1 .float status_teamhealing; // 0 = can't team heal, 1 = can team heal, 2 = team healing right now
3 float Swallow_condition_check_bot(entity prey)
5 // checks the necessary conditions for a bot to swallow a player
7 if(Swallow_condition_check(prey)) // check the normal conditions of the vore system
8 if not(prey.BUTTON_CHAT) // don't eat players who are chatting
9 if(self.health > cvar("g_balance_vore_kick_damage_max")) // explained below
14 void Vore_AI_Teamheal(entity prey)
16 // allows bots to use the teamheal feature and heal damaged team mates
17 // the prey entity is only used when it's available (a player is detected in range)
21 if not(teams_matter && cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))
23 if(self.deadflag != DEAD_NO || self.predator.classname == "player" || self.flagcarried || self.digesting) // a flag carrier can't waste time on team healing
25 self.status_teamhealing = 0;
29 // if a teamheal is ongoing, decide whether or not to abandon it when seeing a foe we can attack
30 // this only causes the bot to regurgitate their team mate when seeing an enemy, with the hope that our enemy will still be there once we can swallow
31 // the higher the skill, the greater the chance a bot will abandon a team heal for an enemy
32 if(self.status_teamhealing > 1)
33 if(Swallow_condition_check_bot(prey))
34 if(prey.team != self.team)
35 if(random() * 10 < cvar("bot_ai_vore_teamhealabandon") * skill / self.bot_voreteamheal) // there are 10 bot skill steps
36 self.BUTTON_REGURGITATE = TRUE; // release the team mate
38 // decide if we can teamheal or not
41 self.status_teamhealing = 2; // consider a team mate is in our stomach and we are teamhealing, until proven otherwise below
45 if(head.predator == self)
46 if(head.team != self.team)
48 self.status_teamhealing = 0; // there's a foe in our stomach, we can't teamheal now
54 self.status_teamhealing = 1; // if our stomach is empty, it means we can decide to teamheal
56 // now that we're decided if we can teamheal or not, lets go ahead and do so
58 // if we are holding a team mate that's been healed to the limit, we can release them
61 if(head.predator == self) // head is automatically a team mate, or we wouldn't be reaching this part of the code
62 if(head.health >= cvar("g_balance_vore_teamheal_stable"))
63 self.BUTTON_REGURGITATE = TRUE; // release the team mate
66 // check if we can heal a team mate we come across, and if so swallow them
67 if(prey.team == self.team)
68 if(Swallow_condition_check_bot(prey))
69 if(prey.health < cvar("g_balance_vore_teamheal_stable"))
70 if not(prey.digesting) // if our team mate is digesting someone, he likely wouldn't want us ruining his frag
71 if not(prey.flagcarried) // don't eat the flag carrier and ruin his job
72 self.BUTTON_ATCK = TRUE; // swallow the team mate
75 .float decide_swallow, decide_pred, decide_prey;
80 if(!cvar("g_vore")) // the vore system is disabled
82 if(cvar("bot_nofire") || !skill || (g_rpg && cvar("g_rpg_botattack") < 1))
85 // --------------------------------
86 // Predator bot behavior:
87 // --------------------------------
89 // finding and swallowing a player
91 // aim toward the nearest possible victim. The greater the skill, the quicker the aim
92 // this only does the aiming, checking and swallowing is handled below
94 head = findradius(self.origin, cvar("g_balance_vore_swallow_range"));
97 if(Swallow_condition_check_bot(head))
98 bot_aimdir(head.origin + head.view_ofs - self.origin - self.view_ofs, -1);
102 // now do the actual checking and swallowing
104 float randomtry_pred, randomtry_prey;
105 float decide_pred_time, decide_prey_time;
107 prey = Swallow_player_check();
109 // check if we should run the Teamhealing AI rather than continuing with the normal vore AI
110 Vore_AI_Teamheal(prey);
111 if(self.status_teamhealing > 1) // if we are teamhealing, there's nothing to do from here on
114 randomtry_pred = randomtry_prey = random() * 10; // there are 10 bot skill steps
115 if(prey.items & IT_STRENGTH) // avoid eating bots that have the Strenght powerup
116 randomtry_pred /= cvar("bot_ai_vore_fear") * self.bot_vorefear;
117 if(prey.items & IT_INVINCIBLE) // avoid eating bots that have the Invincible powerup
118 randomtry_pred /= cvar("bot_ai_vore_fear") * self.bot_vorefear;
119 decide_pred_time = cvar("bot_ai_vore_decide_pred") / (skill * 2 + 1) / self.bot_vorethinkpred;
120 decide_prey_time = cvar("bot_ai_vore_decide_prey") / (skill * 2 + 1) / self.bot_vorethinkprey;
122 if(time > self.decide_swallow)
123 if(Swallow_condition_check_bot(prey))
125 // the greater the skill, the higher the chance bots will swallow someone each attempt
126 if(skill >= randomtry_pred)
127 if not(teams_matter && prey.team == self.team)
129 self.BUTTON_ATCK = TRUE; // swallow
130 self.decide_pred = time + decide_pred_time; // time before the bot decides what to do with their prey
132 self.decide_swallow = time + cvar("bot_ai_vore_decide_swallow"); // this is needed to take a proper decision, otherwise the code would execute each frame and return TRUE pretty soon
135 // deciding what to do with a victim:
137 if(self.stomach_load && time > self.decide_pred)
139 // if the predator's health is smaller than the maximum damage a stomach kick can do, regurgitate the player(s)
140 // otherwise the predator is putting himself at risk by keeping you inside
141 if(self.health <= cvar("g_balance_vore_kick_damage_max"))
142 self.BUTTON_REGURGITATE = TRUE;
144 else if(!self.digesting)
146 // the higher the skill, the faster bots will start to digest you
147 if not(g_rpg && cvar("g_rpg_botattack") < 2)
148 if(skill >= randomtry_pred)
149 self.BUTTON_DIGEST = TRUE; // digest
151 self.decide_pred = time + decide_pred_time; // time before the bot decides what to do with their prey
155 // --------------------------------
156 // Prey bot behavior:
157 // --------------------------------
159 // 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
161 if(self.predator.classname == "player" && time > self.decide_prey)
163 if not(g_rpg && cvar("g_rpg_botattack") < 2)
164 if not(teams_matter && self.team == self.predator.team)
166 // the higher the skill, the more the bot will kick in your stomack
167 if(skill >= randomtry_prey)
168 if not(teams_matter && self.team == self.predator.team) // if someone from the same team is in the belly, don't kick the predator
169 self.BUTTON_ATCK = TRUE; // kick
172 // if a bot can willingly leave the predator, do so unless there's a reason not to
173 if(self.stat_canleave)
175 if(self.predator.digesting) // our predator is digesting, so get out of him regardless of who he is
176 self.BUTTON_JUMP = TRUE; // leave
177 else if not(g_rpg && cvar("g_rpg_botattack") < 2)
179 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
180 self.BUTTON_JUMP = TRUE; // leave
184 self.decide_prey = time + decide_prey_time; // time before the bot decides what to do with their predator