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