]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/bot/default/bot.qc
Merge branch 'bones_was_here/showspec' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / bot / default / bot.qc
1 #include "bot.qh"
2
3 #include <common/constants.qh>
4 #include <common/mapinfo.qh>
5 #include <common/net_linked.qh>
6 #include <common/physics/player.qh>
7 #include <common/stats.qh>
8 #include <common/teams.qh>
9 #include <common/util.qh>
10 #include <common/weapons/_all.qh>
11 #include <lib/csqcmodel/sv_model.qh>
12 #include <lib/warpzone/common.qh>
13 #include <lib/warpzone/util_server.qh>
14 #include <server/antilag.qh>
15 #include <server/bot/default/aim.qh>
16 #include <server/bot/default/cvars.qh>
17 #include <server/bot/default/havocbot/havocbot.qh>
18 #include <server/bot/default/havocbot/scripting.qh>
19 #include <server/bot/default/navigation.qh>
20 #include <server/bot/default/scripting.qh>
21 #include <server/bot/default/waypoints.qh>
22 #include <server/campaign.qh>
23 #include <server/client.qh>
24 #include <server/damage.qh>
25 #include <server/items/items.qh>
26 #include <server/mutators/_mod.qh>
27 #include <server/race.qh>
28 #include <server/scores_rules.qh>
29 #include <server/teamplay.qh>
30 #include <server/weapons/accuracy.qh>
31 #include <server/weapons/selection.qh>
32 #include <server/world.qh>
33
34 STATIC_INIT(bot) { bot_calculate_stepheightvec(); }
35
36 // TODO: remove this function! its only purpose is to update these fields since bot_setnameandstuff is called before ClientState
37 void bot_setclientfields(entity this)
38 {
39         CS_CVAR(this).cvar_cl_accuracy_data_share = 1;  // share the bots weapon accuracy data with the world
40         CS_CVAR(this).cvar_cl_accuracy_data_receive = 0;  // don't receive any weapon accuracy data
41 }
42
43 entity bot_spawn()
44 {
45         entity bot = spawnclient();
46         if (bot)
47         {
48                 setItemGroupCount();
49                 currentbots = currentbots + 1;
50                 bot_setnameandstuff(bot);
51                 ClientConnect(bot);
52                 bot_setclientfields(bot);
53                 PutClientInServer(bot);
54         }
55         return bot;
56 }
57
58 void bot_think(entity this)
59 {
60         if (this.bot_nextthink > time)
61                 return;
62
63         this.flags &= ~FL_GODMODE;
64         if(autocvar_bot_god)
65                 this.flags |= FL_GODMODE;
66
67         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));
68
69         if (!IS_PLAYER(this) || (autocvar_g_campaign && !campaign_bots_may_start))
70         {
71                 if (IS_PLAYER(this))
72                 {
73                         .entity weaponentity = weaponentities[0];
74                         if(this.(weaponentity).m_weapon == WEP_Null)
75                                 W_NextWeapon(this, 0, weaponentity);
76                 }
77                 CS(this).movement = '0 0 0';
78                 this.bot_nextthink = time + 0.5;
79                 return;
80         }
81
82         if (this.fixangle)
83         {
84                 this.v_angle = this.angles;
85                 this.v_angle_z = 0;
86                 this.fixangle = false;
87         }
88
89         this.dmg_take = 0;
90         this.dmg_save = 0;
91         this.dmg_inflictor = NULL;
92
93         // calculate an aiming latency based on the skill setting
94         // (simulated network latency + naturally delayed reflexes)
95         //this.ping = 0.7 - bound(0, 0.05 * skill, 0.5); // moved the reflexes to bot_aimdir (under the name 'think')
96         // minimum ping 20+10 random
97         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
98         // skill 10 = ping 0.2 (adrenaline)
99         // skill 0 = ping 0.7 (slightly drunk)
100
101         // clear buttons
102         PHYS_INPUT_BUTTON_ATCK(this) = false;
103         // keep jump button pressed for a short while, useful with ramp jumps
104         PHYS_INPUT_BUTTON_JUMP(this) = (!IS_DEAD(this) && time < this.bot_jump_time + 0.2);
105         PHYS_INPUT_BUTTON_ATCK2(this) = false;
106         PHYS_INPUT_BUTTON_ZOOM(this) = false;
107         PHYS_INPUT_BUTTON_CROUCH(this) = false;
108         PHYS_INPUT_BUTTON_HOOK(this) = false;
109         PHYS_INPUT_BUTTON_INFO(this) = false;
110         PHYS_INPUT_BUTTON_DRAG(this) = false;
111         PHYS_INPUT_BUTTON_CHAT(this) = false;
112         PHYS_INPUT_BUTTON_USE(this) = false;
113
114         if (time < game_starttime)
115         {
116                 // block the bot during the countdown to game start
117                 CS(this).movement = '0 0 0';
118                 this.bot_nextthink = game_starttime;
119                 return;
120         }
121
122         // if dead, just wait until we can respawn
123         if (IS_DEAD(this) || IS_OBSERVER(this))
124         {
125                 if (bot_waypoint_queue_owner == this)
126                         bot_waypoint_queue_owner = NULL;
127                 this.aistatus = 0;
128                 CS(this).movement = '0 0 0';
129                 if (IS_OBSERVER(this))
130                         return;
131                 if (IS_DEAD(this))
132                 {
133                         if (!navigation_goalrating_timeout(this))
134                                 navigation_goalrating_timeout_force(this);
135                         // jump must not be pressed for at least one frame in order for
136                         // PlayerThink to detect the key down event
137                         if (this.deadflag == DEAD_DYING)
138                                 PHYS_INPUT_BUTTON_JUMP(this) = false;
139                         else if (this.deadflag == DEAD_DEAD)
140                                 PHYS_INPUT_BUTTON_JUMP(this) = true; // press jump to respawn
141                 }
142         }
143         else if(this.aistatus & AI_STATUS_STUCK)
144                 navigation_unstuck(this);
145
146         // now call the current bot AI (havocbot for example)
147         this.bot_ai(this);
148 }
149
150 void bot_setnameandstuff(entity this)
151 {
152         string readfile, s;
153         int file, tokens, prio;
154
155         file = fopen(autocvar_bot_config_file, FILE_READ);
156
157         if(file < 0)
158         {
159                 LOG_INFOF("Error: Can not open the bot configuration file '%s'", autocvar_bot_config_file);
160                 readfile = "";
161         }
162         else
163         {
164                 entity balance = TeamBalance_CheckAllowedTeams(NULL);
165                 TeamBalance_GetTeamCounts(balance, NULL);
166                 int smallest_team = -1;
167                 int smallest_count = -1;
168                 if (teamplay)
169                 {
170                         for (int i = 1; i <= AvailableTeams(); ++i)
171                         {
172                                 // NOTE if (autocvar_g_campaign && autocvar_g_campaign_forceteam == i)
173                                 // TeamBalance_GetNumberOfPlayers(balance, i); returns the number of players + 1
174                                 // since it keeps a spot for the real player in the desired team
175                                 int count = TeamBalance_GetNumberOfPlayers(balance, i);
176                                 if (smallest_count < 0 || count < smallest_count)
177                                 {
178                                         smallest_team = i;
179                                         smallest_count = count;
180                                 }
181                         }
182                 }
183                 TeamBalance_Destroy(balance);
184                 RandomSelection_Init();
185                 while((readfile = fgets(file)))
186                 {
187                         if(substring(readfile, 0, 2) == "//")
188                                 continue;
189                         if(substring(readfile, 0, 1) == "#")
190                                 continue;
191                         // NOTE if the line is empty tokenizebyseparator(readfile, "\t")
192                         // will create 1 empty token because there's no separator (bug?)
193                         if (readfile == "")
194                                 continue;
195                         tokens = tokenizebyseparator(readfile, "\t");
196                         if(tokens == 0)
197                                 continue;
198                         s = argv(0);
199                         prio = 0;
200                         bool conflict = false;
201                         FOREACH_CLIENT(IS_BOT_CLIENT(it), {
202                                 if (s == it.cleanname)
203                                 {
204                                         conflict = true;
205                                         break;
206                                 }
207                         });
208                         if (!conflict)
209                                 prio += 1;
210                         if (teamplay && !(autocvar_bot_vs_human && AvailableTeams() == 2))
211                         {
212                                 int forced_team = stof(argv(5));
213                                 if (!Team_IsValidIndex(forced_team))
214                                         forced_team = 0;
215                                 if (!forced_team || forced_team == smallest_team)
216                                         prio += 2;
217                         }
218                         RandomSelection_AddString(readfile, 1, prio);
219                 }
220                 readfile = RandomSelection_chosen_string;
221                 fclose(file);
222         }
223
224         string bot_name, bot_model, bot_skin, bot_shirt, bot_pants;
225
226         tokens = tokenizebyseparator(readfile, "\t");
227         if(argv(0) != "") bot_name = argv(0);
228         else bot_name = "Bot";
229
230         if(argv(1) != "") bot_model = argv(1);
231         else bot_model = "";
232
233         if(argv(2) != "") bot_skin = argv(2);
234         else bot_skin = "0";
235
236         if(argv(3) != "" && stof(argv(3)) >= 0) bot_shirt = argv(3);
237         else bot_shirt = ftos(floor(random() * 15));
238
239         if(argv(4) != "" && stof(argv(4)) >= 0) bot_pants = argv(4);
240         else bot_pants = ftos(floor(random() * 15));
241
242         if (teamplay && !(autocvar_bot_vs_human && AvailableTeams() == 2))
243                 this.bot_forced_team = stof(argv(5));
244         else
245                 this.bot_forced_team = 0;
246
247         prio = 6;
248
249         #define READSKILL(f, w, r) MACRO_BEGIN \
250                 if(argv(prio) != "") \
251                         this.f = stof(argv(prio)) * w; \
252                 else \
253                         this.f = (!autocvar_g_campaign) * (2 * random() - 1) * r * w; \
254                 prio++; \
255         MACRO_END
256         //print(bot_name, ": ping=", argv(9), "\n");
257
258         READSKILL(havocbot_keyboardskill, 0.5, 0.5); // keyboard skill
259         READSKILL(bot_moveskill, 2, 0); // move skill
260         READSKILL(bot_dodgeskill, 2, 0); // dodge skill
261
262         READSKILL(bot_pingskill, 0.5, 0); // ping skill
263
264         READSKILL(bot_weaponskill, 2, 0); // weapon skill
265         READSKILL(bot_aggresskill, 1, 0); // aggre skill
266         READSKILL(bot_rangepreference, 1, 0); // read skill
267
268         READSKILL(bot_aimskill, 2, 0); // aim skill
269         READSKILL(bot_offsetskill, 2, 0.5); // offset skill
270         READSKILL(bot_mouseskill, 1, 0.5); // mouse skill
271
272         READSKILL(bot_thinkskill, 1, 0.5); // think skill
273         READSKILL(bot_aiskill, 2, 0); // "ai" skill
274
275         if (file >= 0 && argv(prio) != "")
276                 LOG_INFOF("^1Warning^7: too many parameters for bot %s, please check format of %s", bot_name, autocvar_bot_config_file);
277
278         this.bot_config_loaded = true;
279
280         // this is really only a default, TeamBalance_JoinBestTeam is called later
281         setcolor(this, stof(bot_shirt) * 16 + stof(bot_pants));
282         this.bot_preferredcolors = this.clientcolors;
283
284         string prefix = (autocvar_g_campaign ? "" : autocvar_bot_prefix);
285         string suffix = (autocvar_g_campaign ? "" : autocvar_bot_suffix);
286         string name = (autocvar_bot_usemodelnames ? bot_model : bot_name);
287
288         if (name == "")
289         {
290                 name = ftos(etof(this));
291                 this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
292         }
293         else
294         {
295                 // number bots with identical names
296                 int j = 0;
297                 FOREACH_CLIENT(IS_BOT_CLIENT(it), {
298                         if(it.cleanname == name)
299                                 ++j;
300                 });
301                 if (j)
302                         this.netname = this.netname_freeme = strzone(strcat(prefix, name, "(", ftos(j), ")", suffix));
303                 else
304                         this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
305         }
306         this.cleanname = strzone(name);
307
308         // pick the model and skin
309         if(substring(bot_model, -4, 1) != ".")
310                 bot_model = strcat(bot_model, ".iqm");
311         this.playermodel = this.playermodel_freeme = strzone(strcat("models/player/", bot_model));
312         this.playerskin = this.playerskin_freeme = strzone(bot_skin);
313 }
314
315 void bot_custom_weapon_priority_setup()
316 {
317         static string bot_priority_far_prev;
318         static string bot_priority_mid_prev;
319         static string bot_priority_close_prev;
320         static string bot_priority_distances_prev;
321         float tokens, i, w;
322
323         bot_custom_weapon = false;
324
325         if(     autocvar_bot_ai_custom_weapon_priority_far == "" ||
326                 autocvar_bot_ai_custom_weapon_priority_mid == "" ||
327                 autocvar_bot_ai_custom_weapon_priority_close == "" ||
328                 autocvar_bot_ai_custom_weapon_priority_distances == ""
329         )
330                 return;
331
332         if (bot_priority_distances_prev != autocvar_bot_ai_custom_weapon_priority_distances)
333         {
334                 strcpy(bot_priority_distances_prev, autocvar_bot_ai_custom_weapon_priority_distances);
335                 tokens = tokenizebyseparator(autocvar_bot_ai_custom_weapon_priority_distances," ");
336
337                 if (tokens!=2)
338                         return;
339
340                 bot_distance_far = stof(argv(0));
341                 bot_distance_close = stof(argv(1));
342
343                 if(bot_distance_far < bot_distance_close){
344                         bot_distance_far = stof(argv(1));
345                         bot_distance_close = stof(argv(0));
346                 }
347         }
348
349         int c;
350
351         #define PARSE_WEAPON_PRIORITIES(dist) MACRO_BEGIN \
352                 if (bot_priority_##dist##_prev != autocvar_bot_ai_custom_weapon_priority_##dist) { \
353                         strcpy(bot_priority_##dist##_prev, autocvar_bot_ai_custom_weapon_priority_##dist); \
354                         tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_##dist)," "); \
355                         bot_weapons_##dist[0] = -1; \
356                         c = 0; \
357                         for(i = 0; i < tokens && c < REGISTRY_COUNT(Weapons); ++i) { \
358                                 w = stof(argv(i)); \
359                                 if (w >= WEP_FIRST && w <= WEP_LAST) { \
360                                         bot_weapons_##dist[c] = w; \
361                                         ++c; \
362                                 } \
363                         } \
364                         if (c < REGISTRY_COUNT(Weapons)) \
365                                 bot_weapons_##dist[c] = -1; \
366                 } \
367         MACRO_END
368
369         PARSE_WEAPON_PRIORITIES(far);
370         PARSE_WEAPON_PRIORITIES(mid);
371         PARSE_WEAPON_PRIORITIES(close);
372
373         bot_custom_weapon = true;
374 }
375
376 void bot_endgame()
377 {
378         bot_relinkplayerlist();
379         entity e = bot_list;
380         while (e)
381         {
382                 setcolor(e, e.bot_preferredcolors);
383                 e = e.nextbot;
384         }
385         // if dynamic waypoints are ever implemented, save them here
386 }
387
388 void bot_relinkplayerlist()
389 {
390         player_count = 0;
391         currentbots = 0;
392         bot_list = NULL;
393
394         entity prevbot = NULL;
395         FOREACH_CLIENT(true,
396         {
397                 ++player_count;
398
399                 if(IS_BOT_CLIENT(it))
400                 {
401                         if (!IS_OBSERVER(it) && !bot_ispaused(it))
402                         {
403                                 if(prevbot)
404                                         prevbot.nextbot = it;
405                                 else
406                                         bot_list = it;
407                                 prevbot = it;
408                         }
409                         ++currentbots;
410                 }
411         });
412         if(prevbot)
413                 prevbot.nextbot = NULL;
414         bot_strategytoken = bot_list;
415         bot_strategytoken_taken = true;
416 }
417
418 void bot_clientdisconnect(entity this)
419 {
420         if (!IS_BOT_CLIENT(this))
421                 return;
422         bot_clearqueue(this);
423         strfree(this.cleanname);
424         strfree(this.netname_freeme);
425         strfree(this.playermodel_freeme);
426         strfree(this.playerskin_freeme);
427         if(this.bot_cmd_current)
428                 delete(this.bot_cmd_current);
429         if(bot_waypoint_queue_owner == this)
430                 bot_waypoint_queue_owner = NULL;
431 }
432
433 void bot_clientconnect(entity this)
434 {
435         if (!IS_BOT_CLIENT(this)) return;
436         this.bot_preferredcolors = this.clientcolors;
437         this.bot_nextthink = time - random();
438         this.lag_func = bot_lagfunc;
439         this.isbot = true;
440         this.createdtime = this.bot_nextthink;
441
442         if(!this.bot_config_loaded) // This is needed so team overrider doesn't break between matches
443         {
444                 bot_setnameandstuff(this);
445                 bot_setclientfields(this);
446         }
447
448         if (teamplay && Team_IsValidIndex(this.bot_forced_team))
449         {
450                 SetPlayerTeam(this, this.bot_forced_team, TEAM_CHANGE_MANUAL);
451         }
452         else
453         {
454                 this.bot_forced_team = 0;
455                 TeamBalance_JoinBestTeam(this);
456         }
457
458         havocbot_setupbot(this);
459 }
460
461 void bot_removefromlargestteam()
462 {
463         entity balance = TeamBalance_CheckAllowedTeams(NULL);
464         TeamBalance_GetTeamCounts(balance, NULL);
465
466         entity best = NULL;
467         float besttime = 0;
468         int bestcount = 0;
469
470         int bcount = 0;
471         FOREACH_CLIENT(it.isbot,
472         {
473                 ++bcount;
474
475                 if(!best)
476                 {
477                         best = it;
478                         besttime = it.createdtime;
479                 }
480
481                 int thiscount = 0;
482
483                 if (Team_IsValidTeam(it.team))
484                 {
485                         thiscount = TeamBalance_GetNumberOfPlayers(balance,
486                                 Team_TeamToIndex(it.team));
487                 }
488
489                 if(thiscount > bestcount)
490                 {
491                         bestcount = thiscount;
492                         besttime = it.createdtime;
493                         best = it;
494                 }
495                 else if(thiscount == bestcount && besttime < it.createdtime)
496                 {
497                         besttime = it.createdtime;
498                         best = it;
499                 }
500         });
501         TeamBalance_Destroy(balance);
502         if(!bcount)
503                 return; // no bots to remove
504         currentbots = currentbots - 1;
505         dropclient(best);
506 }
507
508 void bot_removenewest()
509 {
510         if(teamplay)
511         {
512                 bot_removefromlargestteam();
513                 return;
514         }
515
516         float besttime = 0;
517         entity best = NULL;
518         int bcount = 0;
519
520         FOREACH_CLIENT(it.isbot,
521         {
522                 ++bcount;
523
524                 if(!best)
525                 {
526                         best = it;
527                         besttime = it.createdtime;
528                 }
529
530                 if(besttime < it.createdtime)
531                 {
532                         besttime = it.createdtime;
533                         best = it;
534                 }
535         });
536
537         if(!bcount)
538                 return; // no bots to remove
539
540         currentbots = currentbots - 1;
541         dropclient(best);
542 }
543
544 void autoskill(float factor)
545 {
546         int bestbot = -1;
547         int bestplayer = -1;
548         FOREACH_CLIENT(IS_PLAYER(it), {
549                 if(IS_REAL_CLIENT(it))
550                         bestplayer = max(bestplayer, it.totalfrags - it.totalfrags_lastcheck);
551                 else
552                         bestbot = max(bestbot, it.totalfrags - it.totalfrags_lastcheck);
553         });
554
555         string msg = strcat("autoskill: best player got ", ftos(bestplayer), ", ""best bot got ", ftos(bestbot), "; ");
556         if(bestbot < 0 || bestplayer < 0)
557         {
558                 msg = strcat(msg, "not doing anything");
559                 // don't return, let it reset all counters below
560         }
561         else if(bestbot <= bestplayer * factor - 2)
562         {
563                 if(autocvar_skill < 17)
564                 {
565                         msg = strcat(msg, "2 frags difference, increasing skill");
566                         cvar_set("skill", ftos(autocvar_skill + 1));
567                         bprint("^2BOT SKILL UP!^7 Now at level ", ftos(autocvar_skill), "\n");
568                 }
569         }
570         else if(bestbot >= bestplayer * factor + 2)
571         {
572                 if(autocvar_skill > 0)
573                 {
574                         msg = strcat(msg, "2 frags difference, decreasing skill");
575                         cvar_set("skill", ftos(autocvar_skill - 1));
576                         bprint("^1BOT SKILL DOWN!^7 Now at level ", ftos(autocvar_skill), "\n");
577                 }
578         }
579         else
580         {
581                 msg = strcat(msg, "not doing anything");
582                 return;
583                 // don't reset counters, wait for them to accumulate
584         }
585         LOG_DEBUG(msg);
586
587         FOREACH_CLIENT(IS_PLAYER(it), { it.totalfrags_lastcheck = it.totalfrags; });
588 }
589
590 void bot_calculate_stepheightvec()
591 {
592         stepheightvec = autocvar_sv_stepheight * '0 0 1';
593         jumpheight_vec = (autocvar_sv_jumpvelocity ** 2) / (2 * autocvar_sv_gravity) * '0 0 1';
594         jumpstepheightvec = stepheightvec + jumpheight_vec * 0.85; // reduce it a bit to make the jumps easy
595         jumpheight_time = autocvar_sv_jumpvelocity / autocvar_sv_gravity;
596 }
597
598 bool bot_fixcount(bool multiple_per_frame)
599 {
600         int activerealplayers = 0;
601         int realplayers = 0;
602         if (MUTATOR_CALLHOOK(Bot_FixCount, activerealplayers, realplayers)) {
603                 activerealplayers = M_ARGV(0, int);
604                 realplayers = M_ARGV(1, int);
605         } else {
606                 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
607                         if(IS_PLAYER(it))
608                                 ++activerealplayers;
609                         ++realplayers;
610                 });
611         }
612
613         int bots;
614         // But don't remove bots immediately on level change, as the real players
615         // usually haven't rejoined yet
616         bots_would_leave = false;
617         if (teamplay && autocvar_bot_vs_human && AvailableTeams() == 2)
618                 bots = min(ceil(fabs(autocvar_bot_vs_human) * activerealplayers), maxclients - realplayers);
619         else if ((realplayers || autocvar_bot_join_empty || (currentbots > 0 && time < 5)))
620         {
621                 int minplayers = max(0, floor(autocvar_minplayers));
622                 if (teamplay)
623                         minplayers = max(0, floor(autocvar_minplayers_per_team) * AvailableTeams());
624                 int minbots = max(0, floor(autocvar_bot_number));
625
626                 // add bots to reach minplayers if needed
627                 bots = max(minbots, minplayers - activerealplayers);
628                 // cap bots to the max players allowed by the server
629                 int player_limit = GetPlayerLimit();
630                 if(player_limit)
631                         bots = min(bots, max(player_limit - activerealplayers, 0));
632                 bots = min(bots, maxclients - realplayers);
633
634                 if(bots > minbots)
635                         bots_would_leave = true;
636         }
637         else
638         {
639                 // if there are no players, remove bots
640                 bots = 0;
641         }
642
643         // only add one bot per frame to avoid utter chaos
644         if(time > botframe_nextthink)
645         {
646                 while (currentbots < bots)
647                 {
648                         if (bot_spawn() == NULL)
649                         {
650                                 bprint("Can not add bot, server full.\n");
651                                 return false;
652                         }
653                         if (!multiple_per_frame)
654                         {
655                                 break;
656                         }
657                 }
658                 while (currentbots > bots && bots >= 0)
659                         bot_removenewest();
660         }
661
662         return true;
663 }
664
665 void bot_serverframe()
666 {
667         if (intermission_running && currentbots > 0)
668         {
669                 // after the end of the match all bots stay unless all human players disconnect
670                 int realplayers = 0;
671                 FOREACH_CLIENT(IS_REAL_CLIENT(it), { ++realplayers; });
672                 if (!realplayers)
673                 {
674                         FOREACH_CLIENT(IS_BOT_CLIENT(it), { dropclient(it); });
675                         currentbots = 0;
676                 }
677                 return;
678         }
679
680         if (game_stopped)
681                 return;
682
683         // Added 0.5 to avoid possible addition + immediate removal of bots that would make them appear as
684         // spectators in the scoreboard and never go away. This issue happens at time 2 if map is changed
685         // with the gotomap command, minplayers is > 1 and human clients join as players very soon
686         // either intentionally or automatically (sv_spectate 0)
687         if (time < 2.5)
688         {
689                 currentbots = -1;
690                 return;
691         }
692
693         if (currentbots == -1)
694         {
695                 // count bots already in the server from the previous match
696                 currentbots = 0;
697                 FOREACH_CLIENT(IS_BOT_CLIENT(it), { ++currentbots; });
698         }
699
700         if(autocvar_skill != skill)
701         {
702                 float wpcost_update = false;
703                 if(skill >= autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill < autocvar_bot_ai_bunnyhop_skilloffset)
704                         wpcost_update = true;
705                 if(skill < autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill >= autocvar_bot_ai_bunnyhop_skilloffset)
706                         wpcost_update = true;
707
708                 skill = autocvar_skill;
709                 if (wpcost_update)
710                         waypoint_updatecost_foralllinks();
711         }
712
713         bot_calculate_stepheightvec();
714         bot_navigation_movemode = ((autocvar_bot_navigation_ignoreplayers) ? MOVE_NOMONSTERS : MOVE_NORMAL);
715
716         if(time > autoskill_nextthink)
717         {
718                 float a;
719                 a = autocvar_skill_auto;
720                 if(a)
721                         autoskill(a);
722                 autoskill_nextthink = time + 5;
723         }
724
725         if(time > botframe_nextthink)
726         {
727                 if(!bot_fixcount(false))
728                         botframe_nextthink = time + 10;
729         }
730
731         if(botframe_spawnedwaypoints)
732         {
733                 if(autocvar_waypoint_benchmark)
734                         localcmd("quit\n");
735         }
736
737         if (currentbots > 0 || waypointeditor_enabled || autocvar_g_waypointeditor_auto)
738         if (botframe_spawnedwaypoints)
739         {
740                 if(botframe_cachedwaypointlinks)
741                 {
742                         if(!botframe_loadedforcedlinks)
743                                 waypoint_load_hardwiredlinks();
744                 }
745                 else
746                 {
747                         // TODO: Make this check cleaner
748                         IL_EACH(g_waypoints, time - it.nextthink > 10,
749                         {
750                                 waypoint_save_links();
751                                 break;
752                         });
753                 }
754         }
755         else
756         {
757                 botframe_spawnedwaypoints = true;
758                 waypoint_loadall();
759                 waypoint_load_links();
760         }
761
762         if (bot_list)
763         {
764                 // cycle the goal token from one bot to the next each frame
765                 // (this prevents them from all doing spawnfunc_waypoint searches on the same
766                 //  frame, which causes choppy framerates)
767                 if (bot_strategytoken_taken)
768                 {
769                         // give goal token to the first bot without goals; if all bots don't have
770                         // any goal (or are dead/frozen) simply give it to the next one
771                         bot_strategytoken_taken = false;
772                         entity bot_strategytoken_save = bot_strategytoken;
773                         while (true)
774                         {
775                                 if (bot_strategytoken)
776                                         bot_strategytoken = bot_strategytoken.nextbot;
777                                 if (!bot_strategytoken)
778                                         bot_strategytoken = bot_list;
779
780                                 if (!(IS_DEAD(bot_strategytoken) || STAT(FROZEN, bot_strategytoken))
781                                         && !bot_strategytoken.goalcurrent)
782                                         break;
783
784                                 if (!bot_strategytoken_save) // break loop if all the bots are dead or frozen
785                                         break;
786                                 if (bot_strategytoken == bot_strategytoken_save)
787                                         bot_strategytoken_save = NULL; // looped through all the bots
788                         }
789                 }
790
791                 if (botframe_nextdangertime < time)
792                 {
793                         float interval;
794                         interval = autocvar_bot_ai_dangerdetectioninterval;
795                         if (botframe_nextdangertime < time - interval * 1.5)
796                                 botframe_nextdangertime = time;
797                         botframe_nextdangertime = botframe_nextdangertime + interval;
798                         botframe_updatedangerousobjects(autocvar_bot_ai_dangerdetectionupdates);
799                 }
800         }
801
802         if (waypointeditor_enabled)
803                 botframe_showwaypointlinks();
804
805         if (autocvar_g_waypointeditor_auto)
806                 botframe_autowaypoints();
807
808         if (currentbots > 0)
809                 bot_custom_weapon_priority_setup();
810 }