1 .float status_teamhealing; // 0 = can't team heal, 1 = can team heal, 2 = team healing currently
3 entity Swallow_distance_check_bot(entity e)
5 // check if we can swallow a player instead of firing our weapon
6 vector w_shotorg, w_shotdir;
7 w_shotorg = self.origin + self.view_ofs;
10 WarpZone_traceline_antilag(e, w_shotorg, w_shotorg + w_shotdir * cvar("g_balance_vore_swallow_range"), FALSE, e, ANTILAG_LATENCY(e));
11 if(trace_fraction < 1)
12 if(trace_ent.classname == "player")
17 float Swallow_condition_check_bot(entity prey)
19 // checks the necessary conditions for a bot to swallow another player
20 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
21 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
22 if not(cvar("g_vore_biggergut") && prey.stomach_load > self.stomach_load)
23 if(self.health > cvar("g_balance_vore_kick_damage_max")) // explained below
28 void Vore_AI_Teamheal(entity prey)
30 // allows bots to take advantage of the teamheal feature, and use it to heal damaged team mates
31 // 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
33 // if a teamheal is ongoing, decide whether or not to abandon it when seeing a foe that we can attack instead
34 // 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
35 // the higher the skill, the greater the chance a bot will abandon a team heal for an enemy
36 if(self.status_teamhealing > 1)
37 if(Swallow_condition_check_bot(prey))
38 if(prey.team != self.team)
39 if(random() * 10 < cvar("bot_ai_vore_teamhealabandon") * skill / self.bot_voreteamheal) // there are 10 bot skill steps
40 self.BUTTON_REGURGITATE = TRUE; // release the team mate
44 if not(teams_matter && cvar("g_balance_vore_teamheal"))
46 if(self.deadflag != DEAD_NO || self.eater.classname == "player" || self.flagcarried || self.digesting) // a flag carrier can't waste time on team healing
48 self.status_teamhealing = 0;
52 // decide if we can teamheal or not
55 self.status_teamhealing = 2; // consider a team mate is in our stomach and therefore we are teamhealing, until proven otherwise below
59 if(head.eater == self)
60 if(head.team != self.team)
62 self.status_teamhealing = 0; // there's a foe in our stomach, we can't teamheal now
68 self.status_teamhealing = 1; // if our stomach is empty, it means we can decide to teamheal
70 // now that we're decided if we can teamheal or not, lets go ahead and do so:
72 // if we are holding a team mate that's been healed to the maximum amount, we can release them
73 // 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
76 if(head.eater == self) // head is automatically a team mate, or we wouldn't be reaching this part of the code
77 if(head.health >= cvar("g_balance_vore_teamheal_stable"))
78 self.BUTTON_REGURGITATE = TRUE; // release the team mate
81 // check if we can heal a damaged team mate we came across, and if so swallow them
82 if(prey.classname == "player" && prey.team == self.team)
83 if(prey.health < cvar("g_balance_vore_teamheal_stable"))
84 if not(prey.digesting) // if our team mate is digesting someone, he likely wouldn't want us ruining his frag
85 if not(prey.flagcarried) // don't eat the flag carrier and ruin his job
86 if(Swallow_condition_check_bot(prey))
87 self.BUTTON_ATCK = TRUE; // swallow
90 .float swallow_retry, decide_delay1, decide_delay2;
93 if(cvar("bot_nofire") || !skill)
96 // --------------------------------
97 // Predator bot behavior:
98 // --------------------------------
100 // finding and swallowing a victim:
102 // 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
104 scan = findradius(self.origin, cvar("g_balance_vore_swallow_range"));
105 if(Swallow_condition_check_bot(scan))
106 bot_aimdir(scan.origin + scan.view_ofs - self.origin - self.view_ofs, -1);
108 // now do the actual checking and swallowing
111 float decide_prey, decide_pred;
113 prey = Swallow_distance_check_bot(self);
115 // check if we should run the Teamhealing AI rather than continuing with the normal vore
116 Vore_AI_Teamheal(prey);
117 if(self.status_teamhealing > 1) // if we are teamhealing, there's nothing to do from here on
120 random_try = random() * 10; // there are 10 bot skill steps
121 if(prey.items & IT_STRENGTH) // avoid eating bots that have the Strenght powerup
122 random_try /= cvar("bot_ai_vore_fear") * self.bot_vorefear;
123 if(prey.items & IT_INVINCIBLE) // avoid eating bots that have the Invincible powerup
124 random_try /= cvar("bot_ai_vore_fear") * self.bot_vorefear;
125 decide_prey = cvar("bot_ai_vore_decide_prey") / (skill * 2 + 1) / self.bot_vorethink;
126 decide_pred = cvar("bot_ai_vore_decide_pred") / (skill * 2 + 1) / self.bot_vorethink;
128 if(time > self.swallow_retry)
129 if(Swallow_condition_check_bot(prey))
131 // the greater the skill, the higher the chance bots will swallow someone each attempt
132 if(skill >= random_try)
133 if not(teams_matter && prey.team == self.team)
135 self.BUTTON_ATCK = TRUE; // swallow
136 self.decide_delay1 = time + decide_pred; // time before the bot decides what to do with their prey
138 self.swallow_retry = time + 0.5; // bots retry swallowing every 0.5 seconds, otherwise each frame would be random chance
141 // deciding what to do with a victim:
143 if(self.stomach_load > 0 && time > self.decide_delay1)
145 // if the predator's health is smaller than the maximum amount of damage a stomach kick can do, regurgitate the player(s)
146 // otherwise the predator is putting himself at risk by keeping someone inside
147 if(self.health <= cvar("g_balance_vore_kick_damage_max"))
148 self.BUTTON_REGURGITATE = TRUE;
150 else if(!self.digesting)
152 // the higher the skill, the faster bots will start to digest you
153 if(skill >= random_try)
154 self.BUTTON_DIGEST = TRUE; // digest
156 self.decide_delay1 = time + decide_pred; // time before the bot decides what to do with their prey
160 // --------------------------------
161 // Prey bot behavior:
162 // --------------------------------
164 // 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
165 if(self.eater.classname == "player" && time > self.decide_delay2)
167 if not(teams_matter && self.team == self.eater.team)
169 // the higher the skill, the more the bot will kick in your stomack
170 if(skill >= random_try)
171 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
172 self.BUTTON_ATCK = TRUE; // kick
175 // if a bot can willingly leave the predator, do so unless there's a reason not to
176 if(self.stat_canleave)
177 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
178 self.BUTTON_JUMP = TRUE;
180 self.decide_delay2 = time + decide_prey; // time before the bot decides what to do with their predator