]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/bot/default/bot.qc
Clear out most references to .health and .armorvalue on the server side
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / bot / default / bot.qc
1 #include "bot.qh"
2
3 #include "cvars.qh"
4
5 #include "aim.qh"
6 #include "navigation.qh"
7 #include "scripting.qh"
8 #include "waypoints.qh"
9
10 #include "havocbot/havocbot.qh"
11 #include "havocbot/scripting.qh"
12
13 #include "../../teamplay.qh"
14
15 #include "../../antilag.qh"
16 #include "../../autocvars.qh"
17 #include "../../campaign.qh"
18 #include "../../client.qh"
19 #include "../../constants.qh"
20 #include "../../defs.qh"
21 #include "../../race.qh"
22 #include <common/t_items.qh>
23
24 #include <server/mutators/_mod.qh>
25
26 #include "../../weapons/accuracy.qh"
27
28 #include <common/physics/player.qh>
29 #include <common/constants.qh>
30 #include <common/net_linked.qh>
31 #include <common/mapinfo.qh>
32 #include <common/teams.qh>
33 #include <common/util.qh>
34
35 #include <server/scores_rules.qh>
36
37 #include <common/weapons/_all.qh>
38
39 #include <lib/csqcmodel/sv_model.qh>
40
41 #include <lib/warpzone/common.qh>
42 #include <lib/warpzone/util_server.qh>
43
44 // TODO: remove this function! its only purpose is to update these fields since bot_setnameandstuff is called before ClientState
45 void bot_setclientfields(entity this)
46 {
47         CS(this).cvar_cl_accuracy_data_share = 1;  // share the bots weapon accuracy data with the world
48         CS(this).cvar_cl_accuracy_data_receive = 0;  // don't receive any weapon accuracy data
49 }
50
51 entity bot_spawn()
52 {
53         entity bot = spawnclient();
54         if (bot)
55         {
56                 setItemGroupCount();
57                 currentbots = currentbots + 1;
58                 bot_setnameandstuff(bot);
59                 ClientConnect(bot);
60                 bot_setclientfields(bot);
61                 PutClientInServer(bot);
62         }
63         return bot;
64 }
65
66 void bot_think(entity this)
67 {
68         if (this.bot_nextthink > time)
69                 return;
70
71         this.flags &= ~FL_GODMODE;
72         if(autocvar_bot_god)
73                 this.flags |= FL_GODMODE;
74
75         this.bot_nextthink = max(time, this.bot_nextthink) + max(0.01, autocvar_bot_ai_thinkinterval * (0.5 ** this.bot_aiskill) * min(14 / (skill + 14), 1));
76
77         if (!IS_PLAYER(this) || (autocvar_g_campaign && !campaign_bots_may_start))
78         {
79                 CS(this).movement = '0 0 0';
80                 this.bot_nextthink = time + 0.5;
81                 return;
82         }
83
84         if (this.fixangle)
85         {
86                 this.v_angle = this.angles;
87                 this.v_angle_z = 0;
88                 this.fixangle = false;
89         }
90
91         this.dmg_take = 0;
92         this.dmg_save = 0;
93         this.dmg_inflictor = NULL;
94
95         // calculate an aiming latency based on the skill setting
96         // (simulated network latency + naturally delayed reflexes)
97         //this.ping = 0.7 - bound(0, 0.05 * skill, 0.5); // moved the reflexes to bot_aimdir (under the name 'think')
98         // minimum ping 20+10 random
99         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
100         // skill 10 = ping 0.2 (adrenaline)
101         // skill 0 = ping 0.7 (slightly drunk)
102
103         // clear buttons
104         PHYS_INPUT_BUTTON_ATCK(this) = false;
105         PHYS_INPUT_BUTTON_JUMP(this) = false;
106         PHYS_INPUT_BUTTON_ATCK2(this) = false;
107         PHYS_INPUT_BUTTON_ZOOM(this) = false;
108         PHYS_INPUT_BUTTON_CROUCH(this) = false;
109         PHYS_INPUT_BUTTON_HOOK(this) = false;
110         PHYS_INPUT_BUTTON_INFO(this) = false;
111         PHYS_INPUT_BUTTON_DRAG(this) = false;
112         PHYS_INPUT_BUTTON_CHAT(this) = false;
113         PHYS_INPUT_BUTTON_USE(this) = false;
114
115         if (time < game_starttime)
116         {
117                 // block the bot during the countdown to game start
118                 CS(this).movement = '0 0 0';
119                 this.bot_nextthink = game_starttime;
120                 return;
121         }
122
123         // if dead, just wait until we can respawn
124         if (IS_DEAD(this))
125         {
126                 CS(this).movement = '0 0 0';
127                 if (this.deadflag == DEAD_DEAD)
128                 {
129                         PHYS_INPUT_BUTTON_JUMP(this) = true; // press jump to respawn
130                         navigation_goalrating_timeout_force(this);
131                 }
132         }
133         else if(this.aistatus & AI_STATUS_STUCK)
134                 navigation_unstuck(this);
135
136         // now call the current bot AI (havocbot for example)
137         this.bot_ai(this);
138 }
139
140 void bot_setnameandstuff(entity this)
141 {
142         string readfile, s;
143         float file, tokens, prio;
144
145         string bot_name, bot_model, bot_skin, bot_shirt, bot_pants;
146         string name, prefix, suffix;
147
148         if(autocvar_g_campaign)
149         {
150                 prefix = "";
151                 suffix = "";
152         }
153         else
154         {
155                 prefix = autocvar_bot_prefix;
156                 suffix = autocvar_bot_suffix;
157         }
158
159         file = fopen(autocvar_bot_config_file, FILE_READ);
160
161         if(file < 0)
162         {
163                 LOG_INFOF("Error: Can not open the bot configuration file '%s'", autocvar_bot_config_file);
164                 readfile = "";
165         }
166         else
167         {
168                 RandomSelection_Init();
169                 while((readfile = fgets(file)))
170                 {
171                         if(substring(readfile, 0, 2) == "//")
172                                 continue;
173                         if(substring(readfile, 0, 1) == "#")
174                                 continue;
175                         tokens = tokenizebyseparator(readfile, "\t");
176                         if(tokens == 0)
177                                 continue;
178                         s = argv(0);
179                         prio = 1;
180                         FOREACH_CLIENT(IS_BOT_CLIENT(it), {
181                                 if(s == it.cleanname)
182                                 {
183                                         prio = 0;
184                                         break;
185                                 }
186                         });
187                         RandomSelection_AddString(readfile, 1, prio);
188                 }
189                 readfile = RandomSelection_chosen_string;
190                 fclose(file);
191         }
192
193         tokens = tokenizebyseparator(readfile, "\t");
194         if(argv(0) != "") bot_name = argv(0);
195         else bot_name = "Bot";
196
197         if(argv(1) != "") bot_model = argv(1);
198         else bot_model = "";
199
200         if(argv(2) != "") bot_skin = argv(2);
201         else bot_skin = "0";
202
203         if(argv(3) != "" && stof(argv(3)) >= 0) bot_shirt = argv(3);
204         else bot_shirt = ftos(floor(random() * 15));
205
206         if(argv(4) != "" && stof(argv(4)) >= 0) bot_pants = argv(4);
207         else bot_pants = ftos(floor(random() * 15));
208
209         this.bot_forced_team = stof(argv(5));
210
211         prio = 6;
212
213         #define READSKILL(f, w, r) MACRO_BEGIN { \
214                 if(argv(prio) != "") \
215                         this.f = stof(argv(prio)) * w; \
216                 else \
217                         this.f = (!autocvar_g_campaign) * (2 * random() - 1) * r * w; \
218                 prio++; \
219         } MACRO_END
220         //print(bot_name, ": ping=", argv(9), "\n");
221
222         READSKILL(havocbot_keyboardskill, 0.5, 0.5); // keyboard skill
223         READSKILL(bot_moveskill, 2, 0); // move skill
224         READSKILL(bot_dodgeskill, 2, 0); // dodge skill
225
226         READSKILL(bot_pingskill, 0.5, 0); // ping skill
227
228         READSKILL(bot_weaponskill, 2, 0); // weapon skill
229         READSKILL(bot_aggresskill, 1, 0); // aggre skill
230         READSKILL(bot_rangepreference, 1, 0); // read skill
231
232         READSKILL(bot_aimskill, 2, 0); // aim skill
233         READSKILL(bot_offsetskill, 2, 0.5); // offset skill
234         READSKILL(bot_mouseskill, 1, 0.5); // mouse skill
235
236         READSKILL(bot_thinkskill, 1, 0.5); // think skill
237         READSKILL(bot_aiskill, 2, 0); // "ai" skill
238
239         this.bot_config_loaded = true;
240
241         // this is really only a default, JoinBestTeam is called later
242         setcolor(this, stof(bot_shirt) * 16 + stof(bot_pants));
243         this.bot_preferredcolors = this.clientcolors;
244
245         // pick the name
246         if (autocvar_bot_usemodelnames)
247                 name = bot_model;
248         else
249                 name = bot_name;
250
251         // number bots with identical names
252         int j = 0;
253         FOREACH_CLIENT(IS_BOT_CLIENT(it), {
254                 if(it.cleanname == name)
255                         ++j;
256         });
257         if (j)
258                 this.netname = this.netname_freeme = strzone(strcat(prefix, name, "(", ftos(j), ")", suffix));
259         else
260                 this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
261
262         this.cleanname = strzone(name);
263
264         // pick the model and skin
265         if(substring(bot_model, -4, 1) != ".")
266                 bot_model = strcat(bot_model, ".iqm");
267         this.playermodel = this.playermodel_freeme = strzone(strcat("models/player/", bot_model));
268         this.playerskin = this.playerskin_freeme = strzone(bot_skin);
269 }
270
271 void bot_custom_weapon_priority_setup()
272 {
273         float tokens, i, w;
274
275         bot_custom_weapon = false;
276
277         if(     autocvar_bot_ai_custom_weapon_priority_far == "" ||
278                 autocvar_bot_ai_custom_weapon_priority_mid == "" ||
279                 autocvar_bot_ai_custom_weapon_priority_close == "" ||
280                 autocvar_bot_ai_custom_weapon_priority_distances == ""
281         )
282                 return;
283
284         // Parse distances
285         tokens = tokenizebyseparator(autocvar_bot_ai_custom_weapon_priority_distances," ");
286
287         if (tokens!=2)
288                 return;
289
290         bot_distance_far = stof(argv(0));
291         bot_distance_close = stof(argv(1));
292
293         if(bot_distance_far < bot_distance_close){
294                 bot_distance_far = stof(argv(1));
295                 bot_distance_close = stof(argv(0));
296         }
297
298         // Initialize list of weapons
299         bot_weapons_far[0] = -1;
300         bot_weapons_mid[0] = -1;
301         bot_weapons_close[0] = -1;
302
303         // Parse far distance weapon priorities
304         tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_far)," ");
305
306         int c = 0;
307         for(i=0; i < tokens && c < Weapons_COUNT; ++i){
308                 w = stof(argv(i));
309                 if ( w >= WEP_FIRST && w <= WEP_LAST) {
310                         bot_weapons_far[c] = w;
311                         ++c;
312                 }
313         }
314         if(c < Weapons_COUNT)
315                 bot_weapons_far[c] = -1;
316
317         // Parse mid distance weapon priorities
318         tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_mid)," ");
319
320         c = 0;
321         for(i=0; i < tokens && c < Weapons_COUNT; ++i){
322                 w = stof(argv(i));
323                 if ( w >= WEP_FIRST && w <= WEP_LAST) {
324                         bot_weapons_mid[c] = w;
325                         ++c;
326                 }
327         }
328         if(c < Weapons_COUNT)
329                 bot_weapons_mid[c] = -1;
330
331         // Parse close distance weapon priorities
332         tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_close)," ");
333
334         c = 0;
335         for(i=0; i < tokens && i < Weapons_COUNT; ++i){
336                 w = stof(argv(i));
337                 if ( w >= WEP_FIRST && w <= WEP_LAST) {
338                         bot_weapons_close[c] = w;
339                         ++c;
340                 }
341         }
342         if(c < Weapons_COUNT)
343                 bot_weapons_close[c] = -1;
344
345         bot_custom_weapon = true;
346 }
347
348 void bot_endgame()
349 {
350         bot_relinkplayerlist();
351         entity e = bot_list;
352         while (e)
353         {
354                 setcolor(e, e.bot_preferredcolors);
355                 e = e.nextbot;
356         }
357         // if dynamic waypoints are ever implemented, save them here
358 }
359
360 void bot_relinkplayerlist()
361 {
362         player_count = 0;
363         currentbots = 0;
364         bot_list = NULL;
365
366         entity prevbot = NULL;
367         FOREACH_CLIENT(true,
368         {
369                 ++player_count;
370
371                 if(IS_BOT_CLIENT(it))
372                 {
373                         if(prevbot)
374                                 prevbot.nextbot = it;
375                         else
376                                 bot_list = it;
377                         prevbot = it;
378                         ++currentbots;
379                 }
380         });
381         if(prevbot)
382                 prevbot.nextbot = NULL;
383         LOG_TRACE("relink: ", ftos(currentbots), " bots seen.");
384         bot_strategytoken = bot_list;
385         bot_strategytoken_taken = true;
386 }
387
388 void bot_clientdisconnect(entity this)
389 {
390         if (!IS_BOT_CLIENT(this))
391                 return;
392         bot_clearqueue(this);
393         strfree(this.cleanname);
394         strfree(this.netname_freeme);
395         strfree(this.playermodel_freeme);
396         strfree(this.playerskin_freeme);
397         if(this.bot_cmd_current)
398                 delete(this.bot_cmd_current);
399         if(bot_waypoint_queue_owner == this)
400                 bot_waypoint_queue_owner = NULL;
401 }
402
403 void bot_clientconnect(entity this)
404 {
405         if (!IS_BOT_CLIENT(this)) return;
406         this.bot_preferredcolors = this.clientcolors;
407         this.bot_nextthink = time - random();
408         this.lag_func = bot_lagfunc;
409         this.isbot = true;
410         this.createdtime = this.bot_nextthink;
411
412         if(!this.bot_config_loaded) // This is needed so team overrider doesn't break between matches
413         {
414                 bot_setnameandstuff(this);
415                 bot_setclientfields(this);
416         }
417
418         if(this.bot_forced_team==1)
419                 this.team = NUM_TEAM_1;
420         else if(this.bot_forced_team==2)
421                 this.team = NUM_TEAM_2;
422         else if(this.bot_forced_team==3)
423                 this.team = NUM_TEAM_3;
424         else if(this.bot_forced_team==4)
425                 this.team = NUM_TEAM_4;
426         else
427                 JoinBestTeam(this, true);
428
429         havocbot_setupbot(this);
430 }
431
432 void bot_removefromlargestteam()
433 {
434         CheckAllowedTeams(NULL);
435         GetTeamCounts(NULL);
436
437         entity best = NULL;
438         float besttime = 0;
439         int bestcount = 0;
440
441         int bcount = 0;
442         FOREACH_CLIENT(it.isbot,
443         {
444                 ++bcount;
445
446                 if(!best)
447                 {
448                         best = it;
449                         besttime = it.createdtime;
450                 }
451
452                 int thiscount = 0;
453
454                 switch(it.team)
455                 {
456                         case NUM_TEAM_1: thiscount = c1; break;
457                         case NUM_TEAM_2: thiscount = c2; break;
458                         case NUM_TEAM_3: thiscount = c3; break;
459                         case NUM_TEAM_4: thiscount = c4; break;
460                 }
461
462                 if(thiscount > bestcount)
463                 {
464                         bestcount = thiscount;
465                         besttime = it.createdtime;
466                         best = it;
467                 }
468                 else if(thiscount == bestcount && besttime < it.createdtime)
469                 {
470                         besttime = it.createdtime;
471                         best = it;
472                 }
473         });
474         if(!bcount)
475                 return; // no bots to remove
476         currentbots = currentbots - 1;
477         dropclient(best);
478 }
479
480 void bot_removenewest()
481 {
482         if(teamplay)
483         {
484                 bot_removefromlargestteam();
485                 return;
486         }
487
488         float besttime = 0;
489         entity best = NULL;
490         int bcount = 0;
491
492         FOREACH_CLIENT(it.isbot,
493         {
494                 ++bcount;
495
496                 if(!best)
497                 {
498                         best = it;
499                         besttime = it.createdtime;
500                 }
501
502                 if(besttime < it.createdtime)
503                 {
504                         besttime = it.createdtime;
505                         best = it;
506                 }
507         });
508
509         if(!bcount)
510                 return; // no bots to remove
511
512         currentbots = currentbots - 1;
513         dropclient(best);
514 }
515
516 void autoskill(float factor)
517 {
518         float bestbot;
519         float bestplayer;
520
521         bestbot = -1;
522         bestplayer = -1;
523         FOREACH_CLIENT(IS_PLAYER(it), {
524                 if(IS_REAL_CLIENT(it))
525                         bestplayer = max(bestplayer, it.totalfrags - it.totalfrags_lastcheck);
526                 else
527                         bestbot = max(bestbot, it.totalfrags - it.totalfrags_lastcheck);
528         });
529
530         LOG_DEBUG("autoskill: best player got ", ftos(bestplayer), ", ");
531         LOG_DEBUG("best bot got ", ftos(bestbot), "; ");
532         if(bestbot < 0 || bestplayer < 0)
533         {
534                 LOG_DEBUG("not doing anything");
535                 // don't return, let it reset all counters below
536         }
537         else if(bestbot <= bestplayer * factor - 2)
538         {
539                 if(autocvar_skill < 17)
540                 {
541                         LOG_DEBUG("2 frags difference, increasing skill");
542                         cvar_set("skill", ftos(autocvar_skill + 1));
543                         bprint("^2SKILL UP!^7 Now at level ", ftos(autocvar_skill), "\n");
544                 }
545         }
546         else if(bestbot >= bestplayer * factor + 2)
547         {
548                 if(autocvar_skill > 0)
549                 {
550                         LOG_DEBUG("2 frags difference, decreasing skill");
551                         cvar_set("skill", ftos(autocvar_skill - 1));
552                         bprint("^1SKILL DOWN!^7 Now at level ", ftos(autocvar_skill), "\n");
553                 }
554         }
555         else
556         {
557                 LOG_DEBUG("not doing anything");
558                 return;
559                 // don't reset counters, wait for them to accumulate
560         }
561
562         FOREACH_CLIENT(IS_PLAYER(it), { it.totalfrags_lastcheck = it.totalfrags; });
563 }
564
565 void bot_calculate_stepheightvec()
566 {
567         stepheightvec = autocvar_sv_stepheight * '0 0 1';
568         jumpheight_vec = (autocvar_sv_jumpvelocity ** 2) / (2 * autocvar_sv_gravity) * '0 0 1';
569         jumpstepheightvec = stepheightvec + jumpheight_vec * 0.85; // reduce it a bit to make the jumps easy
570 }
571
572 float bot_fixcount()
573 {
574         int activerealplayers = 0;
575         int realplayers = 0;
576         if (MUTATOR_CALLHOOK(Bot_FixCount, activerealplayers, realplayers)) {
577                 activerealplayers = M_ARGV(0, int);
578                 realplayers = M_ARGV(1, int);
579         } else {
580                 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
581                         if(IS_PLAYER(it))
582                                 ++activerealplayers;
583                         ++realplayers;
584                 });
585         }
586
587         int bots;
588         // add/remove bots if needed to make sure there are at least
589         // minplayers+bot_number, or remove all bots if no one is playing
590         // But don't remove bots immediately on level change, as the real players
591         // usually haven't rejoined yet
592         bots_would_leave = false;
593         if (teamplay && autocvar_bot_vs_human && AvailableTeams() == 2)
594                 bots = min(ceil(fabs(autocvar_bot_vs_human) * activerealplayers), maxclients - realplayers);
595         else if ((realplayers || autocvar_bot_join_empty || (currentbots > 0 && time < 5)))
596         {
597                 float realminplayers, minplayers;
598                 realminplayers = autocvar_minplayers;
599                 minplayers = max(0, floor(realminplayers));
600
601                 float realminbots, minbots;
602                 realminbots = autocvar_bot_number;
603                 minbots = max(0, floor(realminbots));
604
605                 bots = min(max(minbots, minplayers - activerealplayers), maxclients - realplayers);
606                 if(bots > minbots)
607                         bots_would_leave = true;
608         }
609         else
610         {
611                 // if there are no players, remove bots
612                 bots = 0;
613         }
614
615         // only add one bot per frame to avoid utter chaos
616         if(time > botframe_nextthink)
617         {
618                 if (currentbots < bots)
619                 {
620                         if (bot_spawn() == NULL)
621                         {
622                                 bprint("Can not add bot, server full.\n");
623                                 return false;
624                         }
625                 }
626                 while (currentbots > bots)
627                         bot_removenewest();
628         }
629
630         return true;
631 }
632
633 void bot_remove_from_bot_list(entity this)
634 {
635         entity e = bot_list;
636         entity prev_bot = NULL;
637         while (e)
638         {
639                 if(e == this)
640                 {
641                         if(!prev_bot)
642                                 bot_list = this.nextbot;
643                         else
644                                 prev_bot.nextbot = this.nextbot;
645                         if(bot_strategytoken == this)
646                         {
647                                 bot_strategytoken = this.nextbot;
648                                 bot_strategytoken_taken = true;
649                         }
650                         this.nextbot = NULL;
651                         break;
652                 }
653                 prev_bot = e;
654                 e = e.nextbot;
655         }
656 }
657
658 void bot_clear(entity this)
659 {
660         bot_remove_from_bot_list(this);
661         if(bot_waypoint_queue_owner == this)
662                 bot_waypoint_queue_owner = NULL;
663         this.aistatus &= ~AI_STATUS_STUCK; // otherwise bot_waypoint_queue_owner will be set again to this by navigation_unstuck
664 }
665
666 void bot_serverframe()
667 {
668         if (intermission_running && currentbots > 0)
669         {
670                 // after the end of the match all bots stay unless all human players disconnect
671                 int realplayers = 0;
672                 FOREACH_CLIENT(IS_REAL_CLIENT(it), { ++realplayers; });
673                 if (!realplayers)
674                 {
675                         FOREACH_CLIENT(IS_BOT_CLIENT(it), { dropclient(it); });
676                         currentbots = 0;
677                 }
678                 return;
679         }
680
681         if (game_stopped)
682                 return;
683
684         // Added 0.5 to avoid possible addition + immediate removal of bots that would make them appear as
685         // spectators in the scoreboard and never go away. This issue happens at time 2 if map is changed
686         // with the gotomap command, minplayers is > 1 and human clients join as players very soon
687         // either intentionally or automatically (sv_spectate 0)
688         if (time < 2.5)
689         {
690                 currentbots = -1;
691                 return;
692         }
693
694         if (currentbots == -1)
695         {
696                 // count bots already in the server from the previous match
697                 currentbots = 0;
698                 FOREACH_CLIENT(IS_BOT_CLIENT(it), { ++currentbots; });
699         }
700
701         if(autocvar_skill != skill)
702         {
703                 float wpcost_update = false;
704                 if(skill >= autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill < autocvar_bot_ai_bunnyhop_skilloffset)
705                         wpcost_update = true;
706                 if(skill < autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill >= autocvar_bot_ai_bunnyhop_skilloffset)
707                         wpcost_update = true;
708
709                 skill = autocvar_skill;
710                 if (wpcost_update)
711                         waypoint_updatecost_foralllinks();
712         }
713
714         bot_calculate_stepheightvec();
715         bot_navigation_movemode = ((autocvar_bot_navigation_ignoreplayers) ? MOVE_NOMONSTERS : MOVE_NORMAL);
716
717         if(time > autoskill_nextthink)
718         {
719                 float a;
720                 a = autocvar_skill_auto;
721                 if(a)
722                         autoskill(a);
723                 autoskill_nextthink = time + 5;
724         }
725
726         if(time > botframe_nextthink)
727         {
728                 if(!bot_fixcount())
729                         botframe_nextthink = time + 10;
730         }
731
732         if(botframe_spawnedwaypoints)
733         {
734                 if(autocvar_waypoint_benchmark)
735                         localcmd("quit\n");
736         }
737
738         if (currentbots > 0 || autocvar_g_waypointeditor || autocvar_g_waypointeditor_auto)
739         if (botframe_spawnedwaypoints)
740         {
741                 if(botframe_cachedwaypointlinks)
742                 {
743                         if(!botframe_loadedforcedlinks)
744                                 waypoint_load_links_hardwired();
745                 }
746                 else
747                 {
748                         // TODO: Make this check cleaner
749                         IL_EACH(g_waypoints, time - it.nextthink > 10,
750                         {
751                                 waypoint_save_links();
752                                 break;
753                         });
754                 }
755         }
756         else
757         {
758                 botframe_spawnedwaypoints = true;
759                 waypoint_loadall();
760                 waypoint_load_links();
761         }
762
763         if (bot_list)
764         {
765                 // cycle the goal token from one bot to the next each frame
766                 // (this prevents them from all doing spawnfunc_waypoint searches on the same
767                 //  frame, which causes choppy framerates)
768                 if (bot_strategytoken_taken)
769                 {
770                         // give goal token to the first bot without goals; if all bots don't have
771                         // any goal (or are dead/frozen) simply give it to the next one
772                         bot_strategytoken_taken = false;
773                         entity bot_strategytoken_save = bot_strategytoken;
774                         while (true)
775                         {
776                                 if (bot_strategytoken)
777                                         bot_strategytoken = bot_strategytoken.nextbot;
778                                 if (!bot_strategytoken)
779                                         bot_strategytoken = bot_list;
780
781                                 if (!(IS_DEAD(bot_strategytoken) || STAT(FROZEN, bot_strategytoken))
782                                         && !bot_strategytoken.goalcurrent)
783                                         break;
784
785                                 if (!bot_strategytoken_save) // break loop if all the bots are dead or frozen
786                                         break;
787                                 if (bot_strategytoken == bot_strategytoken_save)
788                                         bot_strategytoken_save = NULL; // looped through all the bots
789                         }
790                 }
791
792                 if (botframe_nextdangertime < time)
793                 {
794                         float interval;
795                         interval = autocvar_bot_ai_dangerdetectioninterval;
796                         if (botframe_nextdangertime < time - interval * 1.5)
797                                 botframe_nextdangertime = time;
798                         botframe_nextdangertime = botframe_nextdangertime + interval;
799                         botframe_updatedangerousobjects(autocvar_bot_ai_dangerdetectionupdates);
800                 }
801         }
802
803         if (autocvar_g_waypointeditor)
804                 botframe_showwaypointlinks();
805
806         if (autocvar_g_waypointeditor_auto)
807                 botframe_autowaypoints();
808
809         if(time > bot_cvar_nextthink)
810         {
811                 if(currentbots>0)
812                         bot_custom_weapon_priority_setup();
813                 bot_cvar_nextthink = time + 5;
814         }
815 }