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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
3
4 float Swallow_condition_check_bot(entity prey)
5 {
6         // checks the necessary conditions for a bot to swallow a player
7
8         float kick_dmg;
9         if(cvar("g_vore_kick") && skill >= 7)
10         {
11                 kick_dmg = cvar("g_balance_vore_kick_damage");
12                 if(cvar("g_healthsize"))
13                         kick_dmg *= pow(prey.scale / self.scale, cvar("g_balance_vore_kick_scalediff")); // based on the damage the prey can do to us at his size
14         }
15
16         if(Swallow_condition_check(prey)) // check the normal conditions of the vore system
17         if(time >= prey.spawnshieldtime) // spawn shield means you are invincible
18         if not(prey.BUTTON_CHAT) // don't eat players who are chatting
19         if(self.health > kick_dmg)
20                 return TRUE;
21         return FALSE;
22 }
23
24 .float decide_swallow, decide_pred, decide_prey;
25 void Vore_AI_Teamheal(entity prey)
26 {
27         // allows bots to use the teamheal feature and heal damaged team mates
28         // the prey entity is only used when it's available (a player is detected in range)
29
30         entity head;
31
32         if not(teams_matter && cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))
33                 return;
34         if(self.deadflag != DEAD_NO || self.stat_eaten || self.flagcarried || self.digesting) // a flag carrier can't waste time on team healing
35         {
36                 self.status_teamhealing = 0;
37                 return;
38         }
39
40         // if a teamheal is ongoing, decide whether or not to abandon it when seeing a foe we can attack
41         // 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
42         // the higher the skill, the greater the chance a bot will abandon a team heal for an enemy
43         if(self.status_teamhealing > 1)
44         if(Swallow_condition_check_bot(prey))
45         if(prey.team != self.team)
46         if(random() * 10 < cvar("bot_ai_vore_teamhealabandon") * skill / self.bot_voreteamheal) // there are 10 bot skill steps
47                 self.BUTTON_REGURGITATE = TRUE; // release the team mate
48
49         // decide if we can teamheal or not
50         if(self.stomach_load)
51         {
52                 self.status_teamhealing = 2; // consider a team mate is in our stomach and we are teamhealing, until proven otherwise below
53
54                 FOR_EACH_PLAYER(head)
55                 {
56                         if(head.predator == self)
57                         if(head.team != self.team)
58                         {
59                                 self.status_teamhealing = 0; // there's a foe in our stomach, we can't teamheal now
60                                 return;
61                         }
62                 }
63                 for(head = world; (head = find(head, classname, "consumable")); )
64                 {
65                         if(head.predator == self)
66                         {
67                                 self.status_teamhealing = 0; // we have consumable items, don't teamheal
68                                 return;
69                         }
70                 }
71         }
72         else
73                 self.status_teamhealing = 1; // if our stomach is empty, it means we can decide to teamheal
74
75         // now that we're decided if we can teamheal or not, lets go ahead and do so
76
77         // if we are holding a team mate that's been healed to the limit, we can release them
78         if not(cvar("bot_ai_vore_keepinstomach"))
79         FOR_EACH_PLAYER(head)
80         {
81                 if(head.predator == self) // head is automatically a team mate, or we wouldn't be reaching this part of the code
82                 if(head.health >= cvar("g_balance_vore_teamheal_stable"))
83                         self.BUTTON_REGURGITATE = TRUE; // release the team mate
84         }
85
86         // check if we can heal a team mate we come across, and if so swallow them
87         if(prey.team == self.team)
88         if(Swallow_condition_check_bot(prey))
89         if(prey.health < cvar("g_balance_vore_teamheal_stable"))
90         if not(prey.digesting) // if our team mate is digesting someone, he likely wouldn't want us ruining his frag
91         if not(prey.flagcarried) // don't eat the flag carrier and ruin his job
92         if not(prey.BUTTON_ATCK || prey.BUTTON_ATCK2) // our team mate wouldn't want us eating him while he's attacking
93         {
94                 if(time > self.decide_swallow)
95                 {
96                         // base the decision around HOW damaged the team mate is, centered around 100 health
97                         if(skill * (100 / prey.health) >= random() * 10) // there are 10 bot skill steps
98                                 self.hold_BUTTON_ATCK = TRUE; // swallow the team mate
99                         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
100                 }
101         }
102         else
103                 self.hold_BUTTON_ATCK = FALSE;
104 }
105
106 void Vore_AI()
107 {
108         // main vore AI code
109         entity head;
110
111         if(!cvar("g_vore")) // the vore system is disabled
112                 return;
113         if(self.deadflag != DEAD_NO || cvar("bot_nofire") || !skill || (g_rpg && cvar("g_rpg_botattack") < 1))
114                 return;
115
116         float randomtry;
117         randomtry = random() * 10; // there are 10 bot skill steps
118
119 // --------------------------------
120 // Predator bot behavior:
121 // --------------------------------
122
123         if(!self.stat_eaten)
124         {
125                 // finding and swallowing a player
126
127                 // aim toward the nearest possible victim. The greater the skill, the quicker the aim
128                 // this only does the aiming, checking and swallowing is handled below
129                 head = findradius(self.origin, cvar("g_balance_vore_swallow_range"));
130                 while(head)
131                 {
132                         if(Swallow_condition_check_bot(head))
133                                 bot_aimdir(head.origin + head.view_ofs - self.origin - self.view_ofs, -1);
134                         head = head.chain;
135                 }
136
137                 // now do the actual checking and swallowing
138                 entity prey;
139                 float decide_pred_time, fear;
140
141                 prey = Swallow_player_check();
142                 fear = 1;
143
144                 // check if we should run the Teamhealing AI rather than continuing with the normal vore AI
145                 Vore_AI_Teamheal(prey);
146                 if(self.status_teamhealing > 1) // if we are teamhealing, there's nothing to do from here on
147                         return;
148
149                 if(prey.classname == "player" && !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
150                 {
151                         if(skill >= 3) // make bots aware of this from skill 3 and up
152                                 fear *= 1 + self.stomach_load / self.stomach_maxload; // the bigger our stomach, the less we want to put someone else in there
153                         if(skill >= 5) // make bots aware of this from skill 5 and up
154                                 fear *= 1 + prey.stomach_load / prey.stomach_maxload; // predators fear prey that have a large stomach
155
156                         if(cvar("g_healthsize"))
157                                 fear *= (prey.scale / self.scale); // predators fear larger prey and are courageous toward smaller prey
158                         if(prey.items & IT_STRENGTH) // avoid eating bots that have the Strenght powerup
159                                 fear *= 2;
160                         if(prey.items & IT_INVINCIBLE) // avoid eating bots that have the Invincible powerup
161                                 fear *= 2;
162
163                         // when a bot is being swallowed, he will try to swallow the enemy back in defense, forgetting about fear
164                         if(self.swallow_progress_prey)
165                                 fear /= self.swallow_progress_prey * skill;
166
167                         fear *= cvar("bot_ai_vore_fear") * self.bot_vorefear;
168                 }
169
170                 decide_pred_time = cvar("bot_ai_vore_decide_pred") / skill / self.bot_vorethinkpred;
171
172                 if(Swallow_condition_check_bot(prey))
173                 {
174                         if(time > self.decide_swallow)
175                         {
176                                 // the greater the skill, the higher the chance bots will swallow someone each attempt
177                                 if(skill / fear >= randomtry)
178                                 if not(teams_matter && prey.team == self.team)
179                                 {
180                                         self.hold_BUTTON_ATCK = TRUE; // swallow
181                                         self.decide_pred = time + decide_pred_time; // time before the bot decides what to do with his prey
182                                 }
183                                 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
184                         }
185                 }
186                 else
187                         self.hold_BUTTON_ATCK = FALSE;
188
189                 // if the bot is holding the firing button, apply that to the actual fire key
190                 if(self.hold_BUTTON_ATCK)
191                         self.BUTTON_ATCK = TRUE;
192
193                 // deciding what to do with victims
194                 if(self.stomach_load && time > self.decide_pred)
195                 {
196                         // if the predator's stomach contains only dead prey or items, and he has reached the maximum amount of health
197                         // he can gain from digestion, there's no reason to keep dead prey or food any longer
198                         if(skill >= 9) // such awareness comes from skill level 9 and up
199                         {
200                                 entity e;
201                                 float consumables;
202                                 for(e = world; (e = find(e, classname, "consumable")); )
203                                 {
204                                         if(e.predator == self)
205                                                 consumables += e.health;
206                                 }
207
208                                 if(!Stomach_HasLivePrey(self))
209                                 if not(cvar("g_balance_vore_digestion_limit") < 0 && self.health < cvar("g_balance_vore_digestion_vampire_stable"))
210                                 if not(consumables && self.health < max(max(g_pickup_healthsmall_max, g_pickup_healthmedium_max), max(g_pickup_healthlarge_max, g_pickup_healthmega_max)))
211                                         self.BUTTON_REGURGITATE = TRUE;
212                         }
213
214                         // if the predator's health is smaller than the damage a stomach kick can do, regurgitate the player(s)
215                         // otherwise the predator is putting himself at risk by keeping you inside
216                         float kick_dmg;
217                         if(cvar("g_vore_kick") && skill >= 7) // such awareness comes from skill level 7 and up
218                         {
219                                 kick_dmg = cvar("g_balance_vore_kick_damage");
220                                 if(cvar("g_healthsize"))
221                                 {
222                                         FOR_EACH_PLAYER(head) // count the size of all players in the stomach for accounting the danger level
223                                         {
224                                                 if(head.predator == self)
225                                                 if not(teamplay && head.team == self.team) // don't count team mates
226                                                 if(head.deadflag != DEAD_NO) // don't count dead prey
227                                                         kick_dmg *= pow(head.scale / self.scale, cvar("g_balance_vore_kick_scalediff")); // based on the damage the prey can do to us at his size
228                                         }
229                                 }
230                         }
231
232                         if(self.health <= kick_dmg)
233                                 self.BUTTON_REGURGITATE = TRUE;
234                         else if(!self.digesting && cvar("g_vore_digestion"))
235                         {
236                                 // the higher the skill, the faster bots will start to digest
237                                 if not(g_rpg && cvar("g_rpg_botattack") < 2)
238                                 if(skill >= randomtry)
239                                         self.BUTTON_DIGEST = TRUE; // digest
240
241                                 self.decide_pred = time + decide_pred_time; // time before the bot decides what to do with his prey
242                         }
243                 }
244         }
245
246 // --------------------------------
247 // Prey bot behavior:
248 // --------------------------------
249
250         if(cvar("g_vore_reversescoring")) // if reverse scoring is on, it's in the interest of the prey to get eaten, so don't fight back
251                 return;
252
253         // while being swallowed, smart bots know to keep jumping to make it harder to be caught
254         // TODO: Don't do this if the predator is a team mate
255         if(self.swallow_progress_prey)
256         if(self.swallow_progress_prey * 10 >= 10 - skill) // 10 skill steps
257                 self.BUTTON_JUMP = TRUE;
258
259         if(self.stat_eaten && time > self.decide_prey)
260         {
261                 // 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
262
263                 float decide_prey_time;
264                 decide_prey_time = cvar("bot_ai_vore_decide_prey") / skill / self.bot_vorethinkprey;
265
266                 if(cvar("g_vore_kick"))
267                 if not(g_rpg && cvar("g_rpg_botattack") < 2)
268                 if not(teams_matter && self.team == self.predator.team)
269                 {
270                         // the higher the skill, the more the bot will kick in your stomack
271                         if(skill >= randomtry)
272                         if not(teams_matter && self.team == self.predator.team) // if someone from the same team is in the belly, don't kick the predator
273                                 self.BUTTON_ATCK = TRUE; // kick
274                 }
275
276                 // if a bot can willingly leave the predator, do so unless there's a reason not to
277                 if(self.stat_canleave)
278                 {
279                         if(self.predator.digesting) // our predator is digesting, so get out of him regardless of who he is
280                                 self.BUTTON_JUMP = TRUE; // leave
281                         else if not((g_rpg && cvar("g_rpg_botattack") < 2) || !cvar("g_vore_digestion")) // don't leave when gentle vore is enabled
282                         {
283                                 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
284                                 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
285                                         self.BUTTON_JUMP = TRUE; // leave
286                         }
287                 }
288
289                 self.decide_prey = time + decide_prey_time; // time before the bot decides what to do with their predator
290         }
291 }