]> de.git.xonotic.org Git - voretournament/voretournament.git/blobdiff - data/qcsrc/server/bot/havocbot/vore_ai.qc
Vore AI: Don't eat (teamheal) a team mate who is holding down a fire button
[voretournament/voretournament.git] / data / qcsrc / server / bot / havocbot / vore_ai.qc
index e3e249201bd3137544c748e614e4da49c64e7cb5..24a72152685608c1cefb1b6f0d064dc1cc7ac9e4 100644 (file)
@@ -2,10 +2,10 @@
 
 float Swallow_condition_check_bot(entity prey)
 {
-       // checks the necessary conditions for a bot to swallow another player
+       // checks the necessary conditions for a bot to swallow a player
 
-       if(Swallow_condition_check(prey)) // check the normal conditions imposed by the vore system
-       if(prey != self && !prey.BUTTON_CHAT) // don't eat players who are chatting
+       if(Swallow_condition_check(prey)) // check the normal conditions of the vore system
+       if not(prey.BUTTON_CHAT) // don't eat players who are chatting
        if(self.health > cvar("g_balance_vore_kick_damage_max")) // explained below
                return TRUE;
        return FALSE;
@@ -14,11 +14,11 @@ float Swallow_condition_check_bot(entity prey)
 void Vore_AI_Teamheal(entity prey)
 {
        // allows bots to use the teamheal feature and heal damaged team mates
-       // the prey entity is only used when it's available (a player is detected in-range)
+       // the prey entity is only used when it's available (a player is detected in range)
 
        entity head;
 
-       if not(teams_matter && cvar("g_balance_vore_teamheal"))
+       if not(teams_matter && cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))
                return;
        if(self.deadflag != DEAD_NO || self.predator.classname == "player" || self.flagcarried || self.digesting) // a flag carrier can't waste time on team healing
        {
@@ -69,15 +69,18 @@ void Vore_AI_Teamheal(entity prey)
        if(prey.health < cvar("g_balance_vore_teamheal_stable"))
        if not(prey.digesting) // if our team mate is digesting someone, he likely wouldn't want us ruining his frag
        if not(prey.flagcarried) // don't eat the flag carrier and ruin his job
+       if not(prey.BUTTON_ATCK || prey.BUTTON_ATCK2) // our team mate wouldn't want us eating him while he's firing
                self.BUTTON_ATCK = TRUE; // swallow the team mate
 }
 
-.float swallow_delay, decide_delay1, decide_delay2;
+.float decide_swallow, decide_pred, decide_prey;
 void Vore_AI()
 {
        // main vore AI code
 
-       if(cvar("bot_nofire") || !skill)
+       if(!cvar("g_vore")) // the vore system is disabled
+               return;
+       if(cvar("bot_nofire") || !skill || (g_rpg && cvar("g_rpg_botattack") < 1))
                return;
 
 // --------------------------------
@@ -88,15 +91,19 @@ void Vore_AI()
 
        // aim toward the nearest possible victim. The greater the skill, the quicker the aim
        // this only does the aiming, checking and swallowing is handled below
-       entity scan;
-       scan = findradius(self.origin, cvar("g_balance_vore_swallow_range"));
-       if(Swallow_condition_check_bot(scan))
-               bot_aimdir(scan.origin + scan.view_ofs - self.origin - self.view_ofs, -1);
+       entity head;
+       head = findradius(self.origin, cvar("g_balance_vore_swallow_range"));
+       while(head)
+       {
+               if(Swallow_condition_check_bot(head))
+                       bot_aimdir(head.origin + head.view_ofs - self.origin - self.view_ofs, -1);
+               head = head.chain;
+       }
 
        // now do the actual checking and swallowing
        entity prey;
        float randomtry_pred, randomtry_prey;
-       float decide_prey, decide_pred;
+       float decide_pred_time, decide_prey_time;
 
        prey = Swallow_player_check();
 
@@ -110,10 +117,10 @@ void Vore_AI()
                randomtry_pred /= cvar("bot_ai_vore_fear") * self.bot_vorefear;
        if(prey.items & IT_INVINCIBLE) // avoid eating bots that have the Invincible powerup
                randomtry_pred /= cvar("bot_ai_vore_fear") * self.bot_vorefear;
-       decide_prey = cvar("bot_ai_vore_decide_prey") / (skill * 2 + 1) / self.bot_vorethink;
-       decide_pred = cvar("bot_ai_vore_decide_pred") / (skill * 2 + 1) / self.bot_vorethink;
+       decide_pred_time = cvar("bot_ai_vore_decide_pred") / (skill * 2 + 1) / self.bot_vorethinkpred;
+       decide_prey_time = cvar("bot_ai_vore_decide_prey") / (skill * 2 + 1) / self.bot_vorethinkprey;
 
-       if(time > self.swallow_delay)
+       if(time > self.decide_swallow)
        if(Swallow_condition_check_bot(prey))
        {
                // the greater the skill, the higher the chance bots will swallow someone each attempt
@@ -121,14 +128,14 @@ void Vore_AI()
                if not(teams_matter && prey.team == self.team)
                {
                        self.BUTTON_ATCK = TRUE; // swallow
-                       self.decide_delay1 = time + decide_pred; // time before the bot decides what to do with their prey
+                       self.decide_pred = time + decide_pred_time; // time before the bot decides what to do with their prey
                }
-               self.swallow_delay = time + cvar("bot_ai_vore_decide_swallow") / (skill + 1);
+               self.decide_swallow = time + cvar("bot_ai_vore_decide_swallow"); // this is needed to take a proper decision, otherwise the code would execute each frame and return TRUE pretty soon
        }
 
        // deciding what to do with a victim:
 
-       if(self.stomach_load && time > self.decide_delay1)
+       if(self.stomach_load && time > self.decide_pred)
        {
                // if the predator's health is smaller than the maximum damage a stomach kick can do, regurgitate the player(s)
                // otherwise the predator is putting himself at risk by keeping you inside
@@ -138,10 +145,11 @@ void Vore_AI()
                else if(!self.digesting)
                {
                        // the higher the skill, the faster bots will start to digest you
+                       if not(g_rpg && cvar("g_rpg_botattack") < 2)
                        if(skill >= randomtry_pred)
                                self.BUTTON_DIGEST = TRUE; // digest
 
-                       self.decide_delay1 = time + decide_pred; // time before the bot decides what to do with their prey
+                       self.decide_pred = time + decide_pred_time; // time before the bot decides what to do with their prey
                }
        }
 
@@ -151,8 +159,9 @@ void Vore_AI()
 
        // 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
 
-       if(self.predator.classname == "player" && time > self.decide_delay2)
+       if(self.predator.classname == "player" && time > self.decide_prey)
        {
+               if not(g_rpg && cvar("g_rpg_botattack") < 2)
                if not(teams_matter && self.team == self.predator.team)
                {
                        // the higher the skill, the more the bot will kick in your stomack
@@ -166,10 +175,13 @@ void Vore_AI()
                {
                        if(self.predator.digesting) // our predator is digesting, so get out of him regardless of who he is
                                self.BUTTON_JUMP = TRUE; // leave
-                       else 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
-                               self.BUTTON_JUMP = TRUE; // leave
+                       else if not(g_rpg && cvar("g_rpg_botattack") < 2)
+                       {
+                               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
+                                       self.BUTTON_JUMP = TRUE; // leave
+                       }
                }
 
-               self.decide_delay2 = time + decide_prey; // time before the bot decides what to do with their predator
+               self.decide_prey = time + decide_prey_time; // time before the bot decides what to do with their predator
        }
 }
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