.float status_teamhealing; // 0 = can't team heal, 1 = can team heal, 2 = team healing right now
+.float hold_BUTTON_ATCK; // marks the bot holding the fire button after having decided on his prey
float Swallow_condition_check_bot(entity prey)
{
// checks the necessary conditions for a bot to swallow a player
if(Swallow_condition_check(prey)) // check the normal conditions of the vore system
+ if(time >= prey.spawnshieldtime) // spawn shield means you are invincible
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;
}
+.float decide_swallow, decide_pred, decide_prey;
void Vore_AI_Teamheal(entity prey)
{
// allows bots to use the teamheal feature and heal damaged team mates
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
+ if(self.deadflag != DEAD_NO || self.stat_eaten || self.flagcarried || self.digesting) // a flag carrier can't waste time on team healing
{
self.status_teamhealing = 0;
return;
// 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 limit, we can release them
+ if not(cvar("bot_ai_vore_keepinstomach"))
FOR_EACH_PLAYER(head)
{
if(head.predator == self) // head is automatically a team mate, or we wouldn't be reaching this part of the code
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
- self.BUTTON_ATCK = TRUE; // swallow the team mate
+ if not(prey.BUTTON_ATCK || prey.BUTTON_ATCK2) // our team mate wouldn't want us eating him while he's firing
+ {
+ if(time > self.decide_swallow)
+ {
+ // base the decision around HOW damaged the team mate is, centered around 100 health
+ if(skill * (100 / prey.health) >= random() * 10) // there are 10 bot skill steps
+ self.hold_BUTTON_ATCK = TRUE; // swallow the team mate
+ 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
+ }
+ }
+ else
+ self.hold_BUTTON_ATCK = FALSE;
}
-.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(self.deadflag != DEAD_NO || cvar("bot_nofire") || !skill || (g_rpg && cvar("g_rpg_botattack") < 1))
return;
+ float randomtry;
+ randomtry = random() * 10; // there are 10 bot skill steps
+
// --------------------------------
// Predator bot behavior:
// --------------------------------
- // finding and swallowing a player
+ if(!self.stat_eaten)
+ {
+ // finding and swallowing a player
- // 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);
+ // 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 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_pred_time, decide_prey_time;
+ // now do the actual checking and swallowing
+ entity prey;
+ float decide_pred_time, fear;
- prey = Swallow_player_check();
+ prey = Swallow_player_check();
+ fear = 1;
- // check if we should run the Teamhealing AI rather than continuing with the normal vore AI
- Vore_AI_Teamheal(prey);
- if(self.status_teamhealing > 1) // if we are teamhealing, there's nothing to do from here on
- return;
+ // check if we should run the Teamhealing AI rather than continuing with the normal vore AI
+ Vore_AI_Teamheal(prey);
+ if(self.status_teamhealing > 1) // if we are teamhealing, there's nothing to do from here on
+ return;
- randomtry_pred = randomtry_prey = random() * 10; // there are 10 bot skill steps
- if(prey.items & IT_STRENGTH) // avoid eating bots that have the Strenght powerup
- 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_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(!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
+ {
+ if(prey.items & IT_STRENGTH) // avoid eating bots that have the Strenght powerup
+ fear += cvar("bot_ai_vore_fear") * self.bot_vorefear;
+ if(prey.items & IT_INVINCIBLE) // avoid eating bots that have the Invincible powerup
+ fear += cvar("bot_ai_vore_fear") * self.bot_vorefear;
+ fear += self.stomach_load; // the bigger our stomach, the less we want to put someone else in there
+ if(cvar("g_healthsize"))
+ fear *= (prey.scale / self.scale); // predators fear larger prey and are courageous toward smaller prey
+ if(prey.stomach_load)
+ fear *= prey.stomach_load; // predators fear prey that have a large stomach
+
+ // when a bot is being swallowed, he will try to swallow the enemy back in defense, forgetting about fear
+ if(self.swallow_progress_prey)
+ fear /= self.swallow_progress_prey * skill;
+ }
- 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
- if(skill >= randomtry_pred)
- if not(teams_matter && prey.team == self.team)
+ decide_pred_time = cvar("bot_ai_vore_decide_pred") / skill / self.bot_vorethinkpred;
+
+ if(Swallow_condition_check_bot(prey))
{
- self.BUTTON_ATCK = TRUE; // swallow
- self.decide_pred = time + decide_pred_time; // time before the bot decides what to do with their prey
+ if(time > self.decide_swallow)
+ {
+ // the greater the skill, the higher the chance bots will swallow someone each attempt
+ if(skill / fear >= randomtry)
+ if not(teams_matter && prey.team == self.team)
+ {
+ self.hold_BUTTON_ATCK = TRUE; // swallow
+ self.decide_pred = time + decide_pred_time; // time before the bot decides what to do with his prey
+ }
+ 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
+ }
}
- 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
- }
+ else
+ self.hold_BUTTON_ATCK = FALSE;
- // deciding what to do with a victim:
+ // if the bot is holding the firing button, apply that to the actual fire key
+ if(self.hold_BUTTON_ATCK)
+ self.BUTTON_ATCK = TRUE;
- 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
- if(self.health <= cvar("g_balance_vore_kick_damage_max"))
- self.BUTTON_REGURGITATE = TRUE;
+ // deciding what to do with a victim:
- else if(!self.digesting)
+ if(self.stomach_load && time > self.decide_pred)
{
- // the higher the skill, the faster bots will start to digest you
- if(skill >= randomtry_pred)
- self.BUTTON_DIGEST = TRUE; // digest
+ // 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
+ // TODO: make bots also know the amount of damage boost a melee attack can do
+ if(self.health <= cvar("g_balance_vore_kick_damage_max"))
+ self.BUTTON_REGURGITATE = TRUE;
+
+ else if(!self.digesting && cvar("g_vore_digestion"))
+ {
+ // the higher the skill, the faster bots will start to digest
+ if not(g_rpg && cvar("g_rpg_botattack") < 2)
+ if(skill >= randomtry)
+ self.BUTTON_DIGEST = TRUE; // digest
- self.decide_pred = time + decide_pred_time; // 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 his 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(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
+ return;
+
+ // while being swallowed, smart bots know to keep jumping to make it harder to be caught
+ // TODO: Don't do this if the predator is a team mate
+ if(self.swallow_progress_prey)
+ if(self.swallow_progress_prey * 10 >= 10 - skill) // 10 skill steps
+ self.BUTTON_JUMP = TRUE;
- if(self.predator.classname == "player" && time > self.decide_prey)
+ if(self.stat_eaten && time > self.decide_prey)
{
+ // 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
+
+ float decide_prey_time;
+ decide_prey_time = cvar("bot_ai_vore_decide_prey") / skill / self.bot_vorethinkprey;
+
+ if(cvar("g_vore_kick"))
+ 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
- if(skill >= randomtry_prey)
+ if(skill >= randomtry)
if not(teams_matter && self.team == self.predator.team) // if someone from the same team is in the belly, don't kick the predator
self.BUTTON_ATCK = TRUE; // kick
}
{
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) || !cvar("g_vore_digestion")) // don't leave when gentle vore is enabled
+ {
+ 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
+ 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
+ self.BUTTON_JUMP = TRUE; // leave
+ }
}
self.decide_prey = time + decide_prey_time; // time before the bot decides what to do with their predator