branchrust_reboot/main/patrol_helicopter_revisioncancel
67 Commits over 60 Days - 0.05cph!
Greatly reduced zone stale time - should prevent non time averaged scores from having a crazy effect
Removed useless check that could prevent rockets from firing during strafe
Should increase performance during rocket runs
Prevent patrol from forcing a target inside a no go zone
Will now strafe targets in nearby danger zones as it finds them should they be the most dangerous
Refactored targetting code
Randomised can strafe and can use napalm timeout thresholds
Clear old targets when fleeing from no go zone to ensure we dont come back in
Increased at rotation bounds
Halved orbitstrafe rotation speed when first moving into position
Fixed bug that caused heli gunners to still target you if you are killed and then respawn quickly
Avoid marking players as targets that are inside nogo zones
Extra logs
Fixed a bunch of bugs when entering and leaving strafe, as well as bugs calculating last damage time
Targetting from patrol now works properly when not using danger zones
Bunch of viewing vector zero checks before running through lookrotation
Ensured thwop and engine lerp and clamped between 0 and 1
Additional checks to ensure you can't aggro a dying patrol helicopter
Removed a few sneaky logs
Codegen
Fixed rotation viewing vector zero
Convar'd flee damage percentage
Adjusted zone stale time, danger zone size and max zones 'cache' size
Wrote system to cull least active zone if danger zones overflow cache
Heli now filters its targets based on the danger of the zone they are in
Increased orbit distance
Refactor of napalm time handling in orbitstrafe
Re-enabled debugging stuff
Flee positions are picked better again
Fixed more orbital lock issues
Fixed problem with using napalm in no go zones
Swapped zones to check positions, rather than players
Strafe no go check
Patrol points are now recaclulated up to 5 times in order to find one outside of a zone. Monuments are used as fallback
Fixed another possible distance check which could be locking an orbit state
Removed some extra debugs that should've been hidden
Fixed possible way to stay fixed in orbit state
Fixed bug causing strafe to be locked waiting for rotation
Fixed some napalm bugs
Move further on flee
Orbit strafe now supports napalm
Fixed bug that could cause heli to be aggro'd after death
Fixed crazy flee height
Made rocket aimcone a bit less crazy
Swapped a distance check to distance 2d
reduced orbit strafe distance
Fixed? RPC error on being killed with rocket
Removed excess logs
Codegen
Debug = false
Orbit now listens to no go zones
Fixed infinite loop :)
Danger zone score is now weighted weirdly (but it works?)
Check if player is in no go zone before strafing
Fixed bug preventing breaking of orbit
Added should debug boolean
Ensured zone states are only on the server
-First iteration of danger zones added (nogo zones). If heli is damaged quick enough in a specific area it will avoid it
-Added console commands to test all heli states
-Added flee state - cant get aggro when in this state
-Ensured flee state runs if heli is within a newly added no go zone
Orbital strafe chance set to 60%
Make time to fire in orbits slightly longer
Make orbital rocket clip more wighted to having more rockets
Prevent being aggro'd mid strafe - this needs fixed
Removed bunch of debug logs
Remove bunch of debug draws
Reduced turn speed when swapping to orbit strafe
Fixed bug that would pull heli out of move state if there were no targets - moved that code to orbit code only.
Added AtRotation check. Ensures heli has finished rotating before moving into strafe attack
Refactored init strafe and aggro code
Fixed bug causing multiple changes of strafe drop out distance per tick
Refactored starting strafe code
Ensured time since damaged threshold was appropriate for each damage type
Fixed bug in orbitting causing radians to be converted to radians - this was causing inaccurate calculations on points
Ensured fixed orbit works the same as the old orbit
Bunch of debug stuff
Fixed entry into orbit strafe
OrbitStrafe state now attempts to flow nicely from a strafe state when swapping