rename helper to match what the difficulty is actually called
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f7b2bace52
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@ -43,20 +43,20 @@ namespace Generator.Helpers
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bot.difficulty.hard = new Models.Output.Difficulty.DifficultySettings()
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bot.difficulty.hard = new Models.Output.Difficulty.DifficultySettings()
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{
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{
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Lay = DifficultHelper.GenerateLay(),
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Lay = HardHelper.GenerateLay(),
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Aiming = DifficultHelper.GenerateAiming(),
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Aiming = HardHelper.GenerateAiming(),
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Look = DifficultHelper.GenerateLook(),
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Look = HardHelper.GenerateLook(),
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Shoot = DifficultHelper.GenerateShoot(),
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Shoot = HardHelper.GenerateShoot(),
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Move = DifficultHelper.GenerateMove(),
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Move = HardHelper.GenerateMove(),
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Grenade = DifficultHelper.GenerateGrenade(),
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Grenade = HardHelper.GenerateGrenade(),
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Change = DifficultHelper.GenerateChange(),
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Change = HardHelper.GenerateChange(),
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Cover = DifficultHelper.GenerateCover(),
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Cover = HardHelper.GenerateCover(),
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Patrol = DifficultHelper.GeneratePatrol(),
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Patrol = HardHelper.GeneratePatrol(),
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Hearing = DifficultHelper.GenerateHearing(),
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Hearing = HardHelper.GenerateHearing(),
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Mind = DifficultHelper.GenerateMind(),
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Mind = HardHelper.GenerateMind(),
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Boss = DifficultHelper.GenerateBoss(),
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Boss = HardHelper.GenerateBoss(),
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Core = DifficultHelper.GenerateCore(),
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Core = HardHelper.GenerateCore(),
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Scattering = DifficultHelper.GenerateScattering()
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Scattering = HardHelper.GenerateScattering()
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};
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};
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bot.difficulty.impossible = new Models.Output.Difficulty.DifficultySettings()
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bot.difficulty.impossible = new Models.Output.Difficulty.DifficultySettings()
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{
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{
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@ -2,13 +2,13 @@
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namespace Generator.Helpers
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namespace Generator.Helpers
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{
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{
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public static class DifficultHelper
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public static class HardHelper
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{
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{
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public static Lay GenerateLay()
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public static Lay GenerateLay()
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{
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{
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return new Lay(cHECK_SHOOT_WHEN_LAYING: false, dELTA_LAY_CHECK: 2, dELTA_GETUP: 2.7, dELTA_AFTER_GETUP: 10,
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return new Lay(cHECK_SHOOT_WHEN_LAYING: false, dELTA_LAY_CHECK: 2, dELTA_GETUP: 2.7, dELTA_AFTER_GETUP: 10,
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cLEAR_POINTS_OF_SCARE_SEC: 20, mAX_LAY_TIME: 35, dELTA_WANT_LAY_CHECL_SEC: 5, aTTACK_LAY_CHANCE: 25,
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cLEAR_POINTS_OF_SCARE_SEC: 20, mAX_LAY_TIME: 35, dELTA_WANT_LAY_CHECL_SEC: 5, aTTACK_LAY_CHANCE: 25,
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dIST_TO_COVER_TO_LAY: 3.5, dIST_TO_COVER_TO_LAY_SQRT: 12.5, dIST_GRASS_TERRAIN_SQRT: 0.160000011, dIST_ENEMY_NULL_DANGER_LAY: 15,
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dIST_TO_COVER_TO_LAY: 3.5, dIST_TO_COVER_TO_LAY_SQRT: 12.25, dIST_GRASS_TERRAIN_SQRT: 0.160000011, dIST_ENEMY_NULL_DANGER_LAY: 15,
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dIST_ENEMY_NULL_DANGER_LAY_SQRT: 225, dIST_ENEMY_GETUP_LAY: 10, dIST_ENEMY_GETUP_LAY_SQRT: 100, dIST_ENEMY_CAN_LAY: 15,
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dIST_ENEMY_NULL_DANGER_LAY_SQRT: 225, dIST_ENEMY_GETUP_LAY: 10, dIST_ENEMY_GETUP_LAY_SQRT: 100, dIST_ENEMY_CAN_LAY: 15,
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dIST_ENEMY_CAN_LAY_SQRT: 225, lAY_AIM: 0.6, mIN_CAN_LAY_DIST_SQRT: 121, mIN_CAN_LAY_DIST: 11,
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dIST_ENEMY_CAN_LAY_SQRT: 225, lAY_AIM: 0.6, mIN_CAN_LAY_DIST_SQRT: 121, mIN_CAN_LAY_DIST: 11,
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mAX_CAN_LAY_DIST_SQRT: 40000, mAX_CAN_LAY_DIST: 200, lAY_CHANCE_DANGER: 40, dAMAGE_TIME_TO_GETUP: 3);
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mAX_CAN_LAY_DIST_SQRT: 40000, mAX_CAN_LAY_DIST: 200, lAY_CHANCE_DANGER: 40, dAMAGE_TIME_TO_GETUP: 3);
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@ -16,8 +16,8 @@ namespace Generator.Helpers
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public static Core GenerateCore()
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public static Core GenerateCore()
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{
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{
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return new Core(visibleAngle: 140, visibleDistance: 130, gainSightCoef: 0.1,
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return new Core(visibleAngle: 130, visibleDistance: 110, gainSightCoef: 0.2,
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scatteringPerMeter: 0.1, scatteringClosePerMeter: 0.1, damageCoeff: 1, hearingSense: 2.85,
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scatteringPerMeter: 0.12, scatteringClosePerMeter: 0.12, damageCoeff: 1, hearingSense: 1.05,
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canRun: true, canGrenade: true, aimingType: "normal", pistolFireDistancePref: 35,
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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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shotgunFireDistancePref: 50, rifleFireDistancePref: 100, accuratySpeed: 0.3, waitInCoverBetweenShotsSec: 1.5);
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}
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}
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