mirror of
https://github.com/ineedbots/iw3_bot_warfare.git
synced 2025-04-22 10:15:44 +00:00
Added distance degrading and improved smoke detection
This commit is contained in:
parent
ec7ca32da6
commit
9eab58289a
@ -14,34 +14,35 @@ added()
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self.pers["bots"] = [];
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self.pers["bots"]["skill"] = [];
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self.pers["bots"]["skill"]["base"] = 7;
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self.pers["bots"]["skill"]["aim_time"] = 0.05;
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self.pers["bots"]["skill"]["init_react_time"] = 0;
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self.pers["bots"]["skill"]["reaction_time"] = 0;
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self.pers["bots"]["skill"]["no_trace_ads_time"] = 2500;
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self.pers["bots"]["skill"]["no_trace_look_time"] = 10000;
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self.pers["bots"]["skill"]["remember_time"] = 25000;
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self.pers["bots"]["skill"]["fov"] = -1;
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self.pers["bots"]["skill"]["dist"] = 100000;
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self.pers["bots"]["skill"]["spawn_time"] = 0;
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self.pers["bots"]["skill"]["help_dist"] = 10000;
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self.pers["bots"]["skill"]["semi_time"] = 0.05;
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self.pers["bots"]["skill"]["shoot_after_time"] = 1;
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self.pers["bots"]["skill"]["aim_offset_time"] = 1;
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self.pers["bots"]["skill"]["aim_offset_amount"] = 1;
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self.pers["bots"]["skill"]["bone_update_interval"] = 0.05;
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self.pers["bots"]["skill"]["bones"] = "j_head";
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self.pers["bots"]["skill"]["base"] = 7; // a base knownledge of the bot
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self.pers["bots"]["skill"]["aim_time"] = 0.05; // how long it takes for a bot to aim to a location
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self.pers["bots"]["skill"]["init_react_time"] = 0; // the reaction time of the bot for inital targets
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self.pers["bots"]["skill"]["reaction_time"] = 0; // reaction time for the bots of reoccuring targets
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self.pers["bots"]["skill"]["no_trace_ads_time"] = 2500; // how long a bot ads's when they cant see the target
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self.pers["bots"]["skill"]["no_trace_look_time"] = 10000; // how long a bot will look at a target's last position
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self.pers["bots"]["skill"]["remember_time"] = 25000; // how long a bot will remember a target before forgetting about it when they cant see the target
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self.pers["bots"]["skill"]["fov"] = -1; // the fov of the bot, -1 being 360, 1 being 0
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self.pers["bots"]["skill"]["dist_max"] = 100000 * 2; // the longest distance a bot will target
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self.pers["bots"]["skill"]["dist_start"] = 100000; // the start distance before bot's target abilitys diminish
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self.pers["bots"]["skill"]["spawn_time"] = 0; // how long a bot waits after spawning before targeting, etc
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self.pers["bots"]["skill"]["help_dist"] = 10000; // how far a bot has awareness
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self.pers["bots"]["skill"]["semi_time"] = 0.05; // how fast a bot shoots semiauto
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self.pers["bots"]["skill"]["shoot_after_time"] = 1; // how long a bot shoots after target dies/cant be seen
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self.pers["bots"]["skill"]["aim_offset_time"] = 1; // how long a bot correct's their aim after targeting
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self.pers["bots"]["skill"]["aim_offset_amount"] = 1; // how far a bot's incorrect aim is
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self.pers["bots"]["skill"]["bone_update_interval"] = 0.05; // how often a bot changes their bone target
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self.pers["bots"]["skill"]["bones"] = "j_head"; // a list of comma seperated bones the bot will aim at
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self.pers["bots"]["behavior"] = [];
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self.pers["bots"]["behavior"]["strafe"] = 50;
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self.pers["bots"]["behavior"]["nade"] = 50;
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self.pers["bots"]["behavior"]["sprint"] = 50;
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self.pers["bots"]["behavior"]["camp"] = 50;
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self.pers["bots"]["behavior"]["follow"] = 50;
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self.pers["bots"]["behavior"]["crouch"] = 10;
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self.pers["bots"]["behavior"]["switch"] = 1;
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self.pers["bots"]["behavior"]["class"] = 1;
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self.pers["bots"]["behavior"]["jump"] = 100;
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self.pers["bots"]["behavior"]["strafe"] = 50; // percentage of how often the bot strafes a target
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self.pers["bots"]["behavior"]["nade"] = 50; // percentage of how often the bot will grenade
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self.pers["bots"]["behavior"]["sprint"] = 50; // percentage of how often the bot will sprint
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self.pers["bots"]["behavior"]["camp"] = 50; // percentage of how often the bot will camp
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self.pers["bots"]["behavior"]["follow"] = 50; // percentage of how often the bot will follow
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self.pers["bots"]["behavior"]["crouch"] = 10; // percentage of how often the bot will crouch
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self.pers["bots"]["behavior"]["switch"] = 1; // percentage of how often the bot will switch weapons
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self.pers["bots"]["behavior"]["class"] = 1; // percentage of how often the bot will change classes
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self.pers["bots"]["behavior"]["jump"] = 100; // percentage of how often the bot will jumpshot and dropshot
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}
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/*
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@ -578,10 +579,25 @@ updateAimOffset(obj)
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/*
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Updates the target object to be traced Has LOS
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*/
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targetObjUpdateTraced(obj, daDist, ent, theTime)
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targetObjUpdateTraced(obj, daDist, ent, theTime, isScriptObj)
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{
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distClose = self.pers["bots"]["skill"]["dist_start"];
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distClose *= distClose;
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distMax = self.pers["bots"]["skill"]["dist_max"];
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distMax *= distMax;
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timeMulti = 1;
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if (!isScriptObj)
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{
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if (daDist > distMax)
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timeMulti = 0;
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else if (daDist > distClose)
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timeMulti = 1 - ((daDist - distClose) / (distMax - distClose));
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}
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obj.no_trace_time = 0;
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obj.trace_time += 50;
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obj.trace_time += int(50 * timeMulti);
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obj.dist = daDist;
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obj.last_seen_pos = ent.origin;
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obj.trace_time_time = theTime;
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@ -617,8 +633,6 @@ target()
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myEye = self GetEyePos();
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theTime = getTime();
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myAngles = self GetPlayerAngles();
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distsq = self.pers["bots"]["skill"]["dist"];
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distsq *= distsq;
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myFov = self.pers["bots"]["skill"]["fov"];
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bestTargets = [];
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bestTime = 9999999999;
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@ -664,7 +678,7 @@ target()
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self.bot.targets[key] = obj;
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}
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self targetObjUpdateTraced(obj, daDist, ent, theTime);
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self targetObjUpdateTraced(obj, daDist, ent, theTime, true);
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}
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else
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{
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@ -693,7 +707,7 @@ target()
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obj = self.bot.targets[key];
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daDist = distanceSquared(self.origin, player.origin);
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isObjDef = isDefined(obj);
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if((level.teamBased && self.team == player.team) || player.sessionstate != "playing" || !isAlive(player) || daDist > distsq)
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if((level.teamBased && self.team == player.team) || player.sessionstate != "playing" || !isAlive(player))
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{
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if(isObjDef)
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self.bot.targets[key] = undefined;
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@ -731,7 +745,7 @@ target()
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self.bot.targets[key] = obj;
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}
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self targetObjUpdateTraced(obj, daDist, player, theTime);
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self targetObjUpdateTraced(obj, daDist, player, theTime, false);
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}
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else
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{
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@ -1537,7 +1551,7 @@ movetowards(goal)
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{
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self botMoveTo(goal);
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if(time > 2.5)
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if(time > 3)
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{
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time = 0;
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if(distanceSquared(self.origin, lastOri) < 128)
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@ -1556,8 +1570,6 @@ movetowards(goal)
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}
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else if(timeslow > 1.5)
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{
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self stand();
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wait 1;
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self thread jump();
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}
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else if(timeslow > 0.75)
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@ -275,7 +275,8 @@ difficulty()
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self.pers["bots"]["skill"]["no_trace_look_time"] = 600;
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self.pers["bots"]["skill"]["remember_time"] = 750;
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self.pers["bots"]["skill"]["fov"] = 0.7;
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self.pers["bots"]["skill"]["dist"] = 1000;
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self.pers["bots"]["skill"]["dist_max"] = 2500;
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self.pers["bots"]["skill"]["dist_start"] = 1000;
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self.pers["bots"]["skill"]["spawn_time"] = 0.75;
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self.pers["bots"]["skill"]["help_dist"] = 0;
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self.pers["bots"]["skill"]["semi_time"] = 0.9;
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@ -303,7 +304,8 @@ difficulty()
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self.pers["bots"]["skill"]["no_trace_look_time"] = 1250;
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self.pers["bots"]["skill"]["remember_time"] = 1500;
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self.pers["bots"]["skill"]["fov"] = 0.65;
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self.pers["bots"]["skill"]["dist"] = 1500;
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self.pers["bots"]["skill"]["dist_max"] = 3000;
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self.pers["bots"]["skill"]["dist_start"] = 1500;
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self.pers["bots"]["skill"]["spawn_time"] = 0.65;
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self.pers["bots"]["skill"]["help_dist"] = 500;
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self.pers["bots"]["skill"]["semi_time"] = 0.75;
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@ -331,7 +333,8 @@ difficulty()
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self.pers["bots"]["skill"]["no_trace_look_time"] = 1500;
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self.pers["bots"]["skill"]["remember_time"] = 2000;
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self.pers["bots"]["skill"]["fov"] = 0.6;
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self.pers["bots"]["skill"]["dist"] = 2250;
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self.pers["bots"]["skill"]["dist_max"] = 4000;
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self.pers["bots"]["skill"]["dist_start"] = 2250;
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self.pers["bots"]["skill"]["spawn_time"] = 0.5;
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self.pers["bots"]["skill"]["help_dist"] = 750;
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self.pers["bots"]["skill"]["semi_time"] = 0.65;
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@ -359,7 +362,8 @@ difficulty()
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self.pers["bots"]["skill"]["no_trace_look_time"] = 1500;
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self.pers["bots"]["skill"]["remember_time"] = 3000;
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self.pers["bots"]["skill"]["fov"] = 0.55;
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self.pers["bots"]["skill"]["dist"] = 3350;
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self.pers["bots"]["skill"]["dist_max"] = 5000;
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self.pers["bots"]["skill"]["dist_start"] = 3350;
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self.pers["bots"]["skill"]["spawn_time"] = 0.35;
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self.pers["bots"]["skill"]["help_dist"] = 1000;
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self.pers["bots"]["skill"]["semi_time"] = 0.5;
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@ -387,7 +391,8 @@ difficulty()
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self.pers["bots"]["skill"]["no_trace_look_time"] = 2000;
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self.pers["bots"]["skill"]["remember_time"] = 4000;
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self.pers["bots"]["skill"]["fov"] = 0.5;
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self.pers["bots"]["skill"]["dist"] = 5000;
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self.pers["bots"]["skill"]["dist_max"] = 7500;
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self.pers["bots"]["skill"]["dist_start"] = 5000;
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self.pers["bots"]["skill"]["spawn_time"] = 0.25;
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self.pers["bots"]["skill"]["help_dist"] = 1500;
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self.pers["bots"]["skill"]["semi_time"] = 0.4;
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@ -415,7 +420,8 @@ difficulty()
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self.pers["bots"]["skill"]["no_trace_look_time"] = 3000;
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self.pers["bots"]["skill"]["remember_time"] = 5000;
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self.pers["bots"]["skill"]["fov"] = 0.45;
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self.pers["bots"]["skill"]["dist"] = 7500;
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self.pers["bots"]["skill"]["dist_max"] = 10000;
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self.pers["bots"]["skill"]["dist_start"] = 7500;
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self.pers["bots"]["skill"]["spawn_time"] = 0.2;
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self.pers["bots"]["skill"]["help_dist"] = 2000;
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self.pers["bots"]["skill"]["semi_time"] = 0.25;
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@ -443,7 +449,8 @@ difficulty()
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self.pers["bots"]["skill"]["no_trace_look_time"] = 4000;
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self.pers["bots"]["skill"]["remember_time"] = 7500;
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self.pers["bots"]["skill"]["fov"] = 0.4;
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self.pers["bots"]["skill"]["dist"] = 10000;
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self.pers["bots"]["skill"]["dist_max"] = 15000;
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self.pers["bots"]["skill"]["dist_start"] = 10000;
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self.pers["bots"]["skill"]["spawn_time"] = 0.05;
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self.pers["bots"]["skill"]["help_dist"] = 3000;
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self.pers["bots"]["skill"]["semi_time"] = 0.1;
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@ -490,7 +497,11 @@ set_diff()
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self.pers["bots"]["skill"]["no_trace_look_time"] = 50 * randomInt(100);
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self.pers["bots"]["skill"]["remember_time"] = 50 * randomInt(100);
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self.pers["bots"]["skill"]["fov"] = randomFloatRange(-1, 1);
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self.pers["bots"]["skill"]["dist"] = randomIntRange(500, 25000);
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randomNum = randomIntRange(500, 25000);
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self.pers["bots"]["skill"]["dist_start"] = randomNum;
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self.pers["bots"]["skill"]["dist_max"] = randomNum * 2;
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self.pers["bots"]["skill"]["spawn_time"] = 0.05 * randomInt(20);
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self.pers["bots"]["skill"]["help_dist"] = randomIntRange(500, 25000);
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self.pers["bots"]["skill"]["semi_time"] = randomFloatRange(0.05, 1);
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@ -663,9 +663,19 @@ waittill_notify_or_timeout(not, tim)
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/*
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Pezbot's line sphere intersection.
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http://paulbourke.net/geometry/circlesphere/raysphere.c
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*/
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RaySphereIntersect(start, end, spherePos, radius)
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{
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// check if the start or end points are in the sphere
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r2 = radius * radius;
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if (DistanceSquared(start, spherePos) < r2)
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return true;
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if (DistanceSquared(end, spherePos) < r2)
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return true;
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// check if the line made by start and end intersect the sphere
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dp = end - start;
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a = dp[0] * dp[0] + dp[1] * dp[1] + dp[2] * dp[2];
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b = 2 * (dp[0] * (start[0] - spherePos[0]) + dp[1] * (start[1] - spherePos[1]) + dp[2] * (start[2] - spherePos[2]));
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@ -675,7 +685,29 @@ RaySphereIntersect(start, end, spherePos, radius)
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c -= radius * radius;
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bb4ac = b * b - 4.0 * a * c;
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return (bb4ac >= 0);
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if (abs(a) < 0.0001 || bb4ac < 0)
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return false;
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mu1 = (0-b + sqrt(bb4ac)) / (2 * a);
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//mu2 = (0-b - sqrt(bb4ac)) / (2 * a);
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// intersection points of the sphere
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ip1 = start + mu1 * dp;
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//ip2 = start + mu2 * dp;
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myDist = DistanceSquared(start, end);
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// check if both intersection points far
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if (DistanceSquared(start, ip1) > myDist/* && DistanceSquared(start, ip2) > myDist*/)
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return false;
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dpAngles = VectorToAngles(dp);
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// check if the point is behind us
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if (getConeDot(ip1, start, dpAngles) < 0/* || getConeDot(ip2, start, dpAngles) < 0*/)
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return false;
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return true;
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}
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/*
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