Backport Ring Racers' item distance changes

- Power item odd scaling is made much more powerful for smaller servers (2P: x1.21 -> x2.5), and slightly more powerful for bigger servers (16P: x0.71 -> x0.78)
- Item distance bracket scaling was halved, so distance brackets are changed significantly less for both 2P and 16P. (2P: x1.21 in v1.5 -> x1.75 after this branch, 16P: x0.71 in v1.5 -> x0.89 after this branch)
- SPB scaling for 2nd place matches 1v1 scaling explicitly, instead of an arbitrary bonus.
This commit is contained in:
Sally Coolatta 2022-09-02 10:17:39 -04:00
parent 78cf02c221
commit 7bd8d70a0b

View file

@ -749,6 +749,57 @@ static void K_KartGetItemResult(player_t *player, SINT8 getitem)
} }
} }
static fixed_t K_ItemOddsScale(UINT8 numPlayers, boolean spbrush)
{
const UINT8 basePlayer = 8; // The player count we design most of the game around.
UINT8 playerCount = (spbrush ? 2 : numPlayers);
fixed_t playerScaling = 0;
// Then, it multiplies it further if the player count isn't equal to basePlayer.
// This is done to make low player count races more interesting and high player count rates more fair.
// (If you're in SPB mode and in 2nd place, it acts like it's a 1v1, so the catch-up game is not weakened.)
if (playerCount < basePlayer)
{
// Less than basePlayer: increase odds significantly.
// 2P: x2.5
playerScaling = (basePlayer - playerCount) * (FRACUNIT / 4);
}
else if (playerCount > basePlayer)
{
// More than basePlayer: reduce odds slightly.
// 16P: x0.78
playerScaling = (basePlayer - playerCount) * (FRACUNIT / 36);
}
return playerScaling;
}
static UINT32 K_ScaleItemDistance(UINT32 distance, UINT8 numPlayers, boolean spbrush)
{
if (mapobjectscale != FRACUNIT)
{
// Bring back to normal scale.
distance = FixedDiv(distance * FRACUNIT, mapobjectscale) / FRACUNIT;
}
if (franticitems == true)
{
// Frantic items pretends everyone's farther apart, for crazier items.
distance = (15 * distance) / 14;
}
if (numPlayers > 0)
{
// Items get crazier with the fewer players that you have.
distance = FixedMul(
distance * FRACUNIT,
FRACUNIT + (K_ItemOddsScale(numPlayers, spbrush) / 2) // Odds are scaled more than the distance brackets
) / FRACUNIT;
}
return distance;
}
/** \brief Item Roulette for Kart /** \brief Item Roulette for Kart
\param player player object passed from P_KartPlayerThink \param player player object passed from P_KartPlayerThink
@ -790,6 +841,10 @@ static INT32 K_KartGetItemOdds(UINT8 pos, SINT8 item, fixed_t mashed, boolean sp
cv_dualjawz.value cv_dualjawz.value
}; };
boolean powerItem = false;
boolean cooldownOnStart = false;
boolean indirectItem = false;
I_Assert(item > KITEM_NONE); // too many off by one scenarioes. I_Assert(item > KITEM_NONE); // too many off by one scenarioes.
if (!itemenabled[item-1] && !modeattacking) if (!itemenabled[item-1] && !modeattacking)
@ -833,33 +888,10 @@ static INT32 K_KartGetItemOdds(UINT8 pos, SINT8 item, fixed_t mashed, boolean sp
{ {
secondist = P_AproxDistance(P_AproxDistance(players[first].mo->x - players[second].mo->x, secondist = P_AproxDistance(P_AproxDistance(players[first].mo->x - players[second].mo->x,
players[first].mo->y - players[second].mo->y), players[first].mo->y - players[second].mo->y),
players[first].mo->z - players[second].mo->z) / mapobjectscale; players[first].mo->z - players[second].mo->z) / FRACUNIT;
if (franticitems) secondist = K_ScaleItemDistance(secondist, pingame, spbrush);
secondist = (15 * secondist) / 14;
secondist = ((28 + (8-pingame)) * secondist) / 28;
} }
// POWERITEMODDS handles all of the "frantic item" related functionality, for all of our powerful items.
// First, it multiplies it by 2 if franticitems is true; easy-peasy.
// Next, it multiplies it again if it's in SPB mode and 2nd needs to apply pressure to 1st.
// Then, it multiplies it further if the player count isn't equal to 8.
// This is done to make low player count races more interesting and high player count rates more fair.
// (2P normal would be about halfway between 8P normal and 8P frantic.)
// (This scaling is not done for SPB Rush, so that catchup strength is not weakened.)
// Lastly, it *divides* it by your mashed value, which was determined in K_KartItemRoulette, for lesser items needed in a pinch.
#define PLAYERSCALING (8 - (spbrush ? 2 : pingame))
#define POWERITEMODDS(odds) {\
if (franticitems) \
odds <<= 1; \
odds = FixedMul(odds<<FRACBITS, FRACUNIT + ((PLAYERSCALING << FRACBITS) / 25)) >> FRACBITS; \
if (mashed > 0) \
odds = FixedDiv(odds<<FRACBITS, FRACUNIT + mashed) >> FRACBITS; \
}
#define COOLDOWNONSTART (leveltime < (30*TICRATE)+starttime)
switch (item) switch (item)
{ {
case KITEM_ROCKETSNEAKER: case KITEM_ROCKETSNEAKER:
@ -871,44 +903,90 @@ static INT32 K_KartGetItemOdds(UINT8 pos, SINT8 item, fixed_t mashed, boolean sp
case KRITEM_TRIPLEORBINAUT: case KRITEM_TRIPLEORBINAUT:
case KRITEM_QUADORBINAUT: case KRITEM_QUADORBINAUT:
case KRITEM_DUALJAWZ: case KRITEM_DUALJAWZ:
POWERITEMODDS(newodds); powerItem = true;
break; break;
case KITEM_INVINCIBILITY: case KITEM_INVINCIBILITY:
case KITEM_MINE: case KITEM_MINE:
case KITEM_GROW: case KITEM_GROW:
if (COOLDOWNONSTART) cooldownOnStart = true;
newodds = 0; powerItem = true;
else
POWERITEMODDS(newodds);
break; break;
case KITEM_SPB: case KITEM_SPB:
if (((indirectitemcooldown > 0) || (pexiting > 0) || (secondist/distvar < 3)) cooldownOnStart = true;
indirectItem = true;
if (((pexiting > 0) || (secondist/distvar < 3))
&& (pos != 9)) // Force SPB && (pos != 9)) // Force SPB
{
newodds = 0; newodds = 0;
}
else else
{
newodds *= min((secondist/distvar)-4, 3); // POWERITEMODDS(newodds); newodds *= min((secondist/distvar)-4, 3); // POWERITEMODDS(newodds);
}
break; break;
case KITEM_SHRINK: case KITEM_SHRINK:
if ((indirectitemcooldown > 0) || (pingame-1 <= pexiting) || COOLDOWNONSTART) cooldownOnStart = true;
powerItem = true;
indirectItem = true;
if (pingame-1 <= pexiting)
newodds = 0; newodds = 0;
else
POWERITEMODDS(newodds);
break; break;
case KITEM_THUNDERSHIELD: case KITEM_THUNDERSHIELD:
if (thunderisout || COOLDOWNONSTART) cooldownOnStart = true;
powerItem = true;
if (thunderisout)
newodds = 0; newodds = 0;
else
POWERITEMODDS(newodds);
break; break;
case KITEM_HYUDORO: case KITEM_HYUDORO:
if ((hyubgone > 0) || COOLDOWNONSTART) cooldownOnStart = true;
if (hyubgone > 0)
newodds = 0; newodds = 0;
break; break;
default: default:
break; break;
} }
#undef POWERITEMODDS if (newodds == 0)
{
// Nothing else we want to do with odds matters at this point :p
return newodds;
}
if ((indirectItem == true) && (indirectitemcooldown > 0))
{
// Too many items that act indirectly in a match can feel kind of bad.
newodds = 0;
}
else if ((cooldownOnStart == true) && (leveltime < (30*TICRATE)+starttime))
{
// This item should not appear at the beginning of a race. (Usually really powerful crowd-breaking items)
newodds = 0;
}
else if (powerItem == true)
{
// This item is a "power item". This activates "frantic item" toggle related functionality.
fixed_t fracOdds = newodds * FRACUNIT;
if (franticitems == true)
{
// First, power items multiply their odds by 2 if frantic items are on; easy-peasy.
fracOdds *= 2;
}
fracOdds = FixedMul(fracOdds, FRACUNIT + K_ItemOddsScale(pingame, spbrush));
if (mashed > 0)
{
// Lastly, it *divides* it based on your mashed value, so that power items are less likely when you mash.
fracOdds = FixedDiv(fracOdds, FRACUNIT + mashed);
}
newodds = fracOdds / FRACUNIT;
}
return newodds; return newodds;
} }
@ -955,11 +1033,15 @@ static INT32 K_FindUseodds(player_t *player, fixed_t mashed, INT32 pingame, INT3
if (playeringame[i] && !players[i].spectator && players[i].mo if (playeringame[i] && !players[i].spectator && players[i].mo
&& players[i].kartstuff[k_position] != 0 && players[i].kartstuff[k_position] != 0
&& players[i].kartstuff[k_position] < player->kartstuff[k_position]) && players[i].kartstuff[k_position] < player->kartstuff[k_position])
{
// 1.6: Don't really remember how this item scaling worked,
// so I'm gonna avoid touching it for now.
pdis += P_AproxDistance(P_AproxDistance(players[i].mo->x - player->mo->x, pdis += P_AproxDistance(P_AproxDistance(players[i].mo->x - player->mo->x,
players[i].mo->y - player->mo->y), players[i].mo->y - player->mo->y),
players[i].mo->z - player->mo->z) / mapobjectscale players[i].mo->z - player->mo->z) / mapobjectscale
* (pingame - players[i].kartstuff[k_position]) * (pingame - players[i].kartstuff[k_position])
/ max(1, ((pingame - 1) * (pingame + 1) / 3)); / max(1, ((pingame - 1) * (pingame + 1) / 3));
}
} }
#define SETUPDISTTABLE(odds, num) \ #define SETUPDISTTABLE(odds, num) \
@ -994,13 +1076,7 @@ static INT32 K_FindUseodds(player_t *player, fixed_t mashed, INT32 pingame, INT3
if (oddsvalid[7]) SETUPDISTTABLE(7,3); if (oddsvalid[7]) SETUPDISTTABLE(7,3);
if (oddsvalid[8]) SETUPDISTTABLE(8,1); if (oddsvalid[8]) SETUPDISTTABLE(8,1);
if (franticitems) // Frantic items make the distances between everyone artifically higher, for crazier items pdis = K_ScaleItemDistance(pdis, pingame, spbrush);
pdis = (15 * pdis) / 14;
if (spbrush) // SPB Rush Mode: It's 2nd place's job to catch-up items and make 1st place's job hell
pdis = (3 * pdis) / 2;
pdis = ((28 + (8-pingame)) * pdis) / 28;
if (pingame == 1 && oddsvalid[0]) // Record Attack, or just alone if (pingame == 1 && oddsvalid[0]) // Record Attack, or just alone
useodds = 0; useodds = 0;