blankart/src/k_botitem.cpp
NepDisk 0efd36ac5d Fix the Bot Flame Shield usage.
Turns out negative itemconfirm was a shitty hack. Lets rewrite this to use itemdelay instead.
2025-08-31 21:05:33 -04:00

1405 lines
29 KiB
C++

// BLANKART
//-----------------------------------------------------------------------------
// Copyright (C) 2024 by Sally "TehRealSalt" Cochenour
// Copyright (C) 2024 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_botitem.cpp
/// \brief Bot item usage logic
#include <algorithm>
#include <tracy/tracy/Tracy.hpp>
#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 "i_system.h"
#include "p_maputl.h"
#include "m_random.h"
#include "r_things.h" // numskins
#include "m_easing.h"
// Looks for players around the bot, and presses the item button
// if there is one in range.
// Returns true if a player was found & we can press the item button, otherwise false.
static boolean K_BotUseItemNearPlayer(botdata_t *bd, const player_t *player, fixed_t radius)
{
ZoneScoped;
UINT8 i;
if (bd->itemwasdown)
{
return false;
}
for (i = 0; i < MAXPLAYERS; i++)
{
player_t *target = NULL;
fixed_t dist = INT32_MAX;
if (!playeringame[i])
{
continue;
}
target = &players[i];
if (target->mo == NULL || P_MobjWasRemoved(target->mo)
|| player == target || target->spectator
|| target->flashing)
{
continue;
}
dist = P_AproxDistance(P_AproxDistance(
player->mo->x - target->mo->x,
player->mo->y - target->mo->y),
(player->mo->z - target->mo->z) / 4
);
if (dist <= radius)
{
bd->itemdown = true;
return true;
}
}
return false;
}
/*--------------------------------------------------
static player_t *K_PlayerNearSpot(const player_t *player, fixed_t x, fixed_t y, fixed_t radius)
Looks for players around a specified x/y coordinate.
Input Arguments:-
player - Bot to compare against.
x - X coordinate to look around.
y - Y coordinate to look around.
radius - The radius to look for players in.
Return:-
The player we found, NULL if nothing was found.
--------------------------------------------------*/
static player_t *K_PlayerNearSpot(const player_t *player, fixed_t x, fixed_t y, fixed_t radius)
{
ZoneScoped;
UINT8 i;
for (i = 0; i < MAXPLAYERS; i++)
{
player_t *target = NULL;
fixed_t dist = INT32_MAX;
if (!playeringame[i])
{
continue;
}
target = &players[i];
if (target->mo == NULL || P_MobjWasRemoved(target->mo)
|| player == target || target->spectator
|| target->flashing)
{
continue;
}
dist = P_AproxDistance(
x - target->mo->x,
y - target->mo->y
);
if (dist <= radius)
{
return target;
}
}
return NULL;
}
/*--------------------------------------------------
static player_t *K_PlayerPredictThrow(const player_t *player, UINT8 extra)
Looks for players around the predicted coordinates of their thrown item.
Input Arguments:-
player - Bot to compare against.
extra - Extra throwing distance, for aim forward on mines.
Return:-
The player we're trying to throw at, NULL if none was found.
--------------------------------------------------*/
static player_t *K_PlayerPredictThrow(const player_t *player, UINT8 extra)
{
ZoneScoped;
const fixed_t dist = (30 + (extra * 10)) * player->mo->scale;
const UINT32 airtime = FixedDiv(dist + player->mo->momz, gravity);
const fixed_t throwspeed = FixedMul(82 * mapobjectscale, K_GetKartGameSpeedScalar(gamespeed));
const fixed_t estx = player->mo->x + P_ReturnThrustX(NULL, player->mo->angle, (throwspeed + player->speed) * airtime);
const fixed_t esty = player->mo->y + P_ReturnThrustY(NULL, player->mo->angle, (throwspeed + player->speed) * airtime);
return K_PlayerNearSpot(player, estx, esty, player->mo->radius * 2);
}
/*--------------------------------------------------
static player_t *K_PlayerInCone(const player_t *player, UINT16 cone, boolean flip)
Looks for players in the .
Input Arguments:-
player - Bot to compare against.
radius - How far away the targets can be.
cone - Size of cone, in degrees as an integer.
flip - If true, look behind. Otherwise, check in front of the player.
Return:-
true if a player was found in the cone, otherwise false.
--------------------------------------------------*/
static player_t *K_PlayerInCone(const player_t *player, fixed_t radius, UINT16 cone, boolean flip)
{
ZoneScoped;
UINT8 i;
for (i = 0; i < MAXPLAYERS; i++)
{
player_t *target = NULL;
fixed_t dist = INT32_MAX;
if (!playeringame[i])
{
continue;
}
target = &players[i];
if (target->mo == NULL || P_MobjWasRemoved(target->mo)
|| player == target || target->spectator
|| target->flashing
|| !P_CheckSight(player->mo, target->mo))
{
continue;
}
dist = P_AproxDistance(P_AproxDistance(
player->mo->x - target->mo->x,
player->mo->y - target->mo->y),
(player->mo->z - target->mo->z) / 4
);
if (dist <= radius)
{
angle_t a = player->mo->angle - R_PointToAngle2(player->mo->x, player->mo->y, target->mo->x, target->mo->y);
INT16 ad = 0;
if (a < ANGLE_180)
{
ad = AngleFixed(a)>>FRACBITS;
}
else
{
ad = 360-(AngleFixed(a)>>FRACBITS);
}
ad = abs(ad);
if (flip)
{
if (ad >= 180-cone)
{
return target;
}
}
else
{
if (ad <= cone)
{
return target;
}
}
}
}
return NULL;
}
/*--------------------------------------------------
static boolean K_RivalBotAggression(const player_t *bot, const player_t *target)
Returns if a bot is a rival & wants to be aggressive to a player.
Input Arguments:-
bot - Bot to check.
target - Who the bot wants to attack.
Return:-
false if not the rival. false if the target is another bot. Otherwise, true.
--------------------------------------------------*/
static boolean K_RivalBotAggression(const player_t *bot, const player_t *target)
{
if (bot == NULL || target == NULL)
{
// Invalid.
return false;
}
if (bot->bot == false)
{
// lol
return false;
}
if (bot->botvars.rival == false)
{
// Not the rival, we aren't self-aware.
return false;
}
if (target->bot == false)
{
// This bot knows that the real threat is the player.
return true;
}
// Calling them your friends is misleading, but you'll at least spare them.
return false;
}
// Handles updating item confirm values for offense items.
// target - Who the bot wants to attack.
// amount - Amount to increase item confirm time by.
static void K_ItemConfirmForTarget(botdata_t *bd, const player_t *bot, const player_t *target, UINT16 amount)
{
if (bot == NULL || target == NULL)
{
return;
}
if (K_RivalBotAggression(bot, target) == true)
{
// Double the rate when you're aggressive.
bd->itemconfirm += amount << 1;
}
else
{
// Do as normal.
bd->itemconfirm += amount;
}
}
// Presses the item button & aim buttons for the bot.
// dir - Aiming direction: 1 for forwards, -1 for backwards, 0 for neutral.
// Returns true if we could press, false if not.
static boolean K_BotGenericPressItem(botdata_t *bd, SINT8 dir)
{
ZoneScoped;
if (bd->itemwasdown)
{
return false;
}
bd->itemthrow = dir;
bd->itemdown = true;
//bd->itemconfirm = 0;
return true;
}
// Item usage for generic items that you need to tap.
static void K_BotItemGenericTap(botdata_t *bd)
{
ZoneScoped;
if (!bd->itemwasdown)
{
bd->itemdown = true;
//bd->itemconfirm = 0;
}
}
// Decides if a bot is ready to reveal their trap item or not.
// mine - Set to true to handle Mine-specific behaviors.
static boolean K_BotRevealsGenericTrap(botdata_t *bd, const player_t *player, boolean mine)
{
ZoneScoped;
const fixed_t coneDist = FixedMul(1280 * mapobjectscale, K_GetKartGameSpeedScalar(gamespeed));
if (abs(bd->turnamt) >= KART_FULLTURN/2)
{
// DON'T reveal on turns, we can place bananas on turns whenever we have multiple to spare,
// or if you missed your intentioned throw/place on a player.
return false;
}
// Check the predicted throws.
if (K_PlayerPredictThrow(player, 0) != NULL)
{
return true;
}
if (mine)
{
if (K_PlayerPredictThrow(player, 1) != NULL)
{
return true;
}
}
// Check your behind.
if (K_PlayerInCone(player, coneDist, 15, true) != NULL)
{
return true;
}
return false;
}
// Item usage for Eggman shields.
// mine - Set to true to handle Mine-specific behaviors.
static void K_BotItemGenericTrapShield(botdata_t *bd, const player_t *player, boolean mine)
{
ZoneScoped;
if (player->itemflags & IF_ITEMOUT)
{
return;
}
bd->itemconfirm++;
if (K_BotRevealsGenericTrap(bd, player, mine) || (bd->itemconfirm > 5*TICRATE))
{
K_BotGenericPressItem(bd, 0);
}
}
// Item usage for orbitting shields.
static void K_BotItemGenericOrbitShield(botdata_t *bd, const player_t *player)
{
ZoneScoped;
if (player->itemflags & IF_ITEMOUT)
{
return;
}
K_BotGenericPressItem(bd, 0);
}
// Item usage for sneakers.
static void K_BotItemSneaker(botdata_t *bd, const player_t *player)
{
ZoneScoped;
if (P_IsObjectOnGround(player->mo) == false)
{
// Don't use while mid-air.
return;
}
if ((player->offroad && K_ApplyOffroad(player)) // Stuck in offroad, use it NOW
|| K_GetWaypointIsShortcut(player->nextwaypoint) == true // Going toward a shortcut!
|| player->speed < K_GetKartSpeed(player, false, true) / 2 // Being slowed down too much
|| player->speedboost > (FRACUNIT/8) // Have another type of boost (tethering)
|| bd->itemconfirm > 4*TICRATE) // Held onto it for too long
{
if (player->sneakertimer == 0 && !bd->itemwasdown)
{
bd->itemdown = true;
//bd->itemconfirm = 2*TICRATE;
}
}
else
{
bd->itemconfirm++;
}
}
// Item usage for rocket sneakers.
static void K_BotItemRocketSneaker(botdata_t *bd, const player_t *player)
{
ZoneScoped;
if (P_IsObjectOnGround(player->mo) == false)
{
// Don't use while mid-air.
return;
}
if (bd->itemconfirm > TICRATE)
{
if (player->sneakertimer == 0 && !bd->itemwasdown)
{
bd->itemdown = true;
//bd->itemconfirm = 0;
}
}
else
{
bd->itemconfirm++;
}
}
// Item usage for trap item throwing.
static void K_BotItemBanana(botdata_t *bd, const player_t *player)
{
ZoneScoped;
const fixed_t coneDist = FixedMul(1280 * mapobjectscale, K_GetKartGameSpeedScalar(gamespeed));
SINT8 throwdir = -1;
boolean tryLookback = false;
player_t *target = NULL;
bd->itemconfirm++;
target = K_PlayerInCone(player, coneDist, 15, true);
if (target != NULL)
{
K_ItemConfirmForTarget(bd, player, target, player->botvars.difficulty);
throwdir = -1;
tryLookback = true;
}
if (abs(bd->turnamt) >= KART_FULLTURN/2)
{
bd->itemconfirm += player->botvars.difficulty / 2;
throwdir = -1;
}
else
{
target = K_PlayerPredictThrow(player, 0);
if (target != NULL)
{
K_ItemConfirmForTarget(bd, player, target, player->botvars.difficulty * 2);
throwdir = 1;
}
}
if (tryLookback == true && throwdir == -1)
{
bd->dolookback = true;
}
if (bd->itemconfirm > 10*TICRATE || player->bananadrag >= TICRATE)
{
K_BotGenericPressItem(bd, throwdir);
}
}
// Item usage for trap item throwing.
static void K_BotItemMine(botdata_t *bd, const player_t *player)
{
ZoneScoped;
const fixed_t coneDist = FixedMul(1280 * mapobjectscale, K_GetKartGameSpeedScalar(gamespeed));
SINT8 throwdir = 0;
boolean tryLookback = false;
player_t *target = NULL;
bd->itemconfirm++;
target = K_PlayerInCone(player, coneDist, 15, true);
if (target != NULL)
{
K_ItemConfirmForTarget(bd, player, target, player->botvars.difficulty);
throwdir = -1;
}
if (abs(bd->turnamt) >= KART_FULLTURN/2)
{
bd->itemconfirm += player->botvars.difficulty / 2;
throwdir = -1;
tryLookback = true;
}
else
{
target = K_PlayerPredictThrow(player, 0);
if (target != NULL)
{
K_ItemConfirmForTarget(bd, player, target, player->botvars.difficulty * 2);
throwdir = 0;
}
target = K_PlayerPredictThrow(player, 1);
if (target != NULL)
{
K_ItemConfirmForTarget(bd, player, target, player->botvars.difficulty * 2);
throwdir = 1;
}
}
if (tryLookback == true && throwdir == -1)
{
bd->dolookback = true;
}
if (bd->itemconfirm > 10*TICRATE || player->bananadrag >= TICRATE)
{
K_BotGenericPressItem(bd, throwdir);
}
}
// Item usage for landmine tossing.
static void K_BotItemLandmine(botdata_t *bd, const player_t *player)
{
ZoneScoped;
const fixed_t coneDist = FixedMul(1280 * mapobjectscale, K_GetKartGameSpeedScalar(gamespeed));
player_t *target = NULL;
bd->itemconfirm++;
if (abs(bd->turnamt) >= KART_FULLTURN/2)
{
bd->itemconfirm += player->botvars.difficulty / 2;
}
target = K_PlayerInCone(player, coneDist, 15, true);
if (target != NULL)
{
K_ItemConfirmForTarget(bd, player, target, player->botvars.difficulty);
bd->dolookback = true;
}
if (bd->itemconfirm > 10*TICRATE)
{
K_BotGenericPressItem(bd, -1);
}
}
// Item usage for Eggman item throwing.
static void K_BotItemEggman(botdata_t *bd, const player_t *player)
{
ZoneScoped;
const fixed_t coneDist = FixedMul(1280 * mapobjectscale, K_GetKartGameSpeedScalar(gamespeed));
const UINT8 stealth = K_EggboxStealth(player->mo->x, player->mo->y);
SINT8 throwdir = -1;
boolean tryLookback = false;
player_t *target = NULL;
bd->itemconfirm++;
target = K_PlayerPredictThrow(player, 0);
if (target != NULL)
{
K_ItemConfirmForTarget(bd, player, target, player->botvars.difficulty / 2);
throwdir = 1;
}
target = K_PlayerInCone(player, coneDist, 15, true);
if (target != NULL)
{
K_ItemConfirmForTarget(bd, player, target, player->botvars.difficulty);
throwdir = -1;
tryLookback = true;
}
if (stealth > 1 || player->itemroulette)
{
bd->itemconfirm += player->botvars.difficulty * 4;
throwdir = -1;
}
if (tryLookback == true && throwdir == -1)
{
bd->dolookback = true;
}
if (bd->itemconfirm > 10*TICRATE || player->bananadrag >= TICRATE)
{
K_BotGenericPressItem(bd, throwdir);
}
}
/*--------------------------------------------------
static boolean K_BotRevealsEggbox(const player_t *player)
Decides if a bot is ready to place their Eggman item or not.
Input Arguments:-
player - Bot that has the eggbox.
Return:-
true if we want the bot to reveal their eggbox, otherwise false.
--------------------------------------------------*/
static boolean K_BotRevealsEggbox(const player_t *player)
{
ZoneScoped;
const fixed_t coneDist = FixedMul(1280 * mapobjectscale, K_GetKartGameSpeedScalar(gamespeed));
const UINT8 stealth = K_EggboxStealth(player->mo->x, player->mo->y);
player_t *target = NULL;
// This is a stealthy spot for an eggbox, lets reveal it!
if (stealth > 1)
{
return true;
}
// Check the predicted throws.
target = K_PlayerPredictThrow(player, 0);
if (target != NULL)
{
return true;
}
// Check your behind.
target = K_PlayerInCone(player, coneDist, 15, true);
if (target != NULL)
{
return true;
}
return false;
}
// Item usage for Eggman shields.
static void K_BotItemEggmanShield(botdata_t *bd, const player_t *player)
{
ZoneScoped;
if (player->itemflags & IF_EGGMANOUT)
{
return;
}
bd->itemconfirm++;
if (K_BotRevealsEggbox(player) == true || (bd->itemconfirm > 20*TICRATE))
{
K_BotGenericPressItem(bd, 0);
}
}
// Item usage for Eggman explosions.
static void K_BotItemEggmanExplosion(botdata_t *bd, const player_t *player)
{
ZoneScoped;
if (player->position == 1 && bd->acceldown)
{
// Hey, we aren't gonna find anyone up here...
// why don't we slow down a bit? :)
bd->brakedown = true;
}
K_BotUseItemNearPlayer(bd, player, 128*player->mo->scale);
}
// Item usage for Orbinaut throwing.
static void K_BotItemOrbinaut(botdata_t *bd, const player_t *player)
{
ZoneScoped;
const fixed_t topspeed = K_GetKartSpeed(player, false, true);
fixed_t radius = FixedMul(2560 * mapobjectscale, K_GetKartGameSpeedScalar(gamespeed));
SINT8 throwdir = -1;
boolean tryLookback = false;
UINT8 snipeMul = 2;
player_t *target = NULL;
if (player->speed > topspeed)
{
radius = FixedMul(radius, FixedDiv(player->speed, topspeed));
snipeMul = 3; // Confirm faster when you'll throw it with a bunch of extra speed!!
}
bd->itemconfirm++;
target = K_PlayerInCone(player, radius, 15, false);
if (target != NULL)
{
K_ItemConfirmForTarget(bd, player, target, player->botvars.difficulty * snipeMul);
throwdir = 1;
}
else
{
target = K_PlayerInCone(player, radius, 15, true);
if (target != NULL)
{
K_ItemConfirmForTarget(bd, player, target, player->botvars.difficulty);
throwdir = -1;
tryLookback = true;
}
}
if (tryLookback == true && throwdir == -1)
{
bd->dolookback = true;
}
if (bd->itemconfirm > 25*TICRATE)
{
K_BotGenericPressItem(bd, throwdir);
}
}
// Item usage for Ballhog throwing.
static void K_BotItemBallhog(botdata_t *bd, const player_t *player)
{
ZoneScoped;
const fixed_t topspeed = K_GetKartSpeed(player, false, true);
fixed_t radius = FixedMul(2560 * mapobjectscale, K_GetKartGameSpeedScalar(gamespeed));
SINT8 throwdir = -1;
boolean tryLookback = false;
UINT8 snipeMul = 2;
player_t *target = NULL;
boolean hold = false;
if (player->speed > topspeed)
{
radius = FixedMul(radius, FixedDiv(player->speed, topspeed));
snipeMul = 3; // Confirm faster when you'll throw it with a bunch of extra speed!!
}
target = K_PlayerInCone(player, radius, 15, false);
if (target != NULL)
{
K_ItemConfirmForTarget(bd, player, target, player->botvars.difficulty * snipeMul);
throwdir = 1;
}
else
{
target = K_PlayerInCone(player, radius, 15, true);
if (target != NULL)
{
K_ItemConfirmForTarget(bd, player, target, player->botvars.difficulty);
throwdir = -1;
tryLookback = true;
}
}
if (tryLookback == true && throwdir == -1)
{
bd->dolookback = true;
}
if (target != NULL)
{
// Charge up!
hold = true;
}
else
{
// If we lose sight of the target, then we'll just
// let go and it'll do a partial-blast.
// If we've been waiting for too long though, then
// we'll go for the full charge :)
bd->itemconfirm++;
hold = (bd->itemconfirm > 10*TICRATE);
}
if (hold == true)
{
bd->itemthrow = throwdir;
bd->itemdown = true;
}
}
// Item usage for Jawz throwing.
static void K_BotItemJawz(botdata_t *bd, const player_t *player)
{
ZoneScoped;
const fixed_t topspeed = K_GetKartSpeed(player, false, true);
fixed_t radius = FixedMul(2560 * mapobjectscale, K_GetKartGameSpeedScalar(gamespeed));
SINT8 throwdir = 1;
boolean tryLookback = false;
UINT8 snipeMul = 2;
INT32 lastTarg = player->lastjawztarget;
player_t *target = NULL;
if (player->speed > topspeed)
{
radius = FixedMul(radius, FixedDiv(player->speed, topspeed));
snipeMul = 3; // Confirm faster when you'll throw it with a bunch of extra speed!!
}
bd->itemconfirm++;
target = K_PlayerInCone(player, radius, 15, true);
if (target != NULL)
{
K_ItemConfirmForTarget(bd, player, target, player->botvars.difficulty);
throwdir = -1;
tryLookback = true;
}
if (lastTarg != -1
&& playeringame[lastTarg] == true
&& players[lastTarg].spectator == false
&& players[lastTarg].mo != NULL
&& P_MobjWasRemoved(players[lastTarg].mo) == false)
{
mobj_t *targMo = players[lastTarg].mo;
mobj_t *mobj = NULL, *next = NULL;
boolean targettedAlready = false;
target = &players[lastTarg];
// Make sure no other Jawz are targetting this player.
for (mobj = kitemcap; mobj; mobj = next)
{
next = mobj->itnext;
if (mobj->type == MT_JAWZ && mobj->target == targMo)
{
targettedAlready = true;
break;
}
}
if (targettedAlready == false)
{
K_ItemConfirmForTarget(bd, player, target, player->botvars.difficulty * snipeMul);
throwdir = 1;
}
}
if (tryLookback == true && throwdir == -1)
{
bd->dolookback = true;
}
if (bd->itemconfirm > 25*TICRATE)
{
K_BotGenericPressItem(bd, throwdir);
}
}
// Item usage for Lightning Shield.
static void K_BotItemLightning(botdata_t *bd, const player_t *player)
{
ZoneScoped;
fixed_t radius = 192 * player->mo->scale;
radius = Easing_Linear(FRACUNIT * player->botvars.difficulty / MAXBOTDIFFICULTY, 2*radius, radius);
if (K_BotUseItemNearPlayer(bd, player, radius) == false)
{
if (bd->itemconfirm > 10*TICRATE)
{
K_BotGenericPressItem(bd, 0);
}
else
{
bd->itemconfirm++;
}
}
}
// Item usage for Bubble Shield.
static void K_BotItemBubble(botdata_t *bd, const player_t *player)
{
ZoneScoped;
boolean hold = false;
if (player->bubbleblowup <= 0)
{
UINT8 i;
bd->itemconfirm++;
if (player->bubblecool <= 0)
{
fixed_t radius = 192 * player->mo->scale;
radius = Easing_Linear(FRACUNIT * player->botvars.difficulty / MAXBOTDIFFICULTY, 2*radius, radius);
for (i = 0; i < MAXPLAYERS; i++)
{
player_t *target = NULL;
fixed_t dist = INT32_MAX;
if (!playeringame[i])
{
continue;
}
target = &players[i];
if (target->mo == NULL || P_MobjWasRemoved(target->mo)
|| player == target || target->spectator
|| target->flashing)
{
continue;
}
dist = P_AproxDistance(P_AproxDistance(
player->mo->x - target->mo->x,
player->mo->y - target->mo->y),
(player->mo->z - target->mo->z) / 4
);
if (dist <= radius)
{
hold = true;
break;
}
}
}
}
else if (player->bubbleblowup >= bubbletime)
{
if (bd->itemconfirm > 10*TICRATE)
{
hold = true;
}
}
else if (player->bubbleblowup < bubbletime)
{
hold = true;
}
if (hold && (player->itemflags & IF_HOLDREADY))
{
bd->itemdown = true;
}
}
// Item usage for Flame Shield.
static void K_BotItemFlame(botdata_t *bd, const player_t *player)
{
ZoneScoped;
if (P_IsObjectOnGround(player->mo) == false)
{
// Drain itemdelay as needed so theres no delay when landing.
if (bd->itemdelay)
{
bd->itemdelay--;
bd->itemconfirm = 0;
}
// Don't use while mid-air.
return;
}
if (player->botvars.difficulty < 6 || player->flametimer <= 2*TICRATE)
{
// We aren't smart enough to use this properly.
// ...or we are doing the finishing blow.
bd->itemdown = true;
bd->itemdelay = 0;
bd->itemconfirm++;
return;
}
if (!bd->itemdelay)
{
if (player->flamestore < FLAMESTOREMAX - TICRATE/4)
{
bd->itemdown = true;
}
else
{
UINT8 difficultyadjust = MAXBOTDIFFICULTY - player->botvars.difficulty;
bd->itemdelay = (TICRATE/2) + difficultyadjust;
}
bd->itemconfirm++;
}
else
{
bd->itemdelay--;
bd->itemconfirm = 0;
}
}
// Item usage for rings.
static void K_BotItemRings(botdata_t *bd, const player_t *player)
{
ZoneScoped;
INT32 saferingsval = 16 - K_GetKartRingPower(player, false);
if (leveltime < starttime)
{
// Don't use rings during POSITION!!
return;
}
if (!bd->acceldown)
{
// Don't use rings if you're not trying to accelerate.
return;
}
if (!player->pogospring && P_IsObjectOnGround(player->mo) == false)
{
// Don't use while mid-air.
return;
}
if (K_ChainingActive())
{
if (((player->sneakertimer > 0) && player->sneakertimer <= (sneakertime/2))
|| ((player->driftboost > 0) && player->driftboost <= 20))
{
// Chain your boost with some rings for extra fun.
saferingsval -= 5;
}
else if ((player->startboost > 0) && player->startboost <= 20)
{
// Start Boost chains have a different threshold.
saferingsval -= 2;
}
}
if (player->speed < (K_GetKartSpeed(player, false, true) * 9) / 10 // Being slowed down too much
|| player->speedboost > (FRACUNIT/5)) // Have another type of boost
{
saferingsval -= 5;
}
if (player->rings > saferingsval)
{
bd->itemdown = true;
}
}
/*--------------------------------------------------
static void K_BotCalculateUseodds(player_t *player)
Item usage for item roulette mashing.
Input Arguments:-
player - Bot to do this for.
Return:-
Returns the useodds of this bot.
--------------------------------------------------*/
static UINT32 K_BotCalculateUseodds(const player_t *player)
{
UINT32 pdis = 0;
UINT8 pingame = 0, bestbumper = 0;
boolean spbrush = false;
UINT8 i;
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator)
continue;
pingame++;
if (players[i].bumper > bestbumper)
bestbumper = players[i].bumper;
}
// Calculate pdis for useodds
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] && !players[i].spectator
&& players[i].position == 1)
{
// This player is first! Yay!
pdis = player->distancetofinish - players[i].distancetofinish;
break;
}
}
if (spbplace != -1 && player->position == spbplace+1)
{
// SPB Rush Mode: It's 2nd place's job to catch-up items and make 1st place's job hell
pdis = (3 * pdis) / 2;
spbrush = true;
}
pdis = K_ScaleItemDistance(pdis, pingame, spbrush);
if (player->bot && player->botvars.rival)
{
// Rival has better odds :)
pdis = (15 * pdis) / 14;
}
return K_FindUseodds(player, 0, pdis, bestbumper, spbrush);
}
// Item usage for item roulette mashing.
static void K_BotItemRouletteMash(botdata_t *bd, const player_t *player)
{
boolean mash = false;
UINT32 useodds = 0;
if (bd->itemwasdown)
{
return;
}
// Mash based on useodds to approximate bots in the back mashing like players would.
if (player->position > 1)
{
useodds = K_BotCalculateUseodds(player);
if (useodds >= 2 && useodds < 4)
{
// Around 25% chance to mash
if (M_RandomChance(FRACUNIT/4))
{
mash = true;
}
}
else if (useodds >= 4 && useodds < 6)
{
// Around 50% chance to mash
if (M_RandomChance(FRACUNIT/2))
{
mash = true;
}
}
else if (useodds >= 6)
{
// We are too far back!
mash = true;
}
}
if (player->rings < 0 && cv_superring.value && K_RingsActive())
{
// Uh oh, we need a loan!
// It'll be better in the long run for bots to lose an item set for 5-15 free rings.
mash = true;
}
if (mash == true)
{
bd->itemdown = true;
}
}
// Determines if we should use the Regular Item Delay Logic.
static boolean K_CanHandleItemDelay(botdata_t *bd, const player_t *player)
{
if (!bd->itemdelay)
{
// We don't even have any. Don't bother.
return false;
}
if (player->flametimer > 0)
{
// Flame Shield? We handle this there instead.
return false
}
return true;
}
// See header file for description.
void K_BotItemUsage(botdata_t *bd, const player_t *player)
{
ZoneScoped;
if (player->itemflags & IF_USERINGS)
{
if (player->rings > 0)
{
// Use rings!
K_BotItemRings(bd, player);
}
return;
}
if (K_CanHandleItemDelay(bd, player))
{
bd->itemdelay--;
bd->itemconfirm = 0;
return;
}
if (player->itemroulette)
{
// Mashing behaviors
K_BotItemRouletteMash(bd, player);
return;
}
if (player->stealingtimer != 0)
return;
if (player->eggmanexplode)
{
K_BotItemEggmanExplosion(bd, player);
}
else if (player->itemflags & IF_EGGMANOUT)
{
K_BotItemEggman(bd, player);
}
else if (player->rocketsneakertimer > 0)
{
K_BotItemRocketSneaker(bd, player);
}
else if (player->flametimer > 0)
{
K_BotItemFlame(bd, player);
}
else
{
switch (player->itemtype)
{
default:
if (player->itemtype != KITEM_NONE)
{
K_BotItemGenericTap(bd);
}
//bd->itemconfirm = 0;
break;
case KITEM_INVINCIBILITY:
case KITEM_SPB:
case KITEM_GROW:
case KITEM_SHRINK:
case KITEM_SUPERRING:
K_BotItemGenericTap(bd);
break;
case KITEM_ROCKETSNEAKER:
if (player->rocketsneakertimer <= 0)
{
K_BotItemGenericTap(bd);
}
break;
case KITEM_FLAMESHIELD:
if (player->flametimer <= 0)
{
K_BotItemGenericTap(bd);
}
break;
case KITEM_SNEAKER:
K_BotItemSneaker(bd, player);
break;
case KITEM_BANANA:
if (!(player->itemflags & IF_ITEMOUT))
{
K_BotItemGenericTrapShield(bd, player, false);
}
else
{
K_BotItemBanana(bd, player);
}
break;
case KITEM_EGGMAN:
K_BotItemEggmanShield(bd, player);
break;
case KITEM_ORBINAUT:
if (!(player->itemflags & IF_ITEMOUT))
{
K_BotItemGenericOrbitShield(bd, player);
}
else if (player->position != 1) // Hold onto orbiting items when in 1st :)
{
K_BotItemOrbinaut(bd, player);
}
break;
case KITEM_JAWZ:
if (!(player->itemflags & IF_ITEMOUT))
{
K_BotItemGenericOrbitShield(bd, player);
}
else if (player->position != 1) // Hold onto orbiting items when in 1st :)
{
K_BotItemJawz(bd, player);
}
break;
case KITEM_MINE:
if (!(player->itemflags & IF_ITEMOUT))
{
K_BotItemGenericTrapShield(bd, player, true);
}
else
{
K_BotItemMine(bd, player);
}
break;
case KITEM_LANDMINE:
case KITEM_HYUDORO: // Function re-use, as they have about the same usage.
K_BotItemLandmine(bd, player);
break;
case KITEM_BALLHOG:
K_BotItemBallhog(bd, player);
break;
case KITEM_THUNDERSHIELD:
K_BotItemLightning(bd, player);
break;
case KITEM_BUBBLESHIELD:
K_BotItemBubble(bd, player);
break;
}
}
}
// See header file for description.
void K_UpdateBotGameplayVarsItemUsage(player_t *player)
{
if (player->itemflags & IF_USERINGS)
{
return;
}
if (player->itemflags & IF_USERINGS)
{
;
}
else
{
if (player->itemroulette)
{
// Mashing behaviors
return;
}
if (player->stealingtimer == 0)
{
if (player->eggmanexplode)
{
;
}
else if (player->itemflags & IF_EGGMANOUT)
{
;
}
else if (player->rocketsneakertimer > 0)
{
;
}
else if (player->flametimer > 0)
{
;
}
else
{
switch (player->itemtype)
{
default:
{
break;
}
}
}
}
}
}