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 in team games, and use this feature to heal damaged team mates
35 self.status_teamhealing = 1; // start from the premise we can teamheal until proven otherwise
36 if(self.deadflag != DEAD_NO || self.eater.classname == "player")
37 self.status_teamhealing = 0;
39 // if we are holding a team mate that's been healed to the max, we can release them
40 // also use this check to not go any further if someone from the enemy team is in our stomach
46 if(head.eater.classname == "player")
48 if(head.team == self.team)
50 if(head.health >= cvar("g_balance_vore_teamheal_stable"))
51 self.BUTTON_REGURGITATE = TRUE; // release the team mate
55 self.status_teamhealing = 0; // someone from the enemy team is in our belly, which means we can't be teamhealing any more
62 // check if we can heal a damaged team mate we came across, and if so swallow them
63 if(self.status_teamhealing)
64 if(prey.classname == "player" && prey.team == self.team)
65 if not(prey.flagcarried) // don't eat the flag carrier and ruin his job
66 if(Swallow_condition_check_bot(prey))
67 if(prey.health < cvar("g_balance_vore_teamheal_stable"))
69 self.BUTTON_ATCK = TRUE; // swallow
70 self.status_teamhealing = 2;
74 .float swallow_retry, decide_delay1, decide_delay2;
77 if(cvar("bot_nofire") || !skill)
80 // --------------------------------
81 // Predator bot behavior:
82 // --------------------------------
84 // finding and swallowing a victim:
86 // 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
88 scan = findradius(self.origin, cvar("g_balance_vore_swallow_range"));
89 if(Swallow_condition_check_bot(scan))
90 bot_aimdir(scan.origin + scan.view_ofs - self.origin - self.view_ofs, -1);
92 // now do the actual checking and swallowing
95 float decide_prey, decide_pred;
97 prey = Swallow_distance_check_bot(self);
98 random_try = random() * 10; // there are 10 bot skill steps
99 if(prey.items & IT_STRENGTH) // avoid eating bots that have the Strenght powerup
100 random_try /= cvar("bot_ai_vore_decide_fear");
101 if(prey.items & IT_INVINCIBLE) // avoid eating bots that have the Invincible powerup
102 random_try /= cvar("bot_ai_vore_decide_fear");
103 decide_prey = cvar("bot_ai_vore_decide_prey") / (skill * 2 + 1);
104 decide_pred = cvar("bot_ai_vore_decide_pred") / (skill * 2 + 1);
106 if(time > self.swallow_retry)
107 if(Swallow_condition_check_bot(prey))
109 // the greater the skill, the higher the chance bots will swallow someone each attempt
110 if(skill >= random_try)
111 if not(teamplay && prey.team == self.team)
113 self.BUTTON_ATCK = TRUE; // swallow
114 self.decide_delay1 = time + decide_pred; // time before the bot decides what to do with their prey
116 self.swallow_retry = time + 0.5; // bots retry swallowing every 0.5 seconds, otherwise each frame would be random chance
119 Vore_AI_Teamheal(prey);
120 if(self.status_teamhealing > 1) // if we are teamhealing, there's nothing to do from here on
123 // deciding what to do with a victim:
125 if(self.stomach_load > 0 && time > self.decide_delay1)
127 // if the predator's health is smaller than the maximum amount of damage a stomach kick can do, regurgitate the player(s)
128 // otherwise the predator is putting himself at risk by keeping someone inside
129 if(self.health <= cvar("g_balance_vore_kick_damage_max"))
130 self.BUTTON_REGURGITATE = TRUE;
132 else if(!self.digesting)
134 // the higher the skill, the faster bots will start to digest you
135 if(skill >= random_try)
136 self.BUTTON_DIGEST = TRUE; // digest
138 self.decide_delay1 = time + decide_pred; // time before the bot decides what to do with their prey
142 // --------------------------------
143 // Prey bot behavior:
144 // --------------------------------
146 // all we can do in the stomach is kick and do some damage / try to escape
147 if(self.eater.classname == "player" && time > self.decide_delay2)
149 // the higher the skill, the more the bot will kick in your stomack
150 if(skill >= random_try)
151 if not(teamplay && prey.team == self.team) // if someone from the same team somehow made it in the belly, don't kick the eater
152 self.BUTTON_ATCK = TRUE; // kick
154 self.decide_delay2 = time + decide_prey; // time before the bot decides what to do with their predator