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=89800689f577ac4712791af967a9a368e8722702;hb=ebd1f4dd2440584778c203e30ad47beb2ebb35ed;hpb=21208f8a8b3f8749cd33a2d1a366a20330dbe8bb diff --git a/data/qcsrc/server/bot/havocbot/vore_ai.qc b/data/qcsrc/server/bot/havocbot/vore_ai.qc index 89800689..4543dc2c 100644 --- a/data/qcsrc/server/bot/havocbot/vore_ai.qc +++ b/data/qcsrc/server/bot/havocbot/vore_ai.qc @@ -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