change: bot path type selection is based on morale (fear/aggression level)
fix: partially fixes #227 (in matter of player pings)
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05454f067c
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3 changed files with 7 additions and 5 deletions
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@ -1 +1 @@
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Subproject commit 1992b929e55f02d54b3978109a71da22802d6142
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Subproject commit 544851dd2f24a2fd4d11633167c773d98383ba29
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@ -1399,18 +1399,20 @@ void Bot::newRound () {
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}
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void Bot::resetPathSearchType () {
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const auto morale = m_fearLevel > m_agressionLevel ? rg.chance (30) : rg.chance (70);
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switch (m_personality) {
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default:
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case Personality::Normal:
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m_pathType = rg.chance (50) ? FindPath::Optimal : FindPath::Safe;
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m_pathType = morale ? FindPath::Optimal : FindPath::Safe;
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break;
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case Personality::Rusher:
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m_pathType = rg.chance (75) ? FindPath::Fast : FindPath::Optimal;
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m_pathType = morale ? FindPath::Fast : FindPath::Optimal;
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break;
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case Personality::Careful:
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m_pathType = rg.chance (75) ? FindPath::Safe : FindPath::Optimal;
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m_pathType = morale ? FindPath::Optimal : FindPath::Safe;
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break;
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}
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}
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@ -582,7 +582,7 @@ void BotSupport::calculatePings () {
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engfuncs.pfnGetPlayerStats (client.ent, &ping, &loss);
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// store normal client ping
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client.ping = getPingBitmask (client.ent, loss, ping > 0 ? ping / 2 : rg.get (8, 16)); // getting player ping sometimes fails
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client.ping = getPingBitmask (client.ent, loss, ping > 0 ? ping : rg.get (8, 16)); // getting player ping sometimes fails
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client.pingUpdate = true; // force resend ping
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++numHumans;
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