2017-09-08 09:24:16 -07:00
|
|
|
//
|
|
|
|
// controlRaceCPU.js
|
|
|
|
//--------------------
|
|
|
|
// Provides AI control for default races
|
|
|
|
// by RHY3756547
|
|
|
|
//
|
|
|
|
// includes: main.js
|
|
|
|
//
|
|
|
|
|
|
|
|
window.controlRaceCPU = function(nkm) {
|
|
|
|
|
|
|
|
var thisObj = this;
|
|
|
|
var kart;
|
|
|
|
|
|
|
|
this.setKart = function(k) {
|
|
|
|
kart = k;
|
|
|
|
thisObj.kart = k;
|
|
|
|
calcDestNorm();
|
|
|
|
}
|
|
|
|
|
|
|
|
this.fetchInput = fetchInput;
|
|
|
|
|
|
|
|
var battleMode = (nkm.sections["EPAT"] == null);
|
|
|
|
|
|
|
|
var paths, points;
|
|
|
|
if (battleMode) { //MEEPO!!
|
|
|
|
var paths = nkm.sections["MEPA"].entries;
|
|
|
|
var points = nkm.sections["MEPO"].entries;
|
|
|
|
} else {
|
|
|
|
var paths = nkm.sections["EPAT"].entries;
|
|
|
|
var points = nkm.sections["EPOI"].entries;
|
|
|
|
}
|
|
|
|
|
|
|
|
var ePath = paths[0];
|
|
|
|
var ePoiInd = ePath.startInd;
|
|
|
|
var ePoi = points[ePath.startInd];
|
|
|
|
|
|
|
|
var posOffset = [0, 0, 0];
|
|
|
|
var destOff = [0, 0, 0];
|
|
|
|
var offTrans = 0;
|
|
|
|
chooseNewOff();
|
|
|
|
|
|
|
|
var destNorm;
|
|
|
|
var destConst;
|
|
|
|
var destPoint;
|
|
|
|
|
|
|
|
function fetchInput() {
|
|
|
|
//basically as a cpu, we're really dumb and need a constant supply of points to drive to.
|
|
|
|
//battle mode AI is a lot more complex, but since we're only going in one direction it can be kept simple.
|
|
|
|
|
|
|
|
var accel = true; //currently always driving forward. should change for sharp turns and when we get stuck on a wall
|
|
|
|
//(drive in direction of wall? we may need to reverse, "if stuck for too long we can just call lakitu and the players won't even notice" - Nintendo)
|
|
|
|
|
|
|
|
var dist = vec3.dot(destNorm, kart.pos) + destConst;
|
|
|
|
if (dist < ePoi.pointSize) advancePoint();
|
|
|
|
|
|
|
|
destPoint = vec3.add([], ePoi.pos, vec3.scale([], vec3.lerp([], posOffset, destOff, offTrans), ePoi.pointSize));
|
|
|
|
var dirToPt = Math.atan2(destPoint[0]-kart.pos[0], kart.pos[2]-destPoint[2]);
|
|
|
|
|
|
|
|
var diff = dirDiff(dirToPt, kart.physicalDir);
|
|
|
|
var turn = Math.min(Math.max(-1, (diff*3)), 1);
|
|
|
|
|
|
|
|
offTrans += 1/240;
|
|
|
|
|
|
|
|
if (offTrans >= 1) chooseNewOff();
|
|
|
|
|
|
|
|
return {
|
|
|
|
accel: accel, //x
|
|
|
|
decel: false, //z
|
|
|
|
drift: false, //s
|
|
|
|
item: false, //a
|
|
|
|
|
|
|
|
//-1 to 1, intensity.
|
|
|
|
turn: turn,
|
|
|
|
airTurn: 0 //air excitebike turn, doesn't really have much function
|
|
|
|
};
|
|
|
|
}
|
|
|
|
|
|
|
|
function chooseNewOff() {
|
|
|
|
posOffset = destOff;
|
|
|
|
var ang = Math.random()*Math.PI*2;
|
|
|
|
var strength = Math.random();
|
|
|
|
destOff = [Math.sin(ang)*strength, 0, Math.cos(ang)*strength];
|
|
|
|
offTrans = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
function calcDestNorm() {
|
|
|
|
var norm = vec3.sub([], kart.pos, ePoi.pos);
|
|
|
|
vec3.normalize(norm, norm);
|
|
|
|
|
|
|
|
destNorm = norm;
|
|
|
|
destConst = -vec3.dot(ePoi.pos, norm)
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
function advancePoint() {
|
|
|
|
if (++ePoiInd < ePath.startInd+ePath.pathLen) {
|
|
|
|
//next within this path
|
|
|
|
ePoi = points[ePoiInd];
|
|
|
|
} else {
|
|
|
|
//advance to one of next possible paths
|
|
|
|
|
|
|
|
if (battleMode) {
|
2018-03-24 16:50:10 -07:00
|
|
|
var loc = (Math.random()>0.5 && ePath.source.length>0)?ePath.source:ePath.dest;
|
|
|
|
var pathInd = loc[Math.floor(Math.random()*loc.length)];
|
2017-09-08 09:24:16 -07:00
|
|
|
ePoiInd = pathInd;
|
2018-03-24 16:50:10 -07:00
|
|
|
var pt = points[ePoiInd];
|
|
|
|
if (pt != null) {
|
|
|
|
ePoi = pt;
|
|
|
|
recomputePath();
|
|
|
|
}
|
2017-09-08 09:24:16 -07:00
|
|
|
} else {
|
|
|
|
var pathInd = ePath.dest[Math.floor(Math.random()*ePath.dest.length)];
|
|
|
|
ePath = paths[pathInd];
|
|
|
|
ePoi = points[ePath.startInd];
|
|
|
|
ePoiInd = ePath.startInd;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
calcDestNorm();
|
|
|
|
}
|
|
|
|
|
|
|
|
function recomputePath() { //use if point is set by anything but the path system, eg. respawn
|
|
|
|
for (var i=0; i<paths.length; i++) {
|
|
|
|
var rel = (ePoiInd-paths[i].startInd);
|
|
|
|
if (rel >= 0 && rel < paths[i].pathLen) {
|
|
|
|
ePath = paths[i];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
function fixDir(dir) {
|
|
|
|
return posMod(dir, Math.PI*2);
|
|
|
|
}
|
|
|
|
|
|
|
|
function dirDiff(dir1, dir2) {
|
|
|
|
var d = fixDir(dir1-dir2);
|
|
|
|
return (d>Math.PI)?(-2*Math.PI+d):d;
|
|
|
|
}
|
|
|
|
|
|
|
|
function posMod(i, n) {
|
|
|
|
return (i % n + n) % n;
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|