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Clean up / compact bot_setnameandstuff code
[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         int file, tokens, prio;
149
150         file = fopen(autocvar_bot_config_file, FILE_READ);
151
152         if(file < 0)
153         {
154                 LOG_INFOF("Error: Can not open the bot configuration file '%s'", autocvar_bot_config_file);
155                 readfile = "";
156         }
157         else
158         {
159                 entity balance = TeamBalance_CheckAllowedTeams(NULL);
160                 TeamBalance_GetTeamCounts(balance, NULL);
161                 int smallest_team = -1;
162                 int smallest_count = -1;
163                 if (teamplay)
164                 {
165                         for (int i = 1; i <= AvailableTeams(); ++i)
166                         {
167                                 // NOTE if (autocvar_g_campaign && autocvar_g_campaign_forceteam == i)
168                                 // TeamBalance_GetNumberOfPlayers(balance, i); returns the number of players + 1
169                                 // since it keeps a spot for the real player in the desired team
170                                 int count = TeamBalance_GetNumberOfPlayers(balance, i);
171                                 if (smallest_count < 0 || count < smallest_count)
172                                 {
173                                         smallest_team = i;
174                                         smallest_count = count;
175                                 }
176                         }
177                 }
178                 TeamBalance_Destroy(balance);
179                 RandomSelection_Init();
180                 while((readfile = fgets(file)))
181                 {
182                         if(substring(readfile, 0, 2) == "//")
183                                 continue;
184                         if(substring(readfile, 0, 1) == "#")
185                                 continue;
186                         // NOTE if the line is empty tokenizebyseparator(readfile, "\t")
187                         // will create 1 empty token because there's no separator (bug?)
188                         if (readfile == "")
189                                 continue;
190                         tokens = tokenizebyseparator(readfile, "\t");
191                         if(tokens == 0)
192                                 continue;
193                         s = argv(0);
194                         prio = 0;
195                         bool conflict = false;
196                         FOREACH_CLIENT(IS_BOT_CLIENT(it), {
197                                 if (s == it.cleanname)
198                                 {
199                                         conflict = true;
200                                         break;
201                                 }
202                         });
203                         if (!conflict)
204                                 prio += 1;
205                         if (teamplay && !(autocvar_bot_vs_human && AvailableTeams() == 2))
206                         {
207                                 int forced_team = stof(argv(5));
208                                 if (!Team_IsValidIndex(forced_team))
209                                         forced_team = 0;
210                                 if (!forced_team || forced_team == smallest_team)
211                                         prio += 2;
212                         }
213                         RandomSelection_AddString(readfile, 1, prio);
214                 }
215                 readfile = RandomSelection_chosen_string;
216                 fclose(file);
217         }
218
219         string bot_name, bot_model, bot_skin, bot_shirt, bot_pants;
220
221         tokens = tokenizebyseparator(readfile, "\t");
222         if(argv(0) != "") bot_name = argv(0);
223         else bot_name = "Bot";
224
225         if(argv(1) != "") bot_model = argv(1);
226         else bot_model = "";
227
228         if(argv(2) != "") bot_skin = argv(2);
229         else bot_skin = "0";
230
231         if(argv(3) != "" && stof(argv(3)) >= 0) bot_shirt = argv(3);
232         else bot_shirt = ftos(floor(random() * 15));
233
234         if(argv(4) != "" && stof(argv(4)) >= 0) bot_pants = argv(4);
235         else bot_pants = ftos(floor(random() * 15));
236
237         if (teamplay && !(autocvar_bot_vs_human && AvailableTeams() == 2))
238                 this.bot_forced_team = stof(argv(5));
239         else
240                 this.bot_forced_team = 0;
241
242         prio = 6;
243
244         #define READSKILL(f, w, r) MACRO_BEGIN \
245                 if(argv(prio) != "") \
246                         this.f = stof(argv(prio)) * w; \
247                 else \
248                         this.f = (!autocvar_g_campaign) * (2 * random() - 1) * r * w; \
249                 prio++; \
250         MACRO_END
251         //print(bot_name, ": ping=", argv(9), "\n");
252
253         READSKILL(havocbot_keyboardskill, 0.5, 0.5); // keyboard skill
254         READSKILL(bot_moveskill, 2, 0); // move skill
255         READSKILL(bot_dodgeskill, 2, 0); // dodge skill
256
257         READSKILL(bot_pingskill, 0.5, 0); // ping skill
258
259         READSKILL(bot_weaponskill, 2, 0); // weapon skill
260         READSKILL(bot_aggresskill, 1, 0); // aggre skill
261         READSKILL(bot_rangepreference, 1, 0); // read skill
262
263         READSKILL(bot_aimskill, 2, 0); // aim skill
264         READSKILL(bot_offsetskill, 2, 0.5); // offset skill
265         READSKILL(bot_mouseskill, 1, 0.5); // mouse skill
266
267         READSKILL(bot_thinkskill, 1, 0.5); // think skill
268         READSKILL(bot_aiskill, 2, 0); // "ai" skill
269
270         if (file >= 0 && argv(prio) != "")
271                 LOG_INFOF("^1Warning^7: too many parameters for bot %s, please check format of %s", bot_name, autocvar_bot_config_file);
272
273         this.bot_config_loaded = true;
274
275         // this is really only a default, TeamBalance_JoinBestTeam is called later
276         setcolor(this, stof(bot_shirt) * 16 + stof(bot_pants));
277         this.bot_preferredcolors = this.clientcolors;
278
279         string prefix = (autocvar_g_campaign ? "" : autocvar_bot_prefix);
280         string suffix = (autocvar_g_campaign ? "" : autocvar_bot_suffix);
281         string name = (autocvar_bot_usemodelnames ? bot_model : bot_name);
282
283         if (name == "")
284         {
285                 name = ftos(etof(this));
286                 this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
287         }
288         else
289         {
290                 // number bots with identical names
291                 int j = 0;
292                 FOREACH_CLIENT(IS_BOT_CLIENT(it), {
293                         if(it.cleanname == name)
294                                 ++j;
295                 });
296                 if (j)
297                         this.netname = this.netname_freeme = strzone(strcat(prefix, name, "(", ftos(j), ")", suffix));
298                 else
299                         this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
300         }
301         this.cleanname = strzone(name);
302
303         // pick the model and skin
304         if(substring(bot_model, -4, 1) != ".")
305                 bot_model = strcat(bot_model, ".iqm");
306         this.playermodel = this.playermodel_freeme = strzone(strcat("models/player/", bot_model));
307         this.playerskin = this.playerskin_freeme = strzone(bot_skin);
308 }
309
310 void bot_custom_weapon_priority_setup()
311 {
312         float tokens, i, w;
313
314         bot_custom_weapon = false;
315
316         if(     autocvar_bot_ai_custom_weapon_priority_far == "" ||
317                 autocvar_bot_ai_custom_weapon_priority_mid == "" ||
318                 autocvar_bot_ai_custom_weapon_priority_close == "" ||
319                 autocvar_bot_ai_custom_weapon_priority_distances == ""
320         )
321                 return;
322
323         // Parse distances
324         tokens = tokenizebyseparator(autocvar_bot_ai_custom_weapon_priority_distances," ");
325
326         if (tokens!=2)
327                 return;
328
329         bot_distance_far = stof(argv(0));
330         bot_distance_close = stof(argv(1));
331
332         if(bot_distance_far < bot_distance_close){
333                 bot_distance_far = stof(argv(1));
334                 bot_distance_close = stof(argv(0));
335         }
336
337         // Initialize list of weapons
338         bot_weapons_far[0] = -1;
339         bot_weapons_mid[0] = -1;
340         bot_weapons_close[0] = -1;
341
342         // Parse far distance weapon priorities
343         tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_far)," ");
344
345         int c = 0;
346         for(i=0; i < tokens && c < Weapons_COUNT; ++i){
347                 w = stof(argv(i));
348                 if ( w >= WEP_FIRST && w <= WEP_LAST) {
349                         bot_weapons_far[c] = w;
350                         ++c;
351                 }
352         }
353         if(c < Weapons_COUNT)
354                 bot_weapons_far[c] = -1;
355
356         // Parse mid distance weapon priorities
357         tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_mid)," ");
358
359         c = 0;
360         for(i=0; i < tokens && c < Weapons_COUNT; ++i){
361                 w = stof(argv(i));
362                 if ( w >= WEP_FIRST && w <= WEP_LAST) {
363                         bot_weapons_mid[c] = w;
364                         ++c;
365                 }
366         }
367         if(c < Weapons_COUNT)
368                 bot_weapons_mid[c] = -1;
369
370         // Parse close distance weapon priorities
371         tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_close)," ");
372
373         c = 0;
374         for(i=0; i < tokens && i < Weapons_COUNT; ++i){
375                 w = stof(argv(i));
376                 if ( w >= WEP_FIRST && w <= WEP_LAST) {
377                         bot_weapons_close[c] = w;
378                         ++c;
379                 }
380         }
381         if(c < Weapons_COUNT)
382                 bot_weapons_close[c] = -1;
383
384         bot_custom_weapon = true;
385 }
386
387 void bot_endgame()
388 {
389         bot_relinkplayerlist();
390         entity e = bot_list;
391         while (e)
392         {
393                 setcolor(e, e.bot_preferredcolors);
394                 e = e.nextbot;
395         }
396         // if dynamic waypoints are ever implemented, save them here
397 }
398
399 void bot_relinkplayerlist()
400 {
401         player_count = 0;
402         currentbots = 0;
403         bot_list = NULL;
404
405         entity prevbot = NULL;
406         FOREACH_CLIENT(true,
407         {
408                 ++player_count;
409
410                 if(IS_BOT_CLIENT(it))
411                 {
412                         if(prevbot)
413                                 prevbot.nextbot = it;
414                         else
415                                 bot_list = it;
416                         prevbot = it;
417                         ++currentbots;
418                 }
419         });
420         if(prevbot)
421                 prevbot.nextbot = NULL;
422         LOG_TRACE("relink: ", ftos(currentbots), " bots seen.");
423         bot_strategytoken = bot_list;
424         bot_strategytoken_taken = true;
425 }
426
427 void bot_clientdisconnect(entity this)
428 {
429         if (!IS_BOT_CLIENT(this))
430                 return;
431         bot_clearqueue(this);
432         strfree(this.cleanname);
433         strfree(this.netname_freeme);
434         strfree(this.playermodel_freeme);
435         strfree(this.playerskin_freeme);
436         if(this.bot_cmd_current)
437                 delete(this.bot_cmd_current);
438         if(bot_waypoint_queue_owner == this)
439                 bot_waypoint_queue_owner = NULL;
440 }
441
442 void bot_clientconnect(entity this)
443 {
444         if (!IS_BOT_CLIENT(this)) return;
445         this.bot_preferredcolors = this.clientcolors;
446         this.bot_nextthink = time - random();
447         this.lag_func = bot_lagfunc;
448         this.isbot = true;
449         this.createdtime = this.bot_nextthink;
450
451         if(!this.bot_config_loaded) // This is needed so team overrider doesn't break between matches
452         {
453                 bot_setnameandstuff(this);
454                 bot_setclientfields(this);
455         }
456
457         if (teamplay && Team_IsValidIndex(this.bot_forced_team))
458         {
459                 SetPlayerTeam(this, this.bot_forced_team, TEAM_CHANGE_MANUAL);
460         }
461         else
462         {
463                 this.bot_forced_team = 0;
464                 TeamBalance_JoinBestTeam(this);
465         }
466
467         havocbot_setupbot(this);
468 }
469
470 void bot_removefromlargestteam()
471 {
472         entity balance = TeamBalance_CheckAllowedTeams(NULL);
473         TeamBalance_GetTeamCounts(balance, NULL);
474
475         entity best = NULL;
476         float besttime = 0;
477         int bestcount = 0;
478
479         int bcount = 0;
480         FOREACH_CLIENT(it.isbot,
481         {
482                 ++bcount;
483
484                 if(!best)
485                 {
486                         best = it;
487                         besttime = it.createdtime;
488                 }
489
490                 int thiscount = 0;
491
492                 if (Team_IsValidTeam(it.team))
493                 {
494                         thiscount = TeamBalance_GetNumberOfPlayers(balance,
495                                 Team_TeamToIndex(it.team));
496                 }
497
498                 if(thiscount > bestcount)
499                 {
500                         bestcount = thiscount;
501                         besttime = it.createdtime;
502                         best = it;
503                 }
504                 else if(thiscount == bestcount && besttime < it.createdtime)
505                 {
506                         besttime = it.createdtime;
507                         best = it;
508                 }
509         });
510         TeamBalance_Destroy(balance);
511         if(!bcount)
512                 return; // no bots to remove
513         currentbots = currentbots - 1;
514         dropclient(best);
515 }
516
517 void bot_removenewest()
518 {
519         if(teamplay)
520         {
521                 bot_removefromlargestteam();
522                 return;
523         }
524
525         float besttime = 0;
526         entity best = NULL;
527         int bcount = 0;
528
529         FOREACH_CLIENT(it.isbot,
530         {
531                 ++bcount;
532
533                 if(!best)
534                 {
535                         best = it;
536                         besttime = it.createdtime;
537                 }
538
539                 if(besttime < it.createdtime)
540                 {
541                         besttime = it.createdtime;
542                         best = it;
543                 }
544         });
545
546         if(!bcount)
547                 return; // no bots to remove
548
549         currentbots = currentbots - 1;
550         dropclient(best);
551 }
552
553 void autoskill(float factor)
554 {
555         float bestbot;
556         float bestplayer;
557
558         bestbot = -1;
559         bestplayer = -1;
560         FOREACH_CLIENT(IS_PLAYER(it), {
561                 if(IS_REAL_CLIENT(it))
562                         bestplayer = max(bestplayer, it.totalfrags - it.totalfrags_lastcheck);
563                 else
564                         bestbot = max(bestbot, it.totalfrags - it.totalfrags_lastcheck);
565         });
566
567         LOG_DEBUG("autoskill: best player got ", ftos(bestplayer), ", ");
568         LOG_DEBUG("best bot got ", ftos(bestbot), "; ");
569         if(bestbot < 0 || bestplayer < 0)
570         {
571                 LOG_DEBUG("not doing anything");
572                 // don't return, let it reset all counters below
573         }
574         else if(bestbot <= bestplayer * factor - 2)
575         {
576                 if(autocvar_skill < 17)
577                 {
578                         LOG_DEBUG("2 frags difference, increasing skill");
579                         cvar_set("skill", ftos(autocvar_skill + 1));
580                         bprint("^2SKILL UP!^7 Now at level ", ftos(autocvar_skill), "\n");
581                 }
582         }
583         else if(bestbot >= bestplayer * factor + 2)
584         {
585                 if(autocvar_skill > 0)
586                 {
587                         LOG_DEBUG("2 frags difference, decreasing skill");
588                         cvar_set("skill", ftos(autocvar_skill - 1));
589                         bprint("^1SKILL DOWN!^7 Now at level ", ftos(autocvar_skill), "\n");
590                 }
591         }
592         else
593         {
594                 LOG_DEBUG("not doing anything");
595                 return;
596                 // don't reset counters, wait for them to accumulate
597         }
598
599         FOREACH_CLIENT(IS_PLAYER(it), { it.totalfrags_lastcheck = it.totalfrags; });
600 }
601
602 void bot_calculate_stepheightvec()
603 {
604         stepheightvec = autocvar_sv_stepheight * '0 0 1';
605         jumpheight_vec = (autocvar_sv_jumpvelocity ** 2) / (2 * autocvar_sv_gravity) * '0 0 1';
606         jumpstepheightvec = stepheightvec + jumpheight_vec * 0.85; // reduce it a bit to make the jumps easy
607         jumpheight_time = autocvar_sv_jumpvelocity / autocvar_sv_gravity;
608 }
609
610 bool bot_fixcount()
611 {
612         int activerealplayers = 0;
613         int realplayers = 0;
614         if (MUTATOR_CALLHOOK(Bot_FixCount, activerealplayers, realplayers)) {
615                 activerealplayers = M_ARGV(0, int);
616                 realplayers = M_ARGV(1, int);
617         } else {
618                 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
619                         if(IS_PLAYER(it))
620                                 ++activerealplayers;
621                         ++realplayers;
622                 });
623         }
624
625         int bots;
626         // But don't remove bots immediately on level change, as the real players
627         // usually haven't rejoined yet
628         bots_would_leave = false;
629         if (teamplay && autocvar_bot_vs_human && AvailableTeams() == 2)
630                 bots = min(ceil(fabs(autocvar_bot_vs_human) * activerealplayers), maxclients - realplayers);
631         else if ((realplayers || autocvar_bot_join_empty || (currentbots > 0 && time < 5)))
632         {
633                 int minplayers = max(0, floor(autocvar_minplayers));
634                 if (teamplay)
635                         minplayers = max(0, floor(autocvar_minplayers_per_team) * AvailableTeams());
636                 int minbots = max(0, floor(autocvar_bot_number));
637
638                 // add bots to reach minplayers if needed
639                 bots = max(minbots, minplayers - activerealplayers);
640                 // cap bots to the max players allowed by the server
641                 int player_limit = GetPlayerLimit();
642                 if(player_limit)
643                         bots = min(bots, max(player_limit - activerealplayers, 0));
644                 bots = min(bots, maxclients - realplayers);
645
646                 if(bots > minbots)
647                         bots_would_leave = true;
648         }
649         else
650         {
651                 // if there are no players, remove bots
652                 bots = 0;
653         }
654
655         // only add one bot per frame to avoid utter chaos
656         if(time > botframe_nextthink)
657         {
658                 if (currentbots < bots)
659                 {
660                         if (bot_spawn() == NULL)
661                         {
662                                 bprint("Can not add bot, server full.\n");
663                                 return false;
664                         }
665                 }
666                 while (currentbots > bots && bots >= 0)
667                         bot_removenewest();
668         }
669
670         return true;
671 }
672
673 void bot_remove_from_bot_list(entity this)
674 {
675         entity e = bot_list;
676         entity prev_bot = NULL;
677         while (e)
678         {
679                 if(e == this)
680                 {
681                         if(!prev_bot)
682                                 bot_list = this.nextbot;
683                         else
684                                 prev_bot.nextbot = this.nextbot;
685                         if(bot_strategytoken == this)
686                         {
687                                 bot_strategytoken = this.nextbot;
688                                 bot_strategytoken_taken = true;
689                         }
690                         this.nextbot = NULL;
691                         break;
692                 }
693                 prev_bot = e;
694                 e = e.nextbot;
695         }
696 }
697
698 void bot_clear(entity this)
699 {
700         bot_remove_from_bot_list(this);
701         if(bot_waypoint_queue_owner == this)
702                 bot_waypoint_queue_owner = NULL;
703         this.aistatus &= ~AI_STATUS_STUCK; // otherwise bot_waypoint_queue_owner will be set again to this by navigation_unstuck
704 }
705
706 void bot_serverframe()
707 {
708         if (intermission_running && currentbots > 0)
709         {
710                 // after the end of the match all bots stay unless all human players disconnect
711                 int realplayers = 0;
712                 FOREACH_CLIENT(IS_REAL_CLIENT(it), { ++realplayers; });
713                 if (!realplayers)
714                 {
715                         FOREACH_CLIENT(IS_BOT_CLIENT(it), { dropclient(it); });
716                         currentbots = 0;
717                 }
718                 return;
719         }
720
721         if (game_stopped)
722                 return;
723
724         // Added 0.5 to avoid possible addition + immediate removal of bots that would make them appear as
725         // spectators in the scoreboard and never go away. This issue happens at time 2 if map is changed
726         // with the gotomap command, minplayers is > 1 and human clients join as players very soon
727         // either intentionally or automatically (sv_spectate 0)
728         if (time < 2.5)
729         {
730                 currentbots = -1;
731                 return;
732         }
733
734         if (currentbots == -1)
735         {
736                 // count bots already in the server from the previous match
737                 currentbots = 0;
738                 FOREACH_CLIENT(IS_BOT_CLIENT(it), { ++currentbots; });
739         }
740
741         if(autocvar_skill != skill)
742         {
743                 float wpcost_update = false;
744                 if(skill >= autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill < autocvar_bot_ai_bunnyhop_skilloffset)
745                         wpcost_update = true;
746                 if(skill < autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill >= autocvar_bot_ai_bunnyhop_skilloffset)
747                         wpcost_update = true;
748
749                 skill = autocvar_skill;
750                 if (wpcost_update)
751                         waypoint_updatecost_foralllinks();
752         }
753
754         bot_calculate_stepheightvec();
755         bot_navigation_movemode = ((autocvar_bot_navigation_ignoreplayers) ? MOVE_NOMONSTERS : MOVE_NORMAL);
756
757         if(time > autoskill_nextthink)
758         {
759                 float a;
760                 a = autocvar_skill_auto;
761                 if(a)
762                         autoskill(a);
763                 autoskill_nextthink = time + 5;
764         }
765
766         if(time > botframe_nextthink)
767         {
768                 if(!bot_fixcount())
769                         botframe_nextthink = time + 10;
770         }
771
772         if(botframe_spawnedwaypoints)
773         {
774                 if(autocvar_waypoint_benchmark)
775                         localcmd("quit\n");
776         }
777
778         if (currentbots > 0 || autocvar_g_waypointeditor || autocvar_g_waypointeditor_auto)
779         if (botframe_spawnedwaypoints)
780         {
781                 if(botframe_cachedwaypointlinks)
782                 {
783                         if(!botframe_loadedforcedlinks)
784                                 waypoint_load_hardwiredlinks();
785                 }
786                 else
787                 {
788                         // TODO: Make this check cleaner
789                         IL_EACH(g_waypoints, time - it.nextthink > 10,
790                         {
791                                 waypoint_save_links();
792                                 break;
793                         });
794                 }
795         }
796         else
797         {
798                 botframe_spawnedwaypoints = true;
799                 waypoint_loadall();
800                 waypoint_load_links();
801         }
802
803         if (bot_list)
804         {
805                 // cycle the goal token from one bot to the next each frame
806                 // (this prevents them from all doing spawnfunc_waypoint searches on the same
807                 //  frame, which causes choppy framerates)
808                 if (bot_strategytoken_taken)
809                 {
810                         // give goal token to the first bot without goals; if all bots don't have
811                         // any goal (or are dead/frozen) simply give it to the next one
812                         bot_strategytoken_taken = false;
813                         entity bot_strategytoken_save = bot_strategytoken;
814                         while (true)
815                         {
816                                 if (bot_strategytoken)
817                                         bot_strategytoken = bot_strategytoken.nextbot;
818                                 if (!bot_strategytoken)
819                                         bot_strategytoken = bot_list;
820
821                                 if (!(IS_DEAD(bot_strategytoken) || STAT(FROZEN, bot_strategytoken))
822                                         && !bot_strategytoken.goalcurrent)
823                                         break;
824
825                                 if (!bot_strategytoken_save) // break loop if all the bots are dead or frozen
826                                         break;
827                                 if (bot_strategytoken == bot_strategytoken_save)
828                                         bot_strategytoken_save = NULL; // looped through all the bots
829                         }
830                 }
831
832                 if (botframe_nextdangertime < time)
833                 {
834                         float interval;
835                         interval = autocvar_bot_ai_dangerdetectioninterval;
836                         if (botframe_nextdangertime < time - interval * 1.5)
837                                 botframe_nextdangertime = time;
838                         botframe_nextdangertime = botframe_nextdangertime + interval;
839                         botframe_updatedangerousobjects(autocvar_bot_ai_dangerdetectionupdates);
840                 }
841         }
842
843         if (autocvar_g_waypointeditor)
844                 botframe_showwaypointlinks();
845
846         if (autocvar_g_waypointeditor_auto)
847                 botframe_autowaypoints();
848
849         if(time > bot_cvar_nextthink)
850         {
851                 if(currentbots>0)
852                         bot_custom_weapon_priority_setup();
853                 bot_cvar_nextthink = time + 5;
854         }
855 }