1 .float status_teamhealing; // 0 = can't team heal, 1 = can team heal, 2 = team healing right now
2 .float hold_BUTTON_ATCK; // marks the bot holding the fire button after having decided on his prey
4 float Swallow_condition_check_bot(entity prey)
6 // checks the necessary conditions for a bot to swallow a player
8 if(Swallow_condition_check(prey)) // check the normal conditions of the vore system
9 if(time >= prey.spawnshieldtime) // spawn shield means you are invincible
10 if not(prey.BUTTON_CHAT) // don't eat players who are chatting
11 if(self.health > cvar("g_balance_vore_kick_damage_max")) // explained below
16 .float decide_swallow, decide_pred, decide_prey;
17 void Vore_AI_Teamheal(entity prey)
19 // allows bots to use the teamheal feature and heal damaged team mates
20 // the prey entity is only used when it's available (a player is detected in range)
24 if not(teams_matter && cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))
26 if(self.deadflag != DEAD_NO || self.stat_eaten || self.flagcarried || self.digesting) // a flag carrier can't waste time on team healing
28 self.status_teamhealing = 0;
32 // if a teamheal is ongoing, decide whether or not to abandon it when seeing a foe we can attack
33 // this only causes the bot to regurgitate their team mate when seeing an enemy, with the hope that our enemy will still be there once we can swallow
34 // the higher the skill, the greater the chance a bot will abandon a team heal for an enemy
35 if(self.status_teamhealing > 1)
36 if(Swallow_condition_check_bot(prey))
37 if(prey.team != self.team)
38 if(random() * 10 < cvar("bot_ai_vore_teamhealabandon") * skill / self.bot_voreteamheal) // there are 10 bot skill steps
39 self.BUTTON_REGURGITATE = TRUE; // release the team mate
41 // decide if we can teamheal or not
44 self.status_teamhealing = 2; // consider a team mate is in our stomach and we are teamhealing, until proven otherwise below
48 if(head.predator == self)
49 if(head.team != self.team)
51 self.status_teamhealing = 0; // there's a foe in our stomach, we can't teamheal now
57 self.status_teamhealing = 1; // if our stomach is empty, it means we can decide to teamheal
59 // now that we're decided if we can teamheal or not, lets go ahead and do so
61 // if we are holding a team mate that's been healed to the limit, we can release them
62 if not(cvar("bot_ai_vore_keepinstomach"))
65 if(head.predator == self) // head is automatically a team mate, or we wouldn't be reaching this part of the code
66 if(head.health >= cvar("g_balance_vore_teamheal_stable"))
67 self.BUTTON_REGURGITATE = TRUE; // release the team mate
70 // check if we can heal a team mate we come across, and if so swallow them
71 if(prey.team == self.team)
72 if(Swallow_condition_check_bot(prey))
73 if(prey.health < cvar("g_balance_vore_teamheal_stable"))
74 if not(prey.digesting) // if our team mate is digesting someone, he likely wouldn't want us ruining his frag
75 if not(prey.flagcarried) // don't eat the flag carrier and ruin his job
76 if not(prey.BUTTON_ATCK || prey.BUTTON_ATCK2) // our team mate wouldn't want us eating him while he's firing
78 if(time > self.decide_swallow)
80 // base the decision around HOW damaged the team mate is, centered around 100 health
81 if(skill * (100 / prey.health) >= random() * 10) // there are 10 bot skill steps
82 self.hold_BUTTON_ATCK = TRUE; // swallow the team mate
83 self.decide_swallow = time + cvar("bot_ai_vore_decide_swallow") / self.bot_vorethinkpred; // this is needed to take a proper decision, otherwise the code would execute each frame and return TRUE quickly
87 self.hold_BUTTON_ATCK = FALSE;
94 if(!cvar("g_vore")) // the vore system is disabled
96 if(self.deadflag != DEAD_NO || cvar("bot_nofire") || !skill || (g_rpg && cvar("g_rpg_botattack") < 1))
100 randomtry = random() * 10; // there are 10 bot skill steps
102 // --------------------------------
103 // Predator bot behavior:
104 // --------------------------------
108 // finding and swallowing a player
110 // aim toward the nearest possible victim. The greater the skill, the quicker the aim
111 // this only does the aiming, checking and swallowing is handled below
113 head = findradius(self.origin, cvar("g_balance_vore_swallow_range"));
116 if(Swallow_condition_check_bot(head))
117 bot_aimdir(head.origin + head.view_ofs - self.origin - self.view_ofs, -1);
121 // now do the actual checking and swallowing
123 float decide_pred_time, fear;
125 prey = Swallow_player_check();
128 // check if we should run the Teamhealing AI rather than continuing with the normal vore AI
129 Vore_AI_Teamheal(prey);
130 if(self.status_teamhealing > 1) // if we are teamhealing, there's nothing to do from here on
133 if(!cvar("g_vore_reversescoring")) // when reverse scoring is on, it's in the interest of the prey to get eaten, so the predator has nothing to fear
135 if(prey.items & IT_STRENGTH) // avoid eating bots that have the Strenght powerup
136 fear += cvar("bot_ai_vore_fear") * self.bot_vorefear;
137 if(prey.items & IT_INVINCIBLE) // avoid eating bots that have the Invincible powerup
138 fear += cvar("bot_ai_vore_fear") * self.bot_vorefear;
139 fear += self.stomach_load; // the bigger our stomach, the less we want to put someone else in there
140 if(cvar("g_healthsize"))
141 fear *= (prey.scale / self.scale); // predators fear larger prey and are courageous toward smaller prey
142 if(prey.stomach_load)
143 fear *= prey.stomach_load; // predators fear prey that have a large stomach
145 // when a bot is being swallowed, he will try to swallow the enemy back in defense, forgetting about fear
146 if(self.swallow_progress_prey)
147 fear /= self.swallow_progress_prey * skill;
150 decide_pred_time = cvar("bot_ai_vore_decide_pred") / skill / self.bot_vorethinkpred;
152 if(Swallow_condition_check_bot(prey))
154 if(time > self.decide_swallow)
156 // the greater the skill, the higher the chance bots will swallow someone each attempt
157 if(skill / fear >= randomtry)
158 if not(teams_matter && prey.team == self.team)
160 self.hold_BUTTON_ATCK = TRUE; // swallow
161 self.decide_pred = time + decide_pred_time; // time before the bot decides what to do with his prey
163 self.decide_swallow = time + cvar("bot_ai_vore_decide_swallow") / self.bot_vorethinkpred; // this is needed to take a proper decision, otherwise the code would execute each frame and return TRUE quickly
167 self.hold_BUTTON_ATCK = FALSE;
169 // if the bot is holding the firing button, apply that to the actual fire key
170 if(self.hold_BUTTON_ATCK)
171 self.BUTTON_ATCK = TRUE;
173 // deciding what to do with a victim:
175 if(self.stomach_load && time > self.decide_pred)
177 // if the predator's health is smaller than the maximum damage a stomach kick can do, regurgitate the player(s)
178 // otherwise the predator is putting himself at risk by keeping you inside
179 // TODO: make bots also know the amount of damage boost a melee attack can do
180 if(self.health <= cvar("g_balance_vore_kick_damage_max"))
181 self.BUTTON_REGURGITATE = TRUE;
183 else if(!self.digesting && cvar("g_vore_digestion"))
185 // the higher the skill, the faster bots will start to digest
186 if not(g_rpg && cvar("g_rpg_botattack") < 2)
187 if(skill >= randomtry)
188 self.BUTTON_DIGEST = TRUE; // digest
190 self.decide_pred = time + decide_pred_time; // time before the bot decides what to do with his prey
195 // --------------------------------
196 // Prey bot behavior:
197 // --------------------------------
199 // while being swallowed, smart bots know to keep jumping to make it harder to be caught
200 // TODO: Don't do this if the predator is a team mate
201 if(self.swallow_progress_prey)
202 if(self.swallow_progress_prey * 10 >= 10 - skill) // 10 skill steps
203 self.BUTTON_JUMP = TRUE;
205 if(self.stat_eaten && time > self.decide_prey)
207 // all we can do in the stomach is kick and do some damage / try to escape, or leave if the circumstances allow it and we should
209 float decide_prey_time;
210 decide_prey_time = cvar("bot_ai_vore_decide_prey") / skill / self.bot_vorethinkprey;
212 if(cvar("g_vore_kick"))
213 if not(g_rpg && cvar("g_rpg_botattack") < 2)
214 if not(teams_matter && self.team == self.predator.team)
216 // the higher the skill, the more the bot will kick in your stomack
217 if(skill >= randomtry)
218 if not(teams_matter && self.team == self.predator.team) // if someone from the same team is in the belly, don't kick the predator
219 self.BUTTON_ATCK = TRUE; // kick
222 // if a bot can willingly leave the predator, do so unless there's a reason not to
223 if(self.stat_canleave)
225 if(self.predator.digesting) // our predator is digesting, so get out of him regardless of who he is
226 self.BUTTON_JUMP = TRUE; // leave
227 else if not(g_rpg && cvar("g_rpg_botattack") < 2)
229 if not(teams_matter && self.team == self.predator.team && cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable")) // we are being team healed, don't leave
230 if not(teams_matter && self.team == self.predator.team && cvar("bot_ai_vore_stayinstomach")) // bots are not supposed to leave a team mate's stomach automatically
231 self.BUTTON_JUMP = TRUE; // leave
235 self.decide_prey = time + decide_prey_time; // time before the bot decides what to do with their predator