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some changes
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7919b92d28
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2f979a8cde
3 changed files with 102 additions and 30 deletions
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@ -2593,6 +2593,54 @@ float CCarCtrl::FindMaxSteerAngle(CVehicle* pVehicle)
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return pVehicle->GetModelIndex() == MI_ENFORCER ? 0.7f : DEFAULT_MAX_STEER_ANGLE;
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}
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void CCarCtrl::SteerAIHeliTowardsTargetCoors(CAutomobile* pHeli)
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{
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if (pHeli->m_aWheelSpeed[1] < 0.22f)
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pHeli->m_aWheelSpeed[1] += 0.001f;
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if (pHeli->m_aWheelSpeed[1] < 0.22f)
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return;
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CVector2D vecToTarget = pHeli->AutoPilot.m_vecDestinationCoors - pHeli->GetPosition();
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float distanceToTarget = vecToTarget.Magnitude();
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#ifdef FIX_BUGS
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float speed = pHeli->AutoPilot.GetCruiseSpeed() * 0.01f;
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#else
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float speed = pHeli->AutoPilot.m_nCruiseSpeed * 0.01f;
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#endif
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if (distanceToTarget >= 100.0f)
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{
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if (distanceToTarget > 75.0f)
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speed *= 0.7f;
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else if (distanceToTarget > 10.0f)
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speed *= 0.4f;
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else
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speed *= 0.2f;
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}
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CVector2D vecAdvanceThisFrame = vecToTarget;
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vecAdvanceThisFrame.Normalise();
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vecAdvanceThisFrame *= speed;
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float resistance = Pow(0.997f, CTimer::GetTimeStep());
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pHeli->m_vecMoveSpeed.x *= resistance;
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pHeli->m_vecMoveSpeed.y *= resistance;
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vecAdvanceThisFrame -= pHeli->m_vecMoveSpeed;
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CVector2D vecSpeedChange = vecAdvanceThisFrame - pHeli->m_vecMoveSpeed;
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float vecSpeedChangeLength = vecSpeedChange.Magnitude();
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vecSpeedChange.Normalise();
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float changeMultiplier = 0.002f * CTimer::GetTimeStep();
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if (distanceToTarget < 5.0f)
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changeMultiplier /= 5.0f;
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if (vecSpeedChangeLength < changeMultiplier) {
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pHeli->m_vecMoveSpeed.x = vecAdvanceThisFrame.x;
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pHeli->m_vecMoveSpeed.y = vecAdvanceThisFrame.y;
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}
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else {
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pHeli->m_vecMoveSpeed.x += vecSpeedChange.x * changeMultiplier;
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pHeli->m_vecMoveSpeed.y += vecSpeedChange.y * changeMultiplier;
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}
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pHeli->SetPosition(pHeli->GetPosition() + CVector(CTimer::GetTimeStep() * pHeli->m_vecMoveSpeed.x, CTimer::GetTimeStep() * pHeli->m_vecMoveSpeed.y, 0.0f));
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assert(0);
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// This is not finished yet. Heli fields in CAutomobile required
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}
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void CCarCtrl::SteerAICarWithPhysicsFollowPath(CVehicle* pVehicle, float* pSwerve, float* pAccel, float* pBrake, bool* pHandbrake)
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{
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CVector2D forward = pVehicle->GetForward();
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@ -2620,18 +2668,12 @@ void CCarCtrl::SteerAICarWithPhysicsFollowPath(CVehicle* pVehicle, float* pSwerv
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if (PickNextNodeAccordingStrategy(pVehicle)) {
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switch (pVehicle->AutoPilot.m_nCarMission){
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case MISSION_GOTOCOORDS:
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pVehicle->AutoPilot.m_nCarMission = MISSION_GOTOCOORDS_STRAIGHT;
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*pSwerve = 0.0f;
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*pAccel = 0.0f;
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*pBrake = 0.0f;
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*pHandbrake = false;
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SteerAICarWithPhysicsHeadingForTarget(pVehicle, nil, pVehicle->AutoPilot.m_vecDestinationCoors.x,
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pVehicle->AutoPilot.m_vecDestinationCoors.y, pSwerve, pAccel, pBrake, pHandbrake);
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return;
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case MISSION_GOTOCOORDS_ACCURATE:
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pVehicle->AutoPilot.m_nCarMission = MISSION_GOTO_COORDS_STRAIGHT_ACCURATE;
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*pSwerve = 0.0f;
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*pAccel = 0.0f;
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*pBrake = 0.0f;
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*pHandbrake = false;
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SteerAICarWithPhysicsHeadingForTarget(pVehicle, nil, pVehicle->AutoPilot.m_vecDestinationCoors.x,
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pVehicle->AutoPilot.m_vecDestinationCoors.y, pSwerve, pAccel, pBrake, pHandbrake);
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return;
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}
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}
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@ -2667,6 +2709,7 @@ void CCarCtrl::SteerAICarWithPhysicsFollowPath(CVehicle* pVehicle, float* pSwerv
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switch (pVehicle->AutoPilot.m_nDrivingStyle) {
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case DRIVINGSTYLE_STOP_FOR_CARS:
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case DRIVINGSTYLE_SLOW_DOWN_FOR_CARS:
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case DRIVINGSTYLE_STOP_FOR_CARS_IGNORE_LIGHTS:
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speedStyleMultiplier = FindMaximumSpeedForThisCarInTraffic(pVehicle) / pVehicle->AutoPilot.m_nCruiseSpeed;
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break;
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default:
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@ -2933,8 +2976,6 @@ bool CCarCtrl::JoinCarWithRoadSystemGotoCoors(CVehicle* pVehicle, CVector vecTar
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return false;
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}
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//TODO
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void CCarCtrl::FindLinksToGoWithTheseNodes(CVehicle* pVehicle)
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{
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if (pVehicle->m_nRouteSeed)
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@ -2952,11 +2993,21 @@ void CCarCtrl::FindLinksToGoWithTheseNodes(CVehicle* pVehicle)
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curLink = 0;
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curConnection = ThePaths.m_carPathConnections[pCurNode->firstLink];
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}else{
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curConnection = pVehicle->AutoPilot.m_nNextPathNodeInfo;
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while (curConnection == pVehicle->AutoPilot.m_nNextPathNodeInfo){
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curLink = CGeneral::GetRandomNumber() % pCurNode->numLinks;
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curConnection = ThePaths.m_carPathConnections[curLink + pCurNode->firstLink];
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int closestLink = -1;
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float md = 999999.9f;
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for (curLink = 0; curLink < pCurNode->numLinks; curLink++) {
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int node = ThePaths.ConnectedNode(curLink + pCurNode->firstLink);
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CPathNode* pNode = &ThePaths.m_pathNodes[node];
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if (node == pVehicle->AutoPilot.m_nNextRouteNode)
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continue;
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float dist = CCollision::DistToLine(&pCurNode->GetPosition(), &pNode->GetPosition(), &pVehicle->GetPosition());
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if (dist < md) {
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md = dist;
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closestLink = curLink;
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}
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}
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curConnection = ThePaths.m_carPathConnections[closestLink + pCurNode->firstLink];
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}
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pVehicle->AutoPilot.m_nCurrentPathNodeInfo = curConnection;
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pVehicle->AutoPilot.m_nCurrentDirection = (ThePaths.ConnectedNode(curLink + pCurNode->firstLink) >= pVehicle->AutoPilot.m_nCurrentRouteNode) ? 1 : -1;
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