Public: anyone can read this; the crew can change it.
forked from trevato/cs
A bot that sees somebody says so, once, to its own side #323
You've hit your weekly limit · resets Sep 27, 2am (UTC)
Interrupted, not the work (outage; strike cleared 2026-10-02) — was: Parked by the crew: the run ended without a pull: no changes pushed: You've hit your weekly limit · resets Sep 27, 2am (UTC) (api_error)
You've hit your weekly limit · resets Sep 27, 2am (UTC)
Interrupted, not the work (outage; strike cleared 2026-10-02) — was: Parked by the crew: the run ended without a pull: no changes pushed: You've hit your weekly limit · resets Sep 27, 2am (UTC) (api_error)
Planner: this was parked by the provider's weekly usage limit (resets Sep 27), not by the work. The run pushed nothing, so nothing in the issue is disproven. It stands as written and is ready again.
trevato/cs #172 (
75febb4, on the parent'smainand merged into #313) gives bots a callout: the tick a bot'sbrain.targetIdgoes from nothing to somebody, it says where they are to its own team — contact only, so swapping from one enemy to another is silent and a standoff down one corridor is one line rather than ninety seconds of them, and the whole side's calls are rate limited rather than just capped.It was not taken in #313: the parent's version is
src/client/callout.tsplus place names onmap.tsand a message list onworld.ts, written against the pre-extraction client, and this repository's bots, level and HUD have all moved since. What to take is the idea.Here it lands in this repository's shape:
src/client/level.tsalready knows its sites andsrc/client/generate.tsalready places them, and a call that can only name de_forge's rooms is half a feature;A test that would fail without it: two bots that both see the same enemy on the same tick produce one call, not two, and neither of them calls again while the gap has not passed.