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