/*--------------------------------------------------
static UINT32 K_BotRubberbandDistance(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(player_t *player)
{
const UINT32 spacing = FixedDiv(640 * FRACUNIT, K_GetKartGameSpeedScalar(gamespeed)) / FRACUNIT;
const UINT8 portpriority = player - players;
UINT8 pos = 0;
UINT8 i;
if (player->botvars.rival)
{
// The rival should always try to be the front runner for the race.
return 0;
}
for (i = 0; i < MAXPLAYERS; i++)
{
if (i == portpriority)
{
continue;
}
if (playeringame[i] && players[i].bot)
{
// 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(player_t *player)
See header file for description.
--------------------------------------------------*/
fixed_t K_BotRubberband(player_t *player)
{
fixed_t rubberband = FRACUNIT;
fixed_t rubbermax, rubbermin;
player_t *firstplace = NULL;
UINT8 i;
if (player->exiting)
{
// You're done, we don't need to rubberband anymore.
return FRACUNIT;
}
if (player->botvars.controller != UINT16_MAX)
{
const line_t *botController = &lines[player->botvars.controller];
if (botController != NULL)
{
// Disable rubberbanding
if (botController->args[1] & TMBOT_NORUBBERBAND)
{
return FRACUNIT;
}
}
}
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator)
{
continue;
}
#if 0
// Only rubberband up to players.
if (players[i].bot)
{
continue;
}
#endif
if (firstplace == NULL || players[i].distancetofinish < firstplace->distancetofinish)
{
firstplace = &players[i];
}
}
if (firstplace != NULL)
{
const UINT32 wanteddist = firstplace->distancetofinish + K_BotRubberbandDistance(player);
const INT32 distdiff = player->distancetofinish - wanteddist;
if (wanteddist > player->distancetofinish)
{
// Whoa, you're too far ahead! Slow back down a little.
rubberband += (DIFFICULTBOT - min(DIFFICULTBOT, player->botvars.difficulty)) * (distdiff / 3);
}
else
{
// Catch up to your position!
rubberband += player->botvars.difficulty * distdiff;
}
}
// Lv. 1: x1.0 max
// Lv. 5: x1.4 max
// Lv. 9: x1.8 max
// Lv. MAX: x2.2 max
rubbermax = FRACUNIT + ((FRACUNIT * (player->botvars.difficulty - 1)) / 10);
// Lv. 1: x0.75 min
// Lv. 5: x0.875 min
// Lv. 9: x1.0 min
// Lv. MAX: x1.125 min
rubbermin = FRACUNIT - (((FRACUNIT/4) * (DIFFICULTBOT - player->botvars.difficulty)) / (DIFFICULTBOT - 1));
if (rubberband > rubbermax)
{
rubberband = rubbermax;
}
else if (rubberband < rubbermin)
{
rubberband = rubbermin;
}
return rubberband;
}
/*--------------------------------------------------
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 ret = player->botvars.rubberband;
// Ease into the new value.
ret += (dest - player->botvars.rubberband) >> 3;
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 botprediction_t *K_CreateBotPrediction(player_t *player)
Calculates a point further along the track to attempt to drive towards.
Input Arguments:-
player - Player to compare.
Return:-
Bot prediction struct.
--------------------------------------------------*/
static botprediction_t *K_CreateBotPrediction(player_t *player)
{
const precise_t time = I_GetPreciseTime();
// Stair janking makes it harder to steer, so attempt to steer harder.
const UINT8 jankDiv = (player->stairjank > 0) ? 2 : 1;
const INT16 handling = K_GetKartTurnValue(player, KART_FULLTURN) / jankDiv; // Reduce prediction based on how fast you can turn
const tic_t futuresight = (TICRATE * KART_FULLTURN) / max(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 = (DEFAULT_WAYPOINT_RADIUS * 2 * mapobjectscale) / FRACUNIT;
const INT32 maxDist = startDist * 4; // This function gets very laggy when it goes far distances, and going too far isn't very helpful anyway.
const INT32 distance = min(((speed / FRACUNIT) * (INT32)futuresight) + startDist, maxDist);
// Halves radius when encountering a wall on your way to your destination.
fixed_t radreduce = FRACUNIT;
INT32 distanceleft = distance;
fixed_t smallestradius = INT32_MAX;
angle_t angletonext = ANGLE_MAX;
INT32 disttonext = INT32_MAX;
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 = Z_Calloc(sizeof(botprediction_t), PU_STATIC, NULL);
size_t i;
// 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) / FRACUNIT;
pathfindsuccess = K_PathfindThruCircuit(
player->nextwaypoint, (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) / FRACUNIT;
if (P_TraceBotTraversal(player->mo, wp->mobj) == false)
{
// If we can't get a direct path to this waypoint, predict less.
distanceleft /= 2;
radreduce = FRACUNIT >> 1;
}
if (wp->mobj->radius < smallestradius)
{
smallestradius = wp->mobj->radius;
}
distanceleft -= disttonext;
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->radius = FixedMul(smallestradius, radreduce);
// Set the prediction coordinates between the 2 waypoints if there's still distance left.
if (distanceleft > 0)
{
// Scaled with the leftover anglemul!
predict->x += P_ReturnThrustX(NULL, angletonext, min(disttonext, distanceleft) * FRACUNIT);
predict->y += P_ReturnThrustY(NULL, angletonext, min(disttonext, distanceleft) * FRACUNIT);
}
if (player->mo->standingslope != NULL)
{
const pslope_t *slope = player->mo->standingslope;
if (!(slope->flags & SL_NOPHYSICS) && abs(slope->zdelta) >= FRACUNIT/21)
{
// Displace the prediction to go against the slope physics.
angle_t angle = slope->xydirection;
if (P_MobjFlip(player->mo) * slope->zdelta < 0)
{
angle ^= ANGLE_180;
}
predict->x -= P_ReturnThrustX(NULL, angle, startDist * abs(slope->zdelta));
predict->y -= P_ReturnThrustY(NULL, angle, startDist * abs(slope->zdelta));
}
}
ps_bots[player - players].prediction += I_GetPreciseTime() - time;
return predict;
}
/*--------------------------------------------------
static UINT8 K_TrySpindash(player_t *player)
Determines conditions where the bot should attempt to spindash.
Input Arguments:-
player - Bot player to check.
Return:-
0 to make the bot drive normally, 1 to e-brake, 2 to e-brake & charge spindash.
(TODO: make this an enum)
--------------------------------------------------*/
static UINT8 K_TrySpindash(player_t *player)
{
const tic_t difficultyModifier = (TICRATE/6);
const fixed_t oldSpeed = R_PointToDist2(0, 0, player->rmomx, player->rmomy);
const fixed_t baseAccel = K_GetNewSpeed(player) - oldSpeed;
const fixed_t speedDiff = player->speed - player->lastspeed;
const INT32 angleDiff = AngleDelta(player->mo->angle, K_MomentumAngle(player->mo));
if (player->spindashboost || player->tiregrease // You just released a spindash, you don't need to try again yet, jeez.
|| P_PlayerInPain(player) || !P_IsObjectOnGround(player->mo)) // Not in a state where we want 'em to spindash.
{
player->botvars.spindashconfirm = 0;
return 0;
}
// Try "start boosts" first
if (leveltime == starttime)
{
// Forces them to release, even if they haven't fully charged.
// Don't want them to keep charging if they didn't have time to.
return 0;
}
if (leveltime < starttime)
{
INT32 boosthold = starttime - K_GetSpindashChargeTime(player);
boosthold -= (DIFFICULTBOT - min(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 -= min(DIFFICULTBOT, player->botvars.difficulty) * difficultyModifier;
if (player->spindash > chargingPoint)
{
// Time to release.
return 0;
}
return 2;
}
else
{
// Logic for normal racing.
if (speedDiff < (baseAccel / 8) // Moving too slowly
|| angleDiff > ANG60) // Being pushed backwards
{
if (player->botvars.spindashconfirm < BOTSPINDASHCONFIRM)
{
player->botvars.spindashconfirm++;
}
}
else if (player->botvars.spindashconfirm >= BOTSPINDASHCONFIRM)
{
if (player->botvars.spindashconfirm > 0)
{
player->botvars.spindashconfirm--;
}
}
}
// We're doing just fine, we don't need to spindash, thanks.
return 0;
}
/*--------------------------------------------------
static void K_DrawPredictionDebug(botprediction_t *predict, player_t *player)
Draws objects to show where the viewpoint bot is trying to go.
Input Arguments:-
predict - The prediction to visualize.
player - The bot player this prediction is for.
Return:-
None
--------------------------------------------------*/
static void K_DrawPredictionDebug(botprediction_t *predict, player_t *player)
{
mobj_t *debugMobj = NULL;
angle_t sideAngle = ANGLE_MAX;
UINT8 i = UINT8_MAX;
I_Assert(predict != NULL);
I_Assert(player != NULL);
I_Assert(player->mo != NULL && P_MobjWasRemoved(player->mo) == false);
sideAngle = player->mo->angle + ANGLE_90;
debugMobj = P_SpawnMobj(predict->x, predict->y, player->mo->z, MT_SPARK);
P_SetMobjState(debugMobj, S_THOK);
debugMobj->frame &= ~FF_TRANSMASK;
debugMobj->frame |= FF_TRANS20|FF_FULLBRIGHT;
debugMobj->color = SKINCOLOR_ORANGE;
P_SetScale(debugMobj, debugMobj->destscale * 2);
debugMobj->tics = 2;
for (i = 0; i < 2; i++)
{
mobj_t *radiusMobj = NULL;
fixed_t radiusX = predict->x, radiusY = predict->y;
if (i & 1)
{
radiusX -= FixedMul(predict->radius, FINECOSINE(sideAngle >> ANGLETOFINESHIFT));
radiusY -= FixedMul(predict->radius, FINESINE(sideAngle >> ANGLETOFINESHIFT));
}
else
{
radiusX += FixedMul(predict->radius, FINECOSINE(sideAngle >> ANGLETOFINESHIFT));
radiusY += FixedMul(predict->radius, FINESINE(sideAngle >> ANGLETOFINESHIFT));
}
radiusMobj = P_SpawnMobj(radiusX, radiusY, player->mo->z, MT_SPARK);
P_SetMobjState(radiusMobj, S_THOK);
radiusMobj->frame &= ~FF_TRANSMASK;
radiusMobj->frame |= FF_TRANS20|FF_FULLBRIGHT;
radiusMobj->color = SKINCOLOR_YELLOW;
P_SetScale(debugMobj, debugMobj->destscale / 2);
radiusMobj->tics = 2;
}
}
/*--------------------------------------------------
static void K_BotTrick(player_t *player, ticcmd_t *cmd, line_t *botController)
Determines inputs for trick panels.
Input Arguments:-
player - Player to generate the ticcmd for.
cmd - The player's ticcmd to modify.
botController - Linedef for the bot controller.
Return:-
None
--------------------------------------------------*/
static void K_BotTrick(player_t *player, ticcmd_t *cmd, const line_t *botController)
{
// Trick panel state -- do nothing until a controller line is found, in which case do a trick.
if (botController == NULL)
{
return;
}
if (player->trickpanel == 1)
{
INT32 type = botController->args[0];
// Y Offset: Trick type
switch (type)
{
case 1:
cmd->turning = KART_FULLTURN;
break;
case 2:
cmd->turning = -KART_FULLTURN;
break;
case 3:
cmd->throwdir = KART_FULLTURN;
break;
case 4:
cmd->throwdir = -KART_FULLTURN;
break;
}
}
}
/*--------------------------------------------------
static angle_t K_BotSmoothLanding(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(player_t *player, angle_t destangle)
{
angle_t newAngle = destangle;
boolean air = !P_IsObjectOnGround(player->mo);
angle_t steepVal = air ? STUMBLE_STEEP_VAL_AIR : STUMBLE_STEEP_VAL;
angle_t slopeSteep = max(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(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(player_t *player, ticcmd_t *cmd, botprediction_t *predict, angle_t destangle)
{
// Handle steering towards waypoints!
INT32 turnamt = 0;
SINT8 turnsign = 0;
angle_t moveangle;
INT32 anglediff;
I_Assert(predict != NULL);
destangle = K_BotSmoothLanding(player, destangle);
moveangle = player->mo->angle;
anglediff = AngleDeltaSigned(moveangle, destangle);
if (anglediff < 0)
{
turnsign = 1;
}
else
{
turnsign = -1;
}
anglediff = abs(anglediff);
turnamt = KART_FULLTURN * turnsign;
if (anglediff > ANGLE_90)
{
// 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(max(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(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(player_t *player, ticcmd_t *cmd, botprediction_t *predict, angle_t destangle)
{
// Handle steering towards waypoints!
INT32 turnamt = 0;
SINT8 turnsign = 0;
angle_t moveangle, angle;
INT16 anglediff, momdiff;
if (predict != NULL)
{
// TODO: Should we reverse through bot controllers?
return K_HandleBotTrack(player, cmd, predict, destangle);
}
if (player->nextwaypoint == NULL
|| player->nextwaypoint->mobj == NULL
|| P_MobjWasRemoved(player->nextwaypoint->mobj))
{
// No data available...
return 0;
}
if ((player->nextwaypoint->prevwaypoints != NULL)
&& (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;
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 != NULL)
{
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(player_t *player, ticcmd_t *cmd)
Calculates bot turning for the podium cutscene.
--------------------------------------------------*/
static void K_BotPodiumTurning(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(player_t *player, ticcmd_t *cmd)
Calculates all bot movement for the podium cutscene.
--------------------------------------------------*/
static void K_BuildBotPodiumTiccmd(player_t *player, ticcmd_t *cmd)
{
if (player->currentwaypoint == NULL)
{
// We've reached the end of our path.
// Simply stop moving.
return;
}
cmd->forwardmove = MAXPLMOVE;
cmd->buttons |= BT_ACCELERATE;
K_BotPodiumTurning(player, cmd);
}
/*--------------------------------------------------
void K_BuildBotTiccmd(player_t *player, ticcmd_t *cmd)
See header file for description.
--------------------------------------------------*/
void K_BuildBotTiccmd(player_t *player, ticcmd_t *cmd)
{
precise_t t = 0;
botprediction_t *predict = NULL;
boolean trySpindash = true;
angle_t destangle = 0;
UINT8 spindash = 0;
INT32 turnamt = 0;
const line_t *botController = player->botvars.controller != UINT16_MAX ? &lines[player->botvars.controller] : NULL;
// Remove any existing controls
memset(cmd, 0, sizeof(ticcmd_t));
if (player->mo == NULL
|| player->spectator == true
|| G_GamestateUsesLevel() == false)
{
// Not in the level.
return;
}
// Complete override of all ticcmd functionality
if (LUA_HookTiccmd(player, cmd, HOOK(BotTiccmd)) == true)
{
return;
}
if (K_PodiumSequence() == true)
{
K_BuildBotPodiumTiccmd(player, cmd);
return;
}
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;
}
if (player->trickpanel != 0)
{
K_BotTrick(player, cmd, botController);
// Don't do anything else.
return;
}
if (botController != NULL && (botController->args[1] & TMBOT_NOCONTROL)) // FIXME: UDMF-ify
{
// Disable bot controls entirely.
return;
}
destangle = player->mo->angle;
if (botController != NULL && (botController->args[1] & TMBOT_FORCEDIR)) // FIXME: UDMF-ify
{
const fixed_t dist = DEFAULT_WAYPOINT_RADIUS * player->mo->scale;
// X Offset: Movement direction
destangle = FixedAngle(botController->args[2] * FRACUNIT);
// Overwritten prediction
predict = Z_Calloc(sizeof(botprediction_t), PU_STATIC, NULL);
predict->x = player->mo->x + FixedMul(dist, FINECOSINE(destangle >> ANGLETOFINESHIFT));
predict->y = player->mo->y + FixedMul(dist, FINESINE(destangle >> ANGLETOFINESHIFT));
predict->radius = (DEFAULT_WAYPOINT_RADIUS / 4) * mapobjectscale;
}
if (leveltime <= starttime && finishBeamLine != NULL)
{
// Handle POSITION!!
const fixed_t distBase = 384*mapobjectscale;
const fixed_t distAdjust = 64*mapobjectscale;
const fixed_t closeDist = distBase + (distAdjust * (9 - player->kartweight));
const fixed_t farDist = closeDist + (distAdjust * 2);
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 == NULL)
{
// Create a prediction.
if (player->nextwaypoint != NULL
&& player->nextwaypoint->mobj != NULL
&& !P_MobjWasRemoved(player->nextwaypoint->mobj))
{
predict = K_CreateBotPrediction(player);
K_NudgePredictionTowardsObjects(predict, player);
destangle = R_PointToAngle2(player->mo->x, player->mo->y, predict->x, predict->y);
}
}
if (predict != NULL)
{
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 == NULL)
{
// Create a prediction.
if (player->nextwaypoint != NULL
&& player->nextwaypoint->mobj != NULL
&& !P_MobjWasRemoved(player->nextwaypoint->mobj))
{
predict = K_CreateBotPrediction(player);
K_NudgePredictionTowardsObjects(predict, player);
destangle = R_PointToAngle2(player->mo->x, player->mo->y, predict->x, predict->y);
}
}
if (predict != NULL)
{
turnamt = K_HandleBotTrack(player, cmd, predict, destangle);
}
}
}
else
{
// Handle steering towards waypoints!
if (predict == NULL)
{
// Create a prediction.
if (player->nextwaypoint != NULL
&& player->nextwaypoint->mobj != NULL
&& !P_MobjWasRemoved(player->nextwaypoint->mobj))
{
predict = K_CreateBotPrediction(player);
K_NudgePredictionTowardsObjects(predict, player);
destangle = R_PointToAngle2(player->mo->x, player->mo->y, predict->x, predict->y);
}
}
if (predict != NULL)
{
turnamt = K_HandleBotTrack(player, cmd, predict, destangle);
}
}
if (trySpindash == true)
{
// Spindashing
spindash = K_TrySpindash(player);
if (spindash > 0)
{
cmd->buttons |= BT_EBRAKEMASK;
cmd->forwardmove = 0;
if (spindash == 2 && player->speed < 6*mapobjectscale)
{
cmd->buttons |= BT_DRIFT;
}
}
}
if (spindash == 0 && 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;
}
if (turnamt != 0)
{
if (turnamt > KART_FULLTURN)
{
turnamt = KART_FULLTURN;
}
else if (turnamt < -KART_FULLTURN)
{
turnamt = -KART_FULLTURN;
}
if (turnamt > 0)
{
// Count up
if (player->botvars.turnconfirm < BOTTURNCONFIRM)
{
player->botvars.turnconfirm++;
}
}
else if (turnamt < 0)
{
// Count down
if (player->botvars.turnconfirm > -BOTTURNCONFIRM)
{
player->botvars.turnconfirm--;
}
}
else
{
// Back to neutral
if (player->botvars.turnconfirm < 0)
{
player->botvars.turnconfirm++;
}
else if (player->botvars.turnconfirm > 0)
{
player->botvars.turnconfirm--;
}
}
if (abs(player->botvars.turnconfirm) >= BOTTURNCONFIRM)
{
// You're commiting to your turn, you're allowed!
cmd->turning = turnamt;
}
}
// Free the prediction we made earlier
if (predict != NULL)
{
if (cv_kartdebugbotpredict.value != 0 && player - players == displayplayers[0])
{
K_DrawPredictionDebug(predict, player);
}
Z_Free(predict);
}
}
/*--------------------------------------------------
void K_UpdateBotGameplayVars(player_t *player);
See header file for description.
--------------------------------------------------*/
void K_UpdateBotGameplayVars(player_t *player)
{
const line_t *botController;
player->botvars.controller = UINT16_MAX;
player->botvars.rubberband = FRACUNIT;
if (gamestate != GS_LEVEL || !player->mo)
{
// Not in the level.
return;
}
if (K_PodiumSequence() == true)
{
// We don't want these during podium.
return;
}
botController = K_FindBotController(player->mo);
player->botvars.controller = botController ? (botController - lines) : UINT16_MAX;
player->botvars.rubberband = K_UpdateRubberband(player);
}