Class_name = "CTurretRadioAI"
object_name = "CTurretRadioAI"

//////	Controller specific
Artificial=true;

ControlledType="GOT_VEHICLE_TURRET";

// formula for calculating the aiming error zone

// calculation formula
// axis_ error (meters) = tan (
// random_number * (AddCoef + ProjSpeedCoef * difference_speed_in_sight_plane (in meters per second))
// * (current_overload * OverloadCoef + CoefLow / Hi / Ace)
//)
// * distance_to_ target;
// random_number is a number between -1.0 and 1.0
// tan is the tangent. depending on the tangent of the error angle and the distance to the target, the resulting zone is obtained

// // coefficient of conversion of the speed difference between the speeds of the object on which the turret and the target, in the aiming plane, into the error angles
ProjSpeedCoef = 0.08f; // org: 0.05

//default aiming error rate
AddCoef = 0.075f; // org: 0.05

// maximum overload in standard units at which the shooter stops aiming and shooting
MaxBotOverload = 8.0f;

//  conversion factor of overload to aiming units
OverloadCoef = 0.04f; //org: 0.02f

// coefficients for the dependence of the final shooting area on the AI ??level
CoefLow		= 20.0f;
CoefMed		= 4.0f; //org: 3.0
CoefHigh	= 2.0f; //org: 1.0
CoefAce		= 1.2f; //org: 0.5

// time after which the erroneous sight passes from one point to another
// and the time for which sight errors occur
ErrorCircleTime = 1.0f; //org: 2.0
ErrorChangeTime = 0.5f; //org: 1.0

// waiting time after aiming at the intended point, as if for more accurate aiming
MaxWaitTime = 0.1f;	

// eiyooeoeaio, ia eioi?ue aiiii?aaony eoiaiaay ioeaea aey oiaiuoaiey a? i?e no?aeuaa ii iacaiiui oaeyi
GroundTargetErrorCoeff = 0.1f;

// eiyooeoeaio, ia eioi?ue aiiii?aaony eoiaiaay ioeaea aey oiaiuoaiey a? i?e no?aeuaa ii ay?inoaoai
BalloonTargetErrorCoeff = 0.1f;

//  firing time - continuous burst, and then waiting time
FireShootTimeMin = 0.4f; //org: 1.0
FireShootTimeMax = 1.8f; //org: 1.5

FireWaitTimeMin = 0.6f;	//org: 1.0
FireWaitTimeMax = 2.5f; //org: 2.0

// target search time, each period is checked, the more often - the more brakes naturally
// further than the search distance for AI levels, for example, Low AI does not perceive a target further than 400 meters - it does not see it, it is afraid, etc.

MaxSearchTime  = 1.5f; //org: 1.0

// enough ammo to start shooting from afar (at triple range)
EnoughAmmoCount = 100;

SearchDistanceLow   = 0.67f;
SearchDistanceMed   = 0.83f;
SearchDistanceHigh  = 1.00f;
SearchDistanceAce   = 1.17f;

SearchDistanceMinLow   = 0.5f;
SearchDistanceMinMed   = 0.67f;
SearchDistanceMinHigh  = 0.83f;
SearchDistanceMinAce   = 1.00f;

SearchDistanceAttackBalloon				= 500.0f;
SearchDistanceAttackGround				= 500.0f;
SearchDistanceShort						= 0.4;
SearchDistanceMedium					= 2.0;
BackFire3DAngle							= 30.0; 
BackFireDistance						= 600.0;
BackFirePlanePriorityType				= 2;
BackFireResetToDefaultTime				= 5.0;