.float status_teamhealing; // 0 = can't team heal, 1 = can team heal, 2 = team healing currently entity Swallow_distance_check_bot(entity e) { // check if we can swallow a player instead of firing our weapon vector w_shotorg, w_shotdir; w_shotorg = self.origin + self.view_ofs; w_shotdir = v_forward; WarpZone_traceline_antilag(e, w_shotorg, w_shotorg + w_shotdir * cvar("g_balance_vore_swallow_range"), FALSE, e, ANTILAG_LATENCY(e)); if(trace_fraction < 1) if(trace_ent.classname == "player") return trace_ent; return world; } float Swallow_condition_check_bot(entity prey) { // checks the necessary conditions for a bot to swallow another player 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 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 if not(cvar("g_vore_biggergut") && prey.stomach_load > self.stomach_load) if(self.health > cvar("g_balance_vore_kick_damage_max")) // explained below return TRUE; return FALSE; } void Vore_AI_Teamheal(entity prey) { // allows bots to take advantage of the teamheal feature, and use it to heal damaged team mates // the prey entity is only used when it's available (a player is detected in-range), otherwise the rest of the code executes as expected // if a teamheal is ongoing, decide whether or not to abandon it when seeing a foe that we can attack instead // this only causes the bot to regurgitate their team mate when seeing an enemy, with the hope that this enemy will still be there once we can swallow again // the higher the skill, the greater the chance a bot will abandon a team heal for an enemy if(self.status_teamhealing > 1) if(Swallow_condition_check_bot(prey)) if(prey.team != self.team) if(random() * 10 < cvar("bot_ai_vore_teamhealabandon") * skill / self.bot_voreteamheal) // there are 10 bot skill steps self.BUTTON_REGURGITATE = TRUE; // release the team mate entity head; if not(teams_matter && cvar("g_balance_vore_teamheal")) return; if(self.deadflag != DEAD_NO || self.eater.classname == "player" || self.flagcarried || self.digesting) // a flag carrier can't waste time on team healing { self.status_teamhealing = 0; return; } // decide if we can teamheal or not if(self.stomach_load) { self.status_teamhealing = 2; // consider a team mate is in our stomach and therefore we are teamhealing, until proven otherwise below FOR_EACH_PLAYER(head) { if(head.eater == self) if(head.team != self.team) { self.status_teamhealing = 0; // there's a foe in our stomach, we can't teamheal now return; } } } else self.status_teamhealing = 1; // if our stomach is empty, it means we can decide to teamheal // now that we're decided if we can teamheal or not, lets go ahead and do so: // if we are holding a team mate that's been healed to the maximum amount, we can release them // not sure if this should be merged with the FOR_EACH_PLAYER check above. That would save an extra loop, but would be less correct FOR_EACH_PLAYER(head) { if(head.eater == self) // head is automatically a team mate, or we wouldn't be reaching this part of the code if(head.health >= cvar("g_balance_vore_teamheal_stable")) self.BUTTON_REGURGITATE = TRUE; // release the team mate } // check if we can heal a damaged team mate we came across, and if so swallow them if(prey.classname == "player" && prey.team == self.team) if(prey.health < cvar("g_balance_vore_teamheal_stable")) if not(prey.flagcarried) // don't eat the flag carrier and ruin his job if(Swallow_condition_check_bot(prey)) self.BUTTON_ATCK = TRUE; // swallow } .float swallow_retry, decide_delay1, decide_delay2; void Vore_AI() { if(cvar("bot_nofire") || !skill) return; // -------------------------------- // Predator bot behavior: // -------------------------------- // finding and swallowing a victim: // 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); // now do the actual checking and swallowing entity prey; float random_try; float decide_prey, decide_pred; prey = Swallow_distance_check_bot(self); // check if we should run the Teamhealing AI rather than continuing with the normal vore Vore_AI_Teamheal(prey); if(self.status_teamhealing > 1) // if we are teamhealing, there's nothing to do from here on return; random_try = random() * 10; // there are 10 bot skill steps if(prey.items & IT_STRENGTH) // avoid eating bots that have the Strenght powerup random_try /= cvar("bot_ai_vore_fear") * self.bot_vorefear; if(prey.items & IT_INVINCIBLE) // avoid eating bots that have the Invincible powerup random_try /= 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; if(time > self.swallow_retry) if(Swallow_condition_check_bot(prey)) { // the greater the skill, the higher the chance bots will swallow someone each attempt if(skill >= random_try) 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.swallow_retry = time + 0.5; // bots retry swallowing every 0.5 seconds, otherwise each frame would be random chance } // deciding what to do with a victim: if(self.stomach_load > 0 && time > self.decide_delay1) { // if the predator's health is smaller than the maximum amount of damage a stomach kick can do, regurgitate the player(s) // otherwise the predator is putting himself at risk by keeping someone inside if(self.health <= cvar("g_balance_vore_kick_damage_max")) self.BUTTON_REGURGITATE = TRUE; else if(!self.digesting) { // the higher the skill, the faster bots will start to digest you if(skill >= random_try) self.BUTTON_DIGEST = TRUE; // digest self.decide_delay1 = time + decide_pred; // time before the bot decides what to do with their prey } } // -------------------------------- // Prey bot behavior: // -------------------------------- // 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.eater.classname == "player" && time > self.decide_delay2) { if not(teams_matter && self.team == self.eater.team) { // the higher the skill, the more the bot will kick in your stomack if(skill >= random_try) if not(teams_matter && prey.team == self.team) // if someone from the same team somehow made it in the belly, don't kick the eater self.BUTTON_ATCK = TRUE; // kick } // if a bot can willingly leave the predator, do so unless there's a reason not to if(self.stat_canleave) if not(teams_matter && self.team == self.eater.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; self.decide_delay2 = time + decide_prey; // time before the bot decides what to do with their predator } }