+.float status_teamhealing; // 0 = can't team heal, 1 = can team heal, 2 = team healing currently
+
entity Swallow_distance_check_bot(entity e)
{
// check if we can swallow a player instead of firing our weapon
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
if not(cvar("g_vore_biggergut") && prey.stomach_load > self.stomach_load)
if(self.health > cvar("g_balance_vore_kick_damage_max")) // explained below
- if not(prey.team == self.team && teamplay)
return TRUE;
return FALSE;
}
+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(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
+ {
+ self.status_teamhealing = 0;
+ return;
+ }
+
+ // decide if we can teamheal or not
+ if(self.stomach_load)
+ {
+ self.status_teamhealing = 2; // consider a team mate is in our stomach and therefore we are teamhealing, until proven otherwise below
+
+ FOR_EACH_PLAYER(head)
+ {
+ if(head.eater == self)
+ if(head.team != self.team)
+ {
+ self.status_teamhealing = 0; // there's a foe in our stomach, we can't teamheal now
+ return;
+ }
+ }
+ }
+ else
+ self.status_teamhealing = 1; // if our stomach is empty, it means we can decide to teamheal
+
+ // now that we're decided if we can teamheal or not, lets go ahead and do so:
+
+ // if we are holding a team mate that's been healed to the maximum amount, we can release them
+ // 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
+ FOR_EACH_PLAYER(head)
+ {
+ if(head.eater == self) // head is automatically a team mate, or we wouldn't be reaching this part of the code
+ if(head.health >= cvar("g_balance_vore_teamheal_stable"))
+ self.BUTTON_REGURGITATE = TRUE; // release the team mate
+ }
+
+ // check if we can heal a damaged team mate we came across, and if so swallow them
+ if(prey.classname == "player" && prey.team == self.team)
+ if(prey.health < cvar("g_balance_vore_teamheal_stable"))
+ if not(prey.flagcarried) // don't eat the flag carrier and ruin his job
+ if(Swallow_condition_check_bot(prey))
+ self.BUTTON_ATCK = TRUE; // swallow
+}
+
.float swallow_retry, decide_delay1, decide_delay2;
void Vore_AI()
{
float decide_prey, decide_pred;
prey = Swallow_distance_check_bot(self);
+
+ // check if we should run the Teamhealing AI rather than continuing with the normal vore
+ Vore_AI_Teamheal(prey);
+ if(self.status_teamhealing > 1) // if we are teamhealing, there's nothing to do from here on
+ return;
+
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(Swallow_condition_check_bot(prey))
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(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
else if(!self.digesting)
{
- // the lower the skill, the more bots will tend to regurgitate you
- // the higher the skill, the more they will tend to digest you instead
+ // the higher the skill, the faster bots will start to digest you
if(skill >= random_try)
self.BUTTON_DIGEST = TRUE; // digest
- else
- self.BUTTON_REGURGITATE = TRUE; // regurgitate
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 either kick and do some damage or trigger the predator's digestion when there's no chance 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(self.team != self.eater.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 the bot's health is smaller than this, the bot gives up and triggers your digestion upon them
- // the higher the skill, the harder the bot will give up
- else if(self.health < cvar("bot_ai_vore_decide_giveuphealth") / (skill + 1) && !self.eater.digesting)
- if not(self.eater.digesting) // already happening so don't bother
- self.BUTTON_ATCK2 = TRUE; // trigger digestion
+ // 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
+ self.decide_delay2 = time + decide_prey; // time before the bot decides what to do with their predator
}
}
\ No newline at end of file