.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)
{
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;
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)
+ {
+ if(skill >= 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(!cvar("g_vore")) // the vore system is disabled
return;
- if(cvar("bot_nofire") || !skill || (g_rpg && cvar("g_rpg_botattack") < 1))
+ 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:
// --------------------------------
- if(self.predator.classname != "player")
+ if(!self.stat_eaten)
{
// finding and swallowing a player
// now do the actual checking and swallowing
entity prey;
- float randomtry, fear;
- float decide_pred_time, decide_prey_time;
+ float decide_pred_time, fear;
prey = Swallow_player_check();
fear = 1;
if(self.status_teamhealing > 1) // if we are teamhealing, there's nothing to do from here on
return;
- randomtry = random() * 10; // there are 10 bot skill steps
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
decide_pred_time = cvar("bot_ai_vore_decide_pred") / skill / self.bot_vorethinkpred;
- decide_prey_time = cvar("bot_ai_vore_decide_prey") / skill / self.bot_vorethinkprey;
- if(time > self.decide_swallow && cvar("g_vore_digestion"))
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 their 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 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 you
+ // 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:
// --------------------------------
- if(self.predator.classname == "player" && time > self.decide_prey)
+ // 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
+ 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)