Start supporting less accurate pitches
Fix secondsSinceRunnerLastMove nil bug
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@ -264,7 +264,7 @@ function Baserunning:updateNonBatterRunners(appliedSpeed, forcedOnly, deltaSecon
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self.secondsSinceLastRunnerMove = 0
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self:updateForcedRunners()
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else
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self.secondsSinceLastRunnerMove = self.secondsSinceLastRunnerMove + deltaSeconds
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self.secondsSinceLastRunnerMove = (self.secondsSinceLastRunnerMove or 0) + deltaSeconds
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end
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return runnersStillMoving, runnersScored, self.secondsSinceLastRunnerMove
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23
src/main.lua
23
src/main.lua
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@ -196,13 +196,14 @@ end
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---@param pitchFlyTimeMs number | nil
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---@param pitchTypeIndex number | nil
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function Game:pitch(pitchFlyTimeMs, pitchTypeIndex)
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---@param accuracy number The closer to 1.0, the better
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function Game:pitch(pitchFlyTimeMs, pitchTypeIndex, accuracy)
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self.state.ball:markUncatchable()
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self.state.ball.heldBy = nil
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self.state.pitchIsOver = false
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self.state.offenseState = C.Offense.batting
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local current = Pitches[pitchTypeIndex](self.state.ball)
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local current = Pitches[pitchTypeIndex](accuracy, self.state.ball)
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self.state.ball.xAnimator = current.x
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self.state.ball.yAnimator = current.y or Pitches[1](self.state.ball).y
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@ -450,17 +451,17 @@ function Game:returnToPitcher()
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end
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---@param throwFly number
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function Game:userPitch(throwFly)
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function Game:userPitch(throwFly, accuracy)
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local aPressed = playdate.buttonIsPressed(playdate.kButtonA)
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local bPressed = playdate.buttonIsPressed(playdate.kButtonB)
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if not aPressed and not bPressed then
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self:pitch(throwFly, 1)
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self:pitch(throwFly, 1, accuracy)
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elseif aPressed and not bPressed then
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self:pitch(throwFly, 2)
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self:pitch(throwFly, 2, accuracy)
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elseif not aPressed and bPressed then
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self:pitch(throwFly, 3)
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self:pitch(throwFly, 3, accuracy)
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elseif aPressed and bPressed then
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self:pitch(throwFly, 4)
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self:pitch(throwFly, 4, accuracy)
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end
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end
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@ -519,15 +520,15 @@ function Game:updateGameState()
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self:updateBatting(self.state.batAngleDeg, batSpeed)
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-- Walk batter to the plate
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self.baserunning:updateRunner(self.baserunning.batter, nil, crankLimited, self.state.deltaSeconds)
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self.baserunning:updateRunner(self.baserunning.batter, nil, userOnOffense and crankLimited or 0, self.state.deltaSeconds)
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if pitchTracker.secondsSinceLastPitch > C.PitchAfterSeconds then
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if userOnDefense then
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local powerRatio, isPerfect = throwMeter:readThrow(crankChange)
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local powerRatio, accuracy, isPerfect = throwMeter:readThrow(crankChange)
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if powerRatio then
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local throwFly = C.PitchFlyMs / powerRatio
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if throwFly and not self:buttonControlledThrow(throwFly, true) then
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self:userPitch(throwFly)
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self:userPitch(throwFly, accuracy)
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end
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end
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else
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@ -547,7 +548,7 @@ function Game:updateGameState()
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end
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if userOnDefense then
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local powerRatio, isPerfect = throwMeter:readThrow(crankChange)
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local powerRatio, accuracy, isPerfect = throwMeter:readThrow(crankChange)
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if powerRatio then
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local throwFly = C.PitchFlyMs / powerRatio
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if throwFly then
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@ -18,6 +18,7 @@ function Npc.new(runners, fielders)
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}, { __index = Npc })
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end
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-- TODO: FAR more nuanced NPC batting.
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---@param ball XyPair
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---@param pitchIsOver boolean
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---@param deltaSec number
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@ -4,35 +4,47 @@
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---@type pd_graphics_lib
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local gfx <const> = playdate.graphics
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local StrikeZoneWidth <const> = C.StrikeZoneEndX - C.StrikeZoneStartX
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-- TODO? Also degrade speed
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function getPitchMissBy(accuracy)
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accuracy = accuracy or 1.0
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local missBy = (1 - accuracy) * StrikeZoneWidth * 3
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if math.random() > 0.5 then
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missBy = missBy * -1
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end
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return missBy
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end
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---@type Pitch[]
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Pitches = {
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-- Fastball
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function()
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function(accuracy)
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return {
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x = gfx.animator.new(0, C.PitchStart.x, C.PitchStart.x, playdate.easingFunctions.linear),
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x = gfx.animator.new(0, C.PitchStart.x, getPitchMissBy(accuracy) + C.PitchStart.x, playdate.easingFunctions.linear),
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y = gfx.animator.new(C.PitchFlyMs / 1.3, C.PitchStart.y, C.PitchEndY, playdate.easingFunctions.linear),
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}
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end,
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-- Curve ball
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function()
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function(accuracy)
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return {
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x = gfx.animator.new(C.PitchFlyMs, C.PitchStart.x + 20, C.PitchStart.x, utils.easingHill),
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x = gfx.animator.new(C.PitchFlyMs, getPitchMissBy(accuracy) + C.PitchStart.x + 20, C.PitchStart.x, utils.easingHill),
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y = gfx.animator.new(C.PitchFlyMs, C.PitchStart.y, C.PitchEndY, playdate.easingFunctions.linear),
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}
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end,
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-- Slider
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function()
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function(accuracy)
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return {
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x = gfx.animator.new(C.PitchFlyMs, C.PitchStart.x - 20, C.PitchStart.x, utils.easingHill),
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x = gfx.animator.new(C.PitchFlyMs, getPitchMissBy(accuracy) + C.PitchStart.x - 20, C.PitchStart.x, utils.easingHill),
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y = gfx.animator.new(C.PitchFlyMs, C.PitchStart.y, C.PitchEndY, playdate.easingFunctions.linear),
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}
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end,
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-- Wobbbleball
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function(ball)
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function(accuracy, ball)
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return {
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x = {
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currentValue = function()
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return C.PitchStart.x + (10 * math.sin((ball.yAnimator:currentValue() - C.PitchStart.y) / 10))
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return getPitchMissBy(accuracy) + C.PitchStart.x + (10 * math.sin((ball.yAnimator:currentValue() - C.PitchStart.y) / 10))
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end,
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reset = function() end,
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},
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@ -117,14 +129,20 @@ local crankQueue = {}
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--- Returns nil when a throw is NOT requested.
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---@param chargeAmount number
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---@return number | nil powerRatio, boolean isPerfect
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---@return number | nil powerRatio, number | nil accuracy, boolean isPerfect
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function throwMeter:readThrow(chargeAmount)
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local ret = self:applyCharge(chargeAmount)
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if ret then
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local ratio = ret / self.idealPower
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return ratio, math.abs(ratio - 1) < 0.05
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local accuracy
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if ratio >= 1 then
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accuracy = 1 / ratio / 2
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else
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accuracy = 1 -- Accuracy is perfect on slow throws
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end
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return ratio, accuracy, math.abs(ratio - 1) < 0.05
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end
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return nil, false
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return nil, nil, false
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end
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--- If (within approx. a third of a second) the crank has moved more than 45 degrees, call that a throw.
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