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