Move special bomb steering in handleSteering

This commit is contained in:
Alayan 2018-09-18 13:19:14 +02:00
parent ab1e86d796
commit d39b2a0620

View File

@ -328,47 +328,10 @@ void SkiddingAI::update(int ticks)
checkCrashes(m_kart->getXYZ()); checkCrashes(m_kart->getXYZ());
determineTrackDirection(); determineTrackDirection();
// Special behaviour if we have a bomb attach: try to hit the kart ahead /*Response handling functions*/
// of us. handleAccelerationAndBraking(ticks);
bool commands_set = false; handleSteering(dt);
if(m_ai_properties->m_handle_bomb && handleRescue(dt);
m_kart->getAttachment()->getType()==Attachment::ATTACH_BOMB)
{
//TODO : add logic to allow an AI kart to pass the bomb to a kart
// close behind by slowing/steering slightly
if ( m_kart_ahead != m_kart->getAttachment()->getPreviousOwner())
{
// Use nitro if the kart is far ahead, or faster than this kart
handleNitroAndZipper(50 /*don't check for safe speed */);
// If we are close enough, try to hit this kart
if(m_distance_ahead<=10)
{
Vec3 target = m_kart_ahead->getXYZ();
// If we are faster, try to predict the point where we will hit
// the other kart
if((m_kart_ahead->getSpeed() < m_kart->getSpeed()) &&
!m_kart_ahead->isGhostKart())
{
float time_till_hit = m_distance_ahead
/ (m_kart->getSpeed()-m_kart_ahead->getSpeed());
target += m_kart_ahead->getVelocity()*time_till_hit;
}
float steer_angle = steerToPoint(target);
setSteering(steer_angle, dt);
commands_set = true;
}
handleRescue(dt);
}
}
if(!commands_set)
{
/*Response handling functions*/
handleAccelerationAndBraking(ticks);
handleSteering(dt);
handleRescue(dt);
}
// Make sure that not all AI karts use the zipper at the same // Make sure that not all AI karts use the zipper at the same
// time in time trial at start up, so disable it during the 5 first seconds // time in time trial at start up, so disable it during the 5 first seconds
@ -393,6 +356,34 @@ void SkiddingAI::update(int ticks)
*/ */
void SkiddingAI::handleSteering(float dt) void SkiddingAI::handleSteering(float dt)
{ {
// Special behaviour if we have a bomb attached: try to hit the kart ahead
// of us.
if(m_ai_properties->m_handle_bomb &&
m_kart->getAttachment()->getType()==Attachment::ATTACH_BOMB)
{
//TODO : add logic to allow an AI kart to pass the bomb to a kart
// close behind by slowing/steering slightly
// If we are close enough and can pass the bomb, try to hit this kart
if ( m_kart_ahead != m_kart->getAttachment()->getPreviousOwner() &&
m_distance_ahead<=10)
{
Vec3 target = m_kart_ahead->getXYZ();
// If we are faster, try to predict the point where we will hit
// the other kart
if((m_kart_ahead->getSpeed() < m_kart->getSpeed()) &&
!m_kart_ahead->isGhostKart())
{
float time_till_hit = m_distance_ahead
/ (m_kart->getSpeed()-m_kart_ahead->getSpeed());
target += m_kart_ahead->getVelocity()*time_till_hit;
}
float steer_angle = steerToPoint(target);
setSteering(steer_angle, dt);
return;
}
}
const int next = m_next_node_index[m_track_node]; const int next = m_next_node_index[m_track_node];
float steer_angle = 0.0f; float steer_angle = 0.0f;