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One more step in the teamhealing AI
[voretournament/voretournament.git] / data / qcsrc / server / bot / havocbot / vore_ai.qc
1 .float status_teamhealing; // 0 = can't team heal, 1 = can team heal, 2 = team healing currently
2
3 entity Swallow_distance_check_bot(entity e)
4 {
5         // check if we can swallow a player instead of firing our weapon
6         vector w_shotorg, w_shotdir;
7         w_shotorg = self.origin + self.view_ofs;
8         w_shotdir = v_forward;
9
10         WarpZone_traceline_antilag(e, w_shotorg, w_shotorg + w_shotdir * cvar("g_balance_vore_swallow_range"), FALSE, e, ANTILAG_LATENCY(e));
11         if(trace_fraction < 1)
12         if(trace_ent.classname == "player")
13                 return trace_ent;
14         return world;
15 }
16
17 float Swallow_condition_check_bot(entity prey)
18 {
19         // checks the necessary conditions for a bot to swallow another player
20         if(prey != self && prey.classname == "player" && prey.eater.classname != "player" && prey.deadflag == DEAD_NO && !prey.BUTTON_CHAT) // we can't swallow someone who's already in someone else's stomach
21         if(self.eater.classname != "player" && self.stomach_load < cvar("g_balance_vore_swallow_limit") && self.deadflag == DEAD_NO) // we can't swallow players while inside someone's stomach ourselves
22         if not(cvar("g_vore_biggergut") && prey.stomach_load > self.stomach_load)
23         if(self.health > cvar("g_balance_vore_kick_damage_max")) // explained below
24                 return TRUE;
25         return FALSE;
26 }
27
28 void Vore_AI_Teamheal(entity prey)
29 {
30         // allows bots to take advantage of the teamheal feature in team games, and use this feature to heal damaged team mates
31
32         if not(teamplay)
33                 return;
34
35         self.status_teamhealing = 1; // start from the premise we can teamheal until proven otherwise
36         if(self.deadflag != DEAD_NO || self.eater.classname == "player")
37                 self.status_teamhealing = 0;
38
39         // if we are holding a team mate that's been healed to the max, we can release them
40         // also use this check to not go any further if someone from the enemy team is in our stomach
41         entity head;
42         if(self.stomach_load)
43         {
44                 FOR_EACH_PLAYER(head)
45                 {
46                         if(head.eater.classname == "player")
47                         {
48                                 if(head.team == self.team)
49                                 {
50                                         if(head.health >= cvar("g_balance_vore_teamheal_stable"))
51                                                 self.BUTTON_REGURGITATE = TRUE; // release the team mate
52                                 }
53                                 else
54                                 {
55                                         self.status_teamhealing = 0; // someone from the enemy team is in our belly, which means we can't be teamhealing any more
56                                         return;
57                                 }
58                         }
59                 }
60         }
61
62         // check if we can heal a damaged team mate we came across, and if so swallow them
63         if(self.status_teamhealing)
64         if(prey.classname == "player" && prey.team == self.team)
65         if not(prey.flagcarried) // don't eat the flag carrier and ruin his job
66         if(Swallow_condition_check_bot(prey))
67         if(prey.health < cvar("g_balance_vore_teamheal_stable"))
68         {
69                 self.BUTTON_ATCK = TRUE; // swallow
70                 self.status_teamhealing = 2;
71         }
72 }
73
74 .float swallow_retry, decide_delay1, decide_delay2;
75 void Vore_AI()
76 {
77         if(cvar("bot_nofire") || !skill)
78                 return;
79
80 // --------------------------------
81 // Predator bot behavior:
82 // --------------------------------
83
84         // finding and swallowing a victim:
85
86         // 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
87         entity scan;
88         scan = findradius(self.origin, cvar("g_balance_vore_swallow_range"));
89         if(Swallow_condition_check_bot(scan))
90                 bot_aimdir(scan.origin + scan.view_ofs - self.origin - self.view_ofs, -1);
91
92         // now do the actual checking and swallowing
93         entity prey;
94         float random_try;
95         float decide_prey, decide_pred;
96
97         prey = Swallow_distance_check_bot(self);
98         random_try = random() * 10; // there are 10 bot skill steps
99         if(prey.items & IT_STRENGTH) // avoid eating bots that have the Strenght powerup
100                 random_try /= cvar("bot_ai_vore_decide_fear");
101         if(prey.items & IT_INVINCIBLE) // avoid eating bots that have the Invincible powerup
102                 random_try /= cvar("bot_ai_vore_decide_fear");
103         decide_prey = cvar("bot_ai_vore_decide_prey") / (skill * 2 + 1);
104         decide_pred = cvar("bot_ai_vore_decide_pred") / (skill * 2 + 1);
105
106         if(time > self.swallow_retry)
107         if(Swallow_condition_check_bot(prey))
108         {
109                 // the greater the skill, the higher the chance bots will swallow someone each attempt
110                 if(skill >= random_try)
111                 if not(teamplay && prey.team == self.team)
112                 {
113                         self.BUTTON_ATCK = TRUE; // swallow
114                         self.decide_delay1 = time + decide_pred; // time before the bot decides what to do with their prey
115                 }
116                 self.swallow_retry = time + 0.5; // bots retry swallowing every 0.5 seconds, otherwise each frame would be random chance
117         }
118
119         Vore_AI_Teamheal(prey);
120         if(self.status_teamhealing > 1) // if we are teamhealing, there's nothing to do from here on
121                 return;
122
123         // deciding what to do with a victim:
124
125         if(self.stomach_load > 0 && time > self.decide_delay1)
126         {
127                 // if the predator's health is smaller than the maximum amount of damage a stomach kick can do, regurgitate the player(s)
128                 // otherwise the predator is putting himself at risk by keeping someone inside
129                 if(self.health <= cvar("g_balance_vore_kick_damage_max"))
130                         self.BUTTON_REGURGITATE = TRUE;
131
132                 else if(!self.digesting)
133                 {
134                         // the higher the skill, the faster bots will start to digest you
135                         if(skill >= random_try)
136                                 self.BUTTON_DIGEST = TRUE; // digest
137
138                         self.decide_delay1 = time + decide_pred; // time before the bot decides what to do with their prey
139                 }
140         }
141
142 // --------------------------------
143 // Prey bot behavior:
144 // --------------------------------
145
146         // all we can do in the stomach is kick and do some damage / try to escape
147         if(self.eater.classname == "player" && time > self.decide_delay2)
148         {
149                 // the higher the skill, the more the bot will kick in your stomack
150                 if(skill >= random_try)
151                 if not(teamplay && prey.team == self.team) // if someone from the same team somehow made it in the belly, don't kick the eater
152                         self.BUTTON_ATCK = TRUE; // kick
153
154                 self.decide_delay2 = time + decide_prey; // time before the bot decides what to do with their predator
155         }
156 }