Don't execute the predator vore AI if the bot is prey
authorMirceaKitsune <sonichedgehog_hyperblast00@yahoo.com>
Thu, 30 Sep 2010 00:50:58 +0000 (03:50 +0300)
committerMirceaKitsune <sonichedgehog_hyperblast00@yahoo.com>
Thu, 30 Sep 2010 00:50:58 +0000 (03:50 +0300)
data/qcsrc/server/bot/havocbot/vore_ai.qc

index ef251a3dd71e45701fd73069d93e64de6239c202..5a9fc91feda6f1e2c6ee2bbf66c87d21f8b5f421 100644 (file)
@@ -87,71 +87,74 @@ void Vore_AI()
 // Predator bot behavior:
 // --------------------------------
 
-       // 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)
+       if(self.predator.classname != "player")
        {
-               if(Swallow_condition_check_bot(head))
-                       bot_aimdir(head.origin + head.view_ofs - self.origin - self.view_ofs, -1);
-               head = head.chain;
-       }
+               // finding and swallowing a player
 
-       // 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)
+               // 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_pred = time + decide_pred_time; // 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.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
-       }
 
-       // 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 && time > self.decide_pred)
-       {
-               // 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;
+               // 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 not(g_rpg && cvar("g_rpg_botattack") < 2)
-                       if(skill >= randomtry)
-                               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;
 
-                       self.decide_pred = time + decide_pred_time; // time before the bot decides what to do with their prey
+                       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_pred = time + decide_pred_time; // time before the bot decides what to do with their prey
+                       }
                }
        }
 
@@ -159,10 +162,10 @@ void Vore_AI()
 // Prey bot behavior:
 // --------------------------------
 
-       // 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_prey)
        {
+               // 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)
                {