]> de.git.xonotic.org Git - voretournament/voretournament.git/blobdiff - data/qcsrc/server/bot/havocbot/vore_ai.qc
Share some duplicated code instead
[voretournament/voretournament.git] / data / qcsrc / server / bot / havocbot / vore_ai.qc
index e4138c50e9bdac7fb22bc04b89da31e4d882a579..dbe702b300cc9f8ef45eb8087cd0fc979b16ba5b 100644 (file)
@@ -1,24 +1,11 @@
-.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
-       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
                return TRUE;
@@ -32,17 +19,18 @@ void Vore_AI_Teamheal(entity prey)
 
        // 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() < cvar("bot_ai_vore_decide_teamhealabandon"))
+       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.eater.classname == "player" || self.flagcarried || self.digesting) // a flag carrier can't waste time on team healing
+       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;
@@ -55,7 +43,7 @@ void Vore_AI_Teamheal(entity prey)
 
                FOR_EACH_PLAYER(head)
                {
-                       if(head.eater == self)
+                       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
@@ -72,7 +60,7 @@ void Vore_AI_Teamheal(entity prey)
        // 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.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
        }
@@ -80,6 +68,7 @@ void Vore_AI_Teamheal(entity prey)
        // 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
@@ -108,7 +97,7 @@ 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);
@@ -117,11 +106,11 @@ void Vore_AI()
 
        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(time > self.swallow_retry)
        if(Swallow_condition_check_bot(prey))
@@ -160,9 +149,9 @@ void Vore_AI()
 // --------------------------------
 
        // 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)
+       if(self.predator.classname == "player" && time > self.decide_delay2)
        {
-               if not(teams_matter && self.team == self.eater.team)
+               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)
@@ -172,7 +161,7 @@ void Vore_AI()
 
                // 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
+               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