Make swatter works better
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b92395533e
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@ -105,10 +105,12 @@ void BattleAI::reset()
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m_cur_kart_pos_data = {0};
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m_is_stuck = false;
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m_is_uturn = false;
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m_is_steering_overridden = false;
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m_target_point = Vec3(0, 0, 0);
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m_time_since_last_shot = 0.0f;
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m_time_since_reversing = 0.0f;
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m_time_since_driving = 0.0f;
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m_time_since_reversing = 0.0f;
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m_time_since_steering_overridden = 0.0f;
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m_time_since_uturn = 0.0f;
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m_on_node.clear();
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m_path_corners.clear();
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@ -165,9 +167,13 @@ void BattleAI::update(float dt)
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findClosestKart(true);
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findTarget();
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handleItems(dt);
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handleSwatter();
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if (m_kart->getSpeed() > 15.0f)
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if (m_kart->getSpeed() > 15.0f && m_cur_kart_pos_data.angle < 0.2f)
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{
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// Only use nitro when target is straight
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m_controls->m_nitro = true;
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}
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if (m_is_uturn)
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{
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@ -198,14 +204,16 @@ void BattleAI::checkIfStuck(const float dt)
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m_on_node.insert(m_current_node);
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m_time_since_driving += dt;
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if (m_time_since_driving >=
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if ((m_time_since_driving >=
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(m_cur_difficulty == RaceManager::DIFFICULTY_EASY ? 2.0f : 1.5f)
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&& m_on_node.size() < 2 && !m_is_uturn &&
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fabsf(m_kart->getSpeed()) < 3.0f)
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fabsf(m_kart->getSpeed()) < 3.0f) || isStuck() == true)
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{
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// Check whether a kart stay on the same node for a period of time
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// Or crashed 3 times
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m_on_node.clear();
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m_time_since_driving = 0.0f;
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AIBaseController::reset();
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m_is_stuck = true;
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}
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else if (m_time_since_driving >=
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@ -220,16 +228,25 @@ void BattleAI::checkIfStuck(const float dt)
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//-----------------------------------------------------------------------------
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void BattleAI::checkPosition(const Vec3 &point, posData *pos_data)
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{
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// Convert to local coordinates from the point of view of current kart
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btQuaternion q(btVector3(0, 1, 0), -m_kart->getHeading());
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Vec3 p = point - m_kart->getXYZ();
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Vec3 lc = quatRotate(q, p);
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Vec3 local_coordinates = quatRotate(q, p);
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if (lc.getZ() < 0)
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// on_side: tell whether it's left or right hand side
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if (local_coordinates.getX() < 0)
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pos_data->on_side = true;
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else
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pos_data->on_side = false;
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// behind: tell whether it's behind or not
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if (local_coordinates.getZ() < 0)
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pos_data->behind = true;
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else
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pos_data->behind = false;
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pos_data->angle = atan2(point.getX(), point.getZ());
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pos_data->angle = atan2(fabsf(local_coordinates.getX()),
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fabsf(local_coordinates.getZ()));
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pos_data->distance = p.length_2d();
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} // checkPosition
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@ -337,6 +354,8 @@ void BattleAI::handleAcceleration(const float dt)
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//-----------------------------------------------------------------------------
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void BattleAI::handleUTurn(const float dt)
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{
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const float turn_side = (m_cur_kart_pos_data.on_side ? 1.0f : -1.0f);
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if (fabsf(m_kart->getSpeed()) >
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(m_kart->getKartProperties()->getMaxSpeed() / 5)
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&& m_kart->getSpeed() < 0) // Try to emulate reverse like human players
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@ -344,14 +363,16 @@ void BattleAI::handleUTurn(const float dt)
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else
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m_controls->m_accel = -5.0f;
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if (m_time_since_uturn >= 1.5f)
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setSteering(M_PI,dt); // Preventing keep going around circle
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if (m_time_since_uturn >=
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(m_cur_difficulty == RaceManager::DIFFICULTY_EASY ? 2.0f : 1.5f))
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setSteering(-(turn_side), dt); // Preventing keep going around circle
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else
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setSteering(-1.0f,dt);
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setSteering(turn_side, dt);
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m_time_since_uturn += dt;
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checkPosition(m_target_point, &m_cur_kart_pos_data);
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if (!m_cur_kart_pos_data.behind || m_time_since_uturn > 3.0f)
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if (!m_cur_kart_pos_data.behind || m_time_since_uturn >
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(m_cur_difficulty == RaceManager::DIFFICULTY_EASY ? 3.5f : 3.0f))
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{
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m_is_uturn = false;
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m_time_since_uturn = 0.0f;
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@ -369,6 +390,19 @@ void BattleAI::handleSteering(const float dt)
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if (m_current_node == BattleGraph::UNKNOWN_POLY ||
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m_target_node == BattleGraph::UNKNOWN_POLY) return;
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if (m_is_steering_overridden)
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{
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// Steering is overridden to avoid collision with the target kart
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m_time_since_steering_overridden += dt;
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setSteering(-1.0f, dt);
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if (m_time_since_steering_overridden > 0.5f)
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{
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m_is_steering_overridden = false;
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m_time_since_steering_overridden = 0.0f;
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}
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return;
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}
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if (m_target_node == m_current_node)
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{
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// Very close to the item, steer directly
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@ -419,6 +453,27 @@ void BattleAI::handleSteering(const float dt)
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}
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} // handleSteering
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//-----------------------------------------------------------------------------
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/** Make AI avoid collison with target as much as possible when attacking with
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* swatter.
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*/
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void BattleAI::handleSwatter()
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{
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if (m_is_steering_overridden) return;
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if (m_kart->getAttachment()->getType() == Attachment::ATTACH_SWATTER)
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{
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findClosestKart(false);
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if (m_closest_kart_pos_data.angle < 0.25f &&
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m_closest_kart_pos_data.distance < 5.0f)
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{
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// Check whether it's straight ahead towards target
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m_is_steering_overridden = true;
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}
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}
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} // handleSwatter
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//-----------------------------------------------------------------------------
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/** This function finds the polyon edges(portals) that the AI will cross before
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* reaching its destination. We start from the current polygon and call
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@ -578,6 +633,18 @@ void BattleAI::handleBraking()
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{
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m_controls->m_brake = false;
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if (m_is_steering_overridden && m_kart->getSpeed() > 10.0f)
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{
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// Hard-brake for too fast
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if (m_kart->getSpeed() > 15.0f)
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{
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m_controls->m_accel = -12.5f;
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return;
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}
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m_controls->m_brake = true;
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return;
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}
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// A kart will not brake when the speed is already slower than this
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// value. This prevents a kart from going too slow (or even backwards)
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// in tight curves.
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@ -680,9 +747,12 @@ void BattleAI::handleItems(const float dt)
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m_time_since_last_shot += dt;
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float min_bubble_time = 2.0f;
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bool fire_behind = m_closest_kart_pos_data.behind &&
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!(m_cur_difficulty == RaceManager::DIFFICULTY_EASY ||
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m_cur_difficulty == RaceManager::DIFFICULTY_MEDIUM);
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const bool difficulty = m_cur_difficulty == RaceManager::DIFFICULTY_EASY ||
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m_cur_difficulty == RaceManager::DIFFICULTY_MEDIUM;
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const bool fire_behind = m_closest_kart_pos_data.behind && !difficulty;
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const bool perfect_aim = m_closest_kart_pos_data.angle < 0.5f;
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switch(m_kart->getPowerup()->getType())
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{
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@ -721,8 +791,6 @@ void BattleAI::handleItems(const float dt)
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break; // POWERUP_BUBBLEGUM
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}
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// FIXME:: All the thrown/fired items might be improved by considering
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// the angle towards (m_closest_kart_pos_data.angle).
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case PowerupManager::POWERUP_CAKE:
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{
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// if the kart has a shield, do not break it by using a cake.
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@ -751,7 +819,8 @@ void BattleAI::handleItems(const float dt)
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// Leave some time between shots
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if (m_time_since_last_shot < 1.0f) break;
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if (m_closest_kart_pos_data.distance < 5.0f)
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if (m_closest_kart_pos_data.distance < 5.0f &&
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(difficulty || perfect_aim))
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{
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m_controls->m_fire = true;
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m_controls->m_look_back = fire_behind;
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@ -767,7 +836,7 @@ void BattleAI::handleItems(const float dt)
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if(m_kart->getShieldTime() > min_bubble_time)
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break;
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if (m_closest_kart_pos_data.distance < 5.0f)
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if (m_closest_kart_pos_data.distance < 7.0f)
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{
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m_controls->m_fire = true;
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m_controls->m_look_back = false;
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@ -823,8 +892,8 @@ void BattleAI::handleItemCollection(Vec3* aim_point, int* target_node)
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if ((item->getType() == Item::ITEM_NITRO_BIG ||
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item->getType() == Item::ITEM_NITRO_SMALL) &&
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((m_kart->getKartProperties()->getNitroSmallContainer() +
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m_kart->getKartProperties()->getNitroBigContainer()) > 1.0f))
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(m_kart->getEnergy() >
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m_kart->getKartProperties()->getNitroSmallContainer()))
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continue; // Ignore nitro when already has some
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Vec3 d = item->getXYZ() - m_kart->getXYZ();
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@ -51,7 +51,7 @@ class BattleAI : public AIBaseController
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private:
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/** Holds the position info of targets. */
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struct posData {bool behind; float angle; float distance;};
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struct posData {bool behind; bool on_side; float angle; float distance;};
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/** Holds the current position of the AI on the battle graph. Sets to
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* BattleGraph::UNKNOWN_POLY if the location is unknown. This variable is
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@ -71,6 +71,10 @@ private:
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* counting down. */
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bool m_is_stuck;
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/** Indicates that the steering of kart is overridden, and
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* m_time_since_steering_overridden is counting down. */
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bool m_is_steering_overridden;
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/** Indicates that the kart need a uturn to reach a node behind, and
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* m_time_since_uturn is counting down. */
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bool m_is_uturn;
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@ -104,6 +108,9 @@ private:
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/** This is a timer that counts down when the kart is starting to drive. */
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float m_time_since_driving;
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/** This is a timer that counts down when the steering of kart is overridden. */
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float m_time_since_steering_overridden;
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/** This is a timer that counts down when the kart is doing u-turn. */
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float m_time_since_uturn;
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@ -118,6 +125,7 @@ private:
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void handleItems(const float dt);
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void handleItemCollection(Vec3*, int*);
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void handleSteering(const float dt);
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void handleSwatter();
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void handleUTurn(const float dt);
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void stringPull(const Vec3&, const Vec3&);
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@ -355,7 +355,7 @@ Controller* World::loadAIController(AbstractKart *kart)
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if(race_manager->getMinorMode()==RaceManager::MINOR_MODE_3_STRIKES)
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turn=1;
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// If different AIs 8should be used, adjust turn (or switch randomly
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// If different AIs should be used, adjust turn (or switch randomly
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// or dependent on difficulty)
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switch(turn)
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{
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@ -165,9 +165,10 @@ void changeCameraTarget(u32 num)
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Camera *cam = Camera::getActiveCamera();
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if (world == NULL || cam == NULL) return;
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if ((num - 1) < (world->getNumKarts() + 1))
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if (num < (world->getNumKarts() + 1))
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{
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AbstractKart* kart = world->getKart(num - 1);
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if (kart == NULL) return;
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if (kart->isEliminated()) return;
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cam->setMode(Camera::CM_NORMAL);
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cam->setKart(kart);
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