Switch to a difficulty-based drift skill formula

This will get reworked later down the line (hopefully), but for now, I
think it ought to be consistent regardless of stats. Should make driftpoint
placement less of a nightmare at least
This commit is contained in:
GenericHeroGuy 2025-08-31 22:33:26 +02:00
parent f51a223642
commit d2c010ea01
2 changed files with 4 additions and 5 deletions

View file

@ -1067,10 +1067,11 @@ static void K_DrawPredictionDebug(botdata_t *bd, const player_t *player)
}
}
// Calculates drift skill for a player based on stats.
fixed_t K_BotDetermineDriftSkill(const player_t *player)
// Calculates drift skill for a player based on ~~stats~~ difficulty.
static fixed_t K_BotDetermineDriftSkill(const player_t *player)
{
return ((FRACUNIT * (player->kartspeed + player->kartweight)) / 18);
return FRACUNIT/8 + (FRACUNIT * player->botvars.difficulty) / DIFFICULTBOT;
//return ((FRACUNIT * (player->kartspeed + player->kartweight)) / 18);
}
static void K_WaypointGetDirectionVector(waypoint_t *wp1, waypoint_t *wp2, vector3_t *a_o)

View file

@ -405,8 +405,6 @@ void K_BotReborn(const player_t *player);
void K_BotResetItemConfirm(const player_t *player, boolean setdelay);
fixed_t K_BotDetermineDriftSkill(const player_t *player);
void K_BotSetDriftState(const player_t *player, botdrift_e newstate, tic_t lockout);
botdata_t *K_GetBotData(UINT8 num);