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