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https://github.com/vladtrc/iw4L
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Host bots bake a navigation graph off the clip map and walk it — drop and break-glass edges, routes that resume across ticks under a shared per-tick query budget, firing positions chosen from baked supports rather than a ring around the bot. They pick a weapon, reload or switch when the magazine runs out, and plant, defuse and claim flags on their own. A broken pane now builds a planar crack graph and emits shards carrying their holes and open cracks, so tessellation and repeated hits read the stored geometry instead of assuming a convex fan from vertex zero. Sun cascades are clipped to the view. Class select and the options menu match the layout players expect. Weapon definitions load from IW5 and T5 fastfiles. The test suite is removed: it had grown into scaffolding for the dig rather than a description of the runtime, and new tests will be written against the behaviour that stayed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
19 lines
795 B
Bash
19 lines
795 B
Bash
# Copy to `.env` and set your games root (folder that contains game trees).
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# Never commit `.env`.
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IW4L_GAMES=/path/to/cod-games
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# Deploy target for `make deploy|publish|logs <channel>` (ssh user@host)
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# and the iw4l root on that machine. Optional for local play.
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# `make provision` uses the same host and IW4L_RELEASE_KEY.
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IW4L_DEPLOY_HOST=user@host
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IW4L_DEPLOY_ROOT=/srv/iw4l
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# Private CA / TLS key used to sign master QUIC + release HTTPS certs. Keep it
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# outside the repo.
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IW4L_RELEASE_KEY=/path/to/release-ca
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# Runtime master used by `make menu` and by a portable Windows folder.
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# The server may be offline; the menu still starts and reconnects in background.
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IW4L_MASTER_ADDR=master.example.net:4433
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IW4L_MASTER_SERVER_NAME=iw4l-prod
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IW4L_MASTER_CA_CERT=${IW4L_RELEASE_KEY}/iw4l-ca.pem
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