void Vore_AI_Teamheal(entity prey)
{
// allows bots to take advantage of the teamheal feature, and use it to heal damaged team mates
+ // 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
+
+ // if a teamheal is ongoing, decide whether or not to abandon it when seeing a foe that we can attack instead
+ // 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
+ // the higher the skill, the greater the chance a bot will abandon a team heal for an enemy
+ if(self.status_teamhealing > 1)
+ if(Swallow_condition_check_bot(prey))
+ if(prey.team != self.team)
+ if(random() * 10 < cvar("bot_ai_vore_decide_teamhealabandon") * skill / self.bot_voreteamheal) // there are 10 bot skill steps
+ self.BUTTON_REGURGITATE = TRUE; // release the team mate
entity head;
- if not(teamplay && cvar("g_balance_vore_teamheal"))
+ if not(teams_matter && cvar("g_balance_vore_teamheal"))
return;
if(self.deadflag != DEAD_NO || self.eater.classname == "player" || self.flagcarried || self.digesting) // a flag carrier can't waste time on team healing
{
random_try = random() * 10; // there are 10 bot skill steps
if(prey.items & IT_STRENGTH) // avoid eating bots that have the Strenght powerup
- random_try /= cvar("bot_ai_vore_decide_fear");
+ random_try /= cvar("bot_ai_vore_decide_fear") * self.bot_vorefear;
if(prey.items & IT_INVINCIBLE) // avoid eating bots that have the Invincible powerup
- random_try /= cvar("bot_ai_vore_decide_fear");
- decide_prey = cvar("bot_ai_vore_decide_prey") / (skill * 2 + 1);
- decide_pred = cvar("bot_ai_vore_decide_pred") / (skill * 2 + 1);
+ random_try /= cvar("bot_ai_vore_decide_fear") * self.bot_vorefear;
+ decide_prey = cvar("bot_ai_vore_decide_prey") / (skill * 2 + 1) / self.bot_vorethink;
+ decide_pred = cvar("bot_ai_vore_decide_pred") / (skill * 2 + 1) / self.bot_vorethink;
if(time > self.swallow_retry)
if(Swallow_condition_check_bot(prey))
{
// the greater the skill, the higher the chance bots will swallow someone each attempt
if(skill >= random_try)
- if not(teamplay && prey.team == self.team)
+ if not(teams_matter && prey.team == self.team)
{
self.BUTTON_ATCK = TRUE; // swallow
self.decide_delay1 = time + decide_pred; // time before the bot decides what to do with their prey
// Prey bot behavior:
// --------------------------------
- // all we can do in the stomach is kick and do some damage / try to escape
+ // 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(self.eater.classname == "player" && time > self.decide_delay2)
{
- // the higher the skill, the more the bot will kick in your stomack
- if(skill >= random_try)
- if not(teamplay && prey.team == self.team) // if someone from the same team somehow made it in the belly, don't kick the eater
- self.BUTTON_ATCK = TRUE; // kick
+ if not(teams_matter && self.team == self.eater.team)
+ {
+ // the higher the skill, the more the bot will kick in your stomack
+ if(skill >= random_try)
+ 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
+ self.BUTTON_ATCK = TRUE; // kick
+ }
+
+ // if a bot can willingly leave the predator, do so unless there's a reason not to
+ if(self.stat_canleave)
+ 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
+ self.BUTTON_JUMP = TRUE;
self.decide_delay2 = time + decide_prey; // time before the bot decides what to do with their predator
}