nav: allow to get more distant nodes to defend

aim: apply distance restriction for aiming node if not suspecting/hearing enemy
nav: tweaked a little node reachability distances
add: yb_avoid_grenades cvar
ai: bot's will try to cover if blinded and highskilled
This commit is contained in:
jeefo 2023-03-23 15:22:29 +03:00
commit 8916dd2b70
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3 changed files with 66 additions and 22 deletions

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@ -636,6 +636,7 @@ private:
int m_liftState {}; // state of lift handling
int m_radioSelect {}; // radio entry
float m_headedTime {};
float m_prevTime {}; // time previously checked movement speed
float m_heavyTimestamp; // is it time to execute heavy-weight functions
@ -749,7 +750,7 @@ private:
BinaryHeap <RouteTwin> m_routeQue;
Path *m_path {}; // pointer to the current path node
String m_chatBuffer; // space for strings (say text...)
FrustumPlane m_frustum[FrustumSide::Num] {};
FrustumPlane m_frustum[FrustumSide::Num] {};
private:
int pickBestWeapon (int *vec, int count, int moneySave);
@ -982,6 +983,7 @@ public:
float m_kpdRatio; // kill per death ratio
float m_healthValue; // clamped bot health
int m_blindNodeIndex {}; // node index to cover when blind
int m_flashLevel {}; // flashlight level
int m_basePing; // base ping for bot
int m_numEnemiesLeft {}; // number of enemies alive left on map