From cbe62a7c64e0fd01afb48983c6e0be6c0f8efc75 Mon Sep 17 00:00:00 2001 From: Chomp Date: Wed, 1 Sep 2021 15:04:34 +0100 Subject: [PATCH] Add missing difficulty settings --- Generator/Models/Output/Difficulty/Difficulty.cs | 16 ++++++++++++++-- 1 file changed, 14 insertions(+), 2 deletions(-) diff --git a/Generator/Models/Output/Difficulty/Difficulty.cs b/Generator/Models/Output/Difficulty/Difficulty.cs index 00a6c03..6160350 100644 --- a/Generator/Models/Output/Difficulty/Difficulty.cs +++ b/Generator/Models/Output/Difficulty/Difficulty.cs @@ -89,7 +89,7 @@ public class Aiming { - public Aiming(double mAX_AIM_PRECICING, double bETTER_PRECICING_COEF, double rECALC_DIST, double rECALC_SQR_DIST, double cOEF_FROM_COVER, double pANIC_COEF, double pANIC_ACCURATY_COEF, double hARD_AIM, double pANIC_TIME, int rECALC_MUST_TIME, double dAMAGE_PANIC_TIME, double dANGER_UP_POINT, double mAX_AIMING_UPGRADE_BY_TIME, double dAMAGE_TO_DISCARD_AIM_0_100, double mIN_TIME_DISCARD_AIM_SEC, double mAX_TIME_DISCARD_AIM_SEC, double xZ_COEF, int sHOOT_TO_CHANGE_PRIORITY, double bOTTOM_COEF, double fIRST_CONTACT_ADD_SEC, double fIRST_CONTACT_ADD_CHANCE_100, double bASE_HIT_AFFECTION_DELAY_SEC, double bASE_HIT_AFFECTION_MIN_ANG, double bASE_HIT_AFFECTION_MAX_ANG, double bASE_SHIEF, double sCATTERING_HAVE_DAMAGE_COEF, double sCATTERING_DIST_MODIF, double sCATTERING_DIST_MODIF_CLOSE, int aIMING_TYPE, double dIST_TO_SHOOT_TO_CENTER, double dIST_TO_SHOOT_NO_OFFSET, double sHPERE_FRIENDY_FIRE_SIZE, double cOEF_IF_MOVE, double tIME_COEF_IF_MOVE, double bOT_MOVE_IF_DELTA, double nEXT_SHOT_MISS_CHANCE_100, double nEXT_SHOT_MISS_Y_OFFSET, double aNYTIME_LIGHT_WHEN_AIM_100, double aNY_PART_SHOOT_TIME, double wEAPON_ROOT_OFFSET, double mIN_DAMAGE_TO_GET_HIT_AFFETS, double mAX_AIM_TIME, double oFFSET_RECAL_ANYWAY_TIME, double y_TOP_OFFSET_COEF, double y_BOTTOM_OFFSET_COEF, double bASE_SHIEF_STATIONARY_GRENADE, double xZ_COEF_STATIONARY_GRENADE) + public Aiming(double mAX_AIM_PRECICING, double bETTER_PRECICING_COEF, double rECALC_DIST, double rECALC_SQR_DIST, double cOEF_FROM_COVER, double pANIC_COEF, double pANIC_ACCURATY_COEF, double hARD_AIM, double pANIC_TIME, int rECALC_MUST_TIME, double dAMAGE_PANIC_TIME, double dANGER_UP_POINT, double mAX_AIMING_UPGRADE_BY_TIME, double dAMAGE_TO_DISCARD_AIM_0_100, double mIN_TIME_DISCARD_AIM_SEC, double mAX_TIME_DISCARD_AIM_SEC, double xZ_COEF, int sHOOT_TO_CHANGE_PRIORITY, double bOTTOM_COEF, double fIRST_CONTACT_ADD_SEC, double fIRST_CONTACT_ADD_CHANCE_100, double bASE_HIT_AFFECTION_DELAY_SEC, double bASE_HIT_AFFECTION_MIN_ANG, double bASE_HIT_AFFECTION_MAX_ANG, double bASE_SHIEF, double sCATTERING_HAVE_DAMAGE_COEF, double sCATTERING_DIST_MODIF, double sCATTERING_DIST_MODIF_CLOSE, int aIMING_TYPE, double dIST_TO_SHOOT_TO_CENTER, double dIST_TO_SHOOT_NO_OFFSET, double sHPERE_FRIENDY_FIRE_SIZE, double cOEF_IF_MOVE, double tIME_COEF_IF_MOVE, double bOT_MOVE_IF_DELTA, double nEXT_SHOT_MISS_CHANCE_100, double nEXT_SHOT_MISS_Y_OFFSET, double aNYTIME_LIGHT_WHEN_AIM_100, double aNY_PART_SHOOT_TIME, double wEAPON_ROOT_OFFSET, double mIN_DAMAGE_TO_GET_HIT_AFFETS, double mAX_AIM_TIME, double oFFSET_RECAL_ANYWAY_TIME, double y_TOP_OFFSET_COEF, double y_BOTTOM_OFFSET_COEF, double eNEMY_Y_WEAPON_OFFSET, double bASE_SHIEF_STATIONARY_GRENADE, double xZ_COEF_STATIONARY_GRENADE, double bAD_SHOOTS_MIN, double bAD_SHOOTS_MAX, double bAD_SHOOTS_OFFSET, double bAD_SHOOTS_MAIN_COEF) { MAX_AIM_PRECICING = mAX_AIM_PRECICING; BETTER_PRECICING_COEF = bETTER_PRECICING_COEF; @@ -136,8 +136,13 @@ OFFSET_RECAL_ANYWAY_TIME = oFFSET_RECAL_ANYWAY_TIME; Y_TOP_OFFSET_COEF = y_TOP_OFFSET_COEF; Y_BOTTOM_OFFSET_COEF = y_BOTTOM_OFFSET_COEF; + ENEMY_Y_WEAPON_OFFSET = eNEMY_Y_WEAPON_OFFSET; BASE_SHIEF_STATIONARY_GRENADE = bASE_SHIEF_STATIONARY_GRENADE; XZ_COEF_STATIONARY_GRENADE = xZ_COEF_STATIONARY_GRENADE; + BAD_SHOOTS_MIN = bAD_SHOOTS_MIN; + BAD_SHOOTS_MAX = bAD_SHOOTS_MAX; + BAD_SHOOTS_OFFSET = bAD_SHOOTS_OFFSET; + BAD_SHOOTS_MAIN_COEF = bAD_SHOOTS_MAIN_COEF; } public double MAX_AIM_PRECICING { get; set; } @@ -185,8 +190,13 @@ public double OFFSET_RECAL_ANYWAY_TIME { get; set; } public double Y_TOP_OFFSET_COEF { get; set; } public double Y_BOTTOM_OFFSET_COEF { get; set; } + public double ENEMY_Y_WEAPON_OFFSET { get; set; } public double BASE_SHIEF_STATIONARY_GRENADE { get; set; } public double XZ_COEF_STATIONARY_GRENADE { get; set; } + public double BAD_SHOOTS_MIN { get; set; } + public double BAD_SHOOTS_MAX { get; set; } + public double BAD_SHOOTS_OFFSET { get; set; } + public double BAD_SHOOTS_MAIN_COEF { get; set; } } public class Look @@ -624,7 +634,7 @@ public class Patrol { - public Patrol(double dEAD_BODY_LOOK_PERIOD, double lOOK_TIME_BASE, bool cAN_LOOK_TO_DEADBODIES, bool cAN_CHOOSE_RESERV, bool tRY_CHOOSE_RESERV_WAY_ON_START, bool cAN_FRIENDLY_TILT, bool cAN_HARD_AIM, double rESERVE_TIME_STAY, double fRIEND_SEARCH_SEC, double tALK_DELAY, double mIN_TALK_DELAY, double tALK_DELAY_BIG, double cHANGE_WAY_TIME, double mIN_DIST_TO_CLOSE_TALK, double vISION_DIST_COEF_PEACE, double mIN_DIST_TO_CLOSE_TALK_SQR, double cHANCE_TO_CUT_WAY_0_100, double cUT_WAY_MIN_0_1, double cUT_WAY_MAX_0_1, double cHANCE_TO_CHANGE_WAY_0_100, int cHANCE_TO_SHOOT_DEADBODY, double sUSPETION_PLACE_LIFETIME, double rESERVE_OUT_TIME, double cLOSE_TO_SELECT_RESERV_WAY, double mAX_YDIST_TO_START_WARN_REQUEST_TO_REQUESTER) + public Patrol(double dEAD_BODY_LOOK_PERIOD, double lOOK_TIME_BASE, bool cAN_LOOK_TO_DEADBODIES, bool cAN_CHOOSE_RESERV, bool tRY_CHOOSE_RESERV_WAY_ON_START, bool cAN_FRIENDLY_TILT, bool cAN_HARD_AIM, double rESERVE_TIME_STAY, double fRIEND_SEARCH_SEC, double tALK_DELAY, double mIN_TALK_DELAY, double tALK_DELAY_BIG, double cHANGE_WAY_TIME, double mIN_DIST_TO_CLOSE_TALK, double vISION_DIST_COEF_PEACE, double mIN_DIST_TO_CLOSE_TALK_SQR, double cHANCE_TO_CUT_WAY_0_100, double cUT_WAY_MIN_0_1, double cUT_WAY_MAX_0_1, double sPRINT_BETWEEN_CACHED_POINTS, double cHANCE_TO_CHANGE_WAY_0_100, int cHANCE_TO_SHOOT_DEADBODY, double sUSPETION_PLACE_LIFETIME, double rESERVE_OUT_TIME, double cLOSE_TO_SELECT_RESERV_WAY, double mAX_YDIST_TO_START_WARN_REQUEST_TO_REQUESTER) { DEAD_BODY_LOOK_PERIOD = dEAD_BODY_LOOK_PERIOD; LOOK_TIME_BASE = lOOK_TIME_BASE; @@ -645,6 +655,7 @@ CHANCE_TO_CUT_WAY_0_100 = cHANCE_TO_CUT_WAY_0_100; CUT_WAY_MIN_0_1 = cUT_WAY_MIN_0_1; CUT_WAY_MAX_0_1 = cUT_WAY_MAX_0_1; + SPRINT_BETWEEN_CACHED_POINTS = sPRINT_BETWEEN_CACHED_POINTS; CHANCE_TO_CHANGE_WAY_0_100 = cHANCE_TO_CHANGE_WAY_0_100; CHANCE_TO_SHOOT_DEADBODY = cHANCE_TO_SHOOT_DEADBODY; SUSPETION_PLACE_LIFETIME = sUSPETION_PLACE_LIFETIME; @@ -672,6 +683,7 @@ public double CHANCE_TO_CUT_WAY_0_100 { get; set; } public double CUT_WAY_MIN_0_1 { get; set; } public double CUT_WAY_MAX_0_1 { get; set; } + public double SPRINT_BETWEEN_CACHED_POINTS { get; set; } public double CHANCE_TO_CHANGE_WAY_0_100 { get; set; } public int CHANCE_TO_SHOOT_DEADBODY { get; set; } public double SUSPETION_PLACE_LIFETIME { get; set; }