forked from chomp/BotGenerator
Update impossible values
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@ -16,8 +16,8 @@ namespace Generator.Helpers
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public static Core GenerateCore()
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{
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return new Core(visibleAngle: 140, visibleDistance: 130, gainSightCoef: 0.1,
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scatteringPerMeter: 0.1, scatteringClosePerMeter: 0.1, damageCoeff: 1, hearingSense: 2.85,
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return new Core(visibleAngle: 140, visibleDistance: 137, gainSightCoef: 0.01,
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scatteringPerMeter: 0.05, scatteringClosePerMeter: 0.1, damageCoeff: 1, hearingSense: 3.85,
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canRun: true, canGrenade: true, aimingType: "normal", pistolFireDistancePref: 35,
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shotgunFireDistancePref: 50, rifleFireDistancePref: 100, accuratySpeed: 0.3, waitInCoverBetweenShotsSec: 1.5);
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}
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@ -56,14 +56,14 @@ namespace Generator.Helpers
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cHANCE_TO_RUN_CAUSE_DAMAGE_0_100: 35, tIME_TO_FORGOR_ABOUT_ENEMY_SEC: 52, tIME_TO_FIND_ENEMY: 22, mAX_AGGRO_BOT_DIST: 100,
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hIT_POINT_DETECTION: 4, dANGER_POINT_CHOOSE_COEF: 1, sIMPLE_POINT_CHOOSE_COEF: 0.4, lASTSEEN_POINT_CHOOSE_COEF: 0.2,
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cOVER_DIST_COEF: 1.5, dIST_TO_FOUND_SQRT: 400, mAX_AGGRO_BOT_DIST_SQR: 10000, dIST_TO_STOP_RUN_ENEMY: 15,
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eNEMY_LOOK_AT_ME_ANG: 15, mIN_START_AGGRESION_COEF: 1, mAX_START_AGGRESION_COEF: 3, bULLET_FEEL_DIST: 360,
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bULLET_FEEL_CLOSE_SDIST: 1, aTTACK_IMMEDIATLY_CHANCE_0_100: 40, cHANCE_FUCK_YOU_ON_CONTACT_100: 10, fRIEND_DEAD_AGR_LOW: -0.2,
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eNEMY_LOOK_AT_ME_ANG: 15, mIN_START_AGGRESION_COEF: 1, mAX_START_AGGRESION_COEF: 3, bULLET_FEEL_DIST: 160,
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bULLET_FEEL_CLOSE_SDIST: 1, aTTACK_IMMEDIATLY_CHANCE_0_100: 40, cHANCE_FUCK_YOU_ON_CONTACT_100: 0.01, fRIEND_DEAD_AGR_LOW: -0.2,
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fRIEND_AGR_KILL: 0.2, lAST_ENEMY_LOOK_TO: 40, cAN_RECIVE_PLAYER_REQUESTS: true, cAN_TAKE_ITEMS: true,
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cAN_USE_MEDS: true, sUSPETION_POINT_CHANCE_ADD100: 0, aMBUSH_WHEN_UNDER_FIRE: true, aMBUSH_WHEN_UNDER_FIRE_TIME_RESIST: 60,
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aTTACK_ENEMY_IF_PROTECT_DELTA_LAST_TIME_SEEN: 1.5, hOLD_IF_PROTECT_DELTA_LAST_TIME_SEEN: 8.5, fIND_COVER_TO_GET_POSITION_WITH_SHOOT: 2,
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pROTECT_TIME_REAL: true, cHANCE_SHOOT_WHEN_WARN_PLAYER_100: 25, cAN_PANIC_IS_PROTECT: false, nO_RUN_AWAY_FOR_SAFE: false,
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pART_PERCENT_TO_HEAL: 0.65, pROTECT_DELTA_HEAL_SEC: 10, cAN_STAND_BY: true, cAN_THROW_REQUESTS: true,
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gROUP_ANY_PHRASE_DELAY: 4, gROUP_EXACTLY_PHRASE_DELAY: 4, dIST_TO_ENEMY_YO_CAN_HEAL: 30, cHANCE_TO_STAY_WHEN_WARN_PLAYER_100: 80,
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gROUP_ANY_PHRASE_DELAY: -1, gROUP_EXACTLY_PHRASE_DELAY: -1, dIST_TO_ENEMY_YO_CAN_HEAL: 30, cHANCE_TO_STAY_WHEN_WARN_PLAYER_100: 80,
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dOG_FIGHT_OUT: 6, dOG_FIGHT_IN: 3, sHOOT_INSTEAD_DOG_FIGHT: 9, pISTOL_SHOTGUN_AMBUSH_DIST: 60,
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sTANDART_AMBUSH_DIST: 200, aI_POWER_COEF: 120, cOVER_SECONDS_AFTER_LOSE_VISION: 10, cOVER_SELF_ALWAYS_IF_DAMAGED: false,
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sEC_TO_MORE_DIST_TO_RUN: 10, hEAL_DELAY_SEC: 5, hIT_DELAY_WHEN_HAVE_SMT: -1, hIT_DELAY_WHEN_PEACE: -1,
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@ -72,10 +72,10 @@ namespace Generator.Helpers
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internal static Hearing GenerateHearing()
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{
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return new Hearing(bOT_CLOSE_PANIC_DIST: 2, cHANCE_TO_HEAR_SIMPLE_SOUND_0_1: 0.45,
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dISPERSION_COEF: 1.6, cLOSE_DIST: 10, fAR_DIST: 30, sOUND_DIR_DEEFREE: 30, dIST_PLACE_TO_FIND_POINT: 70,
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dEAD_BODY_SOUND_RAD: 30, lOOK_ONLY_DANGER: false, rESET_TIMER_DIST: 17, hEAR_DELAY_WHEN_PEACE: 0.85,
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hEAR_DELAY_WHEN_HAVE_SMT: 0.56, lOOK_ONLY_DANGER_DELTA: 9);
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return new Hearing(bOT_CLOSE_PANIC_DIST: 2, cHANCE_TO_HEAR_SIMPLE_SOUND_0_1: 0.95,
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dISPERSION_COEF: 10.6, cLOSE_DIST: 20, fAR_DIST: 60, sOUND_DIR_DEEFREE: 30, dIST_PLACE_TO_FIND_POINT: 70,
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dEAD_BODY_SOUND_RAD: 30, lOOK_ONLY_DANGER: false, rESET_TIMER_DIST: 17, hEAR_DELAY_WHEN_PEACE: 0.5,
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hEAR_DELAY_WHEN_HAVE_SMT: 0.50, lOOK_ONLY_DANGER_DELTA: 9);
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}
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public static Patrol GeneratePatrol()
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@ -84,7 +84,7 @@ namespace Generator.Helpers
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tRY_CHOOSE_RESERV_WAY_ON_START: false, cAN_LOOK_TO_DEADBODIES: true, cAN_FRIENDLY_TILT: true,
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cAN_HARD_AIM: true, rESERVE_TIME_STAY: 72, fRIEND_SEARCH_SEC: 12, tALK_DELAY: 1.1,
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mIN_TALK_DELAY: 35, tALK_DELAY_BIG: 15.1, cHANGE_WAY_TIME: 125.1, mIN_DIST_TO_CLOSE_TALK: 5,
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vISION_DIST_COEF_PEACE: 0.5, mIN_DIST_TO_CLOSE_TALK_SQR: 25, cHANCE_TO_CUT_WAY_0_100: 75, cUT_WAY_MIN_0_1: 0.4,
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vISION_DIST_COEF_PEACE: 1, mIN_DIST_TO_CLOSE_TALK_SQR: 25, cHANCE_TO_CUT_WAY_0_100: 75, cUT_WAY_MIN_0_1: 0.4,
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cUT_WAY_MAX_0_1: 0.65, cHANCE_TO_CHANGE_WAY_0_100: 50, cHANCE_TO_SHOOT_DEADBODY: 52, sUSPETION_PLACE_LIFETIME: 7,
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rESERVE_OUT_TIME: 30, cLOSE_TO_SELECT_RESERV_WAY: 25, mAX_YDIST_TO_START_WARN_REQUEST_TO_REQUESTER: 5);
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}
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@ -98,11 +98,11 @@ namespace Generator.Helpers
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sPOTTED_COVERS_RADIUS: 3, lOOK_LAST_ENEMY_POS_MOVING: 1.5, lOOK_TO_HIT_POINT_IF_LAST_ENEMY: 3, lOOK_LAST_ENEMY_POS_LOOKAROUND: 45,
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oFFSET_LOOK_ALONG_WALL_ANG: 20, sPOTTED_GRENADE_RADIUS: 16, mAX_SPOTTED_TIME_SEC: 45, wAIT_INT_COVER_FINDING_ENEMY: 2,
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cLOSE_DIST_POINT_SQRT: 4, dELTA_SEEN_FROM_COVE_LAST_POS: 15, mOVE_TO_COVER_WHEN_TARGET: false, rUN_COVER_IF_CAN_AND_NO_ENEMIES: false,
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sPOTTED_GRENADE_TIME: 7, dEPENDS_Y_DIST_TO_BOT: false, rUN_IF_FAR: 10, rUN_IF_FAR_SQRT: 225,
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sPOTTED_GRENADE_TIME: 7, dEPENDS_Y_DIST_TO_BOT: false, rUN_IF_FAR: 15, rUN_IF_FAR_SQRT: 225,
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sTAY_IF_FAR: 25, sTAY_IF_FAR_SQRT: 625, cHECK_COVER_ENEMY_LOOK: true, sHOOT_NEAR_TO_LEAVE: 2,
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sHOOT_NEAR_SEC_PERIOD: 0.5, hITS_TO_LEAVE_COVER: 1, hITS_TO_LEAVE_COVER_UNKNOWN: 1, dOG_FIGHT_AFTER_LEAVE: 4,
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sHOOT_NEAR_SEC_PERIOD: 1, hITS_TO_LEAVE_COVER: 2, hITS_TO_LEAVE_COVER_UNKNOWN: 2, dOG_FIGHT_AFTER_LEAVE: 4,
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nOT_LOOK_AT_WALL_IS_DANGER: true, mIN_DEFENCE_LEVEL: 22, gOOD_DIST_TO_POINT_COEF: 1.8, eNEMY_DIST_TO_GO_OUT: 1,
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sTATIONARY_WEAPON_NO_ENEMY_GETUP: 20, sTATIONARY_WEAPON_MAX_DIST_TO_USE: 25);
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sTATIONARY_WEAPON_NO_ENEMY_GETUP: 20, sTATIONARY_WEAPON_MAX_DIST_TO_USE: 40);
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}
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public static Change GenerateChange()
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@ -118,14 +118,14 @@ namespace Generator.Helpers
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return new Grenade(dELTA_NEXT_ATTEMPT_FROM_COVER: 5, dELTA_NEXT_ATTEMPT: 10, mIN_DIST_NOT_TO_THROW: 8,
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nEAR_DELTA_THROW_TIME_SEC: 2, mIN_THROW_GRENADE_DIST: 12, mIN_THROW_GRENADE_DIST_SQRT: 144, mIN_DIST_NOT_TO_THROW_SQR: 64,
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rUN_AWAY: 22, rUN_AWAY_SQR: 484, aDD_GRENADE_AS_DANGER: 65, aDD_GRENADE_AS_DANGER_SQR: 4225,
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cHANCE_TO_NOTIFY_ENEMY_GR_100: 99, grenadePerMeter: 0.2, rEQUEST_DIST_MUST_THROW_SQRT: 4, rEQUEST_DIST_MUST_THROW: 2,
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cHANCE_TO_NOTIFY_ENEMY_GR_100: 99, grenadePerMeter: 0.1, rEQUEST_DIST_MUST_THROW_SQRT: 4, rEQUEST_DIST_MUST_THROW: 2,
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bEWARE_TYPE: 2, sHOOT_TO_SMOKE_CHANCE_100: 30, cHANCE_RUN_FLASHED_100: 0, mAX_FLASHED_DIST_TO_SHOOT: 10,
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mAX_FLASHED_DIST_TO_SHOOT_SQRT: 100, fLASH_GRENADE_TIME_COEF: 0.3, sIZE_SPOTTED_COEF: 2, bE_ATTENTION_COEF: 4,
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tIME_SHOOT_TO_FLASH: 4, cLOSE_TO_SMOKE_TO_SHOOT: 5, cLOSE_TO_SMOKE_TO_SHOOT_SQRT: 25, cLOSE_TO_SMOKE_TIME_DELTA: 7,
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sMOKE_CHECK_DELTA: 1, dELTA_GRENADE_START_TIME: 0.7, aMBUSH_IF_SMOKE_IN_ZONE_100: 40, aMBUSH_IF_SMOKE_RETURN_TO_ATTACK_SEC: 30,
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nO_RUN_FROM_AI_GRENADES: false, mAX_THROW_POWER: 15.7, grenadePrecision: 0.3, sTOP_WHEN_THROW_GRENADE: true,
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nO_RUN_FROM_AI_GRENADES: false, mAX_THROW_POWER: 19, grenadePrecision: 0.01, sTOP_WHEN_THROW_GRENADE: true,
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wAIT_TIME_TURN_AWAY: 0.2, sMOKE_SUPPRESS_DELTA: 20, dAMAGE_GRENADE_SUPPRESS_DELTA: 8, sTUN_SUPPRESS_DELTA: 9,
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cHEAT_START_GRENADE_PLACE: false, cAN_THROW_STRAIGHT_CONTACT: true, sTRAIGHT_CONTACT_DELTA_SEC: -1, aNG_TYPE: 4);
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cHEAT_START_GRENADE_PLACE: false, cAN_THROW_STRAIGHT_CONTACT: true, sTRAIGHT_CONTACT_DELTA_SEC: -1, aNG_TYPE: 4, mIN_THROW_DIST_PERCENT_0_1: 0.8);
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}
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public static Move GenerateMove()
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@ -153,10 +153,10 @@ namespace Generator.Helpers
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public static Look GenerateLook()
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{
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return new Look(oLD_TIME_POINT: 11, wAIT_NEW_SENSOR: 2.1,wAIT_NEW__LOOK_SENSOR: 7.8, lOOK_AROUND_DELTA: 1.1,
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mAX_VISION_GRASS_METERS: 0.4, mAX_VISION_GRASS_METERS_FLARE: 7,mAX_VISION_GRASS_METERS_OPT: 0.9090909,
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mAX_VISION_GRASS_METERS: 0.8, mAX_VISION_GRASS_METERS_FLARE: 8, mAX_VISION_GRASS_METERS_OPT: 0.9090909,
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mAX_VISION_GRASS_METERS_FLARE_OPT: 0.125, lightOnVisionDistance: 30,
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fAR_DISTANCE: 160, farDeltaTimeSec: 3, mIDDLE_DIST: 90, middleDeltaTimeSec: 1, closeDeltaTimeSec: 0.1,
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pOSIBLE_VISION_SPACE: 1.2, gOAL_TO_FULL_DISSAPEAR: 0.25, gOAL_TO_FULL_DISSAPEAR_SHOOT: 0.0001, bODY_DELTA_TIME_SEARCH_SEC: 1.7,
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pOSIBLE_VISION_SPACE: 1.2, gOAL_TO_FULL_DISSAPEAR: 0.5, gOAL_TO_FULL_DISSAPEAR_SHOOT: 0.0005, bODY_DELTA_TIME_SEARCH_SEC: 1.7,
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cOME_TO_BODY_DIST: 1.2, mARKSMAN_VISIBLE_DIST_COEF: 1.15, vISIBLE_DISNACE_WITH_LIGHT: 43, eNEMY_LIGHT_ADD: 45,
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eNEMY_LIGHT_START_DIST: 40, cAN_LOOK_TO_WALL: false, dIST_NOT_TO_IGNORE_WALL: 15, dIST_CHECK_WALL: 20,
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lOOK_LAST_POSENEMY_IF_NO_DANGER_SEC: 25, mIN_LOOK_AROUD_TIME: 20, oPTIMIZE_TO_ONLY_BODY: true);
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@ -165,16 +165,16 @@ namespace Generator.Helpers
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public static Aiming GenerateAiming()
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{
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return new Aiming(mAX_AIM_PRECICING: 4, bETTER_PRECICING_COEF: 0.7, rECALC_DIST: 0.7, rECALC_SQR_DIST: 0.48999998,
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cOEF_FROM_COVER: 0.8, pANIC_COEF: 1.2, pANIC_ACCURATY_COEF: 1.2, hARD_AIM: 0.75, pANIC_TIME: 2, rECALC_MUST_TIME: 3,
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dAMAGE_PANIC_TIME: 15, dANGER_UP_POINT: 1.3, mAX_AIMING_UPGRADE_BY_TIME: 0.85, dAMAGE_TO_DISCARD_AIM_0_100: 100,
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mIN_TIME_DISCARD_AIM_SEC: 2.9, mAX_TIME_DISCARD_AIM_SEC: 3.2, xZ_COEF: 0.75, sHOOT_TO_CHANGE_PRIORITY: 5525,
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bOTTOM_COEF: 0.3, fIRST_CONTACT_ADD_SEC: 0.1, fIRST_CONTACT_ADD_CHANCE_100: 80, bASE_HIT_AFFECTION_DELAY_SEC: 1.77,
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bASE_HIT_AFFECTION_MIN_ANG: 14, bASE_HIT_AFFECTION_MAX_ANG: 28, bASE_SHIEF: 1, sCATTERING_HAVE_DAMAGE_COEF: 2,
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sCATTERING_DIST_MODIF: 0.7, sCATTERING_DIST_MODIF_CLOSE: 0.85, aIMING_TYPE: 5, dIST_TO_SHOOT_TO_CENTER: 3,
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dIST_TO_SHOOT_NO_OFFSET: 3, sHPERE_FRIENDY_FIRE_SIZE: -1, cOEF_IF_MOVE: 1.9, tIME_COEF_IF_MOVE: 1.5, bOT_MOVE_IF_DELTA: 0.01,
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nEXT_SHOT_MISS_CHANCE_100: 100, nEXT_SHOT_MISS_Y_OFFSET: 1, aNYTIME_LIGHT_WHEN_AIM_100: -1, aNY_PART_SHOOT_TIME: 30,
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cOEF_FROM_COVER: 0.65, pANIC_COEF: 1.2, pANIC_ACCURATY_COEF: 1.2, hARD_AIM: 0.75, pANIC_TIME: 2, rECALC_MUST_TIME: 3,
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dAMAGE_PANIC_TIME: 15, dANGER_UP_POINT: 1.3, mAX_AIMING_UPGRADE_BY_TIME: 0.4, dAMAGE_TO_DISCARD_AIM_0_100: 86,
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mIN_TIME_DISCARD_AIM_SEC: 0.3, mAX_TIME_DISCARD_AIM_SEC: 0.9, xZ_COEF: 0.15, sHOOT_TO_CHANGE_PRIORITY: 5525,
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bOTTOM_COEF: 0.1, fIRST_CONTACT_ADD_SEC: 0.01, fIRST_CONTACT_ADD_CHANCE_100: 80, bASE_HIT_AFFECTION_DELAY_SEC: 0.77,
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bASE_HIT_AFFECTION_MIN_ANG: 4, bASE_HIT_AFFECTION_MAX_ANG: 8, bASE_SHIEF: 0.05, sCATTERING_HAVE_DAMAGE_COEF: 2,
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sCATTERING_DIST_MODIF: 0.55, sCATTERING_DIST_MODIF_CLOSE: 0.6, aIMING_TYPE: 4, dIST_TO_SHOOT_TO_CENTER: 3,
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dIST_TO_SHOOT_NO_OFFSET: 3, sHPERE_FRIENDY_FIRE_SIZE: -1, cOEF_IF_MOVE: 1.9, tIME_COEF_IF_MOVE: 1.1, bOT_MOVE_IF_DELTA: 0.01,
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nEXT_SHOT_MISS_CHANCE_100: 100, nEXT_SHOT_MISS_Y_OFFSET: 1, aNYTIME_LIGHT_WHEN_AIM_100: -1, aNY_PART_SHOOT_TIME: 10,
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wEAPON_ROOT_OFFSET: 0.35, mIN_DAMAGE_TO_GET_HIT_AFFETS: 1, mAX_AIM_TIME: 1.5, oFFSET_RECAL_ANYWAY_TIME: 1, y_TOP_OFFSET_COEF: 0.001,
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y_BOTTOM_OFFSET_COEF: 0.015, bASE_SHIEF_STATIONARY_GRENADE: 1.1, xZ_COEF_STATIONARY_GRENADE: 0.8, dEAD_BODY_LOOK_PERIOD: 8,
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y_BOTTOM_OFFSET_COEF: 0.015, bASE_SHIEF_STATIONARY_GRENADE: 1.1, xZ_COEF_STATIONARY_GRENADE: 0.2, dEAD_BODY_LOOK_PERIOD: 8,
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cAN_HARD_AIM: true);
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}
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}
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