1 .float status_teamhealing; // 0 = can't team heal, 1 = can team heal, 2 = team healing right now
3 float Swallow_condition_check_bot(entity prey)
5 // checks the necessary conditions for a bot to swallow a player
7 if(Swallow_condition_check(prey)) // check the normal conditions of the vore system
8 if(time >= prey.spawnshieldtime) // spawn shield means you are invincible
9 if not(prey.BUTTON_CHAT) // don't eat players who are chatting
10 if(self.health > cvar("g_balance_vore_kick_damage_max")) // explained below
15 .float decide_swallow, decide_pred, decide_prey;
16 void Vore_AI_Teamheal(entity prey)
18 // allows bots to use the teamheal feature and heal damaged team mates
19 // the prey entity is only used when it's available (a player is detected in range)
23 if not(teams_matter && cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))
25 if(self.deadflag != DEAD_NO || self.predator.classname == "player" || self.flagcarried || self.digesting) // a flag carrier can't waste time on team healing
27 self.status_teamhealing = 0;
31 // if a teamheal is ongoing, decide whether or not to abandon it when seeing a foe we can attack
32 // 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
33 // the higher the skill, the greater the chance a bot will abandon a team heal for an enemy
34 if(self.status_teamhealing > 1)
35 if(Swallow_condition_check_bot(prey))
36 if(prey.team != self.team)
37 if(random() * 10 < cvar("bot_ai_vore_teamhealabandon") * skill / self.bot_voreteamheal) // there are 10 bot skill steps
38 self.BUTTON_REGURGITATE = TRUE; // release the team mate
40 // decide if we can teamheal or not
43 self.status_teamhealing = 2; // consider a team mate is in our stomach and we are teamhealing, until proven otherwise below
47 if(head.predator == self)
48 if(head.team != self.team)
50 self.status_teamhealing = 0; // there's a foe in our stomach, we can't teamheal now
56 self.status_teamhealing = 1; // if our stomach is empty, it means we can decide to teamheal
58 // now that we're decided if we can teamheal or not, lets go ahead and do so
60 // if we are holding a team mate that's been healed to the limit, we can release them
61 if not(cvar("bot_ai_vore_keepinstomach"))
64 if(head.predator == self) // head is automatically a team mate, or we wouldn't be reaching this part of the code
65 if(head.health >= cvar("g_balance_vore_teamheal_stable"))
66 self.BUTTON_REGURGITATE = TRUE; // release the team mate
69 // check if we can heal a team mate we come across, and if so swallow them
70 if(prey.team == self.team)
71 if(Swallow_condition_check_bot(prey))
72 if(prey.health < cvar("g_balance_vore_teamheal_stable"))
73 if not(prey.digesting) // if our team mate is digesting someone, he likely wouldn't want us ruining his frag
74 if not(prey.flagcarried) // don't eat the flag carrier and ruin his job
75 if not(prey.BUTTON_ATCK || prey.BUTTON_ATCK2) // our team mate wouldn't want us eating him while he's firing
76 if(time > self.decide_swallow)
78 if(skill >= random() * 10) // there are 10 bot skill steps
79 self.BUTTON_ATCK = TRUE; // swallow the team mate
80 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
88 if(!cvar("g_vore")) // the vore system is disabled
90 if(cvar("bot_nofire") || !skill || (g_rpg && cvar("g_rpg_botattack") < 1))
94 randomtry = random() * 10; // there are 10 bot skill steps
96 // --------------------------------
97 // Predator bot behavior:
98 // --------------------------------
100 if(self.predator.classname != "player")
102 // finding and swallowing a player
104 // aim toward the nearest possible victim. The greater the skill, the quicker the aim
105 // this only does the aiming, checking and swallowing is handled below
107 head = findradius(self.origin, cvar("g_balance_vore_swallow_range"));
110 if(Swallow_condition_check_bot(head))
111 bot_aimdir(head.origin + head.view_ofs - self.origin - self.view_ofs, -1);
115 // now do the actual checking and swallowing
117 float decide_pred_time, fear;
119 prey = Swallow_player_check();
122 // check if we should run the Teamhealing AI rather than continuing with the normal vore AI
123 Vore_AI_Teamheal(prey);
124 if(self.status_teamhealing > 1) // if we are teamhealing, there's nothing to do from here on
127 if(prey.items & IT_STRENGTH) // avoid eating bots that have the Strenght powerup
128 fear += cvar("bot_ai_vore_fear") * self.bot_vorefear;
129 if(prey.items & IT_INVINCIBLE) // avoid eating bots that have the Invincible powerup
130 fear += cvar("bot_ai_vore_fear") * self.bot_vorefear;
131 fear += self.stomach_load; // the bigger our stomach, the less we want to put someone else in there
132 decide_pred_time = cvar("bot_ai_vore_decide_pred") / skill / self.bot_vorethinkpred;
134 if(time > self.decide_swallow && cvar("g_vore_digestion"))
135 if(Swallow_condition_check_bot(prey))
137 // the greater the skill, the higher the chance bots will swallow someone each attempt
138 if(skill / fear >= randomtry)
139 if not(teams_matter && prey.team == self.team)
141 self.BUTTON_ATCK = TRUE; // swallow
142 self.decide_pred = time + decide_pred_time; // time before the bot decides what to do with their prey
144 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
147 // deciding what to do with a victim:
149 if(self.stomach_load && time > self.decide_pred)
151 // if the predator's health is smaller than the maximum damage a stomach kick can do, regurgitate the player(s)
152 // otherwise the predator is putting himself at risk by keeping you inside
153 if(self.health <= cvar("g_balance_vore_kick_damage_max"))
154 self.BUTTON_REGURGITATE = TRUE;
156 else if(!self.digesting && cvar("g_vore_digestion"))
158 // the higher the skill, the faster bots will start to digest you
159 if not(g_rpg && cvar("g_rpg_botattack") < 2)
160 if(skill >= randomtry)
161 self.BUTTON_DIGEST = TRUE; // digest
163 self.decide_pred = time + decide_pred_time; // time before the bot decides what to do with their prey
168 // --------------------------------
169 // Prey bot behavior:
170 // --------------------------------
172 if(self.predator.classname == "player" && time > self.decide_prey)
174 // 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
176 float decide_prey_time;
177 decide_prey_time = cvar("bot_ai_vore_decide_prey") / skill / self.bot_vorethinkprey;
179 if(cvar("g_vore_kick"))
180 if not(g_rpg && cvar("g_rpg_botattack") < 2)
181 if not(teams_matter && self.team == self.predator.team)
183 // the higher the skill, the more the bot will kick in your stomack
184 if(skill >= randomtry)
185 if not(teams_matter && self.team == self.predator.team) // if someone from the same team is in the belly, don't kick the predator
186 self.BUTTON_ATCK = TRUE; // kick
189 // if a bot can willingly leave the predator, do so unless there's a reason not to
190 if(self.stat_canleave)
192 if(self.predator.digesting) // our predator is digesting, so get out of him regardless of who he is
193 self.BUTTON_JUMP = TRUE; // leave
194 else if not(g_rpg && cvar("g_rpg_botattack") < 2)
196 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
197 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
198 self.BUTTON_JUMP = TRUE; // leave
202 self.decide_prey = time + decide_prey_time; // time before the bot decides what to do with their predator