From: MirceaKitsune Date: Thu, 9 Sep 2010 13:39:10 +0000 (+0300) Subject: Many changes and optimizations in the Vore AI too. Bots also now know to get out... X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=dfa46d1bb1582453e4aec3e688759a4fb2adf85f;p=voretournament%2Fvoretournament.git Many changes and optimizations in the Vore AI too. Bots also now know to get out of a team mate who is digesting, even if they are being teamhealed --- diff --git a/data/defaultVoretournament.cfg b/data/defaultVoretournament.cfg index b6e441b6..2945a4ff 100644 --- a/data/defaultVoretournament.cfg +++ b/data/defaultVoretournament.cfg @@ -350,6 +350,7 @@ set bot_ai_bunnyhop_stopdistance 220 "Stop jumping after reaching this distance set bot_ai_bunnyhop_firstjumpdelay 0.5 "Start running to the goal only if it was seen for more than N seconds" set bot_ai_vore_decide_pred 4 "How fast bots decide what to do with their prey, at lowest skill" set bot_ai_vore_decide_prey 4 "How fast bots decide what to do with their predator, at lowest skill" +set bot_ai_vore_decide_swallow 0.5 "How often bots try to swallow someone, at lowest skill" set bot_ai_vore_fear 2 "How much bots will fear players more powerful than them, and therefore avoid them in some situations" set bot_ai_vore_teamhealabandon 0.75 "Probability (from 0 to 1) of the bot stopping a team heal when seeing a foe that they can vore, at highest skill" set bot_god 0 "god mode for bots" diff --git a/data/qcsrc/server/bot/havocbot/vore_ai.qc b/data/qcsrc/server/bot/havocbot/vore_ai.qc index dbe702b3..e3e24920 100644 --- a/data/qcsrc/server/bot/havocbot/vore_ai.qc +++ b/data/qcsrc/server/bot/havocbot/vore_ai.qc @@ -4,9 +4,8 @@ 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.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(Swallow_condition_check(prey)) // check the normal conditions imposed by the vore system + if(prey != self && !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; @@ -14,17 +13,8 @@ float Swallow_condition_check_bot(entity prey) void Vore_AI_Teamheal(entity prey) { - // allows bots to take advantage of the teamheal feature, and use it to heal damaged team mates - // the prey entity is only used when it's available (a player is detected in-range), otherwise the rest of the code executes as expected - - // 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() * 10 < cvar("bot_ai_vore_teamhealabandon") * skill / self.bot_voreteamheal) // there are 10 bot skill steps - self.BUTTON_REGURGITATE = TRUE; // release the team mate + // 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) entity head; @@ -36,10 +26,19 @@ void Vore_AI_Teamheal(entity prey) return; } + // 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 therefore we are teamhealing, until proven otherwise below + self.status_teamhealing = 2; // consider a team mate is in our stomach and we are teamhealing, until proven otherwise below FOR_EACH_PLAYER(head) { @@ -54,10 +53,9 @@ void Vore_AI_Teamheal(entity prey) else self.status_teamhealing = 1; // if our stomach is empty, it means we can decide to teamheal - // now that we're decided if we can teamheal or not, lets go ahead and do so: + // 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 maximum amount, we can release them - // 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 + // if we are holding a team mate that's been healed to the limit, we can release them 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 @@ -65,18 +63,20 @@ void Vore_AI_Teamheal(entity prey) self.BUTTON_REGURGITATE = TRUE; // release the team mate } - // 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) + // 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")) 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 + self.BUTTON_ATCK = TRUE; // swallow the team mate } -.float swallow_retry, decide_delay1, decide_delay2; +.float swallow_delay, decide_delay1, decide_delay2; void Vore_AI() { + // main vore AI code + if(cvar("bot_nofire") || !skill) return; @@ -84,9 +84,10 @@ void Vore_AI() // Predator bot behavior: // -------------------------------- - // finding and swallowing a victim: + // 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 + // 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)) @@ -94,50 +95,50 @@ void Vore_AI() // now do the actual checking and swallowing entity prey; - float random_try; + float randomtry_pred, randomtry_prey; float decide_prey, decide_pred; prey = Swallow_player_check(); - // check if we should run the Teamhealing AI rather than continuing with the normal vore + // 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; - random_try = random() * 10; // there are 10 bot skill steps + randomtry_pred = randomtry_prey = 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_fear") * self.bot_vorefear; + randomtry_pred /= 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_fear") * self.bot_vorefear; + randomtry_pred /= 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(time > self.swallow_delay) if(Swallow_condition_check_bot(prey)) { // the greater the skill, the higher the chance bots will swallow someone each attempt - if(skill >= random_try) + if(skill >= randomtry_pred) if not(teams_matter && prey.team == self.team) { self.BUTTON_ATCK = TRUE; // swallow self.decide_delay1 = time + decide_pred; // time before the bot decides what to do with their prey } - self.swallow_retry = time + 0.5; // bots retry swallowing every 0.5 seconds, otherwise each frame would be random chance + self.swallow_delay = time + cvar("bot_ai_vore_decide_swallow") / (skill + 1); } // deciding what to do with a victim: - if(self.stomach_load > 0 && time > self.decide_delay1) + if(self.stomach_load && 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 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(skill >= random_try) + if(skill >= randomtry_pred) self.BUTTON_DIGEST = TRUE; // digest self.decide_delay1 = time + decide_pred; // time before the bot decides what to do with their prey @@ -149,20 +150,25 @@ 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.predator.classname == "player" && time > self.decide_delay2) { 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) - if not(teams_matter && prey.team == self.team) // if someone from the same team somehow made it in the belly, don't kick the eater + if(skill >= randomtry_prey) + 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 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; + { + 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(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; // leave + } self.decide_delay2 = time + decide_prey; // time before the bot decides what to do with their predator } diff --git a/data/qcsrc/server/vore.qh b/data/qcsrc/server/vore.qh index dc55cd13..4b99129f 100644 --- a/data/qcsrc/server/vore.qh +++ b/data/qcsrc/server/vore.qh @@ -1,3 +1,5 @@ void Vore(); void Vore_Disconnect(); -entity Swallow_player_check(); \ No newline at end of file + +entity Swallow_player_check(); +float Swallow_condition_check(entity prey); \ No newline at end of file