aim: do not look for danger places when no enemies left

combat: increase  new enemy update timers
combat: reduce penetrate level for last enemies detection
nav: allow camp nodes to have desired reachability distance
fix: mgr: addhs (high skilled) bot do nothing
Co-Authored-By: Max <161382234+dyspose@users.noreply.github.com>
This commit is contained in:
jeefo 2024-04-17 23:40:37 +03:00
commit ffa882a295
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GPG key ID: 927BCA0779BEA8ED
4 changed files with 198 additions and 195 deletions

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@ -271,7 +271,7 @@ bool Bot::lookupEnemies () {
m_states |= Sense::SuspectEnemy;
// check if last enemy can be penetrated
const auto penetratePower = conf.findWeaponById (m_currentWeapon).penetratePower * 4;
const auto penetratePower = conf.findWeaponById (m_currentWeapon).penetratePower * 3;
if (isPenetrableObstacle3 (m_lastEnemyOrigin, penetratePower)) {
m_aimFlags |= AimFlags::LastEnemy;
@ -360,7 +360,7 @@ bool Bot::lookupEnemies () {
}
const float distanceSq = player->v.origin.distanceSq (pev->origin);
if (distanceSq * 0.7f < nearestDistanceSq) {
if (distanceSq < nearestDistanceSq) {
nearestDistanceSq = distanceSq;
newEnemy = player;
@ -371,7 +371,7 @@ bool Bot::lookupEnemies () {
}
}
}
m_enemyUpdateTime = game.time () + (usesKnife () ? 1.0f : 0.5f);
m_enemyUpdateTime = game.time () + (usesKnife () ? 1.25f : 0.85f);
if (game.isNullEntity (newEnemy) && !game.isNullEntity (shieldEnemy)) {
newEnemy = shieldEnemy;