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[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 <common/stats.qh>
21 #include <server/world.qh>
22 #include <server/damage.qh>
23 #include "../../race.qh"
24 #include <server/items/items.qh>
25
26 #include <server/mutators/_mod.qh>
27
28 #include "../../weapons/accuracy.qh"
29
30 #include <common/physics/player.qh>
31 #include <common/constants.qh>
32 #include <common/net_linked.qh>
33 #include <common/mapinfo.qh>
34 #include <common/teams.qh>
35 #include <common/util.qh>
36
37 #include <server/scores_rules.qh>
38
39 #include <common/weapons/_all.qh>
40
41 #include <lib/csqcmodel/sv_model.qh>
42
43 #include <lib/warpzone/common.qh>
44 #include <lib/warpzone/util_server.qh>
45
46 STATIC_INIT(bot) { bot_calculate_stepheightvec(); }
47
48 // TODO: remove this function! its only purpose is to update these fields since bot_setnameandstuff is called before ClientState
49 void bot_setclientfields(entity this)
50 {
51         CS(this).cvar_cl_accuracy_data_share = 1;  // share the bots weapon accuracy data with the world
52         CS(this).cvar_cl_accuracy_data_receive = 0;  // don't receive any weapon accuracy data
53 }
54
55 entity bot_spawn()
56 {
57         entity bot = spawnclient();
58         if (bot)
59         {
60                 setItemGroupCount();
61                 currentbots = currentbots + 1;
62                 bot_setnameandstuff(bot);
63                 ClientConnect(bot);
64                 bot_setclientfields(bot);
65                 PutClientInServer(bot);
66         }
67         return bot;
68 }
69
70 void bot_think(entity this)
71 {
72         if (this.bot_nextthink > time)
73                 return;
74
75         this.flags &= ~FL_GODMODE;
76         if(autocvar_bot_god)
77                 this.flags |= FL_GODMODE;
78
79         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));
80
81         if (!IS_PLAYER(this) || (autocvar_g_campaign && !campaign_bots_may_start))
82         {
83                 CS(this).movement = '0 0 0';
84                 this.bot_nextthink = time + 0.5;
85                 return;
86         }
87
88         if (this.fixangle)
89         {
90                 this.v_angle = this.angles;
91                 this.v_angle_z = 0;
92                 this.fixangle = false;
93         }
94
95         this.dmg_take = 0;
96         this.dmg_save = 0;
97         this.dmg_inflictor = NULL;
98
99         // calculate an aiming latency based on the skill setting
100         // (simulated network latency + naturally delayed reflexes)
101         //this.ping = 0.7 - bound(0, 0.05 * skill, 0.5); // moved the reflexes to bot_aimdir (under the name 'think')
102         // minimum ping 20+10 random
103         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
104         // skill 10 = ping 0.2 (adrenaline)
105         // skill 0 = ping 0.7 (slightly drunk)
106
107         // clear buttons
108         PHYS_INPUT_BUTTON_ATCK(this) = false;
109         // keep jump button pressed for a short while, useful with ramp jumps
110         PHYS_INPUT_BUTTON_JUMP(this) = (!IS_DEAD(this) && time < this.bot_jump_time + 0.2);
111         PHYS_INPUT_BUTTON_ATCK2(this) = false;
112         PHYS_INPUT_BUTTON_ZOOM(this) = false;
113         PHYS_INPUT_BUTTON_CROUCH(this) = false;
114         PHYS_INPUT_BUTTON_HOOK(this) = false;
115         PHYS_INPUT_BUTTON_INFO(this) = false;
116         PHYS_INPUT_BUTTON_DRAG(this) = false;
117         PHYS_INPUT_BUTTON_CHAT(this) = false;
118         PHYS_INPUT_BUTTON_USE(this) = false;
119
120         if (time < game_starttime)
121         {
122                 // block the bot during the countdown to game start
123                 CS(this).movement = '0 0 0';
124                 this.bot_nextthink = game_starttime;
125                 return;
126         }
127
128         // if dead, just wait until we can respawn
129         if (IS_DEAD(this))
130         {
131                 if (bot_waypoint_queue_owner == this)
132                         bot_waypoint_queue_owner = NULL;
133                 this.aistatus = 0;
134                 CS(this).movement = '0 0 0';
135                 if (this.deadflag == DEAD_DEAD)
136                 {
137                         PHYS_INPUT_BUTTON_JUMP(this) = true; // press jump to respawn
138                         navigation_goalrating_timeout_force(this);
139                 }
140         }
141         else if(this.aistatus & AI_STATUS_STUCK)
142                 navigation_unstuck(this);
143
144         // now call the current bot AI (havocbot for example)
145         this.bot_ai(this);
146 }
147
148 void bot_setnameandstuff(entity this)
149 {
150         string readfile, s;
151         int file, tokens, prio;
152
153         file = fopen(autocvar_bot_config_file, FILE_READ);
154
155         if(file < 0)
156         {
157                 LOG_INFOF("Error: Can not open the bot configuration file '%s'", autocvar_bot_config_file);
158                 readfile = "";
159         }
160         else
161         {
162                 entity balance = TeamBalance_CheckAllowedTeams(NULL);
163                 TeamBalance_GetTeamCounts(balance, NULL);
164                 int smallest_team = -1;
165                 int smallest_count = -1;
166                 if (teamplay)
167                 {
168                         for (int i = 1; i <= AvailableTeams(); ++i)
169                         {
170                                 // NOTE if (autocvar_g_campaign && autocvar_g_campaign_forceteam == i)
171                                 // TeamBalance_GetNumberOfPlayers(balance, i); returns the number of players + 1
172                                 // since it keeps a spot for the real player in the desired team
173                                 int count = TeamBalance_GetNumberOfPlayers(balance, i);
174                                 if (smallest_count < 0 || count < smallest_count)
175                                 {
176                                         smallest_team = i;
177                                         smallest_count = count;
178                                 }
179                         }
180                 }
181                 TeamBalance_Destroy(balance);
182                 RandomSelection_Init();
183                 while((readfile = fgets(file)))
184                 {
185                         if(substring(readfile, 0, 2) == "//")
186                                 continue;
187                         if(substring(readfile, 0, 1) == "#")
188                                 continue;
189                         // NOTE if the line is empty tokenizebyseparator(readfile, "\t")
190                         // will create 1 empty token because there's no separator (bug?)
191                         if (readfile == "")
192                                 continue;
193                         tokens = tokenizebyseparator(readfile, "\t");
194                         if(tokens == 0)
195                                 continue;
196                         s = argv(0);
197                         prio = 0;
198                         bool conflict = false;
199                         FOREACH_CLIENT(IS_BOT_CLIENT(it), {
200                                 if (s == it.cleanname)
201                                 {
202                                         conflict = true;
203                                         break;
204                                 }
205                         });
206                         if (!conflict)
207                                 prio += 1;
208                         if (teamplay && !(autocvar_bot_vs_human && AvailableTeams() == 2))
209                         {
210                                 int forced_team = stof(argv(5));
211                                 if (!Team_IsValidIndex(forced_team))
212                                         forced_team = 0;
213                                 if (!forced_team || forced_team == smallest_team)
214                                         prio += 2;
215                         }
216                         RandomSelection_AddString(readfile, 1, prio);
217                 }
218                 readfile = RandomSelection_chosen_string;
219                 fclose(file);
220         }
221
222         string bot_name, bot_model, bot_skin, bot_shirt, bot_pants;
223
224         tokens = tokenizebyseparator(readfile, "\t");
225         if(argv(0) != "") bot_name = argv(0);
226         else bot_name = "Bot";
227
228         if(argv(1) != "") bot_model = argv(1);
229         else bot_model = "";
230
231         if(argv(2) != "") bot_skin = argv(2);
232         else bot_skin = "0";
233
234         if(argv(3) != "" && stof(argv(3)) >= 0) bot_shirt = argv(3);
235         else bot_shirt = ftos(floor(random() * 15));
236
237         if(argv(4) != "" && stof(argv(4)) >= 0) bot_pants = argv(4);
238         else bot_pants = ftos(floor(random() * 15));
239
240         if (teamplay && !(autocvar_bot_vs_human && AvailableTeams() == 2))
241                 this.bot_forced_team = stof(argv(5));
242         else
243                 this.bot_forced_team = 0;
244
245         prio = 6;
246
247         #define READSKILL(f, w, r) MACRO_BEGIN \
248                 if(argv(prio) != "") \
249                         this.f = stof(argv(prio)) * w; \
250                 else \
251                         this.f = (!autocvar_g_campaign) * (2 * random() - 1) * r * w; \
252                 prio++; \
253         MACRO_END
254         //print(bot_name, ": ping=", argv(9), "\n");
255
256         READSKILL(havocbot_keyboardskill, 0.5, 0.5); // keyboard skill
257         READSKILL(bot_moveskill, 2, 0); // move skill
258         READSKILL(bot_dodgeskill, 2, 0); // dodge skill
259
260         READSKILL(bot_pingskill, 0.5, 0); // ping skill
261
262         READSKILL(bot_weaponskill, 2, 0); // weapon skill
263         READSKILL(bot_aggresskill, 1, 0); // aggre skill
264         READSKILL(bot_rangepreference, 1, 0); // read skill
265
266         READSKILL(bot_aimskill, 2, 0); // aim skill
267         READSKILL(bot_offsetskill, 2, 0.5); // offset skill
268         READSKILL(bot_mouseskill, 1, 0.5); // mouse skill
269
270         READSKILL(bot_thinkskill, 1, 0.5); // think skill
271         READSKILL(bot_aiskill, 2, 0); // "ai" skill
272
273         if (file >= 0 && argv(prio) != "")
274                 LOG_INFOF("^1Warning^7: too many parameters for bot %s, please check format of %s", bot_name, autocvar_bot_config_file);
275
276         this.bot_config_loaded = true;
277
278         // this is really only a default, TeamBalance_JoinBestTeam is called later
279         setcolor(this, stof(bot_shirt) * 16 + stof(bot_pants));
280         this.bot_preferredcolors = this.clientcolors;
281
282         string prefix = (autocvar_g_campaign ? "" : autocvar_bot_prefix);
283         string suffix = (autocvar_g_campaign ? "" : autocvar_bot_suffix);
284         string name = (autocvar_bot_usemodelnames ? bot_model : bot_name);
285
286         if (name == "")
287         {
288                 name = ftos(etof(this));
289                 this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
290         }
291         else
292         {
293                 // number bots with identical names
294                 int j = 0;
295                 FOREACH_CLIENT(IS_BOT_CLIENT(it), {
296                         if(it.cleanname == name)
297                                 ++j;
298                 });
299                 if (j)
300                         this.netname = this.netname_freeme = strzone(strcat(prefix, name, "(", ftos(j), ")", suffix));
301                 else
302                         this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
303         }
304         this.cleanname = strzone(name);
305
306         // pick the model and skin
307         if(substring(bot_model, -4, 1) != ".")
308                 bot_model = strcat(bot_model, ".iqm");
309         this.playermodel = this.playermodel_freeme = strzone(strcat("models/player/", bot_model));
310         this.playerskin = this.playerskin_freeme = strzone(bot_skin);
311 }
312
313 void bot_custom_weapon_priority_setup()
314 {
315         static string bot_priority_far_prev;
316         static string bot_priority_mid_prev;
317         static string bot_priority_close_prev;
318         static string bot_priority_distances_prev;
319         float tokens, i, w;
320
321         bot_custom_weapon = false;
322
323         if(     autocvar_bot_ai_custom_weapon_priority_far == "" ||
324                 autocvar_bot_ai_custom_weapon_priority_mid == "" ||
325                 autocvar_bot_ai_custom_weapon_priority_close == "" ||
326                 autocvar_bot_ai_custom_weapon_priority_distances == ""
327         )
328                 return;
329
330         if (bot_priority_distances_prev != autocvar_bot_ai_custom_weapon_priority_distances)
331         {
332                 strcpy(bot_priority_distances_prev, autocvar_bot_ai_custom_weapon_priority_distances);
333                 tokens = tokenizebyseparator(autocvar_bot_ai_custom_weapon_priority_distances," ");
334
335                 if (tokens!=2)
336                         return;
337
338                 bot_distance_far = stof(argv(0));
339                 bot_distance_close = stof(argv(1));
340
341                 if(bot_distance_far < bot_distance_close){
342                         bot_distance_far = stof(argv(1));
343                         bot_distance_close = stof(argv(0));
344                 }
345         }
346
347         int c;
348
349         #define PARSE_WEAPON_PRIORITIES(dist) MACRO_BEGIN \
350                 if (bot_priority_##dist##_prev != autocvar_bot_ai_custom_weapon_priority_##dist) { \
351                         strcpy(bot_priority_##dist##_prev, autocvar_bot_ai_custom_weapon_priority_##dist); \
352                         tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_##dist)," "); \
353                         bot_weapons_##dist[0] = -1; \
354                         c = 0; \
355                         for(i = 0; i < tokens && c < REGISTRY_COUNT(Weapons); ++i) { \
356                                 w = stof(argv(i)); \
357                                 if (w >= WEP_FIRST && w <= WEP_LAST) { \
358                                         bot_weapons_##dist[c] = w; \
359                                         ++c; \
360                                 } \
361                         } \
362                         if (c < REGISTRY_COUNT(Weapons)) \
363                                 bot_weapons_##dist[c] = -1; \
364                 } \
365         MACRO_END
366
367         PARSE_WEAPON_PRIORITIES(far);
368         PARSE_WEAPON_PRIORITIES(mid);
369         PARSE_WEAPON_PRIORITIES(close);
370
371         bot_custom_weapon = true;
372 }
373
374 void bot_endgame()
375 {
376         bot_relinkplayerlist();
377         entity e = bot_list;
378         while (e)
379         {
380                 setcolor(e, e.bot_preferredcolors);
381                 e = e.nextbot;
382         }
383         // if dynamic waypoints are ever implemented, save them here
384 }
385
386 void bot_relinkplayerlist()
387 {
388         player_count = 0;
389         currentbots = 0;
390         bot_list = NULL;
391
392         entity prevbot = NULL;
393         FOREACH_CLIENT(true,
394         {
395                 ++player_count;
396
397                 if(IS_BOT_CLIENT(it))
398                 {
399                         if(prevbot)
400                                 prevbot.nextbot = it;
401                         else
402                                 bot_list = it;
403                         prevbot = it;
404                         ++currentbots;
405                 }
406         });
407         if(prevbot)
408                 prevbot.nextbot = NULL;
409         LOG_TRACE("relink: ", ftos(currentbots), " bots seen.");
410         bot_strategytoken = bot_list;
411         bot_strategytoken_taken = true;
412 }
413
414 void bot_clientdisconnect(entity this)
415 {
416         if (!IS_BOT_CLIENT(this))
417                 return;
418         bot_clearqueue(this);
419         strfree(this.cleanname);
420         strfree(this.netname_freeme);
421         strfree(this.playermodel_freeme);
422         strfree(this.playerskin_freeme);
423         if(this.bot_cmd_current)
424                 delete(this.bot_cmd_current);
425         if(bot_waypoint_queue_owner == this)
426                 bot_waypoint_queue_owner = NULL;
427 }
428
429 void bot_clientconnect(entity this)
430 {
431         if (!IS_BOT_CLIENT(this)) return;
432         this.bot_preferredcolors = this.clientcolors;
433         this.bot_nextthink = time - random();
434         this.lag_func = bot_lagfunc;
435         this.isbot = true;
436         this.createdtime = this.bot_nextthink;
437
438         if(!this.bot_config_loaded) // This is needed so team overrider doesn't break between matches
439         {
440                 bot_setnameandstuff(this);
441                 bot_setclientfields(this);
442         }
443
444         if (teamplay && Team_IsValidIndex(this.bot_forced_team))
445         {
446                 SetPlayerTeam(this, this.bot_forced_team, TEAM_CHANGE_MANUAL);
447         }
448         else
449         {
450                 this.bot_forced_team = 0;
451                 TeamBalance_JoinBestTeam(this);
452         }
453
454         havocbot_setupbot(this);
455 }
456
457 void bot_removefromlargestteam()
458 {
459         entity balance = TeamBalance_CheckAllowedTeams(NULL);
460         TeamBalance_GetTeamCounts(balance, NULL);
461
462         entity best = NULL;
463         float besttime = 0;
464         int bestcount = 0;
465
466         int bcount = 0;
467         FOREACH_CLIENT(it.isbot,
468         {
469                 ++bcount;
470
471                 if(!best)
472                 {
473                         best = it;
474                         besttime = it.createdtime;
475                 }
476
477                 int thiscount = 0;
478
479                 if (Team_IsValidTeam(it.team))
480                 {
481                         thiscount = TeamBalance_GetNumberOfPlayers(balance,
482                                 Team_TeamToIndex(it.team));
483                 }
484
485                 if(thiscount > bestcount)
486                 {
487                         bestcount = thiscount;
488                         besttime = it.createdtime;
489                         best = it;
490                 }
491                 else if(thiscount == bestcount && besttime < it.createdtime)
492                 {
493                         besttime = it.createdtime;
494                         best = it;
495                 }
496         });
497         TeamBalance_Destroy(balance);
498         if(!bcount)
499                 return; // no bots to remove
500         currentbots = currentbots - 1;
501         dropclient(best);
502 }
503
504 void bot_removenewest()
505 {
506         if(teamplay)
507         {
508                 bot_removefromlargestteam();
509                 return;
510         }
511
512         float besttime = 0;
513         entity best = NULL;
514         int bcount = 0;
515
516         FOREACH_CLIENT(it.isbot,
517         {
518                 ++bcount;
519
520                 if(!best)
521                 {
522                         best = it;
523                         besttime = it.createdtime;
524                 }
525
526                 if(besttime < it.createdtime)
527                 {
528                         besttime = it.createdtime;
529                         best = it;
530                 }
531         });
532
533         if(!bcount)
534                 return; // no bots to remove
535
536         currentbots = currentbots - 1;
537         dropclient(best);
538 }
539
540 void autoskill(float factor)
541 {
542         float bestbot;
543         float bestplayer;
544
545         bestbot = -1;
546         bestplayer = -1;
547         FOREACH_CLIENT(IS_PLAYER(it), {
548                 if(IS_REAL_CLIENT(it))
549                         bestplayer = max(bestplayer, it.totalfrags - it.totalfrags_lastcheck);
550                 else
551                         bestbot = max(bestbot, it.totalfrags - it.totalfrags_lastcheck);
552         });
553
554         LOG_DEBUG("autoskill: best player got ", ftos(bestplayer), ", ");
555         LOG_DEBUG("best bot got ", ftos(bestbot), "; ");
556         if(bestbot < 0 || bestplayer < 0)
557         {
558                 LOG_DEBUG("not doing anything");
559                 // don't return, let it reset all counters below
560         }
561         else if(bestbot <= bestplayer * factor - 2)
562         {
563                 if(autocvar_skill < 17)
564                 {
565                         LOG_DEBUG("2 frags difference, increasing skill");
566                         cvar_set("skill", ftos(autocvar_skill + 1));
567                         bprint("^2SKILL UP!^7 Now at level ", ftos(autocvar_skill), "\n");
568                 }
569         }
570         else if(bestbot >= bestplayer * factor + 2)
571         {
572                 if(autocvar_skill > 0)
573                 {
574                         LOG_DEBUG("2 frags difference, decreasing skill");
575                         cvar_set("skill", ftos(autocvar_skill - 1));
576                         bprint("^1SKILL DOWN!^7 Now at level ", ftos(autocvar_skill), "\n");
577                 }
578         }
579         else
580         {
581                 LOG_DEBUG("not doing anything");
582                 return;
583                 // don't reset counters, wait for them to accumulate
584         }
585
586         FOREACH_CLIENT(IS_PLAYER(it), { it.totalfrags_lastcheck = it.totalfrags; });
587 }
588
589 void bot_calculate_stepheightvec()
590 {
591         stepheightvec = autocvar_sv_stepheight * '0 0 1';
592         jumpheight_vec = (autocvar_sv_jumpvelocity ** 2) / (2 * autocvar_sv_gravity) * '0 0 1';
593         jumpstepheightvec = stepheightvec + jumpheight_vec * 0.85; // reduce it a bit to make the jumps easy
594         jumpheight_time = autocvar_sv_jumpvelocity / autocvar_sv_gravity;
595 }
596
597 bool bot_fixcount()
598 {
599         int activerealplayers = 0;
600         int realplayers = 0;
601         if (MUTATOR_CALLHOOK(Bot_FixCount, activerealplayers, realplayers)) {
602                 activerealplayers = M_ARGV(0, int);
603                 realplayers = M_ARGV(1, int);
604         } else {
605                 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
606                         if(IS_PLAYER(it))
607                                 ++activerealplayers;
608                         ++realplayers;
609                 });
610         }
611
612         int bots;
613         // But don't remove bots immediately on level change, as the real players
614         // usually haven't rejoined yet
615         bots_would_leave = false;
616         if (teamplay && autocvar_bot_vs_human && AvailableTeams() == 2)
617                 bots = min(ceil(fabs(autocvar_bot_vs_human) * activerealplayers), maxclients - realplayers);
618         else if ((realplayers || autocvar_bot_join_empty || (currentbots > 0 && time < 5)))
619         {
620                 int minplayers = max(0, floor(autocvar_minplayers));
621                 if (teamplay)
622                         minplayers = max(0, floor(autocvar_minplayers_per_team) * AvailableTeams());
623                 int minbots = max(0, floor(autocvar_bot_number));
624
625                 // add bots to reach minplayers if needed
626                 bots = max(minbots, minplayers - activerealplayers);
627                 // cap bots to the max players allowed by the server
628                 int player_limit = GetPlayerLimit();
629                 if(player_limit)
630                         bots = min(bots, max(player_limit - activerealplayers, 0));
631                 bots = min(bots, maxclients - realplayers);
632
633                 if(bots > minbots)
634                         bots_would_leave = true;
635         }
636         else
637         {
638                 // if there are no players, remove bots
639                 bots = 0;
640         }
641
642         // only add one bot per frame to avoid utter chaos
643         if(time > botframe_nextthink)
644         {
645                 if (currentbots < bots)
646                 {
647                         if (bot_spawn() == NULL)
648                         {
649                                 bprint("Can not add bot, server full.\n");
650                                 return false;
651                         }
652                 }
653                 while (currentbots > bots && bots >= 0)
654                         bot_removenewest();
655         }
656
657         return true;
658 }
659
660 void bot_remove_from_bot_list(entity this)
661 {
662         entity e = bot_list;
663         entity prev_bot = NULL;
664         while (e)
665         {
666                 if(e == this)
667                 {
668                         if(!prev_bot)
669                                 bot_list = this.nextbot;
670                         else
671                                 prev_bot.nextbot = this.nextbot;
672                         if(bot_strategytoken == this)
673                         {
674                                 bot_strategytoken = this.nextbot;
675                                 bot_strategytoken_taken = true;
676                         }
677                         this.nextbot = NULL;
678                         break;
679                 }
680                 prev_bot = e;
681                 e = e.nextbot;
682         }
683 }
684
685 void bot_clear(entity this)
686 {
687         bot_remove_from_bot_list(this);
688         if(bot_waypoint_queue_owner == this)
689                 bot_waypoint_queue_owner = NULL;
690         this.aistatus &= ~AI_STATUS_STUCK; // otherwise bot_waypoint_queue_owner will be set again to this by navigation_unstuck
691 }
692
693 void bot_serverframe()
694 {
695         if (intermission_running && currentbots > 0)
696         {
697                 // after the end of the match all bots stay unless all human players disconnect
698                 int realplayers = 0;
699                 FOREACH_CLIENT(IS_REAL_CLIENT(it), { ++realplayers; });
700                 if (!realplayers)
701                 {
702                         FOREACH_CLIENT(IS_BOT_CLIENT(it), { dropclient(it); });
703                         currentbots = 0;
704                 }
705                 return;
706         }
707
708         if (game_stopped)
709                 return;
710
711         // Added 0.5 to avoid possible addition + immediate removal of bots that would make them appear as
712         // spectators in the scoreboard and never go away. This issue happens at time 2 if map is changed
713         // with the gotomap command, minplayers is > 1 and human clients join as players very soon
714         // either intentionally or automatically (sv_spectate 0)
715         if (time < 2.5)
716         {
717                 currentbots = -1;
718                 return;
719         }
720
721         if (currentbots == -1)
722         {
723                 // count bots already in the server from the previous match
724                 currentbots = 0;
725                 FOREACH_CLIENT(IS_BOT_CLIENT(it), { ++currentbots; });
726         }
727
728         if(autocvar_skill != skill)
729         {
730                 float wpcost_update = false;
731                 if(skill >= autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill < autocvar_bot_ai_bunnyhop_skilloffset)
732                         wpcost_update = true;
733                 if(skill < autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill >= autocvar_bot_ai_bunnyhop_skilloffset)
734                         wpcost_update = true;
735
736                 skill = autocvar_skill;
737                 if (wpcost_update)
738                         waypoint_updatecost_foralllinks();
739         }
740
741         bot_calculate_stepheightvec();
742         bot_navigation_movemode = ((autocvar_bot_navigation_ignoreplayers) ? MOVE_NOMONSTERS : MOVE_NORMAL);
743
744         if(time > autoskill_nextthink)
745         {
746                 float a;
747                 a = autocvar_skill_auto;
748                 if(a)
749                         autoskill(a);
750                 autoskill_nextthink = time + 5;
751         }
752
753         if(time > botframe_nextthink)
754         {
755                 if(!bot_fixcount())
756                         botframe_nextthink = time + 10;
757         }
758
759         if(botframe_spawnedwaypoints)
760         {
761                 if(autocvar_waypoint_benchmark)
762                         localcmd("quit\n");
763         }
764
765         if (currentbots > 0 || autocvar_g_waypointeditor || autocvar_g_waypointeditor_auto)
766         if (botframe_spawnedwaypoints)
767         {
768                 if(botframe_cachedwaypointlinks)
769                 {
770                         if(!botframe_loadedforcedlinks)
771                                 waypoint_load_hardwiredlinks();
772                 }
773                 else
774                 {
775                         // TODO: Make this check cleaner
776                         IL_EACH(g_waypoints, time - it.nextthink > 10,
777                         {
778                                 waypoint_save_links();
779                                 break;
780                         });
781                 }
782         }
783         else
784         {
785                 botframe_spawnedwaypoints = true;
786                 waypoint_loadall();
787                 waypoint_load_links();
788         }
789
790         if (bot_list)
791         {
792                 // cycle the goal token from one bot to the next each frame
793                 // (this prevents them from all doing spawnfunc_waypoint searches on the same
794                 //  frame, which causes choppy framerates)
795                 if (bot_strategytoken_taken)
796                 {
797                         // give goal token to the first bot without goals; if all bots don't have
798                         // any goal (or are dead/frozen) simply give it to the next one
799                         bot_strategytoken_taken = false;
800                         entity bot_strategytoken_save = bot_strategytoken;
801                         while (true)
802                         {
803                                 if (bot_strategytoken)
804                                         bot_strategytoken = bot_strategytoken.nextbot;
805                                 if (!bot_strategytoken)
806                                         bot_strategytoken = bot_list;
807
808                                 if (!(IS_DEAD(bot_strategytoken) || STAT(FROZEN, bot_strategytoken))
809                                         && !bot_strategytoken.goalcurrent)
810                                         break;
811
812                                 if (!bot_strategytoken_save) // break loop if all the bots are dead or frozen
813                                         break;
814                                 if (bot_strategytoken == bot_strategytoken_save)
815                                         bot_strategytoken_save = NULL; // looped through all the bots
816                         }
817                 }
818
819                 if (botframe_nextdangertime < time)
820                 {
821                         float interval;
822                         interval = autocvar_bot_ai_dangerdetectioninterval;
823                         if (botframe_nextdangertime < time - interval * 1.5)
824                                 botframe_nextdangertime = time;
825                         botframe_nextdangertime = botframe_nextdangertime + interval;
826                         botframe_updatedangerousobjects(autocvar_bot_ai_dangerdetectionupdates);
827                 }
828         }
829
830         if (autocvar_g_waypointeditor)
831                 botframe_showwaypointlinks();
832
833         if (autocvar_g_waypointeditor_auto)
834                 botframe_autowaypoints();
835
836         if (currentbots > 0)
837                 bot_custom_weapon_priority_setup();
838 }