Class_name = "CTurretRadioAI"
object_name = "CTurretRadioAI"

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

ControlledType="GOT_VEHICLE_TURRET";

// formula for calculating the aiming error zone

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

// the coefficient of the speed difference of the object on which the turret and the target stand, in the plane of aiming, in the angles of error
ProjSpeedCoef = 0.2f;

// default aiming error rate
AddCoef = 0.05f;

// maximum overload in standard units at which the shooter stops aiming and firing
MaxBotOverload = 5.0f;

// overload conversion rate to aiming units
OverloadCoef = 0.05f;

// coefficients for the dependence of the final firing area on the level of AI
CoefLow		= 10.0f;
CoefMed		= 4.0f;
CoefHigh	= 2.0f;
CoefAce		= 1.0f;

// the time behind which the erroneous sight passes from one point to another 
// and the time in which sight errors occur
ErrorCircleTime = 2.0f;
ErrorChangeTime = 1.0f;

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

// the coefficient by which the final error is multiplied to reduce it when firing at ground targets
GroundTargetErrorCoeff = 0.1f;

// the coefficient by which the final error is multiplied to reduce it when firing at balloons
BalloonTargetErrorCoeff = 0.1f;

// shooting time - continuous queue, and then waiting time
FireShootTimeMin = 1.0f;
FireShootTimeMax = 1.5f;

FireWaitTimeMin = 1.0f;
FireWaitTimeMax = 2.0f;

// the time of the search for the target, each period is checked, the more often - the more brakes are tightly
// further search distances for AI levels, such as Low AI, the target beyond 400 meters does not perceive the target - does not see, is afraid, etc.

MaxSearchTime  = 2.0f;

// the number of rounds of ammunition sufficient to start shooting from afar (from a triple distance)
EnoughAmmoCount = 150;

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				= 1500.0f;
SearchDistanceAttackGround				= 1500.0f;
SearchDistanceShort						= 0.4;
SearchDistanceMedium					= 2.0;
BackFire3DAngle							= 30.0; 
BackFireDistance						= 600.0;
BackFirePlanePriorityType				= 2;
BackFireResetToDefaultTime				= 5.0;