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CruiseControl.cpp
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CruiseControl.cpp
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#include "CruiseControl.h"
#include "ScriptSettings.hpp"
#include "VehicleData.hpp"
#include "Input/CarControls.hpp"
#include "Util/MathExt.h"
#include "Util/UIUtils.h"
#include <fmt/format.h>
#include <inc/enums.h>
#include <inc/natives.h>
extern CarControls g_controls;
extern ScriptSettings g_settings;
extern Vehicle g_playerVehicle;
extern VehicleData g_vehData;
extern VehicleGearboxStates g_gearStates;
using VExt = VehicleExtensions;
struct SRayResult {
BOOL Hit;
Vector3 HitCoord;
Entity HitEntity;
float Distance;
};
namespace {
bool active = false;
float cruiseThrottle = 0.0f;
bool adaptiveActive = false;
}
void UpdateAdaptive(float& targetSetpoint, float& brakeValue);
bool CruiseControl::GetActive() {
return active;
}
void CruiseControl::SetActive(bool active) {
::active = active;
cruiseThrottle = 0.0f;
UI::Notify(INFO, fmt::format("Cruise control {}", active ? "~g~ON" : "~r~OFF"), true);
}
bool CruiseControl::GetAdaptiveActive() {
return adaptiveActive;
}
SRayResult RayCast(Vehicle vehicle, Vector3 startOffset, Vector3 endOffset) {
auto rayOrg = ENTITY::GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(vehicle, startOffset);
auto rayEnd = ENTITY::GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(vehicle, endOffset);
// or START_SHAPE_TEST_LOS_PROBE
int ray = SHAPETEST::START_EXPENSIVE_SYNCHRONOUS_SHAPE_TEST_LOS_PROBE(
rayOrg, rayEnd,
10, vehicle, 7);
BOOL hit = false;
Vector3 hitCoord, surfaceNormal;
Entity hitEntity;
int rayResult = SHAPETEST::GET_SHAPE_TEST_RESULT(ray, &hit, &hitCoord, &surfaceNormal, &hitEntity);
float distance = Distance(rayOrg, hitCoord);
if (g_settings.Debug.DisplayInfo) {
GRAPHICS::DRAW_LINE(rayOrg,
rayEnd,
hit ? 255 : 71,
hit ? 255 : 71,
hit ? 255 : 71,
255);
if (hit) {
UI::DrawSphere(hitCoord, 0.10f, Util::ColorsI::SolidWhite);
}
}
return {
hit, hitCoord, hitEntity, distance
};
}
// Casts an array of 9, returns closest result.
SRayResult MultiCast(Vehicle vehicle, float range) {
Vector3 dimMax, dimMin;
MISC::GET_MODEL_DIMENSIONS(ENTITY::GET_ENTITY_MODEL(vehicle), &dimMin, &dimMax);
Vector3 vel = ENTITY::GET_ENTITY_SPEED_VECTOR(vehicle, true);
Vector3 rotVel = ENTITY::GET_ENTITY_ROTATION_VELOCITY(g_playerVehicle);
Vector3 rotRelative{
120.0f * -sin(rotVel.z),
120.0f * cos(rotVel.z),
0
};
float avgAngle = VExt::GetWheelAverageAngle(g_playerVehicle);
Vector3 vecNextRot = (vel + rotRelative) * 0.5f;
std::vector<Vector3> offsets{
// centercenter
Vector3 {
0.0f,
dimMax.y,
0.0f,
},
// centertop / 2
Vector3 {
0.0f,
dimMax.y,
dimMax.z / 2.0f,
},
// centertop
Vector3 {
0.0f,
dimMax.y,
dimMax.z,
},
// centerbot / 2
Vector3 {
0.0f,
dimMax.y,
dimMin.z / 2.0f,
},
// centerbot
Vector3 {
0.0f,
dimMax.y,
dimMin.z,
},
// leftcenter / 2
Vector3 {
dimMin.x / 2.0f,
dimMax.y,
0.0f,
},
// leftcenter
Vector3 {
dimMin.x,
dimMax.y,
0.0f,
},
// rightcenter / 2
Vector3 {
dimMax.x / 2.0f,
dimMax.y,
0.0f,
},
// rightcenter
Vector3 {
dimMax.x,
dimMax.y,
0.0f,
},
};
SRayResult minResult{};
for (const auto& offset : offsets) {
Vector3 offVel = offset;
offVel.x += vecNextRot.x;
offVel.y += 120.0f;
auto result = RayCast(g_playerVehicle, offset, offVel);
if (result.Hit &&
(minResult.HitEntity == 0 || result.Distance < minResult.Distance)) {
minResult = result;
}
}
return minResult;
}
void CruiseControl::Update(float& throttle, float& brake, float& clutch) {
if (!active) {
adaptiveActive = false;
cruiseThrottle = 0.0f;
return;
}
float brakeValue = 0.0f;
float targetSetpoint = g_settings().DriveAssists.CruiseControl.Speed;
if (g_settings().DriveAssists.CruiseControl.Adaptive) {
UpdateAdaptive(targetSetpoint, brakeValue);
}
float delta = g_vehData.mVelocity.y - targetSetpoint;
if (brakeValue > 0.0f) {
throttle = 0.0f;
cruiseThrottle = 0.0f;
brake = brakeValue;
}
else {
brake = 0.0f;
// looks constant
const float cruiseAccCorrFactor = 1.0f;
// what is this?
float cruiseTgtAccFactor = 0.4f;
// keep under max grip * 9.8
float cruiseMaxAcceleration = g_settings().DriveAssists.CruiseControl.MaxAcceleration;
// By LieutenantDan
float targetAcceleration = std::clamp((targetSetpoint - g_vehData.mVelocity.y) * cruiseTgtAccFactor, -cruiseMaxAcceleration, cruiseMaxAcceleration);
if (!g_gearStates.Shifting)
cruiseThrottle = std::clamp(cruiseThrottle + (targetAcceleration - g_vehData.mAcceleration.y) * cruiseAccCorrFactor * MISC::GET_FRAME_TIME(), 0.0f, 1.0f);
throttle = std::clamp(throttle + cruiseThrottle, 0.0f, 1.0f);
}
brake = std::clamp(brake, 0.0f, 1.0f);
throttle = std::clamp(throttle, 0.0f, 1.0f);
}
void UpdateAdaptive(float& targetSetpoint, float& brakeValue) {
// 120m to 150m detection range
const float maxCastDist = 200.0f;
// When speed is zero, drive up to here
const float minFollowDistance = g_settings().DriveAssists.CruiseControl.MinFollowDistance;
// Start to match speed here
const float maxFollowDistance = g_settings().DriveAssists.CruiseControl.MaxFollowDistance;
auto result = MultiCast(g_playerVehicle, maxCastDist);
bool hit = result.Hit;
Vector3 hitCoord = result.HitCoord;
Entity hitEntity = result.HitEntity;
// Distances need to scale with vehicles' own speed.
// min: Distance where it should match speed
// Increase when fast
// Decrease when slow
// max: Distance where it should start slowing down
// Increase when fast
// Decrease when slow
if (hit) {
adaptiveActive = true;
//UI::DrawSphere(hitCoord, 0.10f, Util::ColorsI::SolidPink);
const float distMinSpdMult = g_settings().DriveAssists.CruiseControl.MinDistanceSpeedMult;
const float distMaxSpdMult = g_settings().DriveAssists.CruiseControl.MaxDistanceSpeedMult;
float distMin = std::max(g_vehData.mDimMax.y + minFollowDistance, g_vehData.mVelocity.y * distMinSpdMult);
float distMax = std::clamp(distMin + g_vehData.mVelocity.y * distMaxSpdMult, distMin, maxFollowDistance);
auto vehPos = ENTITY::GET_ENTITY_COORDS(g_playerVehicle, true);
float distance = Distance(vehPos, hitCoord);
float otherSpeed = ENTITY::GET_ENTITY_SPEED_VECTOR(hitEntity, true).y;
float deltaSpeed = g_vehData.mVelocity.y - otherSpeed;
if (distance < distMax) {
const float deltaMinBrkMult = g_settings().DriveAssists.CruiseControl.MinDeltaBrakeMult;
const float deltaMaxBrkMult = g_settings().DriveAssists.CruiseControl.MaxDeltaBrakeMult;
float targetSpeed =
map(distance,
distMin, distMax,
otherSpeed, targetSetpoint);
targetSpeed = std::clamp(targetSpeed, 0.0f, targetSetpoint);
targetSetpoint = targetSpeed;
float brakeMinDistance = g_vehData.mDimMax.y + minFollowDistance + deltaSpeed * deltaMinBrkMult;
float brakeMaxDistance = g_vehData.mDimMax.y + minFollowDistance + deltaSpeed * deltaMaxBrkMult;
if (distance < brakeMinDistance) {
brakeValue = map(distance,
brakeMinDistance, brakeMaxDistance,
0.0f, 1.0f);
brakeValue = std::clamp(brakeValue, 0.0f, 1.0f);
}
}
else if (Math::Near(distMin, distMax, 0.1f)) {
targetSetpoint = otherSpeed;
}
if (g_settings.Debug.DisplayInfo) {
auto entityCoords = ENTITY::GET_ENTITY_COORDS(hitEntity, true);
entityCoords.z += 2.0f;
UI::ShowText3D(entityCoords, { "Adaptive CC Target", std::format("Distance: {:.0f}", result.Distance) });
UI::DrawSphere(entityCoords, 0.25f, Util::ColorsI::SolidWhite);
}
}
else {
adaptiveActive = false;
}
}