X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=data%2Fqcsrc%2Fserver%2Fbot%2Fhavocbot%2Fvore_ai.qc;h=dbe702b300cc9f8ef45eb8087cd0fc979b16ba5b;hb=86a07d1432100fa0dc18216056382b1dafa52c4b;hp=562b6c741bfdaf0cc58d8690ba7d776d750d962a;hpb=de1f8fc55af112a3ea7a5ed9ab7e1e2c4d521a83;p=voretournament%2Fvoretournament.git diff --git a/data/qcsrc/server/bot/havocbot/vore_ai.qc b/data/qcsrc/server/bot/havocbot/vore_ai.qc index 562b6c74..dbe702b3 100644 --- a/data/qcsrc/server/bot/havocbot/vore_ai.qc +++ b/data/qcsrc/server/bot/havocbot/vore_ai.qc @@ -1,29 +1,79 @@ -entity Swallow_distance_check_bot(entity e) -{ - // check if we can swallow a player instead of firing our weapon - vector w_shotorg, w_shotdir; - w_shotorg = self.origin + self.view_ofs; - w_shotdir = v_forward; - - WarpZone_traceline_antilag(e, w_shotorg, w_shotorg + w_shotdir * cvar("g_balance_vore_swallow_range"), FALSE, e, ANTILAG_LATENCY(e)); - if(trace_fraction < 1) - if(trace_ent.classname == "player") - return trace_ent; - return world; -} +.float status_teamhealing; // 0 = can't team heal, 1 = can team heal, 2 = team healing right now float Swallow_condition_check_bot(entity prey) { // checks the necessary conditions for a bot to swallow another player - 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 - 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(prey != self && prey.classname == "player" && prey.predator.classname != "player" && prey.deadflag == DEAD_NO && !prey.BUTTON_CHAT) // we can't swallow someone who's already in someone else's stomach + if(self.predator.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_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.predator.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.predator == 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.predator == 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.digesting) // if our team mate is digesting someone, he likely wouldn't want us ruining his frag + 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() { @@ -47,20 +97,27 @@ void Vore_AI() float random_try; float decide_prey, decide_pred; - prey = Swallow_distance_check_bot(self); + prey = Swallow_player_check(); + + // 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_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_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 @@ -91,13 +148,21 @@ void Vore_AI() // Prey bot behavior: // -------------------------------- - // all we can do in the stomach is kick and do some damage / try to escape - if(self.eater.classname == "player" && time > self.decide_delay2) + // 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.predator.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(teams_matter && 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.predator.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.predator.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 }