]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/bot/default/bot.qc
Merge branch 'master' into Mario/duel
[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                 if (bot_waypoint_queue_owner == this)
127                         bot_waypoint_queue_owner = NULL;
128                 this.aistatus = 0;
129                 CS(this).movement = '0 0 0';
130                 if (this.deadflag == DEAD_DEAD)
131                 {
132                         PHYS_INPUT_BUTTON_JUMP(this) = true; // press jump to respawn
133                         navigation_goalrating_timeout_force(this);
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         float file, tokens, prio;
147
148         string bot_name, bot_model, bot_skin, bot_shirt, bot_pants;
149         string name, prefix, suffix;
150
151         if(autocvar_g_campaign)
152         {
153                 prefix = "";
154                 suffix = "";
155         }
156         else
157         {
158                 prefix = autocvar_bot_prefix;
159                 suffix = autocvar_bot_suffix;
160         }
161
162         file = fopen(autocvar_bot_config_file, FILE_READ);
163
164         if(file < 0)
165         {
166                 LOG_INFOF("Error: Can not open the bot configuration file '%s'", autocvar_bot_config_file);
167                 readfile = "";
168         }
169         else
170         {
171                 RandomSelection_Init();
172                 while((readfile = fgets(file)))
173                 {
174                         if(substring(readfile, 0, 2) == "//")
175                                 continue;
176                         if(substring(readfile, 0, 1) == "#")
177                                 continue;
178                         tokens = tokenizebyseparator(readfile, "\t");
179                         if(tokens == 0)
180                                 continue;
181                         s = argv(0);
182                         prio = 1;
183                         FOREACH_CLIENT(IS_BOT_CLIENT(it), {
184                                 if(s == it.cleanname)
185                                 {
186                                         prio = 0;
187                                         break;
188                                 }
189                         });
190                         RandomSelection_AddString(readfile, 1, prio);
191                 }
192                 readfile = RandomSelection_chosen_string;
193                 fclose(file);
194         }
195
196         tokens = tokenizebyseparator(readfile, "\t");
197         if(argv(0) != "") bot_name = argv(0);
198         else bot_name = "Bot";
199
200         if(argv(1) != "") bot_model = argv(1);
201         else bot_model = "";
202
203         if(argv(2) != "") bot_skin = argv(2);
204         else bot_skin = "0";
205
206         if(argv(3) != "" && stof(argv(3)) >= 0) bot_shirt = argv(3);
207         else bot_shirt = ftos(floor(random() * 15));
208
209         if(argv(4) != "" && stof(argv(4)) >= 0) bot_pants = argv(4);
210         else bot_pants = ftos(floor(random() * 15));
211
212         this.bot_forced_team = stof(argv(5));
213
214         prio = 6;
215
216         #define READSKILL(f, w, r) MACRO_BEGIN { \
217                 if(argv(prio) != "") \
218                         this.f = stof(argv(prio)) * w; \
219                 else \
220                         this.f = (!autocvar_g_campaign) * (2 * random() - 1) * r * w; \
221                 prio++; \
222         } MACRO_END
223         //print(bot_name, ": ping=", argv(9), "\n");
224
225         READSKILL(havocbot_keyboardskill, 0.5, 0.5); // keyboard skill
226         READSKILL(bot_moveskill, 2, 0); // move skill
227         READSKILL(bot_dodgeskill, 2, 0); // dodge skill
228
229         READSKILL(bot_pingskill, 0.5, 0); // ping skill
230
231         READSKILL(bot_weaponskill, 2, 0); // weapon skill
232         READSKILL(bot_aggresskill, 1, 0); // aggre skill
233         READSKILL(bot_rangepreference, 1, 0); // read skill
234
235         READSKILL(bot_aimskill, 2, 0); // aim skill
236         READSKILL(bot_offsetskill, 2, 0.5); // offset skill
237         READSKILL(bot_mouseskill, 1, 0.5); // mouse skill
238
239         READSKILL(bot_thinkskill, 1, 0.5); // think skill
240         READSKILL(bot_aiskill, 2, 0); // "ai" skill
241
242         this.bot_config_loaded = true;
243
244         // this is really only a default, TeamBalance_JoinBestTeam is called later
245         setcolor(this, stof(bot_shirt) * 16 + stof(bot_pants));
246         this.bot_preferredcolors = this.clientcolors;
247
248         // pick the name
249         if (autocvar_bot_usemodelnames)
250                 name = bot_model;
251         else
252                 name = bot_name;
253
254         // number bots with identical names
255         if (name == "")
256         {
257                 name = ftos(etof(this));
258                 this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
259         }
260         else
261         {
262                 int j = 0;
263                 FOREACH_CLIENT(IS_BOT_CLIENT(it), {
264                         if(it.cleanname == name)
265                                 ++j;
266                 });
267                 if (j)
268                         this.netname = this.netname_freeme = strzone(strcat(prefix, name, "(", ftos(j), ")", suffix));
269                 else
270                         this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
271         }
272         this.cleanname = strzone(name);
273
274         // pick the model and skin
275         if(substring(bot_model, -4, 1) != ".")
276                 bot_model = strcat(bot_model, ".iqm");
277         this.playermodel = this.playermodel_freeme = strzone(strcat("models/player/", bot_model));
278         this.playerskin = this.playerskin_freeme = strzone(bot_skin);
279 }
280
281 void bot_custom_weapon_priority_setup()
282 {
283         float tokens, i, w;
284
285         bot_custom_weapon = false;
286
287         if(     autocvar_bot_ai_custom_weapon_priority_far == "" ||
288                 autocvar_bot_ai_custom_weapon_priority_mid == "" ||
289                 autocvar_bot_ai_custom_weapon_priority_close == "" ||
290                 autocvar_bot_ai_custom_weapon_priority_distances == ""
291         )
292                 return;
293
294         // Parse distances
295         tokens = tokenizebyseparator(autocvar_bot_ai_custom_weapon_priority_distances," ");
296
297         if (tokens!=2)
298                 return;
299
300         bot_distance_far = stof(argv(0));
301         bot_distance_close = stof(argv(1));
302
303         if(bot_distance_far < bot_distance_close){
304                 bot_distance_far = stof(argv(1));
305                 bot_distance_close = stof(argv(0));
306         }
307
308         // Initialize list of weapons
309         bot_weapons_far[0] = -1;
310         bot_weapons_mid[0] = -1;
311         bot_weapons_close[0] = -1;
312
313         // Parse far distance weapon priorities
314         tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_far)," ");
315
316         int c = 0;
317         for(i=0; i < tokens && c < Weapons_COUNT; ++i){
318                 w = stof(argv(i));
319                 if ( w >= WEP_FIRST && w <= WEP_LAST) {
320                         bot_weapons_far[c] = w;
321                         ++c;
322                 }
323         }
324         if(c < Weapons_COUNT)
325                 bot_weapons_far[c] = -1;
326
327         // Parse mid distance weapon priorities
328         tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_mid)," ");
329
330         c = 0;
331         for(i=0; i < tokens && c < Weapons_COUNT; ++i){
332                 w = stof(argv(i));
333                 if ( w >= WEP_FIRST && w <= WEP_LAST) {
334                         bot_weapons_mid[c] = w;
335                         ++c;
336                 }
337         }
338         if(c < Weapons_COUNT)
339                 bot_weapons_mid[c] = -1;
340
341         // Parse close distance weapon priorities
342         tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_close)," ");
343
344         c = 0;
345         for(i=0; i < tokens && i < Weapons_COUNT; ++i){
346                 w = stof(argv(i));
347                 if ( w >= WEP_FIRST && w <= WEP_LAST) {
348                         bot_weapons_close[c] = w;
349                         ++c;
350                 }
351         }
352         if(c < Weapons_COUNT)
353                 bot_weapons_close[c] = -1;
354
355         bot_custom_weapon = true;
356 }
357
358 void bot_endgame()
359 {
360         bot_relinkplayerlist();
361         entity e = bot_list;
362         while (e)
363         {
364                 setcolor(e, e.bot_preferredcolors);
365                 e = e.nextbot;
366         }
367         // if dynamic waypoints are ever implemented, save them here
368 }
369
370 void bot_relinkplayerlist()
371 {
372         player_count = 0;
373         currentbots = 0;
374         bot_list = NULL;
375
376         entity prevbot = NULL;
377         FOREACH_CLIENT(true,
378         {
379                 ++player_count;
380
381                 if(IS_BOT_CLIENT(it))
382                 {
383                         if(prevbot)
384                                 prevbot.nextbot = it;
385                         else
386                                 bot_list = it;
387                         prevbot = it;
388                         ++currentbots;
389                 }
390         });
391         if(prevbot)
392                 prevbot.nextbot = NULL;
393         LOG_TRACE("relink: ", ftos(currentbots), " bots seen.");
394         bot_strategytoken = bot_list;
395         bot_strategytoken_taken = true;
396 }
397
398 void bot_clientdisconnect(entity this)
399 {
400         if (!IS_BOT_CLIENT(this))
401                 return;
402         bot_clearqueue(this);
403         strfree(this.cleanname);
404         strfree(this.netname_freeme);
405         strfree(this.playermodel_freeme);
406         strfree(this.playerskin_freeme);
407         if(this.bot_cmd_current)
408                 delete(this.bot_cmd_current);
409         if(bot_waypoint_queue_owner == this)
410                 bot_waypoint_queue_owner = NULL;
411 }
412
413 void bot_clientconnect(entity this)
414 {
415         if (!IS_BOT_CLIENT(this)) return;
416         this.bot_preferredcolors = this.clientcolors;
417         this.bot_nextthink = time - random();
418         this.lag_func = bot_lagfunc;
419         this.isbot = true;
420         this.createdtime = this.bot_nextthink;
421
422         if(!this.bot_config_loaded) // This is needed so team overrider doesn't break between matches
423         {
424                 bot_setnameandstuff(this);
425                 bot_setclientfields(this);
426         }
427
428         if(this.bot_forced_team==1)
429                 this.team = NUM_TEAM_1;
430         else if(this.bot_forced_team==2)
431                 this.team = NUM_TEAM_2;
432         else if(this.bot_forced_team==3)
433                 this.team = NUM_TEAM_3;
434         else if(this.bot_forced_team==4)
435                 this.team = NUM_TEAM_4;
436         else
437                 TeamBalance_JoinBestTeam(this);
438
439         havocbot_setupbot(this);
440 }
441
442 void bot_removefromlargestteam()
443 {
444         entity balance = TeamBalance_CheckAllowedTeams(NULL);
445         TeamBalance_GetTeamCounts(balance, NULL);
446
447         entity best = NULL;
448         float besttime = 0;
449         int bestcount = 0;
450
451         int bcount = 0;
452         FOREACH_CLIENT(it.isbot,
453         {
454                 ++bcount;
455
456                 if(!best)
457                 {
458                         best = it;
459                         besttime = it.createdtime;
460                 }
461
462                 int thiscount = 0;
463
464                 if (Team_IsValidTeam(it.team))
465                 {
466                         thiscount = TeamBalance_GetNumberOfPlayers(balance,
467                                 Team_TeamToIndex(it.team));
468                 }
469
470                 if(thiscount > bestcount)
471                 {
472                         bestcount = thiscount;
473                         besttime = it.createdtime;
474                         best = it;
475                 }
476                 else if(thiscount == bestcount && besttime < it.createdtime)
477                 {
478                         besttime = it.createdtime;
479                         best = it;
480                 }
481         });
482         TeamBalance_Destroy(balance);
483         if(!bcount)
484                 return; // no bots to remove
485         currentbots = currentbots - 1;
486         dropclient(best);
487 }
488
489 void bot_removenewest()
490 {
491         if(teamplay)
492         {
493                 bot_removefromlargestteam();
494                 return;
495         }
496
497         float besttime = 0;
498         entity best = NULL;
499         int bcount = 0;
500
501         FOREACH_CLIENT(it.isbot,
502         {
503                 ++bcount;
504
505                 if(!best)
506                 {
507                         best = it;
508                         besttime = it.createdtime;
509                 }
510
511                 if(besttime < it.createdtime)
512                 {
513                         besttime = it.createdtime;
514                         best = it;
515                 }
516         });
517
518         if(!bcount)
519                 return; // no bots to remove
520
521         currentbots = currentbots - 1;
522         dropclient(best);
523 }
524
525 void autoskill(float factor)
526 {
527         float bestbot;
528         float bestplayer;
529
530         bestbot = -1;
531         bestplayer = -1;
532         FOREACH_CLIENT(IS_PLAYER(it), {
533                 if(IS_REAL_CLIENT(it))
534                         bestplayer = max(bestplayer, it.totalfrags - it.totalfrags_lastcheck);
535                 else
536                         bestbot = max(bestbot, it.totalfrags - it.totalfrags_lastcheck);
537         });
538
539         LOG_DEBUG("autoskill: best player got ", ftos(bestplayer), ", ");
540         LOG_DEBUG("best bot got ", ftos(bestbot), "; ");
541         if(bestbot < 0 || bestplayer < 0)
542         {
543                 LOG_DEBUG("not doing anything");
544                 // don't return, let it reset all counters below
545         }
546         else if(bestbot <= bestplayer * factor - 2)
547         {
548                 if(autocvar_skill < 17)
549                 {
550                         LOG_DEBUG("2 frags difference, increasing skill");
551                         cvar_set("skill", ftos(autocvar_skill + 1));
552                         bprint("^2SKILL UP!^7 Now at level ", ftos(autocvar_skill), "\n");
553                 }
554         }
555         else if(bestbot >= bestplayer * factor + 2)
556         {
557                 if(autocvar_skill > 0)
558                 {
559                         LOG_DEBUG("2 frags difference, decreasing skill");
560                         cvar_set("skill", ftos(autocvar_skill - 1));
561                         bprint("^1SKILL DOWN!^7 Now at level ", ftos(autocvar_skill), "\n");
562                 }
563         }
564         else
565         {
566                 LOG_DEBUG("not doing anything");
567                 return;
568                 // don't reset counters, wait for them to accumulate
569         }
570
571         FOREACH_CLIENT(IS_PLAYER(it), { it.totalfrags_lastcheck = it.totalfrags; });
572 }
573
574 void bot_calculate_stepheightvec()
575 {
576         stepheightvec = autocvar_sv_stepheight * '0 0 1';
577         jumpheight_vec = (autocvar_sv_jumpvelocity ** 2) / (2 * autocvar_sv_gravity) * '0 0 1';
578         jumpstepheightvec = stepheightvec + jumpheight_vec * 0.85; // reduce it a bit to make the jumps easy
579 }
580
581 float bot_fixcount()
582 {
583         int activerealplayers = 0;
584         int realplayers = 0;
585         if (MUTATOR_CALLHOOK(Bot_FixCount, activerealplayers, realplayers)) {
586                 activerealplayers = M_ARGV(0, int);
587                 realplayers = M_ARGV(1, int);
588         } else {
589                 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
590                         if(IS_PLAYER(it))
591                                 ++activerealplayers;
592                         ++realplayers;
593                 });
594         }
595
596         //int player_limit = GetPlayerLimit(); // TODO: use this instead of maxclients!
597         int bots;
598         // But don't remove bots immediately on level change, as the real players
599         // usually haven't rejoined yet
600         bots_would_leave = false;
601         if (teamplay && autocvar_bot_vs_human && AvailableTeams() == 2)
602                 bots = min(ceil(fabs(autocvar_bot_vs_human) * activerealplayers), maxclients - realplayers);
603         else if ((realplayers || autocvar_bot_join_empty || (currentbots > 0 && time < 5)))
604         {
605                 int minplayers = max(0, floor(autocvar_minplayers));
606                 int minbots = max(0, floor(autocvar_bot_number));
607
608                 // add bots to reach minplayers if needed
609                 bots = max(minbots, minplayers - activerealplayers);
610                 // cap bots to the max players allowed by the server
611                 bots = min(bots, maxclients - realplayers);
612
613                 if(bots > minbots)
614                         bots_would_leave = true;
615         }
616         else
617         {
618                 // if there are no players, remove bots
619                 bots = 0;
620         }
621
622         // only add one bot per frame to avoid utter chaos
623         if(time > botframe_nextthink)
624         {
625                 if (currentbots < bots)
626                 {
627                         if (bot_spawn() == NULL)
628                         {
629                                 bprint("Can not add bot, server full.\n");
630                                 return false;
631                         }
632                 }
633                 while (currentbots > bots)
634                         bot_removenewest();
635         }
636
637         return true;
638 }
639
640 void bot_remove_from_bot_list(entity this)
641 {
642         entity e = bot_list;
643         entity prev_bot = NULL;
644         while (e)
645         {
646                 if(e == this)
647                 {
648                         if(!prev_bot)
649                                 bot_list = this.nextbot;
650                         else
651                                 prev_bot.nextbot = this.nextbot;
652                         if(bot_strategytoken == this)
653                         {
654                                 bot_strategytoken = this.nextbot;
655                                 bot_strategytoken_taken = true;
656                         }
657                         this.nextbot = NULL;
658                         break;
659                 }
660                 prev_bot = e;
661                 e = e.nextbot;
662         }
663 }
664
665 void bot_clear(entity this)
666 {
667         bot_remove_from_bot_list(this);
668         if(bot_waypoint_queue_owner == this)
669                 bot_waypoint_queue_owner = NULL;
670         this.aistatus &= ~AI_STATUS_STUCK; // otherwise bot_waypoint_queue_owner will be set again to this by navigation_unstuck
671 }
672
673 void bot_serverframe()
674 {
675         if (intermission_running && currentbots > 0)
676         {
677                 // after the end of the match all bots stay unless all human players disconnect
678                 int realplayers = 0;
679                 FOREACH_CLIENT(IS_REAL_CLIENT(it), { ++realplayers; });
680                 if (!realplayers)
681                 {
682                         FOREACH_CLIENT(IS_BOT_CLIENT(it), { dropclient(it); });
683                         currentbots = 0;
684                 }
685                 return;
686         }
687
688         if (game_stopped)
689                 return;
690
691         // Added 0.5 to avoid possible addition + immediate removal of bots that would make them appear as
692         // spectators in the scoreboard and never go away. This issue happens at time 2 if map is changed
693         // with the gotomap command, minplayers is > 1 and human clients join as players very soon
694         // either intentionally or automatically (sv_spectate 0)
695         if (time < 2.5)
696         {
697                 currentbots = -1;
698                 return;
699         }
700
701         if (currentbots == -1)
702         {
703                 // count bots already in the server from the previous match
704                 currentbots = 0;
705                 FOREACH_CLIENT(IS_BOT_CLIENT(it), { ++currentbots; });
706         }
707
708         if(autocvar_skill != skill)
709         {
710                 float wpcost_update = false;
711                 if(skill >= autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill < autocvar_bot_ai_bunnyhop_skilloffset)
712                         wpcost_update = true;
713                 if(skill < autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill >= autocvar_bot_ai_bunnyhop_skilloffset)
714                         wpcost_update = true;
715
716                 skill = autocvar_skill;
717                 if (wpcost_update)
718                         waypoint_updatecost_foralllinks();
719         }
720
721         bot_calculate_stepheightvec();
722         bot_navigation_movemode = ((autocvar_bot_navigation_ignoreplayers) ? MOVE_NOMONSTERS : MOVE_NORMAL);
723
724         if(time > autoskill_nextthink)
725         {
726                 float a;
727                 a = autocvar_skill_auto;
728                 if(a)
729                         autoskill(a);
730                 autoskill_nextthink = time + 5;
731         }
732
733         if(time > botframe_nextthink)
734         {
735                 if(!bot_fixcount())
736                         botframe_nextthink = time + 10;
737         }
738
739         if(botframe_spawnedwaypoints)
740         {
741                 if(autocvar_waypoint_benchmark)
742                         localcmd("quit\n");
743         }
744
745         if (currentbots > 0 || autocvar_g_waypointeditor || autocvar_g_waypointeditor_auto)
746         if (botframe_spawnedwaypoints)
747         {
748                 if(botframe_cachedwaypointlinks)
749                 {
750                         if(!botframe_loadedforcedlinks)
751                                 waypoint_load_links_hardwired();
752                 }
753                 else
754                 {
755                         // TODO: Make this check cleaner
756                         IL_EACH(g_waypoints, time - it.nextthink > 10,
757                         {
758                                 waypoint_save_links();
759                                 break;
760                         });
761                 }
762         }
763         else
764         {
765                 botframe_spawnedwaypoints = true;
766                 waypoint_loadall();
767                 waypoint_load_links();
768         }
769
770         if (bot_list)
771         {
772                 // cycle the goal token from one bot to the next each frame
773                 // (this prevents them from all doing spawnfunc_waypoint searches on the same
774                 //  frame, which causes choppy framerates)
775                 if (bot_strategytoken_taken)
776                 {
777                         // give goal token to the first bot without goals; if all bots don't have
778                         // any goal (or are dead/frozen) simply give it to the next one
779                         bot_strategytoken_taken = false;
780                         entity bot_strategytoken_save = bot_strategytoken;
781                         while (true)
782                         {
783                                 if (bot_strategytoken)
784                                         bot_strategytoken = bot_strategytoken.nextbot;
785                                 if (!bot_strategytoken)
786                                         bot_strategytoken = bot_list;
787
788                                 if (!(IS_DEAD(bot_strategytoken) || STAT(FROZEN, bot_strategytoken))
789                                         && !bot_strategytoken.goalcurrent)
790                                         break;
791
792                                 if (!bot_strategytoken_save) // break loop if all the bots are dead or frozen
793                                         break;
794                                 if (bot_strategytoken == bot_strategytoken_save)
795                                         bot_strategytoken_save = NULL; // looped through all the bots
796                         }
797                 }
798
799                 if (botframe_nextdangertime < time)
800                 {
801                         float interval;
802                         interval = autocvar_bot_ai_dangerdetectioninterval;
803                         if (botframe_nextdangertime < time - interval * 1.5)
804                                 botframe_nextdangertime = time;
805                         botframe_nextdangertime = botframe_nextdangertime + interval;
806                         botframe_updatedangerousobjects(autocvar_bot_ai_dangerdetectionupdates);
807                 }
808         }
809
810         if (autocvar_g_waypointeditor)
811                 botframe_showwaypointlinks();
812
813         if (autocvar_g_waypointeditor_auto)
814                 botframe_autowaypoints();
815
816         if(time > bot_cvar_nextthink)
817         {
818                 if(currentbots>0)
819                         bot_custom_weapon_priority_setup();
820                 bot_cvar_nextthink = time + 5;
821         }
822 }