Fix lead indicator prediction & align projectile lifetime (client/server)

This commit is contained in:
vottozi 2026-03-03 19:42:08 +06:00
parent 5fcb1d1234
commit 9eafcd27fb
2 changed files with 102 additions and 14 deletions

View File

@ -423,7 +423,7 @@ private:
float len = worldForward.norm(); float len = worldForward.norm();
if (len > 1e-6f) worldForward /= len; if (len > 1e-6f) worldForward /= len;
pr.vel = worldForward * velocity; pr.vel = worldForward * velocity;
pr.lifeMs = 5000.0f; pr.lifeMs = 15000.0f;
g_projectiles.push_back(pr); g_projectiles.push_back(pr);
std::cout << "Server: Created projectile from player " << id_ std::cout << "Server: Created projectile from player " << id_

View File

@ -25,6 +25,13 @@
#include "network/LocalClient.h" #include "network/LocalClient.h"
#endif #endif
// --- TEMP DEBUG SHOT LOG ---
#define DEBUG_SHOTLOG 1
#if DEBUG_SHOTLOG
static uint64_t g_lastShotLogMs = 0;
static uint64_t g_lastAimLogMs = 0;
#endif
namespace ZL namespace ZL
{ {
@ -1143,40 +1150,56 @@ namespace ZL
Vector3f shooterPos = Environment::shipState.position + Environment::shipState.rotation * Vector3f{ 0.0f, 0.9f - 6.0f, 5.0f }; Vector3f shooterPos = Environment::shipState.position + Environment::shipState.rotation * Vector3f{ 0.0f, 0.9f - 6.0f, 5.0f };
// скорость цели в мире (вектор) // скорость цели в мире (вектор)
Vector3f shooterVel = ForwardFromRotation(Environment::shipState.rotation) * Environment::shipState.velocity; // Vector3f shooterVel = ForwardFromRotation(Environment::shipState.rotation) * Environment::shipState.velocity;
float shooterSpeed = std::abs(Environment::shipState.velocity);
// В нашей физике линейная скорость корабля всегда направлена по его forward (-Z).
// Когда игрок "наводится" на lead, forward (и скорость) становятся сонаправлены с выстрелом,
// поэтому эффективная скорость снаряда в мире ≈ muzzle + shipSpeed.
const float effectiveProjectileSpeed = projectileSpeed + shooterSpeed;
Vector3f shooterVel = Vector3f::Zero(); // скорость уже учтена в effectiveProjectileSpeed
Vector3f targetVel = ForwardFromRotation(st.rotation) * st.velocity; Vector3f targetVel = ForwardFromRotation(st.rotation) * st.velocity;
// --- ВАЖНО: у нас remote state берется на now_ms - CLIENT_DELAY
// Значит shipWorld - это позиция ~0.5 сек назад.
// Для корректного lead нужно предсказать положение цели на "сейчас".
const float clientDelaySec = (float)CLIENT_DELAY / 1000.0f;
Vector3f targetPosNow = shipWorld + targetVel * clientDelaySec;
const float minTargetSpeed = 0.5f; // подобрать (в твоих единицах) const float minTargetSpeed = 0.5f; // подобрать (в твоих единицах)
bool targetMoving = (targetVel.norm() > minTargetSpeed); bool targetMoving = (targetVel.norm() > minTargetSpeed);
// альфа круга // альфа круга
float leadAlpha = targetMoving ? 1.0f : 0.5f; float leadAlpha = targetMoving ? 1.0f : 0.5f;
Vector3f leadWorld = shipWorld; // Vector3f leadWorld = shipWorld;
Vector3f leadWorld = targetPosNow;
bool haveLead = false; bool haveLead = false;
// чтобы круг не улетал далеко: максимум 4 секунды (подстроить под игру) // Дистанцию лучше считать от реальной точки вылета
float distToTarget = (Environment::shipState.position - shipWorld).norm(); float distToTarget = (shooterPos - targetPosNow).norm();
float maxLeadTime = std::clamp((distToTarget / projectileSpeed) * 1.2f, 0.05f, 4.0f); // Максимальное время перехвата ограничиваем жизнью пули
const float projectileLifeSec = (float)PROJECTILE_LIFE / 1000.0f;
float maxLeadTime = std::clamp((distToTarget / effectiveProjectileSpeed) * 1.25f, 0.01f, projectileLifeSec * 0.98f);
if (!targetMoving) { if (!targetMoving) {
// Цель стоит: рисуем lead прямо на ней, но полупрозрачный // Цель стоит: рисуем lead прямо на ней, но полупрозрачный
leadWorld = shipWorld; leadWorld = targetPosNow;
haveLead = true; haveLead = true;
} }
else { else {
float tLead = 0.0f; float tLead = 0.0f;
// 1) Пытаемся “правильное” решение перехвата // 1) Пытаемся “правильное” решение перехвата
bool ok = SolveLeadInterceptTime(shooterPos, shooterVel, shipWorld, targetVel, projectileSpeed, tLead); bool ok = SolveLeadInterceptTime(shooterPos, shooterVel, targetPosNow, targetVel, effectiveProjectileSpeed, tLead);
// 2) Если решения нет / оно плохое — fallback (чтобы круг не пропадал при пролёте "вбок") // 2) Если решения нет / оно плохое — fallback (чтобы круг не пропадал при пролёте "вбок")
// Это ключевое изменение: lead всегда будет. // Это ключевое изменение: lead всегда будет.
if (!ok || !(tLead > 0.0f) || tLead > maxLeadTime) { if (!ok || !(tLead > 0.0f) || tLead > maxLeadTime) {
tLead = std::clamp(distToTarget / projectileSpeed, 0.05f, maxLeadTime); tLead = std::clamp(distToTarget / effectiveProjectileSpeed, 0.05f, maxLeadTime);
} }
leadWorld = shipWorld + targetVel * tLead; leadWorld = targetPosNow + targetVel * tLead;
haveLead = true; haveLead = true;
} }
@ -1421,7 +1444,8 @@ namespace ZL
firePressed = false; firePressed = false;
if (now_ms - lastProjectileFireTime >= static_cast<uint64_t>(projectileCooldownMs)) { if (now_ms - lastProjectileFireTime >= static_cast<uint64_t>(projectileCooldownMs)) {
lastProjectileFireTime = now_ms; lastProjectileFireTime = now_ms;
const float projectileSpeed = 250.0f; // const float projectileSpeed = 250.0f;
const float projectileSpeed = PROJECTILE_VELOCITY;
this->fireProjectiles(); this->fireProjectiles();
@ -1429,7 +1453,71 @@ namespace ZL
Eigen::Vector3f worldForward = (Environment::shipState.rotation * localForward).normalized(); Eigen::Vector3f worldForward = (Environment::shipState.rotation * localForward).normalized();
Eigen::Vector3f centerPos = Environment::shipState.position + Eigen::Vector3f centerPos = Environment::shipState.position +
Environment::shipState.rotation * Vector3f{ 0, 0.9f, 5.0f }; Environment::shipState.rotation * Vector3f{ 0, 0.9f - 6.0f, 5.0f };
#if DEBUG_SHOTLOG
// лог не чаще чем раз в 250мс, чтобы не заспамить консоль
if (now_ms - g_lastShotLogMs > 250) {
g_lastShotLogMs = now_ms;
// 1) кого мы сейчас таргетим (как в HUD)
int tid = pickTargetId();
if (tid >= 0 && remotePlayerStates.count(tid)) {
const ClientState& st = remotePlayerStates.at(tid);
// shooterPos ДОЛЖЕН совпадать с тем, что используется в lead (HUD)
Vector3f shooterPos = Environment::shipState.position
+ Environment::shipState.rotation * Vector3f{ 0.0f, 0.9f - 6.0f, 5.0f };
Vector3f targetPos = st.position;
Vector3f targetVel = ForwardFromRotation(st.rotation) * st.velocity;
const float clientDelaySec = (float)CLIENT_DELAY / 1000.0f;
Vector3f targetPosNow = targetPos + targetVel * clientDelaySec;
float shooterSpeed = std::abs(Environment::shipState.velocity);
float effSpeed = PROJECTILE_VELOCITY + shooterSpeed;
float dist = (shooterPos - targetPosNow).norm();
float projectileLifeSec = (float)PROJECTILE_LIFE / 1000.0f;
float tStraight = dist / max(1e-3f, effSpeed);
// попытка solve lead
float tLead = 0.0f;
bool ok = SolveLeadInterceptTime(shooterPos, Vector3f::Zero(), targetPosNow, targetVel, effSpeed, tLead);
// clamp как у HUD
float maxLeadTime = std::clamp(tStraight * 1.25f, 0.01f, projectileLifeSec * 0.98f);
if (!ok || !(tLead > 0.0f) || tLead > maxLeadTime) {
tLead = std::clamp(tStraight, 0.05f, maxLeadTime);
}
Vector3f leadWorld = targetPosNow + targetVel * tLead;
std::cout
<< "\n[SHOTLOG] now_ms=" << now_ms
<< " tid=" << tid
<< " dist=" << dist
<< " tStraight=" << tStraight
<< " tLead=" << tLead
<< " lifeSec=" << projectileLifeSec
<< " effSpeed=" << effSpeed
<< " shipSpeed=" << shooterSpeed
<< "\n shooterPos=(" << shooterPos.x() << "," << shooterPos.y() << "," << shooterPos.z() << ")"
<< "\n centerPos (sent)=(" << centerPos.x() << "," << centerPos.y() << "," << centerPos.z() << ")"
<< "\n targetPos(raw)=(" << targetPos.x() << "," << targetPos.y() << "," << targetPos.z() << ")"
<< "\n targetPosNow =(" << targetPosNow.x() << "," << targetPosNow.y() << "," << targetPosNow.z() << ")"
<< "\n targetVel=(" << targetVel.x() << "," << targetVel.y() << "," << targetVel.z() << ")"
<< "\n leadWorld=(" << leadWorld.x() << "," << leadWorld.y() << "," << leadWorld.z() << ")"
<< "\n okSolve=" << (ok ? "true" : "false")
<< "\n WILL_REACH=" << ((tStraight <= projectileLifeSec) ? "YES" : "NO (life too short)")
<< std::endl;
}
else {
std::cout << "\n[SHOTLOG] now_ms=" << now_ms << " no target\n";
}
}
#endif
Eigen::Quaternionf q(Environment::shipState.rotation); Eigen::Quaternionf q(Environment::shipState.rotation);
float speedToSend = projectileSpeed + Environment::shipState.velocity; float speedToSend = projectileSpeed + Environment::shipState.velocity;
@ -1743,8 +1831,8 @@ namespace ZL
const float size = 0.5f; const float size = 0.5f;
for (const auto& pi : pending) { for (const auto& pi : pending) {
const std::vector<Vector3f> localOffsets = { const std::vector<Vector3f> localOffsets = {
Vector3f{ -1.5f, 0.9f, 5.0f }, Vector3f{ -1.5f, 0.9f - 6.0f, 5.0f },
Vector3f{ 1.5f, 0.9f, 5.0f } Vector3f{ 1.5f, 0.9f - 6.0f, 5.0f }
}; };
Vector3f localForward = { 0, 0, -1 }; Vector3f localForward = { 0, 0, -1 };