nav: restore fix fall timer removed in last major pr
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34630a4103
commit
6da92fe0f2
4 changed files with 6 additions and 2 deletions
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@ -377,6 +377,7 @@ private:
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CountdownTimer m_forgetLastVictimTimer {}; // time to forget last victim position ?
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CountdownTimer m_forgetLastVictimTimer {}; // time to forget last victim position ?
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CountdownTimer m_approachingLadderTimer {}; // bot is approaching ladder
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CountdownTimer m_approachingLadderTimer {}; // bot is approaching ladder
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CountdownTimer m_lostReachableNodeTimer {}; // bot's issuing next node, probably he's lost
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CountdownTimer m_lostReachableNodeTimer {}; // bot's issuing next node, probably he's lost
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CountdownTimer m_fixFallTimer {}; // timer we're fixed fall last time
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CountdownTimer m_repathTimer {}; // bots is going to repath his route
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CountdownTimer m_repathTimer {}; // bots is going to repath his route
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private:
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private:
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@ -1603,6 +1603,7 @@ void Bot::newRound () {
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m_approachingLadderTimer.invalidate ();
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m_approachingLadderTimer.invalidate ();
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m_forgetLastVictimTimer.invalidate ();
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m_forgetLastVictimTimer.invalidate ();
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m_lostReachableNodeTimer.invalidate ();
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m_lostReachableNodeTimer.invalidate ();
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m_fixFallTimer.invalidate ();
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m_repathTimer.invalidate ();
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m_repathTimer.invalidate ();
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for (auto &timer : m_chatterTimes) {
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for (auto &timer : m_chatterTimes) {
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@ -935,7 +935,7 @@ void Bot::checkFall () {
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}
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}
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}
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}
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if (!m_checkFall || !isOnFloor ()) {
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if (!m_checkFall || !isOnFloor () || !m_fixFallTimer.elapsed ()) {
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return;
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return;
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}
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}
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m_checkFall = false;
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m_checkFall = false;
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@ -962,6 +962,8 @@ void Bot::checkFall () {
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if (fixFall) {
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if (fixFall) {
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m_currentNodeIndex = kInvalidNodeIndex;
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m_currentNodeIndex = kInvalidNodeIndex;
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findValidNode ();
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findValidNode ();
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m_fixFallTimer.start (1.0f);
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}
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}
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}
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}
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@ -433,7 +433,7 @@ void Bot::setAimDirection () {
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}
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}
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// don't switch view right away after loosing focus with current enemy
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// don't switch view right away after loosing focus with current enemy
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if (m_seeEnemyTime + 1.5f > game.time ()
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if ((m_shootTime + rg (1.0f, 1.5f) > game.time () || m_seeEnemyTime + 1.5f > game.time ())
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&& m_forgetLastVictimTimer.elapsed ()
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&& m_forgetLastVictimTimer.elapsed ()
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&& !m_lastEnemyOrigin.empty ()
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&& !m_lastEnemyOrigin.empty ()
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&& util.isAlive (m_lastEnemy)
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&& util.isAlive (m_lastEnemy)
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