Minor code cleanup.
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@ -99,7 +99,7 @@ SkiddingAI::SkiddingAI(AbstractKart *kart)
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m_debug_sphere[i]->setMaterialTexture(1, getUnicolorTexture(video::SColor(0, 0, 0, 0)));
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}
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m_debug_sphere[m_point_selection_algorithm]->setVisible(true);
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m_item_sphere = irr_driver->addSphere(1.0f);
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m_item_sphere = irr_driver->addSphere(1.0f, video::SColor(255, 0, 255, 0));
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#define CURVE_PREDICT1 0
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#define CURVE_KART 1
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@ -659,8 +659,9 @@ void SkiddingAI::handleItemCollectionAndAvoidance(Vec3 *aim_point,
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// 2) If the kart is aiming for an item, but (suddenly) detects
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// some close-by items to avoid (e.g. behind the item, which was too
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// far away to be considered earlier), the kart cancels collecting
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// the item if this could cause the item-to-avoid to be collected.
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// far away to be considered earlier, or because the item was switched
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// to a bad item), the kart cancels collecting the item if this could
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// cause the item-to-avoid to be collected.
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// --------------------------------------------------------------------
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if(m_item_to_collect && items_to_avoid.size()>0)
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{
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@ -846,10 +847,10 @@ bool SkiddingAI::hitBadItemWhenAimAt(const Item *item,
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*/
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bool SkiddingAI::handleSelectedItem(float kart_aim_angle, Vec3 *aim_point)
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{
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// If the item is unavailable or has been switched into a bad item
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// stop aiming for it.
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if(m_item_to_collect->getDisableTime()>0 ||
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m_item_to_collect->getType() == Item::ITEM_BANANA )
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// If the item is unavailable keep on testing. It is not necessary
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// to test if an item has turned bad, this was tested before this
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// function is called.
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if(m_item_to_collect->getDisableTime()>0)
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return false;
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const Vec3 &xyz = m_item_to_collect->getXYZ();
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@ -865,10 +866,6 @@ bool SkiddingAI::handleSelectedItem(float kart_aim_angle, Vec3 *aim_point)
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else
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{
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// Keep on aiming for last selected item
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#ifdef AI_DEBUG
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m_item_sphere->setVisible(true);
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m_item_sphere->setPosition(m_item_to_collect->getXYZ().toIrrVector());
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#endif
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*aim_point = m_item_to_collect->getXYZ();
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}
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return true;
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@ -1056,14 +1053,13 @@ void SkiddingAI::evaluateItems(const Item *item, float kart_aim_angle,
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if (m_kart->getEnergy() + kp->getNitroBigContainer()
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> kp->getNitroMax())
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return;
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// fall through: if we have enough space to store a big
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// container, we can also store a small container, and
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// finally fall through to the bonus box code.
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case Item::ITEM_NITRO_SMALL: avoid = false;
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break;
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case Item::ITEM_NITRO_SMALL:
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// Only collect nitro, if it can actually be stored.
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if (m_kart->getEnergy() + kp->getNitroSmallContainer()
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> kp->getNitroMax())
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return;
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break;
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case Item::ITEM_BONUS_BOX:
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break;
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case Item::ITEM_TRIGGER: return; break;
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