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" || self.flagcarried)
38 self.status_teamhealing = 0;
42 // if we are holding a team mate that's been healed to the max, we can release them
43 // also use this check to not go any further if someone from the enemy team is in our stomach
49 if(head.eater.classname == "player")
51 if(head.team == self.team)
53 self.status_teamhealing = 2;
54 if(head.health >= cvar("g_balance_vore_teamheal_stable"))
55 self.BUTTON_REGURGITATE = TRUE; // release the team mate
59 self.status_teamhealing = 0; // someone from the enemy team is in our belly, which means we can't be teamhealing any more
66 // check if we can heal a damaged team mate we came across, and if so swallow them
67 if(self.status_teamhealing)
68 if(prey.classname == "player" && prey.team == self.team)
69 if not(prey.flagcarried) // don't eat the flag carrier and ruin his job
70 if(Swallow_condition_check_bot(prey))
71 if(prey.health < cvar("g_balance_vore_teamheal_stable"))
72 self.BUTTON_ATCK = TRUE; // swallow
75 .float swallow_retry, decide_delay1, decide_delay2;
78 if(cvar("bot_nofire") || !skill)
81 // --------------------------------
82 // Predator bot behavior:
83 // --------------------------------
85 // finding and swallowing a victim:
87 // 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
89 scan = findradius(self.origin, cvar("g_balance_vore_swallow_range"));
90 if(Swallow_condition_check_bot(scan))
91 bot_aimdir(scan.origin + scan.view_ofs - self.origin - self.view_ofs, -1);
93 // now do the actual checking and swallowing
96 float decide_prey, decide_pred;
98 prey = Swallow_distance_check_bot(self);
99 random_try = random() * 10; // there are 10 bot skill steps
100 if(prey.items & IT_STRENGTH) // avoid eating bots that have the Strenght powerup
101 random_try /= cvar("bot_ai_vore_decide_fear");
102 if(prey.items & IT_INVINCIBLE) // avoid eating bots that have the Invincible powerup
103 random_try /= cvar("bot_ai_vore_decide_fear");
104 decide_prey = cvar("bot_ai_vore_decide_prey") / (skill * 2 + 1);
105 decide_pred = cvar("bot_ai_vore_decide_pred") / (skill * 2 + 1);
107 if(time > self.swallow_retry)
108 if(Swallow_condition_check_bot(prey))
110 // the greater the skill, the higher the chance bots will swallow someone each attempt
111 if(skill >= random_try)
112 if not(teamplay && prey.team == self.team)
114 self.BUTTON_ATCK = TRUE; // swallow
115 self.decide_delay1 = time + decide_pred; // time before the bot decides what to do with their prey
117 self.swallow_retry = time + 0.5; // bots retry swallowing every 0.5 seconds, otherwise each frame would be random chance
120 Vore_AI_Teamheal(prey);
121 if(self.status_teamhealing > 1) // if we are teamhealing, there's nothing to do from here on
124 // deciding what to do with a victim:
126 if(self.stomach_load > 0 && time > self.decide_delay1)
128 // if the predator's health is smaller than the maximum amount of damage a stomach kick can do, regurgitate the player(s)
129 // otherwise the predator is putting himself at risk by keeping someone inside
130 if(self.health <= cvar("g_balance_vore_kick_damage_max"))
131 self.BUTTON_REGURGITATE = TRUE;
133 else if(!self.digesting)
135 // the higher the skill, the faster bots will start to digest you
136 if(skill >= random_try)
137 self.BUTTON_DIGEST = TRUE; // digest
139 self.decide_delay1 = time + decide_pred; // time before the bot decides what to do with their prey
143 // --------------------------------
144 // Prey bot behavior:
145 // --------------------------------
147 // all we can do in the stomach is kick and do some damage / try to escape
148 if(self.eater.classname == "player" && time > self.decide_delay2)
150 // the higher the skill, the more the bot will kick in your stomack
151 if(skill >= random_try)
152 if not(teamplay && prey.team == self.team) // if someone from the same team somehow made it in the belly, don't kick the eater
153 self.BUTTON_ATCK = TRUE; // kick
155 self.decide_delay2 = time + decide_prey; // time before the bot decides what to do with their predator