X-Git-Url: http://de.git.xonotic.org/?p=voretournament%2Fvoretournament.git;a=blobdiff_plain;f=data%2Fqcsrc%2Fserver%2Fbot%2Fhavocbot%2Fvore_ai.qc;h=4543dc2cad26b585e036e451b94e63b903bcd92a;hp=12039c4e86fd67b0f0166aab1012b833f7d31a32;hb=ebd1f4dd2440584778c203e30ad47beb2ebb35ed;hpb=51830b8602df50cad9ca44363501777ce767d10b diff --git a/data/qcsrc/server/bot/havocbot/vore_ai.qc b/data/qcsrc/server/bot/havocbot/vore_ai.qc index 12039c4e..4543dc2c 100644 --- a/data/qcsrc/server/bot/havocbot/vore_ai.qc +++ b/data/qcsrc/server/bot/havocbot/vore_ai.qc @@ -1,62 +1,51 @@ -.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 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 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) + // 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 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_decide_teamhealabandon") * skill / self.bot_voreteamheal) // there are 10 bot skill steps - self.BUTTON_REGURGITATE = TRUE; // release the team mate + // allows bots to use the teamheal feature and heal damaged team mates + // the prey entity is only used when it's available (a player is detected in range) 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.eater.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 a teamheal is ongoing, decide whether or not to abandon it when seeing a foe we can attack + // this only causes the bot to regurgitate their team mate when seeing an enemy, with the hope that our enemy will still be there once we can swallow + // 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 + // 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 + self.status_teamhealing = 2; // consider a team mate is in our stomach and we are teamhealing, until proven otherwise below FOR_EACH_PLAYER(head) { - if(head.eater == self) + if(head.predator == self) if(head.team != self.team) { self.status_teamhealing = 0; // there's a foe in our stomach, we can't teamheal now @@ -67,92 +56,139 @@ void Vore_AI_Teamheal(entity prey) 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: + // 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 + // 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.eater == self) // head is automatically a team mate, or we wouldn't be reaching this part of the code + if(head.predator == 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) + // check if we can heal a team mate we come across, and if so swallow them + if(prey.team == self.team) + if(Swallow_condition_check_bot(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 - if(Swallow_condition_check_bot(prey)) - self.BUTTON_ATCK = TRUE; // swallow + 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 swallow_retry, decide_delay1, decide_delay2; void Vore_AI() { - if(cvar("bot_nofire") || !skill) + // main vore AI code + + 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 victim: + 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 random_try; - float decide_prey, decide_pred; + // now do the actual checking and swallowing + entity prey; + float decide_pred_time, fear; - prey = Swallow_distance_check_bot(self); + prey = Swallow_player_check(); + fear = 1; - // 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; + // 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; - 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_decide_fear") * self.bot_vorefear; - if(prey.items & IT_INVINCIBLE) // avoid eating bots that have the Invincible powerup - random_try /= cvar("bot_ai_vore_decide_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(!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.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) + 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_delay1 = time + decide_pred; // 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.swallow_retry = time + 0.5; // bots retry swallowing every 0.5 seconds, otherwise each frame would be random chance - } + 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 > 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; + // 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 >= random_try) - 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; - self.decide_delay1 = time + decide_pred; // time before the bot decides what to do with their prey + 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 his prey + } } } @@ -160,22 +196,45 @@ 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(self.eater.classname == "player" && time > self.decide_delay2) + 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) { - if not(teams_matter && self.team == self.eater.team) + // 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 >= 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 + 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 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; + { + 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) || !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_delay2 = time + decide_prey; // time before the bot decides what to do with their predator + self.decide_prey = time + decide_prey_time; // time before the bot decides what to do with their predator } } \ No newline at end of file