.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
+ float kick_dmg;
+ if(cvar("g_vore_kick") && skill >= 7)
+ {
+ kick_dmg = cvar("g_balance_vore_kick_damage");
+ if(cvar("g_healthsize"))
+ 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
+ }
+
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
+ if(self.health > kick_dmg)
return TRUE;
return FALSE;
}
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
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)
{
- if(skill >= random() * 10) // there are 10 bot skill steps
- self.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
+ 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;
}
void Vore_AI()
if(self.status_teamhealing > 1) // if we are teamhealing, there's nothing to do from here on
return;
- 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_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(skill >= 3) // make bots aware of this from skill 3 and up
+ fear *= 1 + self.stomach_load; // the bigger our stomach, the less we want to put someone else in there
+ if(skill >= 5) // make bots aware of this from skill 5 and up
+ fear *= 1 + prey.stomach_load; // predators fear prey that have a large stomach
+
+ if(cvar("g_healthsize"))
+ fear *= (prey.scale / self.scale); // predators fear larger prey and are courageous toward smaller prey
+ if(prey.items & IT_STRENGTH) // avoid eating bots that have the Strenght powerup
+ fear *= 2;
+ if(prey.items & IT_INVINCIBLE) // avoid eating bots that have the Invincible powerup
+ fear *= 2;
+
+ // 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;
+
+ fear *= cvar("bot_ai_vore_fear") * self.bot_vorefear;
+ }
+
decide_pred_time = cvar("bot_ai_vore_decide_pred") / skill / self.bot_vorethinkpred;
- 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 / fear >= randomtry)
- if not(teams_matter && prey.team == self.team)
+ if(time > self.decide_swallow)
{
- self.BUTTON_ATCK = TRUE; // swallow
- self.decide_pred = time + decide_pred_time; // time before the bot decides what to do with his prey
+ // 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") / 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;
+
+ // if the bot is holding the firing button, apply that to the actual fire key
+ if(self.hold_BUTTON_ATCK)
+ self.BUTTON_ATCK = TRUE;
// deciding what to do with a victim:
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)
+ // if the predator's health is smaller than the 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"))
+ float kick_dmg;
+ if(cvar("g_vore_kick") && skill >= 7) // such awareness comes from skill level 7 and up
+ {
+ kick_dmg = cvar("g_balance_vore_kick_damage");
+ if(cvar("g_healthsize"))
+ {
+ entity e;
+ FOR_EACH_PLAYER(e) // count the size of all players in the stomach for accounting the danger level
+ {
+ if(e.predator == self)
+ if not(teamplay && e.team == self.team) // don't count team mates
+ kick_dmg *= pow(e.scale / self.scale, cvar("g_balance_vore_kick_scalediff")); // based on the damage the prey can do to us at his size
+ }
+ }
+ }
+ if(self.health <= kick_dmg)
self.BUTTON_REGURGITATE = TRUE;
else if(!self.digesting && cvar("g_vore_digestion"))
// Prey bot behavior:
// --------------------------------
+ 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.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
{
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(g_rpg && cvar("g_rpg_botattack") < 2)
+ 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