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Merge pull request #30 from VirxEC/v0.7
V0.7 updates
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docs/botmaking/config-file-documenation.md

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### Match Configuration
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- num_participants: The total number of cars that will be spawned into the match.
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- game_mode: 'Soccer', 'Hoops', 'Dropshot', 'Hockey', 'Rumble'
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- game_mode: 'Soccar', 'Hoops', 'Dropshot', 'Snowday', 'Rumble'
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- game_map, e.g. "Mannfield". [All possible values](https://github.com/RLBot/RLBot/blob/master/src/main/python/rlbot/parsing/match_settings_config_parser.py#L40-L78)
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- skip_replays: If True, replays are automatically skipped after a goal. However, also prevents match replays from being saved.
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- start_without_countdown: If True, skips kickoff countdown

docs/botmaking/dropshot.md

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You always spawn with 100 boost.
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Kickoff spawn locations are similar to soccer spawn locations, but not identical. In dropshot spawn locations are:
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Kickoff spawn locations are similar to soccar spawn locations, but not identical. In dropshot spawn locations are:
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| Kickoff | Blue | Orange |
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|-----------------|-----------------------------------|-----------------------------------|

docs/botmaking/hoops.md

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## Ball
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The radius of the ball is 98.38. When the kickout countdown hits zero, the ball is given a Z velocity of 1000. But other than that, the physics of the ball is similar to soccer.
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The radius of the ball is 98.38. When the kickout countdown hits zero, the ball is given a Z velocity of 1000. But other than that, the physics of the ball is similar to soccar.
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## Spawning
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docs/framework/psyonix-api-notes.md

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- Latest ball touch will always be blank for now (fixed)
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- Boost respawn timers don't work yet
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- Unfortunately, quick chat is not supported yet (1/2 fixed)
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- We only support Soccer, exhibition mode at the moment. (More modes are supported)
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- We only support Soccar, exhibition mode at the moment. (More modes are supported)
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- The game data will currently update in memory at 60Hz, ~~regardless of Rocket League's frame rate~~ (anecdotally it seems to be capped at the frame rate). We may be able to tune that later. (We now have 120hz)
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- The Psyonix API itself and the code that interfaces with it directly are closed source at the moment.
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docs/index.md

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# Overview
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!!! note "RLBot v5 is in beta!"
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!!! tip "RLBot v5 is in beta!"
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Learn more about v5 in the [RLBot v5 Overview](/v5/framework/v5) and start converting your bot today!
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Welcome to the RLBot wiki!

docs/v5/botmaking/ball-path-prediction.md

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## Message structure
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[The `BallPrediction` flatbuffer](https://github.com/RLBot/flatbuffers-schema/blob/main/gamedata.fbs#L361-L367) defines the data in each message. The message is a list of 720 `PredictionSlice`s, with each slice advancing 1/120 of a second into the future past the previous slice.
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[The `BallPrediction` flatbuffer](https://github.com/RLBot/flatbuffers-schema/blob/main/schema/gamedata.fbs#L417-L423) defines the data in each message. The message is a list of 720 `PredictionSlice`s, with each slice advancing 1/120 of a second into the future past the previous slice.
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A `PredictionSlice` contains the following fields:
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- `game_seconds` - The moment in game time that this prediction corresponds to. This corresponds to 'seconds_elapsed' in [`MatchInfo`](https://github.com/RLBot/flatbuffers-schema/blob/main/gamedata.fbs#L254-L279).
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- `physics` - The [`Physics`](https://github.com/RLBot/flatbuffers-schema/blob/main/gamedata.fbs#L116-L122) information for the ball at this slice. This contains:
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- `game_seconds` - The moment in game time that this prediction corresponds to. This corresponds to 'seconds_elapsed' in [`MatchInfo`](https://github.com/RLBot/flatbuffers-schema/blob/main/schema/gamedata.fbs#L294-L327).
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- `physics` - The [`Physics`](https://github.com/RLBot/flatbuffers-schema/blob/main/schema/gamedata.fbs#L123-L129) information for the ball at this slice. This contains:
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- `location`
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- `velocity`
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- `angular_velocity`

docs/v5/botmaking/config-files.md

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## Bot & Script Config Files
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A bot/script config file defines a bot/script and its attributes, closely resembling the `PlayerConfiguration`/`ScriptConfiguration` from the [flatbuffer schema](https://github.com/RLBot/flatbuffers-schema/blob/main/matchconfig.fbs).
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A bot/script config file defines a bot/script and its attributes, closely resembling the `PlayerConfiguration`/`ScriptConfiguration` from the [flatbuffer schema](https://github.com/RLBot/flatbuffers-schema/blob/main/schema/matchconfig.fbs).
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The content of config files for bots and scripts are very similar, so the file extension indicates whether it is a bot or script:
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- **Bots:** Named `bot.toml` or ends with `.bot.toml`. Here are examples of valid names: `bot.toml`, `Necto.bot.toml`, `atba.bot.toml`
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- `developer` - The developer(s) of the bot/script.
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- `language` - The language the bot/script is written in.
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- `tags` - A list of tags that describe the bot/script. These will affect which categories in the GUI your bot/script appear in. Possible tags:
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- `1v1` - The bot plays traditional 1v1 soccer.
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- `1v1` - The bot plays traditional 1v1 soccar.
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- `teamplay` - The bot considers team mates and rotates.
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- `goalie` - Only add this tag if your bot *only* plays as a goalie. Incompatible with teamplay tag!
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- `hoops` - The bot understands the Hoops game mode.
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- `heatseeker` - The bot understands the Heatseeker game mode.
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- `memebot` - The bot has an untraditional play style.
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!!! note "Psyonix Bot Presets"
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!!! tip "Psyonix Bot Presets"
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If a Psyonix bot is not given a name, it will be a random [standard Psyonix bot](https://rocketleague.fandom.com/wiki/Bot). If a Psyonix bot's name matches a standard Psyonix bot, it will use the standard loadout of that bot unless a loadout file is specified.
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??? example "Example `bot.toml` that runs a Python bot in a virtual environment"
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## Match Config Files
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A match config file, e.g. `match.toml`, define a match and its settings, closely resembling `MatchConfiguration ` from the [flatbuffer schema](https://github.com/RLBot/flatbuffers-schema/blob/main/matchconfig.fbs).
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A match config file, e.g. `match.toml`, define a match and its settings, closely resembling `MatchConfiguration ` from the [flatbuffer schema](https://github.com/RLBot/flatbuffers-schema/blob/main/schema/matchconfig.fbs).
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**Sections and fields:**
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- `auto_start_agents` - Boolean (default: true). Whether bots and scripts should be started using their run command. It is also possible to disable auto-starting for individual bots and scripts. See `[cars]::auto_start` and `[scripts]::auto_start`.
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- `wait_for_agents` - Boolean (default: true). Whether RLBot should wait for bots and scripts to be connected and ready before starting the match.
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- `[match]`
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- `game_mode` - The game mode. Either `"Soccer"` (default), `"Hoops"`, `"Dropshot"`, `"Hockey"`, `"Rumble"`, `"Heatseeker"`, `"Gridiron"`, or `"Knockout"`. This affects ball prediction and a few of the game rules although many game modes can also be recreated solely from mutators. See what mutators and game mode combinations make up the official modes [here](https://github.com/RLBot/python-interface/tree/master/tests/gamemodes).
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- `game_mode` - The game mode. Either `"Soccar"` (default), `"Hoops"`, `"Dropshot"`, `"Snowday"`, `"Rumble"`, `"Heatseeker"`, `"Gridiron"`, or `"Knockout"`. This affects ball prediction and a few of the game rules although many game modes can also be recreated solely from mutators. See what mutators and game mode combinations make up the official modes [here](https://github.com/RLBot/python-interface/tree/master/tests/gamemodes).
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- `game_map_upk` - The map upk file to load, e.g. `"UtopiaStadium_P"`. On Steam version of Rocket League this can be used to load custom map files, but on Epic version it only works on the Psyonix maps. Available maps can be found [here](https://github.com/RLBot/python-interface/blob/master/rlbot/utils/maps.py).
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- `cars` - A list of players in the match. See the car section below for fields of cars.
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- `scripts` - A list of scripts in the match. See the script section below for fields of scripts.
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game_mode = "Soccer"
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game_mode = "Soccar"
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game_map_upk = "Stadium_P"
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start_without_countdown = false

docs/v5/botmaking/matchcomms.md

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## Message structure
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[The `MatchComm` flatbuffer](https://github.com/RLBot/flatbuffers-schema/blob/main/comms.fbs#L3-L22) defines the data in each message:
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[The `MatchComm` flatbuffer](https://github.com/RLBot/flatbuffers-schema/blob/main/schema/comms.fbs) defines the data in each message:
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- `index` - The index of the player that sent this message. For scripts, this value is the index in the match configuration instead.
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- `team` - The team of the player that sent this message. `0` for blue, `1` for orange and `2` for scripts.

docs/v5/botmaking/rendering.md

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## Render anchors
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A [render anchor](https://github.com/RLBot/flatbuffers-schema/blob/main/rendering.fbs#L51-L61) is a point in space consisting of either or both of a world component and optionally a relative component:
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A [RenderAnchor](https://github.com/RLBot/flatbuffers-schema/blob/main/schema/rendering.fbs#L48-L59) is a point in space consisting of either or both of a world component and optionally a relative component:
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- The world component is a fixed point in global coordinates.
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- The relative component is given by a car or ball and includes a local offset that takes the position and orientation of the object into account. The render *will stay attached to the object they are associated with* and do not have to be updated each tick.
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## Render types
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- [Line3D](https://github.com/RLBot/flatbuffers-schema/blob/main/rendering.fbs#L63-L68) - Draws a line between 2 points in 3D space.
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- [PolyLine3D](https://github.com/RLBot/flatbuffers-schema/blob/main/rendering.fbs#L70-L74) - Draws a continuous line through a series of 3D points. World coordinates only.
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- [Line3D](https://github.com/RLBot/flatbuffers-schema/blob/main/schema/rendering.fbs#L61-L66) - Draws a line between 2 points in 3D space.
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- [PolyLine3D](https://github.com/RLBot/flatbuffers-schema/blob/main/schema/rendering.fbs#L68-L72) - Draws a continuous line through a series of 3D points. World coordinates only.
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??? tip "PolyLine3D is more efficient than Line3D for a series of lines"
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This is the recommended way to draw a large number of points in a continuous line, as it is more efficient than sending multiple `Line3D` messages. While this method was available in RLBot v4, it was implemented by sending a series of `Line3D` messages which defeated the purpose.
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- [String2D](https://github.com/RLBot/flatbuffers-schema/blob/main/rendering.fbs#L76-L96) - Draws a string in 2D space (screen space).
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- [String3D](https://github.com/RLBot/flatbuffers-schema/blob/main/rendering.fbs#L98-L115) - Draws a billboard string in 3D space.
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- [Rect2D](https://github.com/RLBot/flatbuffers-schema/blob/main/rendering.fbs#L117-L134) - Draws a rectangle in 2D space (screen space).
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- [Rect3D](https://github.com/RLBot/flatbuffers-schema/blob/main/rendering.fbs#L136-L151) - Draws a billboard rectangle in 3D space.
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- [String2D](https://github.com/RLBot/flatbuffers-schema/blob/main/schema/rendering.fbs#L74-L101) - Draws a string in 2D space (screen space).
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- [String3D](https://github.com/RLBot/flatbuffers-schema/blob/main/schema/rendering.fbs#L103-L126) - Draws a billboard string in 3D space.
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- [Rect2D](https://github.com/RLBot/flatbuffers-schema/blob/main/schema/rendering.fbs#L128-L151) - Draws a rectangle in 2D space (screen space).
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- [Rect3D](https://github.com/RLBot/flatbuffers-schema/blob/main/schema/rendering.fbs#L153-L173) - Draws a billboard rectangle in 3D space.
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docs/v5/botmaking/tick-rate.md

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In other words, the tick rate is `min(rocketLeagueFPS, 120)`.
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If you ever see a performance monitor pop up in-game on the left-hand side and it says anything other than `rlbot: 100%`
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If you ever see a performance monitor pop up in-game on the left-hand side and it says anything other than `RLBot: 100%`
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then RLBot is missing ticks due to a low or inconsistent frame rate.
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If any individual bot shows less than 100%, then only that bot is missing ticks because its logic is running too slowly.

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