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car AI revision

This commit is contained in:
Nikolay Korolev 2020-11-14 14:21:56 +03:00
parent 6682e56f71
commit 26c6908d25
3 changed files with 17 additions and 15 deletions

View file

@ -38,6 +38,7 @@
#define DISTANCE_TO_SPAWN_ROADBLOCK_PEDS (51.0f) #define DISTANCE_TO_SPAWN_ROADBLOCK_PEDS (51.0f)
#define DISTANCE_TO_SCAN_FOR_DANGER (14.0f) #define DISTANCE_TO_SCAN_FOR_DANGER (14.0f)
#define DISTANCE_TO_SCAN_FOR_PED_DANGER (11.0f)
#define SAFE_DISTANCE_TO_PED (3.0f) #define SAFE_DISTANCE_TO_PED (3.0f)
#define INFINITE_Z (1000000000.0f) #define INFINITE_Z (1000000000.0f)
@ -160,7 +161,7 @@ CCarCtrl::GenerateOneRandomCar()
carClass = COPS; carClass = COPS;
carModel = ChoosePoliceCarModel(); carModel = ChoosePoliceCarModel();
}else{ }else{
carModel = ChooseModel(&zone, &vecTargetPos, &carClass); carModel = ChooseModel(&zone, &carClass);
if (carModel == -1 || (carClass == COPS && pWanted->m_nWantedLevel >= 1)) if (carModel == -1 || (carClass == COPS && pWanted->m_nWantedLevel >= 1))
/* All cop spawns with wanted level are handled by condition above. */ /* All cop spawns with wanted level are handled by condition above. */
/* In particular it means that cop cars never spawn if player has wanted level of 1. */ /* In particular it means that cop cars never spawn if player has wanted level of 1. */
@ -377,7 +378,7 @@ CCarCtrl::GenerateOneRandomCar()
break; break;
case COPS_BOAT: case COPS_BOAT:
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE; pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
pVehicle->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(4.0f, 16.0f); pVehicle->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(4, 16);
pVehicle->AutoPilot.m_fMaxTrafficSpeed = pVehicle->AutoPilot.m_nCruiseSpeed; pVehicle->AutoPilot.m_fMaxTrafficSpeed = pVehicle->AutoPilot.m_nCruiseSpeed;
pVehicle->AutoPilot.m_nCarMission = CCarAI::FindPoliceBoatMissionForWantedLevel(); pVehicle->AutoPilot.m_nCarMission = CCarAI::FindPoliceBoatMissionForWantedLevel();
pVehicle->bCreatedAsPoliceVehicle = true; pVehicle->bCreatedAsPoliceVehicle = true;
@ -759,7 +760,7 @@ CCarCtrl::ChooseCarRating(CZoneInfo* pZoneInfo)
} }
int32 int32
CCarCtrl::ChooseModel(CZoneInfo* pZone, CVector* pPos, int* pClass) { CCarCtrl::ChooseModel(CZoneInfo* pZone, int* pClass) {
int32 model = -1; int32 model = -1;
int32 i; int32 i;
for (i = 10; i > 0 && (model == -1 || !CStreaming::HasModelLoaded(model)); i--) { for (i = 10; i > 0 && (model == -1 || !CStreaming::HasModelLoaded(model)); i--) {
@ -1003,7 +1004,7 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle)
(pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_STOP_FOR_CARS || pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_STOP_FOR_CARS_IGNORE_LIGHTS)) && (pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_STOP_FOR_CARS || pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_STOP_FOR_CARS_IGNORE_LIGHTS)) &&
CTimer::GetTimeInMilliseconds() - pVehicle->AutoPilot.m_nTimeToStartMission > 5000 && CTimer::GetTimeInMilliseconds() - pVehicle->AutoPilot.m_nTimeToStartMission > 5000 &&
!pVehicle->GetIsOnScreen() && !pVehicle->GetIsOnScreen() &&
(pVehicle->GetPosition() - vecPlayerPos).Magnitude2D() > 25.0f && (pVehicle->GetPosition() - vecPlayerPos).Magnitude2D() > 22.0f &&
!IsThisVehicleInteresting(pVehicle) && !IsThisVehicleInteresting(pVehicle) &&
!pVehicle->bIsLocked && !pVehicle->bIsLocked &&
pVehicle->CanBeDeleted() && pVehicle->CanBeDeleted() &&
@ -1146,10 +1147,10 @@ void
CCarCtrl::ScanForPedDanger(CVehicle* pVehicle) CCarCtrl::ScanForPedDanger(CVehicle* pVehicle)
{ {
bool storedSlowDownFlag = pVehicle->AutoPilot.m_bSlowedDownBecauseOfPeds; bool storedSlowDownFlag = pVehicle->AutoPilot.m_bSlowedDownBecauseOfPeds;
float left = pVehicle->GetPosition().x - DISTANCE_TO_SCAN_FOR_DANGER; float left = pVehicle->GetPosition().x - DISTANCE_TO_SCAN_FOR_PED_DANGER;
float right = pVehicle->GetPosition().x + DISTANCE_TO_SCAN_FOR_DANGER; float right = pVehicle->GetPosition().x + DISTANCE_TO_SCAN_FOR_PED_DANGER;
float top = pVehicle->GetPosition().y - DISTANCE_TO_SCAN_FOR_DANGER; float top = pVehicle->GetPosition().y - DISTANCE_TO_SCAN_FOR_PED_DANGER;
float bottom = pVehicle->GetPosition().y + DISTANCE_TO_SCAN_FOR_DANGER; float bottom = pVehicle->GetPosition().y + DISTANCE_TO_SCAN_FOR_PED_DANGER;
int xstart = Max(0, CWorld::GetSectorIndexX(left)); int xstart = Max(0, CWorld::GetSectorIndexX(left));
int xend = Min(NUMSECTORS_X - 1, CWorld::GetSectorIndexX(right)); int xend = Min(NUMSECTORS_X - 1, CWorld::GetSectorIndexX(right));
int ystart = Max(0, CWorld::GetSectorIndexY(top)); int ystart = Max(0, CWorld::GetSectorIndexY(top));
@ -1190,7 +1191,7 @@ CCarCtrl::SlowCarOnRailsDownForTrafficAndLights(CVehicle* pVehicle)
if (curSpeed < 0.1f) if (curSpeed < 0.1f)
pVehicle->AutoPilot.ModifySpeed(0.0f); pVehicle->AutoPilot.ModifySpeed(0.0f);
else else
pVehicle->AutoPilot.ModifySpeed(Max(maxSpeed, curSpeed - 0.5f * CTimer::GetTimeStep())); pVehicle->AutoPilot.ModifySpeed(Max(maxSpeed, curSpeed - 0.7f * CTimer::GetTimeStep()));
} }
} }
@ -1291,7 +1292,7 @@ void CCarCtrl::SlowCarDownForPedsSectorList(CPtrList& lst, CVehicle* pVehicle, f
if (distanceUntilHit < 10.0f){ if (distanceUntilHit < 10.0f){
if (pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_STOP_FOR_CARS || if (pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_STOP_FOR_CARS ||
pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_SLOW_DOWN_FOR_CARS){ pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_SLOW_DOWN_FOR_CARS){
*pSpeed = Min(*pSpeed, ABS(distanceUntilHit - 1.0f) * 0.1f * curSpeed); *pSpeed = Min(*pSpeed, ABS(distanceUntilHit - 1.0f) / 10.0f * curSpeed);
pVehicle->AutoPilot.m_bSlowedDownBecauseOfPeds = true; pVehicle->AutoPilot.m_bSlowedDownBecauseOfPeds = true;
if (distanceUntilHit < 2.0f){ if (distanceUntilHit < 2.0f){
pVehicle->AutoPilot.m_nTempAction = TEMPACT_WAIT; pVehicle->AutoPilot.m_nTempAction = TEMPACT_WAIT;
@ -1489,7 +1490,7 @@ float CCarCtrl::TestCollisionBetween2MovingRects(CVehicle* pVehicleA, CVehicle*
float CCarCtrl::FindAngleToWeaveThroughTraffic(CVehicle* pVehicle, CPhysical* pTarget, float angleToTarget, float angleForward) float CCarCtrl::FindAngleToWeaveThroughTraffic(CVehicle* pVehicle, CPhysical* pTarget, float angleToTarget, float angleForward)
{ {
float distanceToTest = Min(2.0f, pVehicle->GetMoveSpeed().Magnitude2D() * 2.5f + 1.0f) * 12.0f; float distanceToTest = Min(2.0f, pVehicle->GetMoveSpeed().Magnitude2D() / 0.4f + 1.0f) * 12.0f;
float left = pVehicle->GetPosition().x - distanceToTest; float left = pVehicle->GetPosition().x - distanceToTest;
float right = pVehicle->GetPosition().x + distanceToTest; float right = pVehicle->GetPosition().x + distanceToTest;
float top = pVehicle->GetPosition().y - distanceToTest; float top = pVehicle->GetPosition().y - distanceToTest;
@ -1730,6 +1731,7 @@ void CCarCtrl::WeaveForObject(CEntity* pOtherEntity, CVehicle* pVehicle, float*
bool CCarCtrl::PickNextNodeAccordingStrategy(CVehicle* pVehicle) bool CCarCtrl::PickNextNodeAccordingStrategy(CVehicle* pVehicle)
{ {
pVehicle->AutoPilot.m_nCruiseSpeedMultiplierType = ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nNextRouteNode].speedLimit;
switch (pVehicle->AutoPilot.m_nCarMission){ switch (pVehicle->AutoPilot.m_nCarMission){
case MISSION_RAMPLAYER_FARAWAY: case MISSION_RAMPLAYER_FARAWAY:
case MISSION_BLOCKPLAYER_FARAWAY: case MISSION_BLOCKPLAYER_FARAWAY:
@ -2616,7 +2618,7 @@ void CCarCtrl::SteerAIBoatWithPhysicsHeadingForTarget(CVehicle* pVehicle, float
void CCarCtrl::SteerAIBoatWithPhysicsAttackingPlayer(CVehicle* pVehicle, float* pSwerve, float* pAccel, float* pBrake, bool* pHandbrake) void CCarCtrl::SteerAIBoatWithPhysicsAttackingPlayer(CVehicle* pVehicle, float* pSwerve, float* pAccel, float* pBrake, bool* pHandbrake)
{ {
float distanceToPlayer = (FindPlayerCoors() - pVehicle->GetPosition()).Magnitude(); float distanceToPlayer = (FindPlayerCoors() - pVehicle->GetPosition()).Magnitude();
float projection = Min(distanceToPlayer * 0.05f, 2.0f); float projection = Min(distanceToPlayer / 20.0f, 2.0f);
CVector2D forward = pVehicle->GetForward(); CVector2D forward = pVehicle->GetForward();
forward.Normalise(); forward.Normalise();
CVector2D vecToProjection = FindPlayerCoors() + FindPlayerSpeed() * projection * GAME_SPEED_TO_CARAI_SPEED; CVector2D vecToProjection = FindPlayerCoors() + FindPlayerSpeed() * projection * GAME_SPEED_TO_CARAI_SPEED;
@ -2944,7 +2946,7 @@ void CCarCtrl::SteerAICarWithPhysicsHeadingForTarget(CVehicle* pVehicle, CPhysic
float speedDiff = speedTarget - currentSpeed; float speedDiff = speedTarget - currentSpeed;
if (speedDiff <= 0.0f){ if (speedDiff <= 0.0f){
*pAccel = 0.0f; *pAccel = 0.0f;
*pBrake = Min(0.5f, -speedDiff * 0.05f); *pBrake = Min(0.5f, -speedDiff / 20.0f);
}else if (currentSpeed < 25.0f){ }else if (currentSpeed < 25.0f){
*pAccel = Min(1.0f, speedDiff * 0.1f); *pAccel = Min(1.0f, speedDiff * 0.1f);
*pBrake = 0.0f; *pBrake = 0.0f;

View file

@ -70,7 +70,7 @@ public:
static void GenerateRandomCars(void); static void GenerateRandomCars(void);
static void GenerateOneRandomCar(void); static void GenerateOneRandomCar(void);
static void GenerateEmergencyServicesCar(void); static void GenerateEmergencyServicesCar(void);
static int32 ChooseModel(CZoneInfo*, CVector*, int*); static int32 ChooseModel(CZoneInfo*, int*);
static int32 ChoosePoliceCarModel(void); static int32 ChoosePoliceCarModel(void);
static int32 ChooseGangCarModel(int32 gang); static int32 ChooseGangCarModel(int32 gang);
static void RemoveDistantCars(void); static void RemoveDistantCars(void);

View file

@ -14643,7 +14643,7 @@ CPed::ProcessObjective(void)
CZoneInfo zoneInfo; CZoneInfo zoneInfo;
int chosenCarClass; int chosenCarClass;
CTheZones::GetZoneInfoForTimeOfDay(&ourPos, &zoneInfo); CTheZones::GetZoneInfoForTimeOfDay(&ourPos, &zoneInfo);
int chosenModel = CCarCtrl::ChooseModel(&zoneInfo, &ourPos, &chosenCarClass); int chosenModel = CCarCtrl::ChooseModel(&zoneInfo, &chosenCarClass);
CVehicle *newVeh = nil; CVehicle *newVeh = nil;
if (chosenModel != -1) { if (chosenModel != -1) {
if (CModelInfo::IsBikeModel(chosenModel)) { if (CModelInfo::IsBikeModel(chosenModel)) {