nav: reduce a little nav reach time timer

nav: switch back to main weapon only if on the floor
This commit is contained in:
jeefo 2023-04-12 22:50:26 +03:00
commit cb115b1881
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GPG key ID: 927BCA0779BEA8ED
2 changed files with 4 additions and 4 deletions

View file

@ -1599,7 +1599,7 @@ void Bot::overrideConditions () {
}
// special handling for reloading
if (getCurrentTaskId () == Task::Normal && m_reloadState != Reload::None && m_isReloading && !isDucking () && !isInNarrowPlace ()) {
if (!bots.isRoundOver () && getCurrentTaskId () == Task::Normal && m_reloadState != Reload::None && m_isReloading && !isDucking () && !isInNarrowPlace ()) {
if (m_seeEnemyTime + 2.5f < game.time () && (m_states & (Sense::SuspectEnemy | Sense::HearingEnemy))) {
m_moveSpeed = m_fearLevel > m_agressionLevel ? 0.0f : getShiftSpeed ();
m_navTimeset = game.time ();

View file

@ -844,7 +844,7 @@ bool Bot::updateNavigation () {
m_desiredVelocity = nullptr;
}
}
else if (!isKnifeMode () && m_switchedToKnifeDuringJump) {
else if (!isKnifeMode () && m_switchedToKnifeDuringJump && isOnFloor ()) {
selectBestWeapon ();
// if jump distance was big enough, cooldown a little
@ -1906,7 +1906,7 @@ bool Bot::findNextBestNode () {
}
float Bot::getEstimatedNodeReachTime () {
float estimatedTime = 6.0f;
float estimatedTime = 4.2f;
// if just fired at enemy, increase reachability
if (m_shootTime + 0.15f < game.time ()) {
@ -1926,7 +1926,7 @@ float Bot::getEstimatedNodeReachTime () {
if (longTermReachability) {
estimatedTime *= 2.0f;
}
estimatedTime = cr::clamp (estimatedTime, 3.0f, longTermReachability ? 8.0f : 6.0f);
estimatedTime = cr::clamp (estimatedTime, 3.0f, longTermReachability ? 8.0f : 4.2f);
}
return estimatedTime + m_frameInterval;
}