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Fix #2279 "Randomised powerups not working correctly"
[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         this.bot_forced_team = stof(argv(5));
215
216         prio = 6;
217
218         #define READSKILL(f, w, r) MACRO_BEGIN \
219                 if(argv(prio) != "") \
220                         this.f = stof(argv(prio)) * w; \
221                 else \
222                         this.f = (!autocvar_g_campaign) * (2 * random() - 1) * r * w; \
223                 prio++; \
224         MACRO_END
225         //print(bot_name, ": ping=", argv(9), "\n");
226
227         READSKILL(havocbot_keyboardskill, 0.5, 0.5); // keyboard skill
228         READSKILL(bot_moveskill, 2, 0); // move skill
229         READSKILL(bot_dodgeskill, 2, 0); // dodge skill
230
231         READSKILL(bot_pingskill, 0.5, 0); // ping skill
232
233         READSKILL(bot_weaponskill, 2, 0); // weapon skill
234         READSKILL(bot_aggresskill, 1, 0); // aggre skill
235         READSKILL(bot_rangepreference, 1, 0); // read skill
236
237         READSKILL(bot_aimskill, 2, 0); // aim skill
238         READSKILL(bot_offsetskill, 2, 0.5); // offset skill
239         READSKILL(bot_mouseskill, 1, 0.5); // mouse skill
240
241         READSKILL(bot_thinkskill, 1, 0.5); // think skill
242         READSKILL(bot_aiskill, 2, 0); // "ai" skill
243
244         if (file >= 0 && argv(prio) != "")
245                 LOG_INFOF("^1Warning^7: too many parameters for bot %s, please check format of %s", bot_name, autocvar_bot_config_file);
246
247         this.bot_config_loaded = true;
248
249         // this is really only a default, TeamBalance_JoinBestTeam is called later
250         setcolor(this, stof(bot_shirt) * 16 + stof(bot_pants));
251         this.bot_preferredcolors = this.clientcolors;
252
253         // pick the name
254         if (autocvar_bot_usemodelnames)
255                 name = bot_model;
256         else
257                 name = bot_name;
258
259         // number bots with identical names
260         if (name == "")
261         {
262                 name = ftos(etof(this));
263                 this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
264         }
265         else
266         {
267                 int j = 0;
268                 FOREACH_CLIENT(IS_BOT_CLIENT(it), {
269                         if(it.cleanname == name)
270                                 ++j;
271                 });
272                 if (j)
273                         this.netname = this.netname_freeme = strzone(strcat(prefix, name, "(", ftos(j), ")", suffix));
274                 else
275                         this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
276         }
277         this.cleanname = strzone(name);
278
279         // pick the model and skin
280         if(substring(bot_model, -4, 1) != ".")
281                 bot_model = strcat(bot_model, ".iqm");
282         this.playermodel = this.playermodel_freeme = strzone(strcat("models/player/", bot_model));
283         this.playerskin = this.playerskin_freeme = strzone(bot_skin);
284 }
285
286 void bot_custom_weapon_priority_setup()
287 {
288         float tokens, i, w;
289
290         bot_custom_weapon = false;
291
292         if(     autocvar_bot_ai_custom_weapon_priority_far == "" ||
293                 autocvar_bot_ai_custom_weapon_priority_mid == "" ||
294                 autocvar_bot_ai_custom_weapon_priority_close == "" ||
295                 autocvar_bot_ai_custom_weapon_priority_distances == ""
296         )
297                 return;
298
299         // Parse distances
300         tokens = tokenizebyseparator(autocvar_bot_ai_custom_weapon_priority_distances," ");
301
302         if (tokens!=2)
303                 return;
304
305         bot_distance_far = stof(argv(0));
306         bot_distance_close = stof(argv(1));
307
308         if(bot_distance_far < bot_distance_close){
309                 bot_distance_far = stof(argv(1));
310                 bot_distance_close = stof(argv(0));
311         }
312
313         // Initialize list of weapons
314         bot_weapons_far[0] = -1;
315         bot_weapons_mid[0] = -1;
316         bot_weapons_close[0] = -1;
317
318         // Parse far distance weapon priorities
319         tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_far)," ");
320
321         int c = 0;
322         for(i=0; i < tokens && c < Weapons_COUNT; ++i){
323                 w = stof(argv(i));
324                 if ( w >= WEP_FIRST && w <= WEP_LAST) {
325                         bot_weapons_far[c] = w;
326                         ++c;
327                 }
328         }
329         if(c < Weapons_COUNT)
330                 bot_weapons_far[c] = -1;
331
332         // Parse mid distance weapon priorities
333         tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_mid)," ");
334
335         c = 0;
336         for(i=0; i < tokens && c < Weapons_COUNT; ++i){
337                 w = stof(argv(i));
338                 if ( w >= WEP_FIRST && w <= WEP_LAST) {
339                         bot_weapons_mid[c] = w;
340                         ++c;
341                 }
342         }
343         if(c < Weapons_COUNT)
344                 bot_weapons_mid[c] = -1;
345
346         // Parse close distance weapon priorities
347         tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_close)," ");
348
349         c = 0;
350         for(i=0; i < tokens && i < Weapons_COUNT; ++i){
351                 w = stof(argv(i));
352                 if ( w >= WEP_FIRST && w <= WEP_LAST) {
353                         bot_weapons_close[c] = w;
354                         ++c;
355                 }
356         }
357         if(c < Weapons_COUNT)
358                 bot_weapons_close[c] = -1;
359
360         bot_custom_weapon = true;
361 }
362
363 void bot_endgame()
364 {
365         bot_relinkplayerlist();
366         entity e = bot_list;
367         while (e)
368         {
369                 setcolor(e, e.bot_preferredcolors);
370                 e = e.nextbot;
371         }
372         // if dynamic waypoints are ever implemented, save them here
373 }
374
375 void bot_relinkplayerlist()
376 {
377         player_count = 0;
378         currentbots = 0;
379         bot_list = NULL;
380
381         entity prevbot = NULL;
382         FOREACH_CLIENT(true,
383         {
384                 ++player_count;
385
386                 if(IS_BOT_CLIENT(it))
387                 {
388                         if(prevbot)
389                                 prevbot.nextbot = it;
390                         else
391                                 bot_list = it;
392                         prevbot = it;
393                         ++currentbots;
394                 }
395         });
396         if(prevbot)
397                 prevbot.nextbot = NULL;
398         LOG_TRACE("relink: ", ftos(currentbots), " bots seen.");
399         bot_strategytoken = bot_list;
400         bot_strategytoken_taken = true;
401 }
402
403 void bot_clientdisconnect(entity this)
404 {
405         if (!IS_BOT_CLIENT(this))
406                 return;
407         bot_clearqueue(this);
408         strfree(this.cleanname);
409         strfree(this.netname_freeme);
410         strfree(this.playermodel_freeme);
411         strfree(this.playerskin_freeme);
412         if(this.bot_cmd_current)
413                 delete(this.bot_cmd_current);
414         if(bot_waypoint_queue_owner == this)
415                 bot_waypoint_queue_owner = NULL;
416 }
417
418 void bot_clientconnect(entity this)
419 {
420         if (!IS_BOT_CLIENT(this)) return;
421         this.bot_preferredcolors = this.clientcolors;
422         this.bot_nextthink = time - random();
423         this.lag_func = bot_lagfunc;
424         this.isbot = true;
425         this.createdtime = this.bot_nextthink;
426
427         if(!this.bot_config_loaded) // This is needed so team overrider doesn't break between matches
428         {
429                 bot_setnameandstuff(this);
430                 bot_setclientfields(this);
431         }
432
433         if (teamplay && Team_IsValidIndex(this.bot_forced_team))
434         {
435                 SetPlayerTeam(this, this.bot_forced_team, TEAM_CHANGE_MANUAL);
436         }
437         else
438         {
439                 this.bot_forced_team = 0;
440                 TeamBalance_JoinBestTeam(this);
441         }
442
443         havocbot_setupbot(this);
444 }
445
446 void bot_removefromlargestteam()
447 {
448         entity balance = TeamBalance_CheckAllowedTeams(NULL);
449         TeamBalance_GetTeamCounts(balance, NULL);
450
451         entity best = NULL;
452         float besttime = 0;
453         int bestcount = 0;
454
455         int bcount = 0;
456         FOREACH_CLIENT(it.isbot,
457         {
458                 ++bcount;
459
460                 if(!best)
461                 {
462                         best = it;
463                         besttime = it.createdtime;
464                 }
465
466                 int thiscount = 0;
467
468                 if (Team_IsValidTeam(it.team))
469                 {
470                         thiscount = TeamBalance_GetNumberOfPlayers(balance,
471                                 Team_TeamToIndex(it.team));
472                 }
473
474                 if(thiscount > bestcount)
475                 {
476                         bestcount = thiscount;
477                         besttime = it.createdtime;
478                         best = it;
479                 }
480                 else if(thiscount == bestcount && besttime < it.createdtime)
481                 {
482                         besttime = it.createdtime;
483                         best = it;
484                 }
485         });
486         TeamBalance_Destroy(balance);
487         if(!bcount)
488                 return; // no bots to remove
489         currentbots = currentbots - 1;
490         dropclient(best);
491 }
492
493 void bot_removenewest()
494 {
495         if(teamplay)
496         {
497                 bot_removefromlargestteam();
498                 return;
499         }
500
501         float besttime = 0;
502         entity best = NULL;
503         int bcount = 0;
504
505         FOREACH_CLIENT(it.isbot,
506         {
507                 ++bcount;
508
509                 if(!best)
510                 {
511                         best = it;
512                         besttime = it.createdtime;
513                 }
514
515                 if(besttime < it.createdtime)
516                 {
517                         besttime = it.createdtime;
518                         best = it;
519                 }
520         });
521
522         if(!bcount)
523                 return; // no bots to remove
524
525         currentbots = currentbots - 1;
526         dropclient(best);
527 }
528
529 void autoskill(float factor)
530 {
531         float bestbot;
532         float bestplayer;
533
534         bestbot = -1;
535         bestplayer = -1;
536         FOREACH_CLIENT(IS_PLAYER(it), {
537                 if(IS_REAL_CLIENT(it))
538                         bestplayer = max(bestplayer, it.totalfrags - it.totalfrags_lastcheck);
539                 else
540                         bestbot = max(bestbot, it.totalfrags - it.totalfrags_lastcheck);
541         });
542
543         LOG_DEBUG("autoskill: best player got ", ftos(bestplayer), ", ");
544         LOG_DEBUG("best bot got ", ftos(bestbot), "; ");
545         if(bestbot < 0 || bestplayer < 0)
546         {
547                 LOG_DEBUG("not doing anything");
548                 // don't return, let it reset all counters below
549         }
550         else if(bestbot <= bestplayer * factor - 2)
551         {
552                 if(autocvar_skill < 17)
553                 {
554                         LOG_DEBUG("2 frags difference, increasing skill");
555                         cvar_set("skill", ftos(autocvar_skill + 1));
556                         bprint("^2SKILL UP!^7 Now at level ", ftos(autocvar_skill), "\n");
557                 }
558         }
559         else if(bestbot >= bestplayer * factor + 2)
560         {
561                 if(autocvar_skill > 0)
562                 {
563                         LOG_DEBUG("2 frags difference, decreasing skill");
564                         cvar_set("skill", ftos(autocvar_skill - 1));
565                         bprint("^1SKILL DOWN!^7 Now at level ", ftos(autocvar_skill), "\n");
566                 }
567         }
568         else
569         {
570                 LOG_DEBUG("not doing anything");
571                 return;
572                 // don't reset counters, wait for them to accumulate
573         }
574
575         FOREACH_CLIENT(IS_PLAYER(it), { it.totalfrags_lastcheck = it.totalfrags; });
576 }
577
578 void bot_calculate_stepheightvec()
579 {
580         stepheightvec = autocvar_sv_stepheight * '0 0 1';
581         jumpheight_vec = (autocvar_sv_jumpvelocity ** 2) / (2 * autocvar_sv_gravity) * '0 0 1';
582         jumpstepheightvec = stepheightvec + jumpheight_vec * 0.85; // reduce it a bit to make the jumps easy
583 }
584
585 bool bot_fixcount()
586 {
587         int activerealplayers = 0;
588         int realplayers = 0;
589         if (MUTATOR_CALLHOOK(Bot_FixCount, activerealplayers, realplayers)) {
590                 activerealplayers = M_ARGV(0, int);
591                 realplayers = M_ARGV(1, int);
592         } else {
593                 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
594                         if(IS_PLAYER(it))
595                                 ++activerealplayers;
596                         ++realplayers;
597                 });
598         }
599
600         int bots;
601         // But don't remove bots immediately on level change, as the real players
602         // usually haven't rejoined yet
603         bots_would_leave = false;
604         if (teamplay && autocvar_bot_vs_human && AvailableTeams() == 2)
605                 bots = min(ceil(fabs(autocvar_bot_vs_human) * activerealplayers), maxclients - realplayers);
606         else if ((realplayers || autocvar_bot_join_empty || (currentbots > 0 && time < 5)))
607         {
608                 int minplayers = max(0, floor(autocvar_minplayers));
609                 if (teamplay)
610                         minplayers = max(0, floor(autocvar_minplayers_per_team) * AvailableTeams());
611                 int minbots = max(0, floor(autocvar_bot_number));
612
613                 // add bots to reach minplayers if needed
614                 bots = max(minbots, minplayers - activerealplayers);
615                 // cap bots to the max players allowed by the server
616                 int player_limit = GetPlayerLimit();
617                 if(player_limit)
618                         bots = min(bots, max(player_limit - activerealplayers, 0));
619                 bots = min(bots, maxclients - realplayers);
620
621                 if(bots > minbots)
622                         bots_would_leave = true;
623         }
624         else
625         {
626                 // if there are no players, remove bots
627                 bots = 0;
628         }
629
630         // only add one bot per frame to avoid utter chaos
631         if(time > botframe_nextthink)
632         {
633                 if (currentbots < bots)
634                 {
635                         if (bot_spawn() == NULL)
636                         {
637                                 bprint("Can not add bot, server full.\n");
638                                 return false;
639                         }
640                 }
641                 while (currentbots > bots && bots >= 0)
642                         bot_removenewest();
643         }
644
645         return true;
646 }
647
648 void bot_remove_from_bot_list(entity this)
649 {
650         entity e = bot_list;
651         entity prev_bot = NULL;
652         while (e)
653         {
654                 if(e == this)
655                 {
656                         if(!prev_bot)
657                                 bot_list = this.nextbot;
658                         else
659                                 prev_bot.nextbot = this.nextbot;
660                         if(bot_strategytoken == this)
661                         {
662                                 bot_strategytoken = this.nextbot;
663                                 bot_strategytoken_taken = true;
664                         }
665                         this.nextbot = NULL;
666                         break;
667                 }
668                 prev_bot = e;
669                 e = e.nextbot;
670         }
671 }
672
673 void bot_clear(entity this)
674 {
675         bot_remove_from_bot_list(this);
676         if(bot_waypoint_queue_owner == this)
677                 bot_waypoint_queue_owner = NULL;
678         this.aistatus &= ~AI_STATUS_STUCK; // otherwise bot_waypoint_queue_owner will be set again to this by navigation_unstuck
679 }
680
681 void bot_serverframe()
682 {
683         if (intermission_running && currentbots > 0)
684         {
685                 // after the end of the match all bots stay unless all human players disconnect
686                 int realplayers = 0;
687                 FOREACH_CLIENT(IS_REAL_CLIENT(it), { ++realplayers; });
688                 if (!realplayers)
689                 {
690                         FOREACH_CLIENT(IS_BOT_CLIENT(it), { dropclient(it); });
691                         currentbots = 0;
692                 }
693                 return;
694         }
695
696         if (game_stopped)
697                 return;
698
699         // Added 0.5 to avoid possible addition + immediate removal of bots that would make them appear as
700         // spectators in the scoreboard and never go away. This issue happens at time 2 if map is changed
701         // with the gotomap command, minplayers is > 1 and human clients join as players very soon
702         // either intentionally or automatically (sv_spectate 0)
703         if (time < 2.5)
704         {
705                 currentbots = -1;
706                 return;
707         }
708
709         if (currentbots == -1)
710         {
711                 // count bots already in the server from the previous match
712                 currentbots = 0;
713                 FOREACH_CLIENT(IS_BOT_CLIENT(it), { ++currentbots; });
714         }
715
716         if(autocvar_skill != skill)
717         {
718                 float wpcost_update = false;
719                 if(skill >= autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill < autocvar_bot_ai_bunnyhop_skilloffset)
720                         wpcost_update = true;
721                 if(skill < autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill >= autocvar_bot_ai_bunnyhop_skilloffset)
722                         wpcost_update = true;
723
724                 skill = autocvar_skill;
725                 if (wpcost_update)
726                         waypoint_updatecost_foralllinks();
727         }
728
729         bot_calculate_stepheightvec();
730         bot_navigation_movemode = ((autocvar_bot_navigation_ignoreplayers) ? MOVE_NOMONSTERS : MOVE_NORMAL);
731
732         if(time > autoskill_nextthink)
733         {
734                 float a;
735                 a = autocvar_skill_auto;
736                 if(a)
737                         autoskill(a);
738                 autoskill_nextthink = time + 5;
739         }
740
741         if(time > botframe_nextthink)
742         {
743                 if(!bot_fixcount())
744                         botframe_nextthink = time + 10;
745         }
746
747         if(botframe_spawnedwaypoints)
748         {
749                 if(autocvar_waypoint_benchmark)
750                         localcmd("quit\n");
751         }
752
753         if (currentbots > 0 || autocvar_g_waypointeditor || autocvar_g_waypointeditor_auto)
754         if (botframe_spawnedwaypoints)
755         {
756                 if(botframe_cachedwaypointlinks)
757                 {
758                         if(!botframe_loadedforcedlinks)
759                                 waypoint_load_links_hardwired();
760                 }
761                 else
762                 {
763                         // TODO: Make this check cleaner
764                         IL_EACH(g_waypoints, time - it.nextthink > 10,
765                         {
766                                 waypoint_save_links();
767                                 break;
768                         });
769                 }
770         }
771         else
772         {
773                 botframe_spawnedwaypoints = true;
774                 waypoint_loadall();
775                 waypoint_load_links();
776         }
777
778         if (bot_list)
779         {
780                 // cycle the goal token from one bot to the next each frame
781                 // (this prevents them from all doing spawnfunc_waypoint searches on the same
782                 //  frame, which causes choppy framerates)
783                 if (bot_strategytoken_taken)
784                 {
785                         // give goal token to the first bot without goals; if all bots don't have
786                         // any goal (or are dead/frozen) simply give it to the next one
787                         bot_strategytoken_taken = false;
788                         entity bot_strategytoken_save = bot_strategytoken;
789                         while (true)
790                         {
791                                 if (bot_strategytoken)
792                                         bot_strategytoken = bot_strategytoken.nextbot;
793                                 if (!bot_strategytoken)
794                                         bot_strategytoken = bot_list;
795
796                                 if (!(IS_DEAD(bot_strategytoken) || STAT(FROZEN, bot_strategytoken))
797                                         && !bot_strategytoken.goalcurrent)
798                                         break;
799
800                                 if (!bot_strategytoken_save) // break loop if all the bots are dead or frozen
801                                         break;
802                                 if (bot_strategytoken == bot_strategytoken_save)
803                                         bot_strategytoken_save = NULL; // looped through all the bots
804                         }
805                 }
806
807                 if (botframe_nextdangertime < time)
808                 {
809                         float interval;
810                         interval = autocvar_bot_ai_dangerdetectioninterval;
811                         if (botframe_nextdangertime < time - interval * 1.5)
812                                 botframe_nextdangertime = time;
813                         botframe_nextdangertime = botframe_nextdangertime + interval;
814                         botframe_updatedangerousobjects(autocvar_bot_ai_dangerdetectionupdates);
815                 }
816         }
817
818         if (autocvar_g_waypointeditor)
819                 botframe_showwaypointlinks();
820
821         if (autocvar_g_waypointeditor_auto)
822                 botframe_autowaypoints();
823
824         if(time > bot_cvar_nextthink)
825         {
826                 if(currentbots>0)
827                         bot_custom_weapon_priority_setup();
828                 bot_cvar_nextthink = time + 5;
829         }
830 }