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When bot_vs_human is enabled ignore team assignment in the bot config file
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / bot / default / bot.qc
1 #include "bot.qh"
2
3 #include "cvars.qh"
4
5 #include "aim.qh"
6 #include "navigation.qh"
7 #include "scripting.qh"
8 #include "waypoints.qh"
9
10 #include "havocbot/havocbot.qh"
11 #include "havocbot/scripting.qh"
12
13 #include "../../teamplay.qh"
14
15 #include "../../antilag.qh"
16 #include "../../autocvars.qh"
17 #include "../../campaign.qh"
18 #include "../../client.qh"
19 #include "../../constants.qh"
20 #include "../../defs.qh"
21 #include "../../race.qh"
22 #include <common/t_items.qh>
23
24 #include <server/mutators/_mod.qh>
25
26 #include "../../weapons/accuracy.qh"
27
28 #include <common/physics/player.qh>
29 #include <common/constants.qh>
30 #include <common/net_linked.qh>
31 #include <common/mapinfo.qh>
32 #include <common/teams.qh>
33 #include <common/util.qh>
34
35 #include <server/scores_rules.qh>
36
37 #include <common/weapons/_all.qh>
38
39 #include <lib/csqcmodel/sv_model.qh>
40
41 #include <lib/warpzone/common.qh>
42 #include <lib/warpzone/util_server.qh>
43
44 STATIC_INIT(bot) { bot_calculate_stepheightvec(); }
45
46 // TODO: remove this function! its only purpose is to update these fields since bot_setnameandstuff is called before ClientState
47 void bot_setclientfields(entity this)
48 {
49         CS(this).cvar_cl_accuracy_data_share = 1;  // share the bots weapon accuracy data with the world
50         CS(this).cvar_cl_accuracy_data_receive = 0;  // don't receive any weapon accuracy data
51 }
52
53 entity bot_spawn()
54 {
55         entity bot = spawnclient();
56         if (bot)
57         {
58                 setItemGroupCount();
59                 currentbots = currentbots + 1;
60                 bot_setnameandstuff(bot);
61                 ClientConnect(bot);
62                 bot_setclientfields(bot);
63                 PutClientInServer(bot);
64         }
65         return bot;
66 }
67
68 void bot_think(entity this)
69 {
70         if (this.bot_nextthink > time)
71                 return;
72
73         this.flags &= ~FL_GODMODE;
74         if(autocvar_bot_god)
75                 this.flags |= FL_GODMODE;
76
77         this.bot_nextthink = max(time, this.bot_nextthink) + max(0.01, autocvar_bot_ai_thinkinterval * (0.5 ** this.bot_aiskill) * min(14 / (skill + 14), 1));
78
79         if (!IS_PLAYER(this) || (autocvar_g_campaign && !campaign_bots_may_start))
80         {
81                 CS(this).movement = '0 0 0';
82                 this.bot_nextthink = time + 0.5;
83                 return;
84         }
85
86         if (this.fixangle)
87         {
88                 this.v_angle = this.angles;
89                 this.v_angle_z = 0;
90                 this.fixangle = false;
91         }
92
93         this.dmg_take = 0;
94         this.dmg_save = 0;
95         this.dmg_inflictor = NULL;
96
97         // calculate an aiming latency based on the skill setting
98         // (simulated network latency + naturally delayed reflexes)
99         //this.ping = 0.7 - bound(0, 0.05 * skill, 0.5); // moved the reflexes to bot_aimdir (under the name 'think')
100         // minimum ping 20+10 random
101         CS(this).ping = bound(0,0.07 - bound(0, (skill + this.bot_pingskill) * 0.005,0.05)+random()*0.01,0.65); // Now holds real lag to server, and higer skill players take a less laggy server
102         // skill 10 = ping 0.2 (adrenaline)
103         // skill 0 = ping 0.7 (slightly drunk)
104
105         // clear buttons
106         PHYS_INPUT_BUTTON_ATCK(this) = false;
107         PHYS_INPUT_BUTTON_JUMP(this) = false;
108         PHYS_INPUT_BUTTON_ATCK2(this) = false;
109         PHYS_INPUT_BUTTON_ZOOM(this) = false;
110         PHYS_INPUT_BUTTON_CROUCH(this) = false;
111         PHYS_INPUT_BUTTON_HOOK(this) = false;
112         PHYS_INPUT_BUTTON_INFO(this) = false;
113         PHYS_INPUT_BUTTON_DRAG(this) = false;
114         PHYS_INPUT_BUTTON_CHAT(this) = false;
115         PHYS_INPUT_BUTTON_USE(this) = false;
116
117         if (time < game_starttime)
118         {
119                 // block the bot during the countdown to game start
120                 CS(this).movement = '0 0 0';
121                 this.bot_nextthink = game_starttime;
122                 return;
123         }
124
125         // if dead, just wait until we can respawn
126         if (IS_DEAD(this))
127         {
128                 if (bot_waypoint_queue_owner == this)
129                         bot_waypoint_queue_owner = NULL;
130                 this.aistatus = 0;
131                 CS(this).movement = '0 0 0';
132                 if (this.deadflag == DEAD_DEAD)
133                 {
134                         PHYS_INPUT_BUTTON_JUMP(this) = true; // press jump to respawn
135                         navigation_goalrating_timeout_force(this);
136                 }
137         }
138         else if(this.aistatus & AI_STATUS_STUCK)
139                 navigation_unstuck(this);
140
141         // now call the current bot AI (havocbot for example)
142         this.bot_ai(this);
143 }
144
145 void bot_setnameandstuff(entity this)
146 {
147         string readfile, s;
148         float file, tokens, prio;
149
150         string bot_name, bot_model, bot_skin, bot_shirt, bot_pants;
151         string name, prefix, suffix;
152
153         if(autocvar_g_campaign)
154         {
155                 prefix = "";
156                 suffix = "";
157         }
158         else
159         {
160                 prefix = autocvar_bot_prefix;
161                 suffix = autocvar_bot_suffix;
162         }
163
164         file = fopen(autocvar_bot_config_file, FILE_READ);
165
166         if(file < 0)
167         {
168                 LOG_INFOF("Error: Can not open the bot configuration file '%s'", autocvar_bot_config_file);
169                 readfile = "";
170         }
171         else
172         {
173                 RandomSelection_Init();
174                 while((readfile = fgets(file)))
175                 {
176                         if(substring(readfile, 0, 2) == "//")
177                                 continue;
178                         if(substring(readfile, 0, 1) == "#")
179                                 continue;
180                         tokens = tokenizebyseparator(readfile, "\t");
181                         if(tokens == 0)
182                                 continue;
183                         s = argv(0);
184                         prio = 1;
185                         FOREACH_CLIENT(IS_BOT_CLIENT(it), {
186                                 if(s == it.cleanname)
187                                 {
188                                         prio = 0;
189                                         break;
190                                 }
191                         });
192                         RandomSelection_AddString(readfile, 1, prio);
193                 }
194                 readfile = RandomSelection_chosen_string;
195                 fclose(file);
196         }
197
198         tokens = tokenizebyseparator(readfile, "\t");
199         if(argv(0) != "") bot_name = argv(0);
200         else bot_name = "Bot";
201
202         if(argv(1) != "") bot_model = argv(1);
203         else bot_model = "";
204
205         if(argv(2) != "") bot_skin = argv(2);
206         else bot_skin = "0";
207
208         if(argv(3) != "" && stof(argv(3)) >= 0) bot_shirt = argv(3);
209         else bot_shirt = ftos(floor(random() * 15));
210
211         if(argv(4) != "" && stof(argv(4)) >= 0) bot_pants = argv(4);
212         else bot_pants = ftos(floor(random() * 15));
213
214         if (teamplay && autocvar_bot_vs_human && AvailableTeams() == 2)
215                 this.bot_forced_team = 0;
216         else
217                 this.bot_forced_team = stof(argv(5));
218
219         prio = 6;
220
221         #define READSKILL(f, w, r) MACRO_BEGIN \
222                 if(argv(prio) != "") \
223                         this.f = stof(argv(prio)) * w; \
224                 else \
225                         this.f = (!autocvar_g_campaign) * (2 * random() - 1) * r * w; \
226                 prio++; \
227         MACRO_END
228         //print(bot_name, ": ping=", argv(9), "\n");
229
230         READSKILL(havocbot_keyboardskill, 0.5, 0.5); // keyboard skill
231         READSKILL(bot_moveskill, 2, 0); // move skill
232         READSKILL(bot_dodgeskill, 2, 0); // dodge skill
233
234         READSKILL(bot_pingskill, 0.5, 0); // ping skill
235
236         READSKILL(bot_weaponskill, 2, 0); // weapon skill
237         READSKILL(bot_aggresskill, 1, 0); // aggre skill
238         READSKILL(bot_rangepreference, 1, 0); // read skill
239
240         READSKILL(bot_aimskill, 2, 0); // aim skill
241         READSKILL(bot_offsetskill, 2, 0.5); // offset skill
242         READSKILL(bot_mouseskill, 1, 0.5); // mouse skill
243
244         READSKILL(bot_thinkskill, 1, 0.5); // think skill
245         READSKILL(bot_aiskill, 2, 0); // "ai" skill
246
247         if (file >= 0 && argv(prio) != "")
248                 LOG_INFOF("^1Warning^7: too many parameters for bot %s, please check format of %s", bot_name, autocvar_bot_config_file);
249
250         this.bot_config_loaded = true;
251
252         // this is really only a default, TeamBalance_JoinBestTeam is called later
253         setcolor(this, stof(bot_shirt) * 16 + stof(bot_pants));
254         this.bot_preferredcolors = this.clientcolors;
255
256         // pick the name
257         if (autocvar_bot_usemodelnames)
258                 name = bot_model;
259         else
260                 name = bot_name;
261
262         // number bots with identical names
263         if (name == "")
264         {
265                 name = ftos(etof(this));
266                 this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
267         }
268         else
269         {
270                 int j = 0;
271                 FOREACH_CLIENT(IS_BOT_CLIENT(it), {
272                         if(it.cleanname == name)
273                                 ++j;
274                 });
275                 if (j)
276                         this.netname = this.netname_freeme = strzone(strcat(prefix, name, "(", ftos(j), ")", suffix));
277                 else
278                         this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
279         }
280         this.cleanname = strzone(name);
281
282         // pick the model and skin
283         if(substring(bot_model, -4, 1) != ".")
284                 bot_model = strcat(bot_model, ".iqm");
285         this.playermodel = this.playermodel_freeme = strzone(strcat("models/player/", bot_model));
286         this.playerskin = this.playerskin_freeme = strzone(bot_skin);
287 }
288
289 void bot_custom_weapon_priority_setup()
290 {
291         float tokens, i, w;
292
293         bot_custom_weapon = false;
294
295         if(     autocvar_bot_ai_custom_weapon_priority_far == "" ||
296                 autocvar_bot_ai_custom_weapon_priority_mid == "" ||
297                 autocvar_bot_ai_custom_weapon_priority_close == "" ||
298                 autocvar_bot_ai_custom_weapon_priority_distances == ""
299         )
300                 return;
301
302         // Parse distances
303         tokens = tokenizebyseparator(autocvar_bot_ai_custom_weapon_priority_distances," ");
304
305         if (tokens!=2)
306                 return;
307
308         bot_distance_far = stof(argv(0));
309         bot_distance_close = stof(argv(1));
310
311         if(bot_distance_far < bot_distance_close){
312                 bot_distance_far = stof(argv(1));
313                 bot_distance_close = stof(argv(0));
314         }
315
316         // Initialize list of weapons
317         bot_weapons_far[0] = -1;
318         bot_weapons_mid[0] = -1;
319         bot_weapons_close[0] = -1;
320
321         // Parse far distance weapon priorities
322         tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_far)," ");
323
324         int c = 0;
325         for(i=0; i < tokens && c < Weapons_COUNT; ++i){
326                 w = stof(argv(i));
327                 if ( w >= WEP_FIRST && w <= WEP_LAST) {
328                         bot_weapons_far[c] = w;
329                         ++c;
330                 }
331         }
332         if(c < Weapons_COUNT)
333                 bot_weapons_far[c] = -1;
334
335         // Parse mid distance weapon priorities
336         tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_mid)," ");
337
338         c = 0;
339         for(i=0; i < tokens && c < Weapons_COUNT; ++i){
340                 w = stof(argv(i));
341                 if ( w >= WEP_FIRST && w <= WEP_LAST) {
342                         bot_weapons_mid[c] = w;
343                         ++c;
344                 }
345         }
346         if(c < Weapons_COUNT)
347                 bot_weapons_mid[c] = -1;
348
349         // Parse close distance weapon priorities
350         tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_close)," ");
351
352         c = 0;
353         for(i=0; i < tokens && i < Weapons_COUNT; ++i){
354                 w = stof(argv(i));
355                 if ( w >= WEP_FIRST && w <= WEP_LAST) {
356                         bot_weapons_close[c] = w;
357                         ++c;
358                 }
359         }
360         if(c < Weapons_COUNT)
361                 bot_weapons_close[c] = -1;
362
363         bot_custom_weapon = true;
364 }
365
366 void bot_endgame()
367 {
368         bot_relinkplayerlist();
369         entity e = bot_list;
370         while (e)
371         {
372                 setcolor(e, e.bot_preferredcolors);
373                 e = e.nextbot;
374         }
375         // if dynamic waypoints are ever implemented, save them here
376 }
377
378 void bot_relinkplayerlist()
379 {
380         player_count = 0;
381         currentbots = 0;
382         bot_list = NULL;
383
384         entity prevbot = NULL;
385         FOREACH_CLIENT(true,
386         {
387                 ++player_count;
388
389                 if(IS_BOT_CLIENT(it))
390                 {
391                         if(prevbot)
392                                 prevbot.nextbot = it;
393                         else
394                                 bot_list = it;
395                         prevbot = it;
396                         ++currentbots;
397                 }
398         });
399         if(prevbot)
400                 prevbot.nextbot = NULL;
401         LOG_TRACE("relink: ", ftos(currentbots), " bots seen.");
402         bot_strategytoken = bot_list;
403         bot_strategytoken_taken = true;
404 }
405
406 void bot_clientdisconnect(entity this)
407 {
408         if (!IS_BOT_CLIENT(this))
409                 return;
410         bot_clearqueue(this);
411         strfree(this.cleanname);
412         strfree(this.netname_freeme);
413         strfree(this.playermodel_freeme);
414         strfree(this.playerskin_freeme);
415         if(this.bot_cmd_current)
416                 delete(this.bot_cmd_current);
417         if(bot_waypoint_queue_owner == this)
418                 bot_waypoint_queue_owner = NULL;
419 }
420
421 void bot_clientconnect(entity this)
422 {
423         if (!IS_BOT_CLIENT(this)) return;
424         this.bot_preferredcolors = this.clientcolors;
425         this.bot_nextthink = time - random();
426         this.lag_func = bot_lagfunc;
427         this.isbot = true;
428         this.createdtime = this.bot_nextthink;
429
430         if(!this.bot_config_loaded) // This is needed so team overrider doesn't break between matches
431         {
432                 bot_setnameandstuff(this);
433                 bot_setclientfields(this);
434         }
435
436         if (teamplay && Team_IsValidIndex(this.bot_forced_team))
437         {
438                 SetPlayerTeam(this, this.bot_forced_team, TEAM_CHANGE_MANUAL);
439         }
440         else
441         {
442                 this.bot_forced_team = 0;
443                 TeamBalance_JoinBestTeam(this);
444         }
445
446         havocbot_setupbot(this);
447 }
448
449 void bot_removefromlargestteam()
450 {
451         entity balance = TeamBalance_CheckAllowedTeams(NULL);
452         TeamBalance_GetTeamCounts(balance, NULL);
453
454         entity best = NULL;
455         float besttime = 0;
456         int bestcount = 0;
457
458         int bcount = 0;
459         FOREACH_CLIENT(it.isbot,
460         {
461                 ++bcount;
462
463                 if(!best)
464                 {
465                         best = it;
466                         besttime = it.createdtime;
467                 }
468
469                 int thiscount = 0;
470
471                 if (Team_IsValidTeam(it.team))
472                 {
473                         thiscount = TeamBalance_GetNumberOfPlayers(balance,
474                                 Team_TeamToIndex(it.team));
475                 }
476
477                 if(thiscount > bestcount)
478                 {
479                         bestcount = thiscount;
480                         besttime = it.createdtime;
481                         best = it;
482                 }
483                 else if(thiscount == bestcount && besttime < it.createdtime)
484                 {
485                         besttime = it.createdtime;
486                         best = it;
487                 }
488         });
489         TeamBalance_Destroy(balance);
490         if(!bcount)
491                 return; // no bots to remove
492         currentbots = currentbots - 1;
493         dropclient(best);
494 }
495
496 void bot_removenewest()
497 {
498         if(teamplay)
499         {
500                 bot_removefromlargestteam();
501                 return;
502         }
503
504         float besttime = 0;
505         entity best = NULL;
506         int bcount = 0;
507
508         FOREACH_CLIENT(it.isbot,
509         {
510                 ++bcount;
511
512                 if(!best)
513                 {
514                         best = it;
515                         besttime = it.createdtime;
516                 }
517
518                 if(besttime < it.createdtime)
519                 {
520                         besttime = it.createdtime;
521                         best = it;
522                 }
523         });
524
525         if(!bcount)
526                 return; // no bots to remove
527
528         currentbots = currentbots - 1;
529         dropclient(best);
530 }
531
532 void autoskill(float factor)
533 {
534         float bestbot;
535         float bestplayer;
536
537         bestbot = -1;
538         bestplayer = -1;
539         FOREACH_CLIENT(IS_PLAYER(it), {
540                 if(IS_REAL_CLIENT(it))
541                         bestplayer = max(bestplayer, it.totalfrags - it.totalfrags_lastcheck);
542                 else
543                         bestbot = max(bestbot, it.totalfrags - it.totalfrags_lastcheck);
544         });
545
546         LOG_DEBUG("autoskill: best player got ", ftos(bestplayer), ", ");
547         LOG_DEBUG("best bot got ", ftos(bestbot), "; ");
548         if(bestbot < 0 || bestplayer < 0)
549         {
550                 LOG_DEBUG("not doing anything");
551                 // don't return, let it reset all counters below
552         }
553         else if(bestbot <= bestplayer * factor - 2)
554         {
555                 if(autocvar_skill < 17)
556                 {
557                         LOG_DEBUG("2 frags difference, increasing skill");
558                         cvar_set("skill", ftos(autocvar_skill + 1));
559                         bprint("^2SKILL UP!^7 Now at level ", ftos(autocvar_skill), "\n");
560                 }
561         }
562         else if(bestbot >= bestplayer * factor + 2)
563         {
564                 if(autocvar_skill > 0)
565                 {
566                         LOG_DEBUG("2 frags difference, decreasing skill");
567                         cvar_set("skill", ftos(autocvar_skill - 1));
568                         bprint("^1SKILL DOWN!^7 Now at level ", ftos(autocvar_skill), "\n");
569                 }
570         }
571         else
572         {
573                 LOG_DEBUG("not doing anything");
574                 return;
575                 // don't reset counters, wait for them to accumulate
576         }
577
578         FOREACH_CLIENT(IS_PLAYER(it), { it.totalfrags_lastcheck = it.totalfrags; });
579 }
580
581 void bot_calculate_stepheightvec()
582 {
583         stepheightvec = autocvar_sv_stepheight * '0 0 1';
584         jumpheight_vec = (autocvar_sv_jumpvelocity ** 2) / (2 * autocvar_sv_gravity) * '0 0 1';
585         jumpstepheightvec = stepheightvec + jumpheight_vec * 0.85; // reduce it a bit to make the jumps easy
586         jumpheight_time = autocvar_sv_jumpvelocity / autocvar_sv_gravity;
587 }
588
589 bool bot_fixcount()
590 {
591         int activerealplayers = 0;
592         int realplayers = 0;
593         if (MUTATOR_CALLHOOK(Bot_FixCount, activerealplayers, realplayers)) {
594                 activerealplayers = M_ARGV(0, int);
595                 realplayers = M_ARGV(1, int);
596         } else {
597                 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
598                         if(IS_PLAYER(it))
599                                 ++activerealplayers;
600                         ++realplayers;
601                 });
602         }
603
604         int bots;
605         // But don't remove bots immediately on level change, as the real players
606         // usually haven't rejoined yet
607         bots_would_leave = false;
608         if (teamplay && autocvar_bot_vs_human && AvailableTeams() == 2)
609                 bots = min(ceil(fabs(autocvar_bot_vs_human) * activerealplayers), maxclients - realplayers);
610         else if ((realplayers || autocvar_bot_join_empty || (currentbots > 0 && time < 5)))
611         {
612                 int minplayers = max(0, floor(autocvar_minplayers));
613                 if (teamplay)
614                         minplayers = max(0, floor(autocvar_minplayers_per_team) * AvailableTeams());
615                 int minbots = max(0, floor(autocvar_bot_number));
616
617                 // add bots to reach minplayers if needed
618                 bots = max(minbots, minplayers - activerealplayers);
619                 // cap bots to the max players allowed by the server
620                 int player_limit = GetPlayerLimit();
621                 if(player_limit)
622                         bots = min(bots, max(player_limit - activerealplayers, 0));
623                 bots = min(bots, maxclients - realplayers);
624
625                 if(bots > minbots)
626                         bots_would_leave = true;
627         }
628         else
629         {
630                 // if there are no players, remove bots
631                 bots = 0;
632         }
633
634         // only add one bot per frame to avoid utter chaos
635         if(time > botframe_nextthink)
636         {
637                 if (currentbots < bots)
638                 {
639                         if (bot_spawn() == NULL)
640                         {
641                                 bprint("Can not add bot, server full.\n");
642                                 return false;
643                         }
644                 }
645                 while (currentbots > bots && bots >= 0)
646                         bot_removenewest();
647         }
648
649         return true;
650 }
651
652 void bot_remove_from_bot_list(entity this)
653 {
654         entity e = bot_list;
655         entity prev_bot = NULL;
656         while (e)
657         {
658                 if(e == this)
659                 {
660                         if(!prev_bot)
661                                 bot_list = this.nextbot;
662                         else
663                                 prev_bot.nextbot = this.nextbot;
664                         if(bot_strategytoken == this)
665                         {
666                                 bot_strategytoken = this.nextbot;
667                                 bot_strategytoken_taken = true;
668                         }
669                         this.nextbot = NULL;
670                         break;
671                 }
672                 prev_bot = e;
673                 e = e.nextbot;
674         }
675 }
676
677 void bot_clear(entity this)
678 {
679         bot_remove_from_bot_list(this);
680         if(bot_waypoint_queue_owner == this)
681                 bot_waypoint_queue_owner = NULL;
682         this.aistatus &= ~AI_STATUS_STUCK; // otherwise bot_waypoint_queue_owner will be set again to this by navigation_unstuck
683 }
684
685 void bot_serverframe()
686 {
687         if (intermission_running && currentbots > 0)
688         {
689                 // after the end of the match all bots stay unless all human players disconnect
690                 int realplayers = 0;
691                 FOREACH_CLIENT(IS_REAL_CLIENT(it), { ++realplayers; });
692                 if (!realplayers)
693                 {
694                         FOREACH_CLIENT(IS_BOT_CLIENT(it), { dropclient(it); });
695                         currentbots = 0;
696                 }
697                 return;
698         }
699
700         if (game_stopped)
701                 return;
702
703         // Added 0.5 to avoid possible addition + immediate removal of bots that would make them appear as
704         // spectators in the scoreboard and never go away. This issue happens at time 2 if map is changed
705         // with the gotomap command, minplayers is > 1 and human clients join as players very soon
706         // either intentionally or automatically (sv_spectate 0)
707         if (time < 2.5)
708         {
709                 currentbots = -1;
710                 return;
711         }
712
713         if (currentbots == -1)
714         {
715                 // count bots already in the server from the previous match
716                 currentbots = 0;
717                 FOREACH_CLIENT(IS_BOT_CLIENT(it), { ++currentbots; });
718         }
719
720         if(autocvar_skill != skill)
721         {
722                 float wpcost_update = false;
723                 if(skill >= autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill < autocvar_bot_ai_bunnyhop_skilloffset)
724                         wpcost_update = true;
725                 if(skill < autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill >= autocvar_bot_ai_bunnyhop_skilloffset)
726                         wpcost_update = true;
727
728                 skill = autocvar_skill;
729                 if (wpcost_update)
730                         waypoint_updatecost_foralllinks();
731         }
732
733         bot_calculate_stepheightvec();
734         bot_navigation_movemode = ((autocvar_bot_navigation_ignoreplayers) ? MOVE_NOMONSTERS : MOVE_NORMAL);
735
736         if(time > autoskill_nextthink)
737         {
738                 float a;
739                 a = autocvar_skill_auto;
740                 if(a)
741                         autoskill(a);
742                 autoskill_nextthink = time + 5;
743         }
744
745         if(time > botframe_nextthink)
746         {
747                 if(!bot_fixcount())
748                         botframe_nextthink = time + 10;
749         }
750
751         if(botframe_spawnedwaypoints)
752         {
753                 if(autocvar_waypoint_benchmark)
754                         localcmd("quit\n");
755         }
756
757         if (currentbots > 0 || autocvar_g_waypointeditor || autocvar_g_waypointeditor_auto)
758         if (botframe_spawnedwaypoints)
759         {
760                 if(botframe_cachedwaypointlinks)
761                 {
762                         if(!botframe_loadedforcedlinks)
763                                 waypoint_load_hardwiredlinks();
764                 }
765                 else
766                 {
767                         // TODO: Make this check cleaner
768                         IL_EACH(g_waypoints, time - it.nextthink > 10,
769                         {
770                                 waypoint_save_links();
771                                 break;
772                         });
773                 }
774         }
775         else
776         {
777                 botframe_spawnedwaypoints = true;
778                 waypoint_loadall();
779                 waypoint_load_links();
780         }
781
782         if (bot_list)
783         {
784                 // cycle the goal token from one bot to the next each frame
785                 // (this prevents them from all doing spawnfunc_waypoint searches on the same
786                 //  frame, which causes choppy framerates)
787                 if (bot_strategytoken_taken)
788                 {
789                         // give goal token to the first bot without goals; if all bots don't have
790                         // any goal (or are dead/frozen) simply give it to the next one
791                         bot_strategytoken_taken = false;
792                         entity bot_strategytoken_save = bot_strategytoken;
793                         while (true)
794                         {
795                                 if (bot_strategytoken)
796                                         bot_strategytoken = bot_strategytoken.nextbot;
797                                 if (!bot_strategytoken)
798                                         bot_strategytoken = bot_list;
799
800                                 if (!(IS_DEAD(bot_strategytoken) || STAT(FROZEN, bot_strategytoken))
801                                         && !bot_strategytoken.goalcurrent)
802                                         break;
803
804                                 if (!bot_strategytoken_save) // break loop if all the bots are dead or frozen
805                                         break;
806                                 if (bot_strategytoken == bot_strategytoken_save)
807                                         bot_strategytoken_save = NULL; // looped through all the bots
808                         }
809                 }
810
811                 if (botframe_nextdangertime < time)
812                 {
813                         float interval;
814                         interval = autocvar_bot_ai_dangerdetectioninterval;
815                         if (botframe_nextdangertime < time - interval * 1.5)
816                                 botframe_nextdangertime = time;
817                         botframe_nextdangertime = botframe_nextdangertime + interval;
818                         botframe_updatedangerousobjects(autocvar_bot_ai_dangerdetectionupdates);
819                 }
820         }
821
822         if (autocvar_g_waypointeditor)
823                 botframe_showwaypointlinks();
824
825         if (autocvar_g_waypointeditor_auto)
826                 botframe_autowaypoints();
827
828         if(time > bot_cvar_nextthink)
829         {
830                 if(currentbots>0)
831                         bot_custom_weapon_priority_setup();
832                 bot_cvar_nextthink = time + 5;
833         }
834 }