Fix lead indicator prediction & align projectile lifetime (client/server)
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5fcb1d1234
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@ -423,7 +423,7 @@ private:
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float len = worldForward.norm();
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if (len > 1e-6f) worldForward /= len;
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pr.vel = worldForward * velocity;
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pr.lifeMs = 5000.0f;
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pr.lifeMs = 15000.0f;
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g_projectiles.push_back(pr);
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std::cout << "Server: Created projectile from player " << id_
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114
src/Space.cpp
114
src/Space.cpp
@ -25,6 +25,13 @@
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#include "network/LocalClient.h"
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#endif
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// --- TEMP DEBUG SHOT LOG ---
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#define DEBUG_SHOTLOG 1
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#if DEBUG_SHOTLOG
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static uint64_t g_lastShotLogMs = 0;
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static uint64_t g_lastAimLogMs = 0;
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#endif
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namespace ZL
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{
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@ -1143,40 +1150,56 @@ namespace ZL
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Vector3f shooterPos = Environment::shipState.position + Environment::shipState.rotation * Vector3f{ 0.0f, 0.9f - 6.0f, 5.0f };
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// скорость цели в мире (вектор)
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Vector3f shooterVel = ForwardFromRotation(Environment::shipState.rotation) * Environment::shipState.velocity;
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// Vector3f shooterVel = ForwardFromRotation(Environment::shipState.rotation) * Environment::shipState.velocity;
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float shooterSpeed = std::abs(Environment::shipState.velocity);
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// В нашей физике линейная скорость корабля всегда направлена по его forward (-Z).
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// Когда игрок "наводится" на lead, forward (и скорость) становятся сонаправлены с выстрелом,
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// поэтому эффективная скорость снаряда в мире ≈ muzzle + shipSpeed.
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const float effectiveProjectileSpeed = projectileSpeed + shooterSpeed;
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Vector3f shooterVel = Vector3f::Zero(); // скорость уже учтена в effectiveProjectileSpeed
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Vector3f targetVel = ForwardFromRotation(st.rotation) * st.velocity;
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// --- ВАЖНО: у нас remote state берется на now_ms - CLIENT_DELAY
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// Значит shipWorld - это позиция ~0.5 сек назад.
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// Для корректного lead нужно предсказать положение цели на "сейчас".
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const float clientDelaySec = (float)CLIENT_DELAY / 1000.0f;
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Vector3f targetPosNow = shipWorld + targetVel * clientDelaySec;
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const float minTargetSpeed = 0.5f; // подобрать (в твоих единицах)
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bool targetMoving = (targetVel.norm() > minTargetSpeed);
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// альфа круга
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float leadAlpha = targetMoving ? 1.0f : 0.5f;
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Vector3f leadWorld = shipWorld;
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// Vector3f leadWorld = shipWorld;
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Vector3f leadWorld = targetPosNow;
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bool haveLead = false;
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// чтобы круг не улетал далеко: максимум 4 секунды (подстроить под игру)
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float distToTarget = (Environment::shipState.position - shipWorld).norm();
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float maxLeadTime = std::clamp((distToTarget / projectileSpeed) * 1.2f, 0.05f, 4.0f);
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// Дистанцию лучше считать от реальной точки вылета
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float distToTarget = (shooterPos - targetPosNow).norm();
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// Максимальное время перехвата ограничиваем жизнью пули
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const float projectileLifeSec = (float)PROJECTILE_LIFE / 1000.0f;
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float maxLeadTime = std::clamp((distToTarget / effectiveProjectileSpeed) * 1.25f, 0.01f, projectileLifeSec * 0.98f);
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if (!targetMoving) {
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// Цель стоит: рисуем lead прямо на ней, но полупрозрачный
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leadWorld = shipWorld;
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leadWorld = targetPosNow;
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haveLead = true;
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}
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else {
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float tLead = 0.0f;
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// 1) Пытаемся “правильное” решение перехвата
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bool ok = SolveLeadInterceptTime(shooterPos, shooterVel, shipWorld, targetVel, projectileSpeed, tLead);
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bool ok = SolveLeadInterceptTime(shooterPos, shooterVel, targetPosNow, targetVel, effectiveProjectileSpeed, tLead);
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// 2) Если решения нет / оно плохое — fallback (чтобы круг не пропадал при пролёте "вбок")
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// Это ключевое изменение: lead всегда будет.
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if (!ok || !(tLead > 0.0f) || tLead > maxLeadTime) {
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tLead = std::clamp(distToTarget / projectileSpeed, 0.05f, maxLeadTime);
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tLead = std::clamp(distToTarget / effectiveProjectileSpeed, 0.05f, maxLeadTime);
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}
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leadWorld = shipWorld + targetVel * tLead;
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leadWorld = targetPosNow + targetVel * tLead;
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haveLead = true;
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}
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@ -1421,7 +1444,8 @@ namespace ZL
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firePressed = false;
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if (now_ms - lastProjectileFireTime >= static_cast<uint64_t>(projectileCooldownMs)) {
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lastProjectileFireTime = now_ms;
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const float projectileSpeed = 250.0f;
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// const float projectileSpeed = 250.0f;
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const float projectileSpeed = PROJECTILE_VELOCITY;
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this->fireProjectiles();
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@ -1429,7 +1453,71 @@ namespace ZL
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Eigen::Vector3f worldForward = (Environment::shipState.rotation * localForward).normalized();
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Eigen::Vector3f centerPos = Environment::shipState.position +
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Environment::shipState.rotation * Vector3f{ 0, 0.9f, 5.0f };
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Environment::shipState.rotation * Vector3f{ 0, 0.9f - 6.0f, 5.0f };
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#if DEBUG_SHOTLOG
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// лог не чаще чем раз в 250мс, чтобы не заспамить консоль
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if (now_ms - g_lastShotLogMs > 250) {
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g_lastShotLogMs = now_ms;
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// 1) кого мы сейчас таргетим (как в HUD)
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int tid = pickTargetId();
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if (tid >= 0 && remotePlayerStates.count(tid)) {
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const ClientState& st = remotePlayerStates.at(tid);
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// shooterPos ДОЛЖЕН совпадать с тем, что используется в lead (HUD)
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Vector3f shooterPos = Environment::shipState.position
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+ Environment::shipState.rotation * Vector3f{ 0.0f, 0.9f - 6.0f, 5.0f };
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Vector3f targetPos = st.position;
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Vector3f targetVel = ForwardFromRotation(st.rotation) * st.velocity;
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const float clientDelaySec = (float)CLIENT_DELAY / 1000.0f;
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Vector3f targetPosNow = targetPos + targetVel * clientDelaySec;
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float shooterSpeed = std::abs(Environment::shipState.velocity);
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float effSpeed = PROJECTILE_VELOCITY + shooterSpeed;
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float dist = (shooterPos - targetPosNow).norm();
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float projectileLifeSec = (float)PROJECTILE_LIFE / 1000.0f;
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float tStraight = dist / max(1e-3f, effSpeed);
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// попытка solve lead
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float tLead = 0.0f;
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bool ok = SolveLeadInterceptTime(shooterPos, Vector3f::Zero(), targetPosNow, targetVel, effSpeed, tLead);
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// clamp как у HUD
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float maxLeadTime = std::clamp(tStraight * 1.25f, 0.01f, projectileLifeSec * 0.98f);
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if (!ok || !(tLead > 0.0f) || tLead > maxLeadTime) {
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tLead = std::clamp(tStraight, 0.05f, maxLeadTime);
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}
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Vector3f leadWorld = targetPosNow + targetVel * tLead;
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std::cout
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<< "\n[SHOTLOG] now_ms=" << now_ms
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<< " tid=" << tid
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<< " dist=" << dist
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<< " tStraight=" << tStraight
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<< " tLead=" << tLead
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<< " lifeSec=" << projectileLifeSec
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<< " effSpeed=" << effSpeed
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<< " shipSpeed=" << shooterSpeed
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<< "\n shooterPos=(" << shooterPos.x() << "," << shooterPos.y() << "," << shooterPos.z() << ")"
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<< "\n centerPos (sent)=(" << centerPos.x() << "," << centerPos.y() << "," << centerPos.z() << ")"
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<< "\n targetPos(raw)=(" << targetPos.x() << "," << targetPos.y() << "," << targetPos.z() << ")"
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<< "\n targetPosNow =(" << targetPosNow.x() << "," << targetPosNow.y() << "," << targetPosNow.z() << ")"
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<< "\n targetVel=(" << targetVel.x() << "," << targetVel.y() << "," << targetVel.z() << ")"
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<< "\n leadWorld=(" << leadWorld.x() << "," << leadWorld.y() << "," << leadWorld.z() << ")"
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<< "\n okSolve=" << (ok ? "true" : "false")
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<< "\n WILL_REACH=" << ((tStraight <= projectileLifeSec) ? "YES" : "NO (life too short)")
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<< std::endl;
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}
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else {
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std::cout << "\n[SHOTLOG] now_ms=" << now_ms << " no target\n";
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}
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}
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#endif
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Eigen::Quaternionf q(Environment::shipState.rotation);
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float speedToSend = projectileSpeed + Environment::shipState.velocity;
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@ -1743,8 +1831,8 @@ namespace ZL
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const float size = 0.5f;
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for (const auto& pi : pending) {
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const std::vector<Vector3f> localOffsets = {
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Vector3f{ -1.5f, 0.9f, 5.0f },
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Vector3f{ 1.5f, 0.9f, 5.0f }
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Vector3f{ -1.5f, 0.9f - 6.0f, 5.0f },
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Vector3f{ 1.5f, 0.9f - 6.0f, 5.0f }
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};
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Vector3f localForward = { 0, 0, -1 };
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