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Bot AI: fix bots sometimes moving to a random waypoint on respawn after they fall...
[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 "../../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 // TODO: remove this function! its only purpose is to update these fields since bot_setnameandstuff is called before ClientState
45 void bot_setclientfields(entity this)
46 {
47         CS(this).cvar_cl_accuracy_data_share = 1;  // share the bots weapon accuracy data with the world
48         CS(this).cvar_cl_accuracy_data_receive = 0;  // don't receive any weapon accuracy data
49 }
50
51 entity bot_spawn()
52 {
53         entity bot = spawnclient();
54         if (bot)
55         {
56                 setItemGroupCount();
57                 currentbots = currentbots + 1;
58                 bot_setnameandstuff(bot);
59                 ClientConnect(bot);
60                 bot_setclientfields(bot);
61                 PutClientInServer(bot);
62         }
63         return bot;
64 }
65
66 void bot_think(entity this)
67 {
68         if (this.bot_nextthink > time)
69                 return;
70
71         this.flags &= ~FL_GODMODE;
72         if(autocvar_bot_god)
73                 this.flags |= FL_GODMODE;
74
75         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));
76
77         //if (this.bot_painintensity > 0)
78         //      this.bot_painintensity = this.bot_painintensity - (skill + 1) * 40 * frametime;
79
80         //this.bot_painintensity = this.bot_painintensity + this.bot_oldhealth - this.health;
81         //this.bot_painintensity = bound(0, this.bot_painintensity, 100);
82
83         if (!IS_PLAYER(this) || (autocvar_g_campaign && !campaign_bots_may_start))
84         {
85                 CS(this).movement = '0 0 0';
86                 this.bot_nextthink = time + 0.5;
87                 return;
88         }
89
90         if (this.fixangle)
91         {
92                 this.v_angle = this.angles;
93                 this.v_angle_z = 0;
94                 this.fixangle = false;
95         }
96
97         this.dmg_take = 0;
98         this.dmg_save = 0;
99         this.dmg_inflictor = NULL;
100
101         // calculate an aiming latency based on the skill setting
102         // (simulated network latency + naturally delayed reflexes)
103         //this.ping = 0.7 - bound(0, 0.05 * skill, 0.5); // moved the reflexes to bot_aimdir (under the name 'think')
104         // minimum ping 20+10 random
105         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
106         // skill 10 = ping 0.2 (adrenaline)
107         // skill 0 = ping 0.7 (slightly drunk)
108
109         // clear buttons
110         PHYS_INPUT_BUTTON_ATCK(this) = false;
111         PHYS_INPUT_BUTTON_JUMP(this) = false;
112         PHYS_INPUT_BUTTON_ATCK2(this) = false;
113         PHYS_INPUT_BUTTON_ZOOM(this) = false;
114         PHYS_INPUT_BUTTON_CROUCH(this) = false;
115         PHYS_INPUT_BUTTON_HOOK(this) = false;
116         PHYS_INPUT_BUTTON_INFO(this) = false;
117         PHYS_INPUT_BUTTON_DRAG(this) = false;
118         PHYS_INPUT_BUTTON_CHAT(this) = false;
119         PHYS_INPUT_BUTTON_USE(this) = false;
120
121         if (time < game_starttime)
122         {
123                 // block the bot during the countdown to game start
124                 CS(this).movement = '0 0 0';
125                 this.bot_nextthink = game_starttime;
126                 return;
127         }
128
129         // if dead, just wait until we can respawn
130         if (IS_DEAD(this))
131         {
132                 if (bot_waypoint_queue_owner == this)
133                         bot_waypoint_queue_owner = NULL;
134                 this.aistatus = 0;
135                 CS(this).movement = '0 0 0';
136                 if (this.deadflag == DEAD_DEAD)
137                 {
138                         PHYS_INPUT_BUTTON_JUMP(this) = true; // press jump to respawn
139                         navigation_goalrating_timeout_force(this);
140                 }
141         }
142         else if(this.aistatus & AI_STATUS_STUCK)
143                 navigation_unstuck(this);
144
145         // now call the current bot AI (havocbot for example)
146         this.bot_ai(this);
147 }
148
149 void bot_setnameandstuff(entity this)
150 {
151         string readfile, s;
152         float file, tokens, prio;
153
154         string bot_name, bot_model, bot_skin, bot_shirt, bot_pants;
155         string name, prefix, suffix;
156
157         if(autocvar_g_campaign)
158         {
159                 prefix = "";
160                 suffix = "";
161         }
162         else
163         {
164                 prefix = autocvar_bot_prefix;
165                 suffix = autocvar_bot_suffix;
166         }
167
168         file = fopen(autocvar_bot_config_file, FILE_READ);
169
170         if(file < 0)
171         {
172                 LOG_INFOF("Error: Can not open the bot configuration file '%s'", autocvar_bot_config_file);
173                 readfile = "";
174         }
175         else
176         {
177                 RandomSelection_Init();
178                 while((readfile = fgets(file)))
179                 {
180                         if(substring(readfile, 0, 2) == "//")
181                                 continue;
182                         if(substring(readfile, 0, 1) == "#")
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         this.bot_forced_team = stof(argv(5));
219
220         prio = 6;
221
222         #define READSKILL(f, w, r) MACRO_BEGIN { \
223                 if(argv(prio) != "") \
224                         this.f = stof(argv(prio)) * w; \
225                 else \
226                         this.f = (!autocvar_g_campaign) * (2 * random() - 1) * r * w; \
227                 prio++; \
228         } MACRO_END
229         //print(bot_name, ": ping=", argv(9), "\n");
230
231         READSKILL(havocbot_keyboardskill, 0.5, 0.5); // keyboard skill
232         READSKILL(bot_moveskill, 2, 0); // move skill
233         READSKILL(bot_dodgeskill, 2, 0); // dodge skill
234
235         READSKILL(bot_pingskill, 0.5, 0); // ping skill
236
237         READSKILL(bot_weaponskill, 2, 0); // weapon skill
238         READSKILL(bot_aggresskill, 1, 0); // aggre skill
239         READSKILL(bot_rangepreference, 1, 0); // read skill
240
241         READSKILL(bot_aimskill, 2, 0); // aim skill
242         READSKILL(bot_offsetskill, 2, 0.5); // offset skill
243         READSKILL(bot_mouseskill, 1, 0.5); // mouse skill
244
245         READSKILL(bot_thinkskill, 1, 0.5); // think skill
246         READSKILL(bot_aiskill, 2, 0); // "ai" skill
247
248         this.bot_config_loaded = true;
249
250         // this is really only a default, JoinBestTeam is called later
251         setcolor(this, stof(bot_shirt) * 16 + stof(bot_pants));
252         this.bot_preferredcolors = this.clientcolors;
253
254         // pick the name
255         if (autocvar_bot_usemodelnames)
256                 name = bot_model;
257         else
258                 name = bot_name;
259
260         // number bots with identical names
261         int j = 0;
262         FOREACH_CLIENT(IS_BOT_CLIENT(it), {
263                 if(it.cleanname == name)
264                         ++j;
265         });
266         if (j)
267                 this.netname = this.netname_freeme = strzone(strcat(prefix, name, "(", ftos(j), ")", suffix));
268         else
269                 this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
270
271         this.cleanname = strzone(name);
272
273         // pick the model and skin
274         if(substring(bot_model, -4, 1) != ".")
275                 bot_model = strcat(bot_model, ".iqm");
276         this.playermodel = this.playermodel_freeme = strzone(strcat("models/player/", bot_model));
277         this.playerskin = this.playerskin_freeme = strzone(bot_skin);
278 }
279
280 void bot_custom_weapon_priority_setup()
281 {
282         float tokens, i, w;
283
284         bot_custom_weapon = false;
285
286         if(     autocvar_bot_ai_custom_weapon_priority_far == "" ||
287                 autocvar_bot_ai_custom_weapon_priority_mid == "" ||
288                 autocvar_bot_ai_custom_weapon_priority_close == "" ||
289                 autocvar_bot_ai_custom_weapon_priority_distances == ""
290         )
291                 return;
292
293         // Parse distances
294         tokens = tokenizebyseparator(autocvar_bot_ai_custom_weapon_priority_distances," ");
295
296         if (tokens!=2)
297                 return;
298
299         bot_distance_far = stof(argv(0));
300         bot_distance_close = stof(argv(1));
301
302         if(bot_distance_far < bot_distance_close){
303                 bot_distance_far = stof(argv(1));
304                 bot_distance_close = stof(argv(0));
305         }
306
307         // Initialize list of weapons
308         bot_weapons_far[0] = -1;
309         bot_weapons_mid[0] = -1;
310         bot_weapons_close[0] = -1;
311
312         // Parse far distance weapon priorities
313         tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_far)," ");
314
315         int c = 0;
316         for(i=0; i < tokens && c < Weapons_COUNT; ++i){
317                 w = stof(argv(i));
318                 if ( w >= WEP_FIRST && w <= WEP_LAST) {
319                         bot_weapons_far[c] = w;
320                         ++c;
321                 }
322         }
323         if(c < Weapons_COUNT)
324                 bot_weapons_far[c] = -1;
325
326         // Parse mid distance weapon priorities
327         tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_mid)," ");
328
329         c = 0;
330         for(i=0; i < tokens && c < Weapons_COUNT; ++i){
331                 w = stof(argv(i));
332                 if ( w >= WEP_FIRST && w <= WEP_LAST) {
333                         bot_weapons_mid[c] = w;
334                         ++c;
335                 }
336         }
337         if(c < Weapons_COUNT)
338                 bot_weapons_mid[c] = -1;
339
340         // Parse close distance weapon priorities
341         tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_close)," ");
342
343         c = 0;
344         for(i=0; i < tokens && i < Weapons_COUNT; ++i){
345                 w = stof(argv(i));
346                 if ( w >= WEP_FIRST && w <= WEP_LAST) {
347                         bot_weapons_close[c] = w;
348                         ++c;
349                 }
350         }
351         if(c < Weapons_COUNT)
352                 bot_weapons_close[c] = -1;
353
354         bot_custom_weapon = true;
355 }
356
357 void bot_endgame()
358 {
359         bot_relinkplayerlist();
360         entity e = bot_list;
361         while (e)
362         {
363                 setcolor(e, e.bot_preferredcolors);
364                 e = e.nextbot;
365         }
366         // if dynamic waypoints are ever implemented, save them here
367 }
368
369 void bot_relinkplayerlist()
370 {
371         player_count = 0;
372         currentbots = 0;
373         bot_list = NULL;
374
375         entity prevbot = NULL;
376         FOREACH_CLIENT(true,
377         {
378                 ++player_count;
379
380                 if(IS_BOT_CLIENT(it))
381                 {
382                         if(prevbot)
383                                 prevbot.nextbot = it;
384                         else
385                                 bot_list = it;
386                         prevbot = it;
387                         ++currentbots;
388                 }
389         });
390         if(prevbot)
391                 prevbot.nextbot = NULL;
392         LOG_TRACE("relink: ", ftos(currentbots), " bots seen.");
393         bot_strategytoken = bot_list;
394         bot_strategytoken_taken = true;
395 }
396
397 void bot_clientdisconnect(entity this)
398 {
399         if (!IS_BOT_CLIENT(this))
400                 return;
401         bot_clearqueue(this);
402         strfree(this.cleanname);
403         strfree(this.netname_freeme);
404         strfree(this.playermodel_freeme);
405         strfree(this.playerskin_freeme);
406         if(this.bot_cmd_current)
407                 delete(this.bot_cmd_current);
408         if(bot_waypoint_queue_owner == this)
409                 bot_waypoint_queue_owner = NULL;
410 }
411
412 void bot_clientconnect(entity this)
413 {
414         if (!IS_BOT_CLIENT(this)) return;
415         this.bot_preferredcolors = this.clientcolors;
416         this.bot_nextthink = time - random();
417         this.lag_func = bot_lagfunc;
418         this.isbot = true;
419         this.createdtime = this.bot_nextthink;
420
421         if(!this.bot_config_loaded) // This is needed so team overrider doesn't break between matches
422         {
423                 bot_setnameandstuff(this);
424                 bot_setclientfields(this);
425         }
426
427         if(this.bot_forced_team==1)
428                 this.team = NUM_TEAM_1;
429         else if(this.bot_forced_team==2)
430                 this.team = NUM_TEAM_2;
431         else if(this.bot_forced_team==3)
432                 this.team = NUM_TEAM_3;
433         else if(this.bot_forced_team==4)
434                 this.team = NUM_TEAM_4;
435         else
436                 JoinBestTeam(this, true);
437
438         havocbot_setupbot(this);
439 }
440
441 void bot_removefromlargestteam()
442 {
443         CheckAllowedTeams(NULL);
444         GetTeamCounts(NULL);
445
446         entity best = NULL;
447         float besttime = 0;
448         int bestcount = 0;
449
450         int bcount = 0;
451         FOREACH_CLIENT(it.isbot,
452         {
453                 ++bcount;
454
455                 if(!best)
456                 {
457                         best = it;
458                         besttime = it.createdtime;
459                 }
460
461                 int thiscount = 0;
462
463                 switch(it.team)
464                 {
465                         case NUM_TEAM_1: thiscount = c1; break;
466                         case NUM_TEAM_2: thiscount = c2; break;
467                         case NUM_TEAM_3: thiscount = c3; break;
468                         case NUM_TEAM_4: thiscount = c4; break;
469                 }
470
471                 if(thiscount > bestcount)
472                 {
473                         bestcount = thiscount;
474                         besttime = it.createdtime;
475                         best = it;
476                 }
477                 else if(thiscount == bestcount && besttime < it.createdtime)
478                 {
479                         besttime = it.createdtime;
480                         best = it;
481                 }
482         });
483         if(!bcount)
484                 return; // no bots to remove
485         currentbots = currentbots - 1;
486         dropclient(best);
487 }
488
489 void bot_removenewest()
490 {
491         if(teamplay)
492         {
493                 bot_removefromlargestteam();
494                 return;
495         }
496
497         float besttime = 0;
498         entity best = NULL;
499         int bcount = 0;
500
501         FOREACH_CLIENT(it.isbot,
502         {
503                 ++bcount;
504
505                 if(!best)
506                 {
507                         best = it;
508                         besttime = it.createdtime;
509                 }
510
511                 if(besttime < it.createdtime)
512                 {
513                         besttime = it.createdtime;
514                         best = it;
515                 }
516         });
517
518         if(!bcount)
519                 return; // no bots to remove
520
521         currentbots = currentbots - 1;
522         dropclient(best);
523 }
524
525 void autoskill(float factor)
526 {
527         float bestbot;
528         float bestplayer;
529
530         bestbot = -1;
531         bestplayer = -1;
532         FOREACH_CLIENT(IS_PLAYER(it), {
533                 if(IS_REAL_CLIENT(it))
534                         bestplayer = max(bestplayer, it.totalfrags - it.totalfrags_lastcheck);
535                 else
536                         bestbot = max(bestbot, it.totalfrags - it.totalfrags_lastcheck);
537         });
538
539         LOG_DEBUG("autoskill: best player got ", ftos(bestplayer), ", ");
540         LOG_DEBUG("best bot got ", ftos(bestbot), "; ");
541         if(bestbot < 0 || bestplayer < 0)
542         {
543                 LOG_DEBUG("not doing anything");
544                 // don't return, let it reset all counters below
545         }
546         else if(bestbot <= bestplayer * factor - 2)
547         {
548                 if(autocvar_skill < 17)
549                 {
550                         LOG_DEBUG("2 frags difference, increasing skill");
551                         cvar_set("skill", ftos(autocvar_skill + 1));
552                         bprint("^2SKILL UP!^7 Now at level ", ftos(autocvar_skill), "\n");
553                 }
554         }
555         else if(bestbot >= bestplayer * factor + 2)
556         {
557                 if(autocvar_skill > 0)
558                 {
559                         LOG_DEBUG("2 frags difference, decreasing skill");
560                         cvar_set("skill", ftos(autocvar_skill - 1));
561                         bprint("^1SKILL DOWN!^7 Now at level ", ftos(autocvar_skill), "\n");
562                 }
563         }
564         else
565         {
566                 LOG_DEBUG("not doing anything");
567                 return;
568                 // don't reset counters, wait for them to accumulate
569         }
570
571         FOREACH_CLIENT(IS_PLAYER(it), { it.totalfrags_lastcheck = it.totalfrags; });
572 }
573
574 void bot_calculate_stepheightvec()
575 {
576         stepheightvec = autocvar_sv_stepheight * '0 0 1';
577         jumpheight_vec = (autocvar_sv_jumpvelocity ** 2) / (2 * autocvar_sv_gravity) * '0 0 1';
578         jumpstepheightvec = stepheightvec + jumpheight_vec * 0.85; // reduce it a bit to make the jumps easy
579 }
580
581 float bot_fixcount()
582 {
583         int activerealplayers = 0;
584         int realplayers = 0;
585         if (MUTATOR_CALLHOOK(Bot_FixCount, activerealplayers, realplayers)) {
586                 activerealplayers = M_ARGV(0, int);
587                 realplayers = M_ARGV(1, int);
588         } else {
589                 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
590                         if(IS_PLAYER(it))
591                                 ++activerealplayers;
592                         ++realplayers;
593                 });
594         }
595
596         int bots;
597         // add/remove bots if needed to make sure there are at least
598         // minplayers+bot_number, or remove all bots if no one is playing
599         // But don't remove bots immediately on level change, as the real players
600         // usually haven't rejoined yet
601         bots_would_leave = false;
602         if (teamplay && autocvar_bot_vs_human && AvailableTeams() == 2)
603                 bots = min(ceil(fabs(autocvar_bot_vs_human) * activerealplayers), maxclients - realplayers);
604         else if ((realplayers || autocvar_bot_join_empty || (currentbots > 0 && time < 5)))
605         {
606                 float realminplayers, minplayers;
607                 realminplayers = autocvar_minplayers;
608                 minplayers = max(0, floor(realminplayers));
609
610                 float realminbots, minbots;
611                 realminbots = autocvar_bot_number;
612                 minbots = max(0, floor(realminbots));
613
614                 bots = min(max(minbots, minplayers - activerealplayers), maxclients - realplayers);
615                 if(bots > minbots)
616                         bots_would_leave = true;
617         }
618         else
619         {
620                 // if there are no players, remove bots
621                 bots = 0;
622         }
623
624         // only add one bot per frame to avoid utter chaos
625         if(time > botframe_nextthink)
626         {
627                 if (currentbots < bots)
628                 {
629                         if (bot_spawn() == NULL)
630                         {
631                                 bprint("Can not add bot, server full.\n");
632                                 return false;
633                         }
634                 }
635                 while (currentbots > bots)
636                         bot_removenewest();
637         }
638
639         return true;
640 }
641
642 void bot_remove_from_bot_list(entity this)
643 {
644         entity e = bot_list;
645         entity prev_bot = NULL;
646         while (e)
647         {
648                 if(e == this)
649                 {
650                         if(!prev_bot)
651                                 bot_list = this.nextbot;
652                         else
653                                 prev_bot.nextbot = this.nextbot;
654                         if(bot_strategytoken == this)
655                         {
656                                 bot_strategytoken = this.nextbot;
657                                 bot_strategytoken_taken = true;
658                         }
659                         this.nextbot = NULL;
660                         break;
661                 }
662                 prev_bot = e;
663                 e = e.nextbot;
664         }
665 }
666
667 void bot_clear(entity this)
668 {
669         bot_remove_from_bot_list(this);
670         if(bot_waypoint_queue_owner == this)
671                 bot_waypoint_queue_owner = NULL;
672         this.aistatus &= ~AI_STATUS_STUCK; // otherwise bot_waypoint_queue_owner will be set again to this by navigation_unstuck
673 }
674
675 void bot_serverframe()
676 {
677         if (intermission_running && currentbots > 0)
678         {
679                 // after the end of the match all bots stay unless all human players disconnect
680                 int realplayers = 0;
681                 FOREACH_CLIENT(IS_REAL_CLIENT(it), { ++realplayers; });
682                 if (!realplayers)
683                 {
684                         FOREACH_CLIENT(IS_BOT_CLIENT(it), { dropclient(it); });
685                         currentbots = 0;
686                 }
687                 return;
688         }
689
690         if (game_stopped)
691                 return;
692
693         // Added 0.5 to avoid possible addition + immediate removal of bots that would make them appear as
694         // spectators in the scoreboard and never go away. This issue happens at time 2 if map is changed
695         // with the gotomap command, minplayers is > 1 and human clients join as players very soon
696         // either intentionally or automatically (sv_spectate 0)
697         if (time < 2.5)
698         {
699                 currentbots = -1;
700                 return;
701         }
702
703         if (currentbots == -1)
704         {
705                 // count bots already in the server from the previous match
706                 currentbots = 0;
707                 FOREACH_CLIENT(IS_BOT_CLIENT(it), { ++currentbots; });
708         }
709
710         if(autocvar_skill != skill)
711         {
712                 float wpcost_update = false;
713                 if(skill >= autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill < autocvar_bot_ai_bunnyhop_skilloffset)
714                         wpcost_update = true;
715                 if(skill < autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill >= autocvar_bot_ai_bunnyhop_skilloffset)
716                         wpcost_update = true;
717
718                 skill = autocvar_skill;
719                 if (wpcost_update)
720                         waypoint_updatecost_foralllinks();
721         }
722
723         bot_calculate_stepheightvec();
724         bot_navigation_movemode = ((autocvar_bot_navigation_ignoreplayers) ? MOVE_NOMONSTERS : MOVE_NORMAL);
725
726         if(time > autoskill_nextthink)
727         {
728                 float a;
729                 a = autocvar_skill_auto;
730                 if(a)
731                         autoskill(a);
732                 autoskill_nextthink = time + 5;
733         }
734
735         if(time > botframe_nextthink)
736         {
737                 if(!bot_fixcount())
738                         botframe_nextthink = time + 10;
739         }
740
741         if(botframe_spawnedwaypoints)
742         {
743                 if(autocvar_waypoint_benchmark)
744                         localcmd("quit\n");
745         }
746
747         if (currentbots > 0 || autocvar_g_waypointeditor || autocvar_g_waypointeditor_auto)
748         if (botframe_spawnedwaypoints)
749         {
750                 if(botframe_cachedwaypointlinks)
751                 {
752                         if(!botframe_loadedforcedlinks)
753                                 waypoint_load_links_hardwired();
754                 }
755                 else
756                 {
757                         // TODO: Make this check cleaner
758                         IL_EACH(g_waypoints, time - it.nextthink > 10,
759                         {
760                                 waypoint_save_links();
761                                 break;
762                         });
763                 }
764         }
765         else
766         {
767                 botframe_spawnedwaypoints = true;
768                 waypoint_loadall();
769                 waypoint_load_links();
770         }
771
772         if (bot_list)
773         {
774                 // cycle the goal token from one bot to the next each frame
775                 // (this prevents them from all doing spawnfunc_waypoint searches on the same
776                 //  frame, which causes choppy framerates)
777                 if (bot_strategytoken_taken)
778                 {
779                         // give goal token to the first bot without goals; if all bots don't have
780                         // any goal (or are dead/frozen) simply give it to the next one
781                         bot_strategytoken_taken = false;
782                         entity bot_strategytoken_save = bot_strategytoken;
783                         while (true)
784                         {
785                                 if (bot_strategytoken)
786                                         bot_strategytoken = bot_strategytoken.nextbot;
787                                 if (!bot_strategytoken)
788                                         bot_strategytoken = bot_list;
789
790                                 if (!(IS_DEAD(bot_strategytoken) || STAT(FROZEN, bot_strategytoken))
791                                         && !bot_strategytoken.goalcurrent)
792                                         break;
793
794                                 if (!bot_strategytoken_save) // break loop if all the bots are dead or frozen
795                                         break;
796                                 if (bot_strategytoken == bot_strategytoken_save)
797                                         bot_strategytoken_save = NULL; // looped through all the bots
798                         }
799                 }
800
801                 if (botframe_nextdangertime < time)
802                 {
803                         float interval;
804                         interval = autocvar_bot_ai_dangerdetectioninterval;
805                         if (botframe_nextdangertime < time - interval * 1.5)
806                                 botframe_nextdangertime = time;
807                         botframe_nextdangertime = botframe_nextdangertime + interval;
808                         botframe_updatedangerousobjects(autocvar_bot_ai_dangerdetectionupdates);
809                 }
810         }
811
812         if (autocvar_g_waypointeditor)
813                 botframe_showwaypointlinks();
814
815         if (autocvar_g_waypointeditor_auto)
816                 botframe_autowaypoints();
817
818         if(time > bot_cvar_nextthink)
819         {
820                 if(currentbots>0)
821                         bot_custom_weapon_priority_setup();
822                 bot_cvar_nextthink = time + 5;
823         }
824 }