bot: creature bots should hunt for enemies more frequently
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1 changed files with 11 additions and 2 deletions
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@ -2018,9 +2018,13 @@ void Bot::filterTasks () {
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// calculate desires to seek cover or hunt
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// calculate desires to seek cover or hunt
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if (util.isPlayer (m_lastEnemy) && !m_lastEnemyOrigin.empty () && !m_hasC4) {
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if (util.isPlayer (m_lastEnemy) && !m_lastEnemyOrigin.empty () && !m_hasC4) {
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float retreatLevel = (100.0f - (m_healthValue > 70.0f ? 100.0f : m_healthValue)) * tempFear; // retreat level depends on bot health
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const float retreatLevel = (100.0f - (m_healthValue > 70.0f ? 100.0f : m_healthValue)) * tempFear; // retreat level depends on bot health
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if (m_isCreature ||
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(m_numEnemiesLeft > m_numFriendsLeft / 2
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&& m_retreatTime < game.time ()
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&& m_seeEnemyTime - rg (2.0f, 4.0f) < game.time ())) {
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if (m_numEnemiesLeft > m_numFriendsLeft / 2 && m_retreatTime < game.time () && m_seeEnemyTime - rg (2.0f, 4.0f) < game.time ()) {
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float timeSeen = m_seeEnemyTime - game.time ();
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float timeSeen = m_seeEnemyTime - game.time ();
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float timeHeard = m_heardSoundTime - game.time ();
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float timeHeard = m_heardSoundTime - game.time ();
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float ratio = 0.0f;
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float ratio = 0.0f;
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@ -2092,6 +2096,11 @@ void Bot::filterTasks () {
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seekCoverDesire = 0.0f;
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seekCoverDesire = 0.0f;
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}
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}
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// zombie bots has more hunt desire
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if (m_isCreature && huntEnemyDesire > 25.0f) {
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huntEnemyDesire = TaskPri::Attack;
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}
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// blinded behavior
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// blinded behavior
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blindedDesire = m_blindTime > game.time () ? TaskPri::Blind : 0.0f;
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blindedDesire = m_blindTime > game.time () ? TaskPri::Blind : 0.0f;
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