Too much shit to explain, read the diff (you should anyway!) Very sloppy, expect lots of fixes TODO: SOC it all, separate "active odds" table, how to handle alt items
1382 lines
29 KiB
C++
1382 lines
29 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_botitem.cpp
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/// \brief Bot item usage logic
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#include <algorithm>
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#include <tracy/tracy/Tracy.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 "i_system.h"
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#include "p_maputl.h"
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#include "m_random.h"
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#include "r_things.h" // numskins
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#include "m_easing.h"
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#include "k_items.h"
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#include "k_waypoint.h"
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// Looks for players around the bot, and presses the item button
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// if there is one in range.
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// Returns true if a player was found & we can press the item button, otherwise false.
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static boolean K_BotUseItemNearPlayer(botdata_t *bd, const player_t *player, fixed_t radius)
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{
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ZoneScoped;
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UINT8 i;
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if (bd->itemwasdown)
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{
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return false;
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}
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for (i = 0; i < MAXPLAYERS; i++)
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{
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player_t *target = NULL;
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fixed_t dist = INT32_MAX;
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if (!playeringame[i])
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{
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continue;
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}
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target = &players[i];
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if (target->mo == NULL || P_MobjWasRemoved(target->mo)
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|| player == target || target->spectator
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|| target->flashing)
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{
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continue;
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}
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dist = P_AproxDistance(P_AproxDistance(
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player->mo->x - target->mo->x,
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player->mo->y - target->mo->y),
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(player->mo->z - target->mo->z) / 4
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);
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if (dist <= radius)
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{
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bd->itemdown = true;
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return true;
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}
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}
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return false;
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}
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/*--------------------------------------------------
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static player_t *K_PlayerNearSpot(const player_t *player, fixed_t x, fixed_t y, fixed_t radius)
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Looks for players around a specified x/y coordinate.
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Input Arguments:-
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player - Bot to compare against.
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x - X coordinate to look around.
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y - Y coordinate to look around.
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radius - The radius to look for players in.
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Return:-
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The player we found, NULL if nothing was found.
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--------------------------------------------------*/
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static player_t *K_PlayerNearSpot(const player_t *player, fixed_t x, fixed_t y, fixed_t radius)
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{
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ZoneScoped;
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UINT8 i;
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for (i = 0; i < MAXPLAYERS; i++)
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{
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player_t *target = NULL;
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fixed_t dist = INT32_MAX;
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if (!playeringame[i])
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{
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continue;
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}
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target = &players[i];
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if (target->mo == NULL || P_MobjWasRemoved(target->mo)
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|| player == target || target->spectator
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|| target->flashing)
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{
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continue;
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}
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dist = P_AproxDistance(
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x - target->mo->x,
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y - target->mo->y
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);
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if (dist <= radius)
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{
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return target;
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}
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}
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return NULL;
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}
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/*--------------------------------------------------
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static player_t *K_PlayerPredictThrow(const player_t *player, UINT8 extra)
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Looks for players around the predicted coordinates of their thrown item.
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Input Arguments:-
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player - Bot to compare against.
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extra - Extra throwing distance, for aim forward on mines.
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Return:-
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The player we're trying to throw at, NULL if none was found.
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--------------------------------------------------*/
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static player_t *K_PlayerPredictThrow(const player_t *player, UINT8 extra)
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{
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ZoneScoped;
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const fixed_t dist = (30 + (extra * 10)) * player->mo->scale;
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const UINT32 airtime = FixedDiv(dist + player->mo->momz, gravity);
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const fixed_t throwspeed = FixedMul(82 * mapobjectscale, K_GetKartGameSpeedScalar(gamespeed));
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const fixed_t estx = player->mo->x + P_ReturnThrustX(NULL, player->mo->angle, (throwspeed + player->speed) * airtime);
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const fixed_t esty = player->mo->y + P_ReturnThrustY(NULL, player->mo->angle, (throwspeed + player->speed) * airtime);
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return K_PlayerNearSpot(player, estx, esty, player->mo->radius * 2);
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}
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/*--------------------------------------------------
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static player_t *K_PlayerInCone(const player_t *player, UINT16 cone, boolean flip)
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Looks for players in the .
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Input Arguments:-
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player - Bot to compare against.
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radius - How far away the targets can be.
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cone - Size of cone, in degrees as an integer.
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flip - If true, look behind. Otherwise, check in front of the player.
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Return:-
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true if a player was found in the cone, otherwise false.
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--------------------------------------------------*/
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static player_t *K_PlayerInCone(const player_t *player, fixed_t radius, UINT16 cone, boolean flip)
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{
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ZoneScoped;
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UINT8 i;
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for (i = 0; i < MAXPLAYERS; i++)
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{
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player_t *target = NULL;
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fixed_t dist = INT32_MAX;
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if (!playeringame[i])
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{
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continue;
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}
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target = &players[i];
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if (target->mo == NULL || P_MobjWasRemoved(target->mo)
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|| player == target || target->spectator
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|| target->flashing
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|| !P_CheckSight(player->mo, target->mo))
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{
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continue;
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}
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dist = P_AproxDistance(P_AproxDistance(
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player->mo->x - target->mo->x,
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player->mo->y - target->mo->y),
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(player->mo->z - target->mo->z) / 4
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);
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if (dist <= radius)
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{
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angle_t a = player->mo->angle - R_PointToAngle2(player->mo->x, player->mo->y, target->mo->x, target->mo->y);
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INT16 ad = 0;
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if (a < ANGLE_180)
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{
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ad = AngleFixed(a)>>FRACBITS;
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}
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else
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{
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ad = 360-(AngleFixed(a)>>FRACBITS);
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}
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ad = abs(ad);
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if (flip)
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{
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if (ad >= 180-cone)
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{
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return target;
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}
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}
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else
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{
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if (ad <= cone)
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{
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return target;
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}
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}
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}
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}
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return NULL;
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}
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/*--------------------------------------------------
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static boolean K_RivalBotAggression(const player_t *bot, const player_t *target)
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Returns if a bot is a rival & wants to be aggressive to a player.
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Input Arguments:-
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bot - Bot to check.
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target - Who the bot wants to attack.
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Return:-
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false if not the rival. false if the target is another bot. Otherwise, true.
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--------------------------------------------------*/
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static boolean K_RivalBotAggression(const player_t *bot, const player_t *target)
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{
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if (bot == NULL || target == NULL)
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{
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// Invalid.
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return false;
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}
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if (bot->bot == false)
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{
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// lol
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return false;
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}
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if (bot->botvars.rival == false)
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{
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// Not the rival, we aren't self-aware.
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return false;
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}
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if (target->bot == false)
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{
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// This bot knows that the real threat is the player.
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return true;
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}
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// Calling them your friends is misleading, but you'll at least spare them.
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return false;
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}
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// Handles updating item confirm values for offense items.
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// target - Who the bot wants to attack.
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// amount - Amount to increase item confirm time by.
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static void K_ItemConfirmForTarget(botdata_t *bd, const player_t *bot, const player_t *target, UINT16 amount)
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{
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if (bot == NULL || target == NULL)
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{
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return;
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}
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if (K_RivalBotAggression(bot, target) == true)
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{
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// Double the rate when you're aggressive.
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bd->itemconfirm += amount << 1;
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}
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else
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{
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// Do as normal.
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bd->itemconfirm += amount;
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}
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}
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// Presses the item button & aim buttons for the bot.
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// dir - Aiming direction: 1 for forwards, -1 for backwards, 0 for neutral.
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// Returns true if we could press, false if not.
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static boolean K_BotGenericPressItem(botdata_t *bd, SINT8 dir)
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{
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ZoneScoped;
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if (bd->itemwasdown)
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{
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return false;
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}
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bd->itemthrow = dir;
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bd->itemdown = true;
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//bd->itemconfirm = 0;
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return true;
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}
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// Item usage for generic items that you need to tap.
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static void K_BotItemGenericTap(botdata_t *bd)
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{
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ZoneScoped;
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if (!bd->itemwasdown)
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{
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bd->itemdown = true;
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//bd->itemconfirm = 0;
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}
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}
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// Decides if a bot is ready to reveal their trap item or not.
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// mine - Set to true to handle Mine-specific behaviors.
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static boolean K_BotRevealsGenericTrap(botdata_t *bd, const player_t *player, boolean mine)
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{
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ZoneScoped;
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const fixed_t coneDist = FixedMul(1280 * mapobjectscale, K_GetKartGameSpeedScalar(gamespeed));
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if (abs(bd->turnamt) >= KART_FULLTURN/2)
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{
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// DON'T reveal on turns, we can place bananas on turns whenever we have multiple to spare,
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// or if you missed your intentioned throw/place on a player.
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return false;
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}
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// Check the predicted throws.
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if (K_PlayerPredictThrow(player, 0) != NULL)
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{
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return true;
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}
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if (mine)
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{
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if (K_PlayerPredictThrow(player, 1) != NULL)
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{
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return true;
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}
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}
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// Check your behind.
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if (K_PlayerInCone(player, coneDist, 15, true) != NULL)
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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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// Item usage for Eggman shields.
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// mine - Set to true to handle Mine-specific behaviors.
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static void K_BotItemGenericTrapShield(botdata_t *bd, const player_t *player, boolean mine)
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{
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ZoneScoped;
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if (player->itemflags & IF_ITEMOUT)
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{
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return;
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}
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bd->itemconfirm++;
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if (K_BotRevealsGenericTrap(bd, player, mine) || (bd->itemconfirm > 5*TICRATE))
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{
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K_BotGenericPressItem(bd, 0);
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}
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}
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// Item usage for orbitting shields.
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static void K_BotItemGenericOrbitShield(botdata_t *bd, const player_t *player)
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{
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ZoneScoped;
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if (player->itemflags & IF_ITEMOUT)
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{
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return;
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}
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K_BotGenericPressItem(bd, 0);
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}
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// Item usage for sneakers.
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static void K_BotItemSneaker(botdata_t *bd, const player_t *player)
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{
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ZoneScoped;
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if (P_IsObjectOnGround(player->mo) == false)
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{
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// Don't use while mid-air.
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return;
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}
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if ((player->offroad && K_ApplyOffroad(player)) // Stuck in offroad, use it NOW
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|| K_GetWaypointIsShortcut(player->nextwaypoint) == true // Going toward a shortcut!
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|| player->speed < K_GetKartSpeed(player, false, true) / 2 // Being slowed down too much
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|| player->speedboost > (FRACUNIT/8) // Have another type of boost (tethering)
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|| bd->itemconfirm > 4*TICRATE) // Held onto it for too long
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{
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if (player->sneakertimer == 0 && !bd->itemwasdown)
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{
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bd->itemdown = true;
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//bd->itemconfirm = 2*TICRATE;
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}
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}
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else
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{
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bd->itemconfirm++;
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}
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}
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// Item usage for rocket sneakers.
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static void K_BotItemRocketSneaker(botdata_t *bd, const player_t *player)
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{
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ZoneScoped;
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if (P_IsObjectOnGround(player->mo) == false)
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{
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// Don't use while mid-air.
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return;
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}
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if (bd->itemconfirm > TICRATE)
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{
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if (player->sneakertimer == 0 && !bd->itemwasdown)
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{
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bd->itemdown = true;
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//bd->itemconfirm = 0;
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}
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}
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else
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{
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bd->itemconfirm++;
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}
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}
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// Item usage for trap item throwing.
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static void K_BotItemBanana(botdata_t *bd, const player_t *player)
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{
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ZoneScoped;
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const fixed_t coneDist = FixedMul(1280 * mapobjectscale, K_GetKartGameSpeedScalar(gamespeed));
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SINT8 throwdir = -1;
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boolean tryLookback = false;
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player_t *target = NULL;
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bd->itemconfirm++;
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target = K_PlayerInCone(player, coneDist, 15, true);
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if (target != NULL)
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{
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K_ItemConfirmForTarget(bd, player, target, player->botvars.difficulty);
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throwdir = -1;
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tryLookback = true;
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}
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if (abs(bd->turnamt) >= KART_FULLTURN/2)
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{
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bd->itemconfirm += player->botvars.difficulty / 2;
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throwdir = -1;
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}
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else
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{
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target = K_PlayerPredictThrow(player, 0);
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if (target != NULL)
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{
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K_ItemConfirmForTarget(bd, player, target, player->botvars.difficulty * 2);
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throwdir = 1;
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}
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}
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if (tryLookback == true && throwdir == -1)
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{
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bd->dolookback = true;
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}
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if (bd->itemconfirm > 10*TICRATE || player->bananadrag >= TICRATE)
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{
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K_BotGenericPressItem(bd, throwdir);
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}
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}
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// Item usage for trap item throwing.
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static void K_BotItemMine(botdata_t *bd, const player_t *player)
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{
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ZoneScoped;
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const fixed_t coneDist = FixedMul(1280 * mapobjectscale, K_GetKartGameSpeedScalar(gamespeed));
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SINT8 throwdir = 0;
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boolean tryLookback = false;
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player_t *target = NULL;
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bd->itemconfirm++;
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target = K_PlayerInCone(player, coneDist, 15, true);
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if (target != NULL)
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{
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K_ItemConfirmForTarget(bd, player, target, player->botvars.difficulty);
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throwdir = -1;
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}
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if (abs(bd->turnamt) >= KART_FULLTURN/2)
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{
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bd->itemconfirm += player->botvars.difficulty / 2;
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throwdir = -1;
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tryLookback = true;
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}
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else
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{
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target = K_PlayerPredictThrow(player, 0);
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if (target != NULL)
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{
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K_ItemConfirmForTarget(bd, player, target, player->botvars.difficulty * 2);
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throwdir = 0;
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}
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target = K_PlayerPredictThrow(player, 1);
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if (target != NULL)
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{
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K_ItemConfirmForTarget(bd, player, target, player->botvars.difficulty * 2);
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throwdir = 1;
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}
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}
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if (tryLookback == true && throwdir == -1)
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{
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bd->dolookback = true;
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}
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if (bd->itemconfirm > 10*TICRATE || player->bananadrag >= TICRATE)
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{
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K_BotGenericPressItem(bd, throwdir);
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}
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}
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// Item usage for landmine tossing.
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static void K_BotItemLandmine(botdata_t *bd, const player_t *player)
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{
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ZoneScoped;
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const fixed_t coneDist = FixedMul(1280 * mapobjectscale, K_GetKartGameSpeedScalar(gamespeed));
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player_t *target = NULL;
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bd->itemconfirm++;
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if (abs(bd->turnamt) >= KART_FULLTURN/2)
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{
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bd->itemconfirm += player->botvars.difficulty / 2;
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}
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target = K_PlayerInCone(player, coneDist, 15, true);
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if (target != NULL)
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{
|
|
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;
|
|
|
|
// We are holding this thing too long, lets get rid of it.
|
|
if (bd->itemconfirm > 15*TICRATE)
|
|
{
|
|
bd->itemconfirm++;
|
|
|
|
if (player->itemflags & IF_HOLDREADY)
|
|
{
|
|
bd->itemdown = true;
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
if (player->bubblecool <= 0)
|
|
{
|
|
fixed_t radius = 192 * player->mo->scale;
|
|
radius = Easing_Linear(FRACUNIT * player->botvars.difficulty / MAXBOTDIFFICULTY, 2*radius, radius);
|
|
hold = K_GetBlockedBubbleItem(player, radius);
|
|
}
|
|
else if (player->bubblecool < bubbletime)
|
|
{
|
|
hold = true;
|
|
}
|
|
|
|
if (hold && (player->itemflags & IF_HOLDREADY))
|
|
{
|
|
bd->itemdown = true;
|
|
}
|
|
|
|
bd->itemconfirm++;
|
|
}
|
|
|
|
// Item usage for Flame Shield.
|
|
static void K_BotItemFlame(botdata_t *bd, const player_t *player)
|
|
{
|
|
ZoneScoped;
|
|
|
|
if (player->flametimer >= (itemtime*3)-5)
|
|
{
|
|
bd->itemdelay = 5;
|
|
}
|
|
|
|
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 && K_ItemResultEnabled("superring") && 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;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|