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Fixed bots' AI
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@ -42,8 +42,7 @@ DEFAULT_BOT_HIGHLIGHT = (0.1, 0.3, 0.1)
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PRO_BOT_COLOR = (1.0, 0.2, 0.1)
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PRO_BOT_HIGHLIGHT = (0.6, 0.1, 0.05)
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def _my_vec3_dist(vec1: Tuple[float], vec2: Tuple[float]) -> float:
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# FIXME - this solution works,
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def distance(vec1: Tuple[float], vec2: Tuple[float]) -> float:
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xlen = vec1[0] - vec2[0]
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ylen = vec1[1] - vec2[1]
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zlen = vec1[2] - vec2[2]
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@ -200,7 +199,7 @@ class SpazBot(basespaz.Spaz):
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closest = None
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assert self._player_pts is not None
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for plpt, plvel in self._player_pts:
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dist = _my_vec3_dist((plpt.x, plpt.y, plpt.z), (botpt.x, botpt.y, botpt.z))
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dist = distance((plpt.x, plpt.y, plpt.z), (botpt.x, botpt.y, botpt.z))
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# Ignore player-points that are significantly below the bot
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# (keeps bots from following players off cliffs).
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@ -264,7 +263,7 @@ class SpazBot(basespaz.Spaz):
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target_pt_raw = ba.Vec3(*self.target_flag.node.position)
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diff = (target_pt_raw - our_pos)
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diff = ba.Vec3(diff[0], 0, diff[2]) # don't care about y
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dist = diff.length()
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dist = distance((target_pt_raw.x, 0, target_pt_raw.z), (our_pos.x, 0, our_pos.z))
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to_target = diff.normalized()
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# If we're holding some non-flag item, drop it.
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@ -332,7 +331,7 @@ class SpazBot(basespaz.Spaz):
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target_vel * dist_raw * 0.3 * self._lead_amount)
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diff = (target_pt - our_pos)
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dist = _my_vec3_dist((target_pt.x, target_pt.y, target_pt.z), (our_pos.x, our_pos.y, our_pos.z))
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dist = distance((target_pt.x, target_pt.y, target_pt.z), (our_pos.x, our_pos.y, our_pos.z))
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to_target = diff.normalized()
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if self._mode == 'throw':
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