Merge branch 'More-AI-improvem'
# Conflicts: # src/karts/controller/skidding_ai.cpp
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commit
c08093d732
@ -555,9 +555,6 @@ void ArenaAI::useItems(const float dt)
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case PowerupManager::POWERUP_PARACHUTE:
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case PowerupManager::POWERUP_PARACHUTE:
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break; // POWERUP_PARACHUTE
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break; // POWERUP_PARACHUTE
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case PowerupManager::POWERUP_ANVIL:
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break; // POWERUP_ANVIL
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case PowerupManager::POWERUP_RUBBERBALL:
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case PowerupManager::POWERUP_RUBBERBALL:
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break;
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break;
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File diff suppressed because it is too large
Load Diff
@ -194,6 +194,9 @@ private:
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enum {SKID_PROBAB_NOT_YET, SKID_PROBAB_NO_SKID, SKID_PROBAB_SKID}
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enum {SKID_PROBAB_NOT_YET, SKID_PROBAB_NO_SKID, SKID_PROBAB_SKID}
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m_skid_probability_state;
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m_skid_probability_state;
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/** This is used by computeSkill to know what skill is used */
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enum SkillType {ITEM_SKILL, NITRO_SKILL};
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/** The last item selected for collection, for which a probability
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/** The last item selected for collection, for which a probability
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* was determined. */
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* was determined. */
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const Item *m_last_item_random;
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const Item *m_last_item_random;
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@ -242,11 +245,19 @@ private:
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void handleRaceStart();
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void handleRaceStart();
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void handleAcceleration(int ticks);
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void handleAcceleration(int ticks);
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void handleSteering(float dt);
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void handleSteering(float dt);
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int computeSkill(SkillType type);
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void handleItems(const float dt, const Vec3 *aim_point,
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void handleItems(const float dt, const Vec3 *aim_point,
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int last_node);
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int last_node, int item_skill);
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void handleBubblegum(int item_skill, const std::vector<const Item *> &items_to_collect,
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const std::vector<const Item *> &items_to_avoid);
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void handleCake(int item_skill);
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void handleBowling(int item_skill);
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void handleSwatter(int item_skill);
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void handleSwitch(int item_skill, const std::vector<const Item *> &items_to_collect,
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const std::vector<const Item *> &items_to_avoid);
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void handleRescue(const float dt);
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void handleRescue(const float dt);
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void handleBraking();
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void handleBraking();
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void handleNitroAndZipper();
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void handleNitroAndZipper(int item_skill);
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void computeNearestKarts();
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void computeNearestKarts();
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void handleItemCollectionAndAvoidance(Vec3 *aim_point,
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void handleItemCollectionAndAvoidance(Vec3 *aim_point,
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int last_node);
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int last_node);
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