Bot enhancements#99
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Numerous small tweaks to enhanced bot behaviour: - Implemented route for aiming at a more reasonable last-seen position for enemy. Bot should now target in a more human manner when opponent is out of view by aiming towards the nearest reasonable doorway/edge they might re-appear from, and not through geometry. - Pursuit-goal aim motor adjusted to blend between new aim and previous aim. Should smooth aim behaviour without lagging behind on shots - Smoothed changes in aim direction between bot thinks, when the change is reasonable 9under 18 degrees in a single think). Should smooth aim a bit, but still allow fast jumps when target genuinely moved suddenly - Added some guarding/sanity against self-harm from splash damage - Bot will attempt suppressive fire when aiming at opponent's peek-point/doorway - Fixed bot firing prematurely when acquiring aim on a new enemy engagement (bot's reaction time and deliberate aim suppression timing were running concurrently, changed to be consecutive) - Aim harness jitter/noise is now probabilistically aligned with previous jitter value, so it's less likely to shake in the opposite direction to the last one (more humanistic aim) - More attempts to implement ledge-holding and harassment of opponent when bot has height advantage (still not behaving as well as I'd like) - Re-affirmed bot's health/armour seeking behaviours when their stack is lacking - Tightened up major goal-seeking priorities - MH and RA will now almost always take precedence over YA even if YA is up and MH/RA are a little way off spawning. - More attempts to fix short pathing loops by temporarily banning same-goal re-acquisition after it's been abandoned/stuck - Better fall/jump pad handling so bots avoid suicidal rides/falls more often, and factor in things like Lava/Slime/Void into fall avoidance/damage - Better tracking of opponent when fleeting, by registering sound events to detect current opponent location - Reduced frequency of bot's 'prefer higher ground' pathfinding attempts to avoid causing loops (from 2.5 to 8s intervals)
Fixes ledge-jump pickup behavior by correcting the horizontal-range check in BotItems_LedgeJumpAtLip (use BOT_ITEMS_LJ_MAX_HORIZ and a > comparison so distant goals are rejected). Adjusts BotMove_SuppressEnhancedView to suppress the enhanced aim view while a ledge-jump pickup's injected jump is active (checks item_commit_active and item_lj_jump_until) and moves the enemy guard after this special-case handling.
peek solve, nav exile/stuck debug, opponent sensory/vigilance look, item abort reasons, rail hold-range
- Removed WORKPLAN-BOT-ENHANCEMENTS.md, since now complete and obsolete - Updated BOT-ENHANCED-ARCHITECTURE.md to be a more straightforward overview of how bot_enhanced hangs together - Updated reference in BOT-CVARS.md
Refactor and enhance bot combat dodge into a continuous dodge-bias system (missile + fire-pressure), adding BotCombat_UpdateDodge, Blend/Apply helpers, wider intercept logic and state fields. Add move-time blending of dodge into MoveToGoal. Add post-spawn weapon arming (LG/RL then rail), empty-pad wait/penalty, travel caps and commit logic; expose BotItems_OnLifeStart. Improve opponent roaming/look: vigilance origin logic, enhanced roam view, noise handling and sensory timings. Tweak weapon selection with situational vertical/air penalties and range adjustments. Misc headers, constants and integration points updated.
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A progressive pile of changes to how enhanced bots run:
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