]> de.git.xonotic.org Git - voretournament/voretournament.git/blobdiff - data/qcsrc/server/bot/havocbot/vore_ai.qc
Bot AI: Don't leave when gentle vore is enabled
[voretournament/voretournament.git] / data / qcsrc / server / bot / havocbot / vore_ai.qc
index 89800689f577ac4712791af967a9a368e8722702..4543dc2cad26b585e036e451b94e63b903bcd92a 100644 (file)
@@ -1,16 +1,19 @@
 .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
@@ -18,9 +21,9 @@ void Vore_AI_Teamheal(entity prey)
 
        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;
@@ -56,6 +59,7 @@ void Vore_AI_Teamheal(entity prey)
        // 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
@@ -69,79 +73,122 @@ 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
-               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
+                       }
                }
        }
 
@@ -149,14 +196,28 @@ void Vore_AI()
 // 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
                }
@@ -166,8 +227,12 @@ 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) || !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