Improved how PMC difficulty values are generated to improve PMC vs PMC settings
Moved difficulty-related into `BotDifficultyHelper` Made `typeBeingEdited` property in `addBotToEnemyList()` optional
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@ -28,6 +28,14 @@ export class BotDifficultyHelper
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this.pmcConfig = this.configServer.getConfig(ConfigTypes.PMC);
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this.pmcConfig = this.configServer.getConfig(ConfigTypes.PMC);
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}
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}
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/**
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* Get a difficulty object modified to handle fighting other PMCs
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* @param pmcType 'bear or 'usec'
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* @param difficulty easy / normal / hard / impossible
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* @param usecType sptUsec
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* @param bearType sptBear
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* @returns Difficulty object
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*/
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public getPmcDifficultySettings(
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public getPmcDifficultySettings(
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pmcType: "bear" | "usec",
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pmcType: "bear" | "usec",
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difficulty: string,
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difficulty: string,
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@ -40,14 +48,71 @@ export class BotDifficultyHelper
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const friendlyType = pmcType === "bear" ? bearType : usecType;
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const friendlyType = pmcType === "bear" ? bearType : usecType;
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const enemyType = pmcType === "bear" ? usecType : bearType;
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const enemyType = pmcType === "bear" ? usecType : bearType;
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this.botHelper.addBotToEnemyList(difficultySettings, this.pmcConfig.enemyTypes, friendlyType); // Add generic bot types to enemy list
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// Is PMC hostile to other PMC side
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this.botHelper.addBotToEnemyList(difficultySettings, [enemyType, friendlyType], ""); // add same/opposite side to enemy list
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const hostileToSameSide = this.randomUtil.getChance100(this.pmcConfig.chanceSameSideIsHostilePercent);
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this.botHelper.randomizePmcHostility(difficultySettings);
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// Add all non-PMC types to PMCs enemy list
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this.addBotToEnemyList(difficultySettings, this.pmcConfig.enemyTypes, friendlyType);
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// Add same/opposite side to enemy list
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const hostilePMCTypes = hostileToSameSide
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? [enemyType, friendlyType]
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: [enemyType];
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this.addBotToEnemyList(difficultySettings, hostilePMCTypes);
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if (hostileToSameSide)
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{
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this.setDifficultyToHostileToBearAndUsec(difficultySettings);
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}
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return difficultySettings;
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return difficultySettings;
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}
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}
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/**
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* Add bot types to ENEMY_BOT_TYPES array
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* @param difficultySettings Bot settings to alter
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* @param typesToAdd Bot types to add to enemy list
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* @param typeBeingEdited Bot type to ignore and not add to enemy list
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*/
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protected addBotToEnemyList(difficultySettings: Difficulty, typesToAdd: string[], typeBeingEdited?: string): void
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{
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const enemyBotTypesKey = "ENEMY_BOT_TYPES";
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// Null guard
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if (!difficultySettings.Mind[enemyBotTypesKey])
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{
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difficultySettings.Mind[enemyBotTypesKey] = [];
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}
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const enemyArray = <string[]>difficultySettings.Mind[enemyBotTypesKey];
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for (const botTypeToAdd of typesToAdd)
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{
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if (typeBeingEdited?.toLowerCase() === botTypeToAdd.toLowerCase())
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{
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this.logger.debug(`unable to add enemy ${botTypeToAdd} to its own enemy list, skipping`);
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continue;
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}
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if (!enemyArray.includes(botTypeToAdd))
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{
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enemyArray.push(botTypeToAdd);
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}
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}
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}
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/**
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* Configure difficulty settings to be hostile to USEC and BEAR
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* Look up value in bot.json/chanceSameSideIsHostilePercent
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* @param difficultySettings pmc difficulty settings
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*/
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protected setDifficultyToHostileToBearAndUsec(difficultySettings: Difficulty): void
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{
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difficultySettings.Mind.CAN_RECEIVE_PLAYER_REQUESTS_BEAR = false;
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difficultySettings.Mind.CAN_RECEIVE_PLAYER_REQUESTS_USEC = false;
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difficultySettings.Mind.DEFAULT_USEC_BEHAVIOUR = "Attack";
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difficultySettings.Mind.DEFAULT_BEAR_BEHAVIOUR = "Attack";
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}
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/**
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/**
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* Get difficulty settings for desired bot type, if not found use assault bot types
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* Get difficulty settings for desired bot type, if not found use assault bot types
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* @param type bot type to retrieve difficulty of
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* @param type bot type to retrieve difficulty of
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@ -56,29 +121,30 @@ export class BotDifficultyHelper
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*/
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*/
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public getBotDifficultySettings(type: string, difficulty: string): Difficulty
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public getBotDifficultySettings(type: string, difficulty: string): Difficulty
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{
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{
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const botDb = this.databaseServer.getTables().bots;
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const desiredType = type.toLowerCase();
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const desiredType = type.toLowerCase();
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const bot = this.databaseServer.getTables().bots.types[desiredType];
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const bot = botDb.types[desiredType];
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if (!bot)
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if (!bot)
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{
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{
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// get fallback
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// No bot found, get fallback difficulty values
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this.logger.warning(this.localisationService.getText("bot-unable_to_get_bot_fallback_to_assault", type));
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this.logger.warning(this.localisationService.getText("bot-unable_to_get_bot_fallback_to_assault", type));
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this.databaseServer.getTables().bots.types[desiredType] = this.cloner.clone(
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botDb.types[desiredType] = this.cloner.clone(botDb.types.assault);
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this.databaseServer.getTables().bots.types.assault,
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);
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}
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}
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// Get settings from raw bot json template file
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const difficultySettings = this.botHelper.getBotTemplate(desiredType).difficulty[difficulty];
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const difficultySettings = this.botHelper.getBotTemplate(desiredType).difficulty[difficulty];
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if (!difficultySettings)
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if (!difficultySettings)
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{
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{
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// No bot settings found, use 'assault' bot difficulty instead
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this.logger.warning(
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this.logger.warning(
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this.localisationService.getText("bot-unable_to_get_bot_difficulty_fallback_to_assault", {
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this.localisationService.getText("bot-unable_to_get_bot_difficulty_fallback_to_assault", {
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botType: desiredType,
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botType: desiredType,
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difficulty: difficulty,
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difficulty: difficulty,
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}),
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}),
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);
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);
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this.databaseServer.getTables().bots.types[desiredType].difficulty[difficulty] = this.cloner.clone(
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botDb.types[desiredType].difficulty[difficulty]
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this.databaseServer.getTables().bots.types.assault.difficulty[difficulty],
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= this.cloner.clone(botDb.types.assault.difficulty[difficulty]);
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);
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}
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}
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return this.cloner.clone(difficultySettings);
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return this.cloner.clone(difficultySettings);
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@ -36,22 +36,6 @@ export class BotHelper
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return this.databaseServer.getTables().bots.types[role.toLowerCase()];
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return this.databaseServer.getTables().bots.types[role.toLowerCase()];
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}
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}
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/**
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* Randomize the chance the PMC will attack their own side
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* Look up value in bot.json/chanceSameSideIsHostilePercent
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* @param difficultySettings pmc difficulty settings
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*/
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public randomizePmcHostility(difficultySettings: Difficulty): void
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{
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if (this.randomUtil.getChance100(this.pmcConfig.chanceSameSideIsHostilePercent))
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{
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difficultySettings.Mind.CAN_RECEIVE_PLAYER_REQUESTS_BEAR = false;
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difficultySettings.Mind.CAN_RECEIVE_PLAYER_REQUESTS_USEC = false;
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difficultySettings.Mind.DEFAULT_USEC_BEHAVIOUR = "Attack";
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difficultySettings.Mind.DEFAULT_BEAR_BEHAVIOUR = "Attack";
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}
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}
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/**
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/**
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* Is the passed in bot role a PMC (usec/bear/pmc)
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* Is the passed in bot role a PMC (usec/bear/pmc)
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* @param botRole bot role to check
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* @param botRole bot role to check
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@ -90,37 +74,6 @@ export class BotHelper
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(<string[]>difficultySettings.Mind[friendlyBotTypesKey]).push(typeToAdd);
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(<string[]>difficultySettings.Mind[friendlyBotTypesKey]).push(typeToAdd);
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}
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}
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/**
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* Add a bot to the ENEMY_BOT_TYPES array, do not add itself if its on the enemy list
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* @param difficultySettings bot settings to alter
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* @param typesToAdd bot type to add to enemy list
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*/
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public addBotToEnemyList(difficultySettings: Difficulty, typesToAdd: string[], typeBeingEdited: string): void
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{
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const enemyBotTypesKey = "ENEMY_BOT_TYPES";
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// Null guard
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if (!difficultySettings.Mind[enemyBotTypesKey])
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{
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difficultySettings.Mind[enemyBotTypesKey] = [];
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}
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const enemyArray = <string[]>difficultySettings.Mind[enemyBotTypesKey];
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for (const botTypeToAdd of typesToAdd)
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{
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if (botTypeToAdd.toLowerCase() === typeBeingEdited.toLowerCase())
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{
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this.logger.debug(`unable to add enemy ${botTypeToAdd} to its own enemy list, skipping`);
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continue;
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}
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if (!enemyArray.includes(botTypeToAdd))
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{
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enemyArray.push(botTypeToAdd);
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}
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}
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}
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/**
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/**
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* Add a bot to the REVENGE_BOT_TYPES array
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* Add a bot to the REVENGE_BOT_TYPES array
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* @param difficultySettings bot settings to alter
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* @param difficultySettings bot settings to alter
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