1842 lines
46 KiB
C++
1842 lines
46 KiB
C++
// BLANKART
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//-----------------------------------------------------------------------------
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// Copyright (C) 2024 by Sally "TehRealSalt" Cochenour
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// Copyright (C) 2024 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 "m_perfstats.h"
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#include "m_easing.h"
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#include "d_clisrv.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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#include "blan/b_soc.h"
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consvar_t cv_forcebots = CVAR_INIT ("kartforcebots", "Off", CV_NETVAR|CV_CHEAT, CV_OnOff, NULL);
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consvar_t cv_botcontrol = CVAR_INIT ("kartbotcontrol", "On", CV_NETVAR|CV_CHEAT, CV_OnOff, NULL);
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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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UINT8 ix = MAXPLAYERS;
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// These names are generally sourced from skins.
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I_Assert(MAXPLAYERNAME >= SKINNAMESIZE+2);
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if (netgame == true)
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{
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// Check if a player is currently using the name, case-insensitively.
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// We only do this if online, because it doesn't matter if there are multiple Eggrobo *off*line.
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// See also EnsurePlayerNameIsGood
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for (ix = 0; ix < MAXPLAYERS; ix++)
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{
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if (ix == newplayernum)
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continue;
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if (playeringame[ix] == false)
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continue;
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if (strcasecmp(realname, player_names[ix]) != 0)
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continue;
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break;
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}
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}
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if (ix == MAXPLAYERS)
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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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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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// 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;
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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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players[newplayernum].skincolor = color;
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K_SetNameForBot(newplayernum, realname);
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SetPlayerSkinByNum(newplayernum, skinnum);
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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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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 = K_BotDefaultSkin();
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UINT8 difficulty;
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UINT8 pmax = (dedicated ? 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 = 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 (K_CanChangeRules() == 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_maxplayers.value));
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}
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if (cv_ingamecap.value > 0)
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{
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pmax = std::min<UINT8>(pmax, static_cast<UINT8>(cv_ingamecap.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 (numbots < wantedbots)
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{
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// We require MORE bots!
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UINT8 newplayernum = 0;
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if (dedicated)
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{
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newplayernum = 1;
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}
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for (i = 0; i < usableskins; i++)
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{
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if (!(grabskins[i] == MAXSKINS || !R_SkinUsable(-1, grabskins[i])))
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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])))
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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(usableskins);
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skinnum = grabskins[index];
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if (((cv_ingamecap.value > 0) && (usableskins+1 >= cv_ingamecap.value)) || (usableskins+1 >= cv_maxplayers.value))
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{
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grabskins[index] = grabskins[--usableskins];
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}
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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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// 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 (player->bot)
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return true;
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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(player_t *player)
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{
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if (
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(K_TripwirePassConditions(player) != TRIPWIRE_NONE || K_ApplyOffroad(player) == false)
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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 (!player->pogospring && 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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const 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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const botcontroller_t *K_GetBotController(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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{
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if ((rover->fofflags & FOF_EXISTS) == 0)
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{
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continue;
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}
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fixed_t topheight = P_GetFOFTopZ(mobj, mobj->subsector->sector, rover, mobj->x, mobj->y, nullptr);
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fixed_t bottomheight = P_GetFOFBottomZ(mobj, mobj->subsector->sector, rover, mobj->x, mobj->y, nullptr);
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if (mobj->z > topheight || mobj->z + mobj->height < bottomheight)
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{
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continue;
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}
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botcontroller_t *roverController = &rover->master->frontsector->botController;
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if (roverController->flags != 0)
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{
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ret = roverController;
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}
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}
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return ret;
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}
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/*--------------------------------------------------
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fixed_t K_BotMapModifier(void)
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See header file for description.
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--------------------------------------------------*/
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fixed_t K_BotMapModifier(void)
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{
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constexpr INT32 complexity_scale = 10000;
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fixed_t modifier_max = K_TrackModifierMax();
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if (K_CanChangeRules() == false)
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{
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modifier_max = FRACUNIT;
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}
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const fixed_t complexity_value = std::clamp<fixed_t>(
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FixedDiv(K_GetTrackComplexity(), complexity_scale),
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-FixedDiv(FRACUNIT, modifier_max),
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modifier_max
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);
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return FRACUNIT + complexity_value;
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}
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/*--------------------------------------------------
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static UINT32 K_BotRubberbandDistance(const player_t *player)
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Calculates the distance away from 1st place that the
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bot should rubberband to.
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Input Arguments:-
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player - Player to compare.
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Return:-
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Distance to add, as an integer.
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--------------------------------------------------*/
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static UINT32 K_BotRubberbandDistance(const player_t *player)
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{
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const UINT32 spacing = FixedDiv(640 * mapobjectscale, K_GetKartGameSpeedScalar(gamespeed)) / FRACUNIT;
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const UINT8 portpriority = player - players;
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UINT8 pos = 1;
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UINT8 i;
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if (player->botvars.rival)
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{
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// The rival should always try to be the front runner for the race.
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return 0;
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}
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (i == portpriority)
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{
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continue;
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}
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|
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if (!playeringame[i] || players[i].spectator)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (!players[i].bot)
|
|
{
|
|
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 difficultyEase = ((player->botvars.difficulty - 1) * FRACUNIT) / (MAXBOTDIFFICULTY - 1);
|
|
|
|
// Lv. 1: x0.65 avg
|
|
// Lv. MAX: x1.05 avg
|
|
const fixed_t rubberBase = Easing_OutSine(
|
|
difficultyEase,
|
|
FRACUNIT * 65 / 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;
|
|
}
|
|
|
|
#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);
|
|
}
|
|
|
|
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 ret = player->botvars.rubberband;
|
|
|
|
// Ease into the new value.
|
|
ret += (dest - player->botvars.rubberband) / 8;
|
|
|
|
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(player_t *player)
|
|
{
|
|
ZoneScoped;
|
|
|
|
const precise_t time = I_GetPreciseTime();
|
|
|
|
const INT16 handling = K_GetKartTurnValue(player, KART_FULLTURN); // 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 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;
|
|
}
|
|
}
|
|
|
|
/*--------------------------------------------------
|
|
fixed_t K_BotDetermineDriftSkill(player_t *player)
|
|
|
|
Calculates drift skill for a player based on stats.
|
|
|
|
Input Arguments:-
|
|
player - Player to get drift skill for.
|
|
|
|
Return:-
|
|
Calculated drift skill.
|
|
--------------------------------------------------*/
|
|
fixed_t K_BotDetermineDriftSkill(player_t *player)
|
|
{
|
|
return ((FRACUNIT * (player->kartspeed + player->kartweight)) / 18);
|
|
}
|
|
|
|
static void K_WaypointGetDirectionVector(waypoint_t *wp1, waypoint_t *wp2, vector3_t *a_o)
|
|
{
|
|
vector3_t v1, v2;
|
|
|
|
v1.x = wp1->mobj->x;
|
|
v1.y = wp1->mobj->y;
|
|
v1.x = wp1->mobj->z;
|
|
|
|
v2.x = wp2->mobj->x;
|
|
v2.y = wp2->mobj->y;
|
|
v2.x = wp2->mobj->z;
|
|
|
|
FV3_SubEx(&v1,&v2,a_o);
|
|
FV3_Normalize(a_o);
|
|
}
|
|
|
|
/*--------------------------------------------------
|
|
void K_BotSetDriftState(player_t *player, botdrift_t newstate, tic_t lockout)
|
|
|
|
See header file for description.
|
|
--------------------------------------------------*/
|
|
void K_BotSetDriftState(player_t *player, botdrift_t newstate, tic_t lockout)
|
|
{
|
|
if (newstate != player->botvars.driftstate)
|
|
{
|
|
player->botvars.driftstate = newstate;
|
|
player->botvars.drifttime = 0;
|
|
}
|
|
|
|
if (lockout)
|
|
player->botvars.driftlockout = lockout;
|
|
}
|
|
|
|
#define MINBOTDRIFT (KART_FULLTURN * 2) / 3 // 0.66
|
|
|
|
/*--------------------------------------------------
|
|
static INT32 K_BotStartDrift(player_t* player)
|
|
|
|
Begins and ends "forced" drifts on a per-waypoint basis.
|
|
|
|
Input Arguments:-
|
|
player - Player to begin the drift for.
|
|
|
|
Return:-
|
|
Override value for turn amount.
|
|
--------------------------------------------------*/
|
|
static void K_BotStartDrift(player_t* player)
|
|
{
|
|
// Handle DRIFTING towards waypoints!
|
|
boolean shouldDrift;
|
|
fixed_t botDriftSpeed;
|
|
driftSetting_e driftsetting = DRIFT_NONE;
|
|
fixed_t speedfactor = FixedDiv(player->speed, K_GetKartSpeed(player, false, false));
|
|
|
|
if (speedfactor < FRACUNIT/2)
|
|
{
|
|
// don't bother if we're going too slow
|
|
K_BotSetDriftState(player, DRIFTSTATE_AUTO, BOTDRIFTLOCKOUT);
|
|
return;
|
|
}
|
|
|
|
if (speedfactor > (6-gamespeed)*FRACUNIT/3)
|
|
{
|
|
// likewise, don't bother if we're going too fast
|
|
K_BotSetDriftState(player, DRIFTSTATE_AUTO, BOTDRIFTLOCKOUT/2);
|
|
return;
|
|
}
|
|
|
|
if (player->botvars.driftlockout)
|
|
{
|
|
// things are not working out in our favor
|
|
player->botvars.driftlockout--;
|
|
return;
|
|
}
|
|
|
|
// check for waypoints ahead of us with drift settings, based on our current speed
|
|
path_t path = {0};
|
|
INT32 maxdist = FixedInt(cv_test1.value) + gamespeed*50;
|
|
maxdist = FixedMul(maxdist, speedfactor * (player->botvars.driftstate == DRIFTSTATE_ACTIVE ? 1 : 2));
|
|
|
|
if (maxdist >= 0 && K_PathfindThruCircuit(player->currentwaypoint, maxdist, &path, false, false))
|
|
{
|
|
for (size_t i = 0; i < path.numnodes; i++)
|
|
{
|
|
waypoint_t *wp = static_cast<waypoint_t *>(path.array[i].nodedata);
|
|
if (wp->driftsettings)
|
|
driftsetting = static_cast<driftSetting_e>(wp->driftsettings);
|
|
|
|
// don't break on DRIFT_END waypoints,
|
|
// we could miss a drift waypoint right in front of it!
|
|
if (driftsetting != DRIFT_NONE && driftsetting != DRIFT_END)
|
|
break;
|
|
}
|
|
Z_Free(path.array);
|
|
}
|
|
|
|
if (driftsetting == DRIFT_NONE)
|
|
{
|
|
// No waypoints, nothing we can do here.
|
|
return;
|
|
}
|
|
|
|
shouldDrift = false;
|
|
botDriftSpeed = FixedMul(K_GetKartSpeed(player, false, false),
|
|
FixedPercentage(BOTDRIFTPERCENT));
|
|
|
|
if (driftsetting == DRIFT_END)
|
|
{
|
|
if (player->botvars.driftstate != DRIFTSTATE_AUTO)
|
|
K_BotSetDriftState(player, DRIFTSTATE_ENDING, 0);
|
|
}
|
|
else if (driftsetting > DRIFT_NONE && driftsetting < DRIFT_END
|
|
&& player->botvars.driftstate == DRIFTSTATE_AUTO)
|
|
{
|
|
// Randomly decide to drift based on our skill at drifting,
|
|
// and how fast we're moving.
|
|
fixed_t driftpotential = P_RandomKey(MAXDRIFTSKILL);
|
|
|
|
if ((driftpotential <= player->botvars.driftskill) &&
|
|
(botDriftSpeed <= player->speed))
|
|
{
|
|
shouldDrift = true;
|
|
}
|
|
|
|
if (shouldDrift)
|
|
{
|
|
// Start our drift based on the waypoint's drift settings.
|
|
SINT8 driftturn = 0;
|
|
|
|
switch (driftsetting)
|
|
{
|
|
case DRIFT_PWRSLIDE_L:
|
|
driftturn = -2;
|
|
break;
|
|
case DRIFT_LEFT:
|
|
driftturn = -1;
|
|
break;
|
|
case DRIFT_PWRSLIDE_R:
|
|
driftturn = 2;
|
|
break;
|
|
case DRIFT_RIGHT:
|
|
driftturn = 1;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
player->botvars.driftturn = driftturn;
|
|
K_BotSetDriftState(player, DRIFTSTATE_STARTING, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*--------------------------------------------------
|
|
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(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, anglediff2;
|
|
fixed_t speedfactor = FixedDiv(player->speed, K_GetKartSpeed(player, false, false));
|
|
|
|
I_Assert(predict != nullptr);
|
|
|
|
moveangle = player->mo->angle;
|
|
anglediff = AngleDeltaSigned(moveangle, destangle);
|
|
|
|
// line up for an incoming drift
|
|
if (player->botvars.driftstate == DRIFTSTATE_STARTING)
|
|
{
|
|
anglediff += FixedMul(ANG10-ANG2, speedfactor) * player->botvars.driftturn;
|
|
}
|
|
|
|
if (anglediff < 0)
|
|
{
|
|
turnsign = 1;
|
|
}
|
|
else
|
|
{
|
|
turnsign = -1;
|
|
}
|
|
|
|
anglediff2 = anglediff;
|
|
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
|
|
&& player->botvars.driftstate != DRIFTSTATE_STARTING) // steer towards waypoints when starting drift
|
|
{
|
|
// Going the right way, don't turn at all.
|
|
turnamt = 0;
|
|
}
|
|
|
|
// 0.5 on Easy, 1.0 on Normal, 1.5 on Hard.
|
|
//INT32 mindriftamt = FixedMul(MINBOTDRIFT * (cv_kartspeed.value + 1), 2 * FRACUNIT);
|
|
|
|
// Start or continue a drift.
|
|
if (player->botvars.driftstate == DRIFTSTATE_ACTIVE || player->botvars.driftstate == DRIFTSTATE_ENDING)
|
|
{
|
|
cmd->buttons |= BT_DRIFT;
|
|
|
|
fixed_t angofs = K_GetKartSpeedFromStat(5 - (player->kartspeed - 5), false) * -player->botvars.driftturn;
|
|
|
|
// adjust for speed
|
|
angofs = FixedMul(angofs, speedfactor - (2-gamespeed)*FRACUNIT/4);
|
|
|
|
fixed_t driftpower = angofs - FixedDiv(anglediff2, ANG1);
|
|
|
|
// arbitrary divider on the final driftpower
|
|
driftpower /= FixedInt(cv_test2.value);
|
|
|
|
// brakedrift if we're steering too hard
|
|
if (abs(driftpower) >= FRACUNIT)
|
|
cmd->buttons |= BT_BRAKE;
|
|
|
|
// get the raw turn value and "invert" it (higher weight needs harder steering!)
|
|
INT16 turnvalue = abs(K_GetKartTurnValue(player, KART_FULLTURN * (player->botvars.driftturn < 0 ? 1 : -1)));
|
|
turnvalue = 541 - (turnvalue - 541); // weight 5 = 541
|
|
|
|
turnamt = std::clamp(FixedMul(driftpower, turnvalue), -KART_FULLTURN, KART_FULLTURN);
|
|
}
|
|
/*
|
|
else if ((turnamt) && (player->botvars.driftstate == DRIFTSTATE_AUTO) &&
|
|
(turnpower > FixedPercentage(DRIFTSTARTPCT)))
|
|
{
|
|
// TODO: Figure out a drift prediction system.
|
|
}
|
|
*/
|
|
}
|
|
|
|
return turnamt;
|
|
}
|
|
|
|
#undef MINBOTDRIFT
|
|
|
|
/*--------------------------------------------------
|
|
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(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;
|
|
}
|
|
}
|
|
|
|
// 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 != 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_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); });
|
|
|
|
angle_t destangle = 0;
|
|
INT32 turnamt = 0;
|
|
|
|
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.
|
|
if (!cv_botcontrol.value)
|
|
return;
|
|
|
|
// Actual gameplay behaviors below this block!
|
|
const botcontroller_t *botController = K_GetBotController(player->mo);
|
|
|
|
if (botController != nullptr && (botController->flags & TMBOT_NOCONTROL) == TMBOT_NOCONTROL)
|
|
{
|
|
// Disable bot controls entirely.
|
|
return;
|
|
}
|
|
|
|
if (player->exiting)
|
|
{
|
|
|
|
//Bot finish
|
|
// TODO: Make bots spin around like a player would based on random chance
|
|
return;
|
|
}
|
|
|
|
if (player->botvars.respawnconfirm >= BOTRESPAWNCONFIRM)
|
|
{
|
|
// We want to respawn. Simply hold brake and stop here!
|
|
cmd->buttons &= ~BT_ACCELERATE|BT_DRIFT|BT_ATTACK;
|
|
if (player->speed > 0)
|
|
{
|
|
cmd->buttons |= (BT_BRAKE);
|
|
cmd->bot.respawnconfirm++;
|
|
}
|
|
|
|
if ((player->speed < 10*FRACUNIT))
|
|
{
|
|
cmd->bot.respawnconfirm = TICRATE;
|
|
}
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
cmd->bot.respawnconfirm = 0;
|
|
}
|
|
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 (forcedDir == true)
|
|
{
|
|
destangle = R_PointToAngle2(player->mo->x, player->mo->y, predict->x, predict->y);
|
|
turnamt = K_HandleBotTrack(player, cmd, predict, destangle);
|
|
}
|
|
else if (leveltime <= starttime)
|
|
{
|
|
UINT8 timing = M_RandomRange(0, 5);
|
|
UINT8 finaltiming = (MAXBOTDIFFICULTY/2)-(player->botvars.difficulty/2)+timing;
|
|
if (player->botvars.difficulty > 4)
|
|
{
|
|
if (leveltime >= starttime-TICRATE-TICRATE/7+finaltiming)
|
|
{
|
|
cmd->buttons |= BT_ACCELERATE;
|
|
cmd->forwardmove = MAXPLMOVE;
|
|
}
|
|
}
|
|
}
|
|
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 (player->exiting == 0)
|
|
{
|
|
// 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)
|
|
{
|
|
cmd->bot.turnconfirm++;
|
|
}
|
|
}
|
|
else if (turnamt < 0)
|
|
{
|
|
// Count down
|
|
if (player->botvars.turnconfirm > -BOTTURNCONFIRM)
|
|
{
|
|
cmd->bot.turnconfirm--;
|
|
}
|
|
}
|
|
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;
|
|
if (P_CanPlayerTurn(player, cmd))
|
|
cmd->angle += K_GetKartTurnValue(player, turnamt);
|
|
}
|
|
}
|
|
|
|
// Free the prediction we made earlier
|
|
if (predict != nullptr)
|
|
{
|
|
if (cv_kartdebugbot.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;
|
|
}
|
|
|
|
cmd->angle = player->mo->angle >> TICCMD_REDUCE;
|
|
|
|
// 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;
|
|
|
|
switch (player->botvars.style)
|
|
{
|
|
case BOT_STYLE_STAY:
|
|
{
|
|
// Hey, this one's pretty easy :P
|
|
break;
|
|
}
|
|
default:
|
|
{
|
|
K_BuildBotTiccmdNormal(player, cmd);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void K_IncrementBotRespawn(player_t *player, UINT32 *respawn, const UINT32 respawnmax)
|
|
{
|
|
const fixed_t requireDist = (12*player->mo->scale) / FRACUNIT;
|
|
INT32 progress = player->distancetofinishprev - player->distancetofinish;
|
|
boolean exceptions = (
|
|
(leveltime < starttime)
|
|
|| player->flashing != 0
|
|
|| player->spinouttimer != 0
|
|
|| player->airtime > 3*TICRATE/2
|
|
|| (player->justbumped > 0 && player->justbumped < bumptime-1)
|
|
);
|
|
|
|
if (!exceptions && (progress < requireDist))
|
|
{
|
|
if (*respawn < respawnmax)
|
|
{
|
|
// Making no progress, start counting against you.
|
|
*respawn = *respawn + 1;
|
|
if (progress < -requireDist && *respawn < respawnmax)
|
|
{
|
|
// Making NEGATIVE progress? Start counting even harder.
|
|
*respawn = *respawn + 1;
|
|
}
|
|
}
|
|
}
|
|
else if (*respawn > 0)
|
|
{
|
|
// Playing normally.
|
|
*respawn = *respawn - 1;
|
|
}
|
|
}
|
|
|
|
/*--------------------------------------------------
|
|
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;
|
|
}
|
|
|
|
player->botvars.rubberband = K_UpdateRubberband(player);
|
|
|
|
player->botvars.turnconfirm += player->cmd.bot.turnconfirm;
|
|
|
|
// Is a bot not making any progress? Kill it and respawn at next waypoint.
|
|
K_IncrementBotRespawn(player, &player->botvars.respawnconfirm, BOTRESPAWNCONFIRM);
|
|
|
|
if ((player->cmd.bot.respawnconfirm >= TICRATE) && (player->botvars.respawnconfirm >= BOTRESPAWNCONFIRM))
|
|
{
|
|
// Now a clean function! Neat, eh?
|
|
K_SetRespawnAtNextWaypoint(player);
|
|
|
|
// WHAT ARE YOU DOING??? RACE ALREADY!
|
|
P_DamageMobj(player->mo, NULL, NULL, 1, DMG_INSTAKILL);
|
|
|
|
player->botvars.respawnconfirm = 0;
|
|
}
|
|
else if (player->cmd.forwardmove < 0)
|
|
{
|
|
// stop drifting if we're reversing
|
|
K_BotSetDriftState(player, DRIFTSTATE_AUTO, BOTDRIFTLOCKOUT);
|
|
}
|
|
else
|
|
{
|
|
// Figure out if we need to drift.
|
|
// Drift-ending waypoints will kill the drift timer,
|
|
// so no need to worry about doing that ourselves.
|
|
K_BotStartDrift(player);
|
|
|
|
INT32 limit = FixedInt(cv_test3.value) - gamespeed*5;
|
|
INT32 dtime = ++player->botvars.drifttime;
|
|
|
|
// the faster we are going, the sooner we need to drift
|
|
fixed_t speedfactor = FixedDiv(player->speed, K_GetKartSpeed(player, false, false));
|
|
|
|
switch (player->botvars.driftstate)
|
|
{
|
|
case DRIFTSTATE_STARTING:
|
|
limit = std::max(0, limit - FixedMul(TICRATE/5, speedfactor));
|
|
if (dtime > limit)
|
|
{
|
|
K_BotSetDriftState(player, DRIFTSTATE_ACTIVE, 0);
|
|
}
|
|
break;
|
|
|
|
case DRIFTSTATE_ENDING:
|
|
limit = std::max(0, limit - FixedMul(TICRATE/5, speedfactor));
|
|
if (dtime > limit)
|
|
{
|
|
K_BotSetDriftState(player, DRIFTSTATE_AUTO, 0);
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
K_UpdateBotGameplayVarsItemUsage(player);
|
|
}
|