late Sunday update: netcode changes, bot improvements, bot development

This commit is contained in:
Lurkars
2019-08-07 20:29:46 +02:00
parent c95bb8fb55
commit b928e67fb1
46 changed files with 3129 additions and 135397 deletions
+21 -21
View File
@@ -3,39 +3,39 @@ extends Spatial
class_name BaseInventory
var road_straights = [
roads_factory.BUMP,
roads_factory.BUMP_SMALL,
roads_factory.STRAIGHT,
roads_factory.STRAIGHT_SMALL,
roads_factory.BUMP,
roads_factory.BUMP_SMALL,
roads_factory.STRAIGHT,
roads_factory.STRAIGHT_SMALL,
]
var roads_right = [
roads_factory.CURVE_RIGHT,
roads_factory.CURVE_LARGE_RIGHT,
roads_factory.CURVE_SMALL_RIGHT,
roads_factory.SKEW_RIGHT,
roads_factory.CURVE_RIGHT,
roads_factory.CURVE_LARGE_RIGHT,
roads_factory.CURVE_SMALL_RIGHT,
roads_factory.SKEW_RIGHT,
roads_factory.CURVED_RIGHT,
]
var roads_left = [
roads_factory.CURVE_LEFT,
roads_factory.CURVE_LARGE_LEFT,
roads_factory.CURVE_SMALL_LEFT,
roads_factory.SKEW_LEFT,
roads_factory.CURVED_LEFT,
roads_factory.CURVE_LEFT,
roads_factory.CURVE_LARGE_LEFT,
roads_factory.CURVE_SMALL_LEFT,
roads_factory.SKEW_LEFT,
roads_factory.CURVED_LEFT,
]
var roads_up = [
roads_factory.RAMP_UP,
roads_factory.RAMP_CURVED_UP,
roads_factory.RAMP_SMALL_UP,
]
roads_factory.RAMP_UP,
roads_factory.RAMP_CURVED_UP,
roads_factory.RAMP_SMALL_UP,
]
var roads_down = [
roads_factory.RAMP_DOWN,
roads_factory.RAMP_CURVED_DOWN,
roads_factory.RAMP_SMALL_DOWN,
]
]
var roads_special = [
roads_factory.LOOP,
@@ -65,10 +65,10 @@ func set_item():
if item:
item.free()
item = roads_factory.get_road_instance(roads[type][index])
if player != null:
item.set_color(player.get_player_color())
item.rotate_y(PI/2)
emit_signal("item_changed", roads[type][index], player)
+30 -20
View File
@@ -1,52 +1,62 @@
extends Spatial
class_name BotPlayer
var player:Player
const MAX_OFFSET = 8.0
const OFFSET_STEPS = 0.01
const OFFSET_STEPS = 0.1
const PRE_BREAK_DISTANCE = 3.0
var break_constrain = 0.0
var break_distance = 0.0
var thrust_distance = 0.0
export var overspeed_rate:float = 0.3
export var underspeed_rate:float = 0.1
export var difficulty:float = 0.0
var rate = 0.0
func _physics_process(delta):
func _process(delta):
if is_network_master() && player != null:
if player.is_out:
if player.is_out():
if player.is_resetable:
player.reset()
else:
if player.get_road() != null:
var road = player.get_road()
var rate = util.randf()
var speed = player.current_speed
var offset = 0
var distance = player.follow.get_offset()
var tmp_break_constrain = 0.0
var distance = player.follow.get_offset() - OFFSET_STEPS
var tmp_constrain = 0.0
break_constrain = 0.0
break_distance = 0.0
thrust_distance = 0.0
while tmp_break_constrain == 0.0 and offset < MAX_OFFSET && road != null:
while offset <= MAX_OFFSET && road != null:
var constrain_index = road.get_constrain_index(distance)
var road_length = road.get_lane_curve(player.lane).get_baked_length()
if constrain_index >= 0:
tmp_break_constrain = road.speed_constrains[constrain_index].z
if tmp_break_constrain > break_constrain:
break_constrain = tmp_break_constrain
tmp_constrain = road.speed_constrains[constrain_index].z
if tmp_constrain > 0 && (break_constrain == 0.0 || tmp_constrain < break_constrain):
break_constrain = tmp_constrain
if break_distance == 0:
break_distance = offset
if tmp_constrain < 0 && thrust_distance == 0:
thrust_distance = offset
distance += OFFSET_STEPS
offset += OFFSET_STEPS
if distance >= road_length:
if distance >= road_length && gamestate.game != null:
distance = 0
road = gamestate.game.route.get_road(road.get_index()+1)
if break_constrain > 0 && speed > break_constrain - 0.04 && rate > overspeed_rate:
if break_constrain > 0 && speed > break_constrain - 0.005 && break_distance < thrust_distance + PRE_BREAK_DISTANCE && rate < difficulty:
player.thrust = -1
elif speed - 0.08 < break_constrain && rate > underspeed_rate:
elif speed - 0.01 < break_constrain:
player.thrust = 1
elif break_constrain == 0 && rate > underspeed_rate:
elif break_constrain == 0.0 && rate < difficulty || speed < 0.02:
player.thrust = 1
else:
player.thrust = 0
@@ -57,9 +67,9 @@ func set_player(path:String):
get_node("inventory").set_player(player)
func set_overspeed_rate(new_overspeed_rate:float):
overspeed_rate = new_overspeed_rate
func set_difficulty(new_difficulty:float):
difficulty = new_difficulty
func set_underspeed_rate(new_underspeed_rate:float):
underspeed_rate = new_underspeed_rate
func _on_rate_timer_timeout():
rate = util.randf()
+2 -1
View File
@@ -14,7 +14,8 @@ func _on_raceCar_road_entered(road):
if route.get_last_road().get_index() <= (road.get_index() +2):
type = rand.randi_range(0,roads.size() -2) # TODO: remove special, loop need fixes!
index = rand.randi_range(0, roads[type].size() -1)
route.rpc("add_road", roads[type][index], player.get_index())
route.set_road(roads[type][index], -1)
route.rpc("set_road", roads[type][index], -1)
func set_player(new_player:Player):
+8 -8
View File
@@ -5,27 +5,27 @@ onready var camera:InterpolatedCamera = get_node("camera")
onready var ingame_menu:Spatial = find_node("ingame_menu")
func _physics_process(delta):
func _process(delta):
if is_network_master() && player != null:
if Input.is_action_just_pressed("controls_menu"):
ingame_menu.set_visible(not ingame_menu.is_visible_in_tree())
if player.is_out:
if player.is_out():
camera.set_speed(0.1)
if player.timer.get_time_left() > 0:
get_node("hud/reset").set_text(str(int(player.timer.get_time_left()) + 1))
else:
get_node("hud/reset").set_text(tr("RESET"))
if Input.is_action_pressed("controls_reset"):
if player.reset():
camera.set_speed(10)
get_node("hud/reset").set_text("")
player.rpc("reset")
elif not ingame_menu.is_visible_in_tree():
camera.set_speed(10)
get_node("hud/reset").set_text("")
if Input.is_action_pressed("controls_thrust"):
player.thrust = 1
player.rpc_unreliable("set_thrust",1)
elif Input.is_action_pressed("controls_break"):
player.thrust = -1
player.rpc_unreliable("set_thrust",-1)
else:
player.thrust = 0
player.rpc_unreliable("set_thrust",0)
get_node("hud/speed_slider").set_value(player.current_speed * 1000)
+3 -3
View File
@@ -13,17 +13,17 @@ func _ready():
connect("item_changed",preview,"_on_inventory_item_changed")
func _physics_process(delta):
func _process(delta):
if is_network_master():
if player != null:
if not player.is_out && player.is_in_group("first"):
if not player.is_out() && player.is_in_group("first"):
get_node("../hud/inventory").show()
if item == null:
set_item()
if preview.item:
preview.item.show()
if Input.is_action_just_pressed("controls_add_road"):
route.rpc("add_road", roads[type][index], player.get_index())
route.rpc("add_road", roads[type][index])
if Input.is_action_just_pressed("controls_prev_road_type"):
type -= 1
if type < 0:
+2 -2
View File
@@ -6,12 +6,12 @@ var player:Player
var item:Road
func _ready():
func _ready():
gamestate.game.route.connect("road_added",self,"_on_route_road_added")
func _on_route_road_added(road):
if is_network_master() && item:
if is_network_master() && item && road:
var transform = road.get_global_transform();
var curve = road.get_curve()
transform = transform.translated(curve.get_point_position(curve.get_point_count() -1))
+33 -15
View File
@@ -109,9 +109,7 @@ func _physics_process(delta):
torque_penalty = road.get_torque_penalty(penalty_index)
force_penalty = road.get_force_penalty(penalty_index)
path_penalty = road.get_path_penalty(penalty_index)
is_out = true
is_resetable = false
timer.start()
rpc("set_out")
check_position()
else:
@@ -173,11 +171,27 @@ func set_player_color(new_color):
race_car.get_node("body").set_surface_material(1,material)
func is_out():
return is_out
remotesync func set_out():
is_out = true
is_resetable = false
timer.start()
remotesync func set_in():
is_out = false
is_resetable = false
remotesync func set_first(is_first:bool):
if is_first:
add_to_group("first")
else:
remove_from_group("first")
if get_tree().get_rpc_sender_id() == 0 || get_tree().get_rpc_sender_id() == get_network_master():
if is_first:
add_to_group("first")
else:
remove_from_group("first")
master func check_position():
@@ -185,16 +199,24 @@ master func check_position():
rset("slave_position", position)
master func set_thrust(new_thrust:int):
var sender_id = get_tree().get_rpc_sender_id()
if is_network_master() || gamestate.game.get_player_by_network_id(sender_id) == self && [-1,0,1].has(new_thrust):
thrust = new_thrust
master func reset():
if is_resetable:
var sender_id = get_tree().get_rpc_sender_id()
if (is_network_master() || gamestate.game.get_player_by_network_id(sender_id) == self) && is_resetable:
has_next = false
current_speed = 0
var road = race_car.road
road.body.set_collision_layer_bit(get_index(),1)
while road.reset_index != 0:
road = route.get_road(road.get_index() - road.reset_index)
var reset_index = road.reset_index
for i in range(reset_index):
road = route.get_road(road.get_index() - 1)
road.body.set_collision_layer_bit(get_index(),1)
path.curve.clear_points()
@@ -213,11 +235,7 @@ master func reset():
follow.set_transform(road.get_transform())
is_out = false
is_resetable = false
return true
else:
return false
rpc("set_in")
func set_start(new_lane:int):