1 .float status_teamhealing; // 0 = can't team heal, 1 = can team heal, 2 = team healing right now
2 .float hold_BUTTON_ATCK; // marks the bot holding the fire button after having decided on his prey
4 float Swallow_condition_check_bot(entity prey)
6 // checks the necessary conditions for a bot to swallow a player
9 if(cvar("g_vore_kick") && skill >= 7)
11 kick_dmg = cvar("g_balance_vore_kick_damage");
12 if(cvar("g_healthsize"))
13 kick_dmg *= pow(prey.scale / self.scale, cvar("g_balance_vore_kick_scalediff")); // based on the damage the prey can do to us at his size
16 if(Swallow_condition_check(prey)) // check the normal conditions of the vore system
17 if(time >= prey.spawnshieldtime) // spawn shield means you are invincible
18 if not(prey.BUTTON_CHAT) // don't eat players who are chatting
19 if(self.health > kick_dmg)
24 .float decide_swallow, decide_pred, decide_prey;
25 void Vore_AI_Teamheal(entity prey)
27 // allows bots to use the teamheal feature and heal damaged team mates
28 // the prey entity is only used when it's available (a player is detected in range)
32 if not(teams_matter && cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))
34 if(self.deadflag != DEAD_NO || self.stat_eaten || self.flagcarried || self.digesting) // a flag carrier can't waste time on team healing
36 self.status_teamhealing = 0;
40 // if a teamheal is ongoing, decide whether or not to abandon it when seeing a foe we can attack
41 // 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
42 // the higher the skill, the greater the chance a bot will abandon a team heal for an enemy
43 if(self.status_teamhealing > 1)
44 if(Swallow_condition_check_bot(prey))
45 if(prey.team != self.team)
46 if(random() * 10 < cvar("bot_ai_vore_teamhealabandon") * skill / self.bot_voreteamheal) // there are 10 bot skill steps
47 self.BUTTON_REGURGITATE = TRUE; // release the team mate
49 // decide if we can teamheal or not
52 self.status_teamhealing = 2; // consider a team mate is in our stomach and we are teamhealing, until proven otherwise below
56 if(head.predator == self)
57 if(head.team != self.team)
59 self.status_teamhealing = 0; // there's a foe in our stomach, we can't teamheal now
65 self.status_teamhealing = 1; // if our stomach is empty, it means we can decide to teamheal
67 // now that we're decided if we can teamheal or not, lets go ahead and do so
69 // if we are holding a team mate that's been healed to the limit, we can release them
70 if not(cvar("bot_ai_vore_keepinstomach"))
73 if(head.predator == self) // head is automatically a team mate, or we wouldn't be reaching this part of the code
74 if(head.health >= cvar("g_balance_vore_teamheal_stable"))
75 self.BUTTON_REGURGITATE = TRUE; // release the team mate
78 // check if we can heal a team mate we come across, and if so swallow them
79 if(prey.team == self.team)
80 if(Swallow_condition_check_bot(prey))
81 if(prey.health < cvar("g_balance_vore_teamheal_stable"))
82 if not(prey.digesting) // if our team mate is digesting someone, he likely wouldn't want us ruining his frag
83 if not(prey.flagcarried) // don't eat the flag carrier and ruin his job
84 if not(prey.BUTTON_ATCK || prey.BUTTON_ATCK2) // our team mate wouldn't want us eating him while he's firing
86 if(time > self.decide_swallow)
88 // base the decision around HOW damaged the team mate is, centered around 100 health
89 if(skill * (100 / prey.health) >= random() * 10) // there are 10 bot skill steps
90 self.hold_BUTTON_ATCK = TRUE; // swallow the team mate
91 self.decide_swallow = time + cvar("bot_ai_vore_decide_swallow") / self.bot_vorethinkpred; // this is needed to take a proper decision, otherwise the code would execute each frame and return TRUE quickly
95 self.hold_BUTTON_ATCK = FALSE;
102 if(!cvar("g_vore")) // the vore system is disabled
104 if(self.deadflag != DEAD_NO || cvar("bot_nofire") || !skill || (g_rpg && cvar("g_rpg_botattack") < 1))
108 randomtry = random() * 10; // there are 10 bot skill steps
110 // --------------------------------
111 // Predator bot behavior:
112 // --------------------------------
116 // finding and swallowing a player
118 // aim toward the nearest possible victim. The greater the skill, the quicker the aim
119 // this only does the aiming, checking and swallowing is handled below
121 head = findradius(self.origin, cvar("g_balance_vore_swallow_range"));
124 if(Swallow_condition_check_bot(head))
125 bot_aimdir(head.origin + head.view_ofs - self.origin - self.view_ofs, -1);
129 // now do the actual checking and swallowing
131 float decide_pred_time, fear;
133 prey = Swallow_player_check();
136 // check if we should run the Teamhealing AI rather than continuing with the normal vore AI
137 Vore_AI_Teamheal(prey);
138 if(self.status_teamhealing > 1) // if we are teamhealing, there's nothing to do from here on
141 if(!cvar("g_vore_reversescoring")) // when reverse scoring is on, it's in the interest of the prey to get eaten, so the predator has nothing to fear
143 if(skill >= 3) // make bots aware of this from skill 3 and up
144 fear *= 1 + self.stomach_maxload / self.stomach_load; // the bigger our stomach, the less we want to put someone else in there
145 if(skill >= 5) // make bots aware of this from skill 5 and up
146 fear *= 1 + prey.stomach_maxload / prey.stomach_load; // predators fear prey that have a large stomach
148 if(cvar("g_healthsize"))
149 fear *= (prey.scale / self.scale); // predators fear larger prey and are courageous toward smaller prey
150 if(prey.items & IT_STRENGTH) // avoid eating bots that have the Strenght powerup
152 if(prey.items & IT_INVINCIBLE) // avoid eating bots that have the Invincible powerup
155 // when a bot is being swallowed, he will try to swallow the enemy back in defense, forgetting about fear
156 if(self.swallow_progress_prey)
157 fear /= self.swallow_progress_prey * skill;
159 fear *= cvar("bot_ai_vore_fear") * self.bot_vorefear;
162 decide_pred_time = cvar("bot_ai_vore_decide_pred") / skill / self.bot_vorethinkpred;
164 if(Swallow_condition_check_bot(prey))
166 if(time > self.decide_swallow)
168 // the greater the skill, the higher the chance bots will swallow someone each attempt
169 if(skill / fear >= randomtry)
170 if not(teams_matter && prey.team == self.team)
172 self.hold_BUTTON_ATCK = TRUE; // swallow
173 self.decide_pred = time + decide_pred_time; // time before the bot decides what to do with his prey
175 self.decide_swallow = time + cvar("bot_ai_vore_decide_swallow") / self.bot_vorethinkpred; // this is needed to take a proper decision, otherwise the code would execute each frame and return TRUE quickly
179 self.hold_BUTTON_ATCK = FALSE;
181 // if the bot is holding the firing button, apply that to the actual fire key
182 if(self.hold_BUTTON_ATCK)
183 self.BUTTON_ATCK = TRUE;
185 // deciding what to do with a victim:
187 if(self.stomach_load && time > self.decide_pred)
189 // if the predator's health is smaller than the damage a stomach kick can do, regurgitate the player(s)
190 // otherwise the predator is putting himself at risk by keeping you inside
192 if(cvar("g_vore_kick") && skill >= 7) // such awareness comes from skill level 7 and up
194 kick_dmg = cvar("g_balance_vore_kick_damage");
195 if(cvar("g_healthsize"))
198 FOR_EACH_PLAYER(e) // count the size of all players in the stomach for accounting the danger level
200 if(e.predator == self)
201 if not(teamplay && e.team == self.team) // don't count team mates
202 kick_dmg *= pow(e.scale / self.scale, cvar("g_balance_vore_kick_scalediff")); // based on the damage the prey can do to us at his size
206 if(self.health <= kick_dmg)
207 self.BUTTON_REGURGITATE = TRUE;
209 else if(!self.digesting && cvar("g_vore_digestion"))
211 // the higher the skill, the faster bots will start to digest
212 if not(g_rpg && cvar("g_rpg_botattack") < 2)
213 if(skill >= randomtry)
214 self.BUTTON_DIGEST = TRUE; // digest
216 self.decide_pred = time + decide_pred_time; // time before the bot decides what to do with his prey
221 // --------------------------------
222 // Prey bot behavior:
223 // --------------------------------
225 if(cvar("g_vore_reversescoring")) // if reverse scoring is on, it's in the interest of the prey to get eaten, so don't fight back
228 // while being swallowed, smart bots know to keep jumping to make it harder to be caught
229 // TODO: Don't do this if the predator is a team mate
230 if(self.swallow_progress_prey)
231 if(self.swallow_progress_prey * 10 >= 10 - skill) // 10 skill steps
232 self.BUTTON_JUMP = TRUE;
234 if(self.stat_eaten && time > self.decide_prey)
236 // 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
238 float decide_prey_time;
239 decide_prey_time = cvar("bot_ai_vore_decide_prey") / skill / self.bot_vorethinkprey;
241 if(cvar("g_vore_kick"))
242 if not(g_rpg && cvar("g_rpg_botattack") < 2)
243 if not(teams_matter && self.team == self.predator.team)
245 // the higher the skill, the more the bot will kick in your stomack
246 if(skill >= randomtry)
247 if not(teams_matter && self.team == self.predator.team) // if someone from the same team is in the belly, don't kick the predator
248 self.BUTTON_ATCK = TRUE; // kick
251 // if a bot can willingly leave the predator, do so unless there's a reason not to
252 if(self.stat_canleave)
254 if(self.predator.digesting) // our predator is digesting, so get out of him regardless of who he is
255 self.BUTTON_JUMP = TRUE; // leave
256 else if not((g_rpg && cvar("g_rpg_botattack") < 2) || !cvar("g_vore_digestion")) // don't leave when gentle vore is enabled
258 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
259 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
260 self.BUTTON_JUMP = TRUE; // leave
264 self.decide_prey = time + decide_prey_time; // time before the bot decides what to do with their predator