X-Git-Url: https://de.git.xonotic.org/?p=voretournament%2Fvoretournament.git;a=blobdiff_plain;f=data%2Fqcsrc%2Fserver%2Fbot%2Fhavocbot%2Fvore_ai.qc;h=207f9055bb5c30adf7b1e37a5b1c5f11bfa1e7b4;hp=174c428029c7947cb64907608c89f02b93ce2bba;hb=2f80c413e75045ec5d0889c5c081b867e2ce7495;hpb=c2d649b009208a1d1dfa822d425b9f53ea2bb1ad diff --git a/data/qcsrc/server/bot/havocbot/vore_ai.qc b/data/qcsrc/server/bot/havocbot/vore_ai.qc index 174c4280..207f9055 100644 --- a/data/qcsrc/server/bot/havocbot/vore_ai.qc +++ b/data/qcsrc/server/bot/havocbot/vore_ai.qc @@ -1,25 +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 not(cvar("g_vore_biggergut") && prey.stomach_load > self.stomach_load) + // checks the necessary conditions for a bot to swallow a player + + if(Swallow_condition_check(prey)) // check the normal conditions of the vore system + if not(prey.BUTTON_CHAT) // don't eat players who are chatting if(self.health > cvar("g_balance_vore_kick_damage_max")) // explained below return TRUE; return FALSE; @@ -27,116 +13,149 @@ float Swallow_condition_check_bot(entity prey) void Vore_AI_Teamheal(entity prey) { - // allows bots to take advantage of the teamheal feature in team games, and use this feature to heal damaged team mates + // allows bots to use the teamheal feature and heal damaged team mates + // the prey entity is only used when it's available (a player is detected in range) - if not(teamplay) - return; + entity head; - self.status_teamhealing = 1; // start from the premise we can teamheal until proven otherwise - if(self.deadflag != DEAD_NO || self.eater.classname == "player" || self.flagcarried) + if not(teams_matter && cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore")) + 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; } - // if we are holding a team mate that's been healed to the max, we can release them - // also use this check to not go any further if someone from the enemy team is in our stomach - entity head; + // if a teamheal is ongoing, decide whether or not to abandon it when seeing a foe we can attack + // 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 + // 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 + + // decide if we can teamheal or not if(self.stomach_load) { + self.status_teamhealing = 2; // consider a team mate is in our stomach and we are teamhealing, until proven otherwise below + FOR_EACH_PLAYER(head) { - if(head.eater.classname == "player") + if(head.predator == self) + if(head.team != self.team) { - if(head.team == self.team) - { - self.status_teamhealing = 2; - if(head.health >= cvar("g_balance_vore_teamheal_stable")) - self.BUTTON_REGURGITATE = TRUE; // release the team mate - } - else - { - self.status_teamhealing = 0; // someone from the enemy team is in our belly, which means we can't be teamhealing any more - return; - } + 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 - // check if we can heal a damaged team mate we came across, and if so swallow them - if(self.status_teamhealing) - if(prey.classname == "player" && prey.team == self.team) - if not(prey.flagcarried) // don't eat the flag carrier and ruin his job + // 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 limit, we can release them + if not(cvar("bot_ai_vore_keepinstomach")) + 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 team mate we come across, and if so swallow them + if(prey.team == self.team) if(Swallow_condition_check_bot(prey)) if(prey.health < cvar("g_balance_vore_teamheal_stable")) - self.BUTTON_ATCK = TRUE; // swallow + 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 not(prey.BUTTON_ATCK || prey.BUTTON_ATCK2) // our team mate wouldn't want us eating him while he's firing + self.BUTTON_ATCK = TRUE; // swallow the team mate } -.float swallow_retry, decide_delay1, decide_delay2; +.float decide_swallow, decide_pred, decide_prey; void Vore_AI() { - if(cvar("bot_nofire") || !skill) + // main vore AI code + + if(!cvar("g_vore")) // the vore system is disabled + return; + if(cvar("bot_nofire") || !skill || (g_rpg && cvar("g_rpg_botattack") < 1)) return; // -------------------------------- // Predator bot behavior: // -------------------------------- - // finding and swallowing a victim: - - // aim toward the nearest possible victim. The greater the skill the quicker the aim. This only does the aiming, checking and swallowing is handled below - entity scan; - scan = findradius(self.origin, cvar("g_balance_vore_swallow_range")); - if(Swallow_condition_check_bot(scan)) - bot_aimdir(scan.origin + scan.view_ofs - self.origin - self.view_ofs, -1); - - // now do the actual checking and swallowing - entity prey; - float random_try; - float decide_prey, decide_pred; - - prey = Swallow_distance_check_bot(self); - 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"); - 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); - - if(time > self.swallow_retry) - if(Swallow_condition_check_bot(prey)) + if(self.predator.classname != "player") { - // 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) + // finding and swallowing a player + + // aim toward the nearest possible victim. The greater the skill, the quicker the aim + // this only does the aiming, checking and swallowing is handled below + entity head; + head = findradius(self.origin, cvar("g_balance_vore_swallow_range")); + while(head) { - self.BUTTON_ATCK = TRUE; // swallow - self.decide_delay1 = time + decide_pred; // time before the bot decides what to do with their prey + if(Swallow_condition_check_bot(head)) + bot_aimdir(head.origin + head.view_ofs - self.origin - self.view_ofs, -1); + head = head.chain; } - self.swallow_retry = time + 0.5; // bots retry swallowing every 0.5 seconds, otherwise each frame would be random chance - } - Vore_AI_Teamheal(prey); - if(self.status_teamhealing > 1) // if we are teamhealing, there's nothing to do from here on - return; - - // deciding what to do with a victim: + // now do the actual checking and swallowing + entity prey; + float randomtry, fear; + float decide_pred_time, decide_prey_time; + + prey = Swallow_player_check(); + fear = 1; + + // check if we should run the Teamhealing AI rather than continuing with the normal vore AI + Vore_AI_Teamheal(prey); + if(self.status_teamhealing > 1) // if we are teamhealing, there's nothing to do from here on + return; + + randomtry = random() * 10; // there are 10 bot skill steps + if(prey.items & IT_STRENGTH) // avoid eating bots that have the Strenght powerup + fear += cvar("bot_ai_vore_fear") * self.bot_vorefear; + if(prey.items & IT_INVINCIBLE) // avoid eating bots that have the Invincible powerup + fear += cvar("bot_ai_vore_fear") * self.bot_vorefear; + fear += self.stomach_load; // the bigger our stomach, the less we want to put someone else in there + decide_pred_time = cvar("bot_ai_vore_decide_pred") / skill / self.bot_vorethinkpred; + decide_prey_time = cvar("bot_ai_vore_decide_prey") / skill / self.bot_vorethinkprey; + + if(time > self.decide_swallow) + if(Swallow_condition_check_bot(prey)) + { + // the greater the skill, the higher the chance bots will swallow someone each attempt + if(skill / fear >= randomtry) + if not(teams_matter && prey.team == self.team) + { + self.BUTTON_ATCK = TRUE; // swallow + self.decide_pred = time + decide_pred_time; // time before the bot decides what to do with their prey + } + 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 + } - if(self.stomach_load > 0 && time > self.decide_delay1) - { - // if the predator's health is smaller than the maximum amount of damage a stomach kick can do, regurgitate the player(s) - // otherwise the predator is putting himself at risk by keeping someone inside - if(self.health <= cvar("g_balance_vore_kick_damage_max")) - self.BUTTON_REGURGITATE = TRUE; + // deciding what to do with a victim: - else if(!self.digesting) + if(self.stomach_load && time > self.decide_pred) { - // the higher the skill, the faster bots will start to digest you - if(skill >= random_try) - self.BUTTON_DIGEST = TRUE; // digest + // if the predator's health is smaller than the maximum damage a stomach kick can do, regurgitate the player(s) + // otherwise the predator is putting himself at risk by keeping you inside + if(self.health <= cvar("g_balance_vore_kick_damage_max")) + self.BUTTON_REGURGITATE = TRUE; + + else if(!self.digesting) + { + // the higher the skill, the faster bots will start to digest you + if not(g_rpg && cvar("g_rpg_botattack") < 2) + if(skill >= randomtry) + self.BUTTON_DIGEST = TRUE; // digest - self.decide_delay1 = time + decide_pred; // time before the bot decides what to do with their prey + self.decide_pred = time + decide_pred_time; // time before the bot decides what to do with their prey + } } } @@ -144,14 +163,32 @@ 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) + if(self.predator.classname == "player" && time > self.decide_prey) { - // 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 + // 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 not(g_rpg && cvar("g_rpg_botattack") < 2) + if not(teams_matter && self.team == self.predator.team) + { + // the higher the skill, the more the bot will kick in your stomack + if(skill >= randomtry) + if not(teams_matter && self.team == self.predator.team) // if someone from the same team is in the belly, don't kick the predator + 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(self.predator.digesting) // our predator is digesting, so get out of him regardless of who he is + self.BUTTON_JUMP = TRUE; // leave + else if not(g_rpg && cvar("g_rpg_botattack") < 2) + { + 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 + if not(teams_matter && self.team == self.predator.team && cvar("bot_ai_vore_stayinstomach")) // bots are not supposed to leave a team mate's stomach automatically + self.BUTTON_JUMP = TRUE; // leave + } + } - self.decide_delay2 = time + decide_prey; // time before the bot decides what to do with their predator + self.decide_prey = time + decide_prey_time; // time before the bot decides what to do with their predator } } \ No newline at end of file