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Merge branch 'drjaska/wep-reload-fixes' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / bot / default / bot.qc
1 #include "bot.qh"
2
3 #include <common/constants.qh>
4 #include <common/mapinfo.qh>
5 #include <common/net_linked.qh>
6 #include <common/physics/player.qh>
7 #include <common/stats.qh>
8 #include <common/teams.qh>
9 #include <common/util.qh>
10 #include <common/weapons/_all.qh>
11 #include <lib/csqcmodel/sv_model.qh>
12 #include <lib/warpzone/common.qh>
13 #include <lib/warpzone/util_server.qh>
14 #include <server/antilag.qh>
15 #include <server/bot/default/aim.qh>
16 #include <server/bot/default/cvars.qh>
17 #include <server/bot/default/havocbot/havocbot.qh>
18 #include <server/bot/default/havocbot/scripting.qh>
19 #include <server/bot/default/navigation.qh>
20 #include <server/bot/default/scripting.qh>
21 #include <server/bot/default/waypoints.qh>
22 #include <server/campaign.qh>
23 #include <server/client.qh>
24 #include <server/damage.qh>
25 #include <server/items/items.qh>
26 #include <server/mutators/_mod.qh>
27 #include <server/race.qh>
28 #include <server/scores_rules.qh>
29 #include <server/teamplay.qh>
30 #include <server/weapons/accuracy.qh>
31 #include <server/weapons/selection.qh>
32 #include <server/world.qh>
33 #include <server/command/vote.qh>
34
35 STATIC_INIT(bot) { bot_calculate_stepheightvec(); }
36
37 // TODO: remove this function! its only purpose is to update these fields since bot_setnameandstuff is called before ClientState
38 void bot_setclientfields(entity this)
39 {
40         CS_CVAR(this).cvar_cl_accuracy_data_share = 1;  // share the bots weapon accuracy data with the world
41         CS_CVAR(this).cvar_cl_accuracy_data_receive = 0;  // don't receive any weapon accuracy data
42 }
43
44 entity bot_spawn()
45 {
46         entity bot = spawnclient();
47         if (bot)
48         {
49                 setItemGroupCount();
50                 currentbots = currentbots + 1;
51                 bot_setnameandstuff(bot);
52                 ClientConnect(bot);
53                 bot_setclientfields(bot);
54                 PutClientInServer(bot);
55         }
56         return bot;
57 }
58
59 void bot_think(entity this)
60 {
61         if (this.bot_nextthink > time)
62                 return;
63
64         this.flags &= ~FL_GODMODE;
65         if(autocvar_bot_god)
66                 this.flags |= FL_GODMODE;
67
68         this.bot_nextthink = max(time, this.bot_nextthink) + max(0.01, autocvar_bot_ai_thinkinterval * min(14 / (skill + this.bot_aiskill + 14), 1));
69
70         if (!IS_PLAYER(this) || (autocvar_g_campaign && !campaign_bots_may_start))
71         {
72                 if (IS_PLAYER(this))
73                 {
74                         .entity weaponentity = weaponentities[0];
75                         if(this.(weaponentity).m_weapon == WEP_Null)
76                                 W_NextWeapon(this, 0, weaponentity);
77                 }
78                 CS(this).movement = '0 0 0';
79                 this.bot_nextthink = time + 0.5;
80                 return;
81         }
82
83         if (this.fixangle)
84         {
85                 this.v_angle = this.angles;
86                 this.v_angle_z = 0;
87                 this.fixangle = false;
88         }
89
90         this.dmg_take = 0;
91         this.dmg_save = 0;
92         this.dmg_inflictor = NULL;
93
94         // calculate an aiming latency based on the skill setting
95         // (simulated network latency + naturally delayed reflexes)
96         //this.ping = 0.7 - bound(0, 0.05 * skill, 0.5); // moved the reflexes to bot_aimdir (under the name 'think')
97         // minimum ping 20+10 random
98         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
99         // skill 10 = ping 0.2 (adrenaline)
100         // skill 0 = ping 0.7 (slightly drunk)
101
102         // clear buttons
103         PHYS_INPUT_BUTTON_ATCK(this) = false;
104         // keep jump button pressed for a short while, useful with ramp jumps
105         PHYS_INPUT_BUTTON_JUMP(this) = (!IS_DEAD(this) && time < this.bot_jump_time + 0.2);
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                 .entity weaponentity = weaponentities[0];
118                 if(this.(weaponentity).m_weapon == WEP_Null)
119                         W_NextWeapon(this, 0, weaponentity);
120                 // block the bot during the countdown to game start
121                 CS(this).movement = '0 0 0';
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         if (warmup_stage && !this.ready)
150         {
151                 this.ready = true;
152                 ReadyCount(); // this must be delayed until the bot has spawned
153         }
154
155         // now call the current bot AI (havocbot for example)
156         this.bot_ai(this);
157 }
158
159 void bot_setnameandstuff(entity this)
160 {
161         string readfile, s;
162         int file, tokens, prio;
163
164         file = fopen(autocvar_bot_config_file, FILE_READ);
165
166         if(file < 0)
167         {
168                 LOG_INFOF("Error: Can not open the bot configuration file '%s'", autocvar_bot_config_file);
169                 readfile = "";
170         }
171         else
172         {
173                 entity balance = TeamBalance_CheckAllowedTeams(NULL);
174                 TeamBalance_GetTeamCounts(balance, NULL);
175                 int smallest_team = -1;
176                 int smallest_count = -1;
177                 if (teamplay)
178                 {
179                         for (int i = 1; i <= AVAILABLE_TEAMS; ++i)
180                         {
181                                 // NOTE if (autocvar_g_campaign && autocvar_g_campaign_forceteam == i)
182                                 // TeamBalance_GetNumberOfPlayers(balance, i); returns the number of players + 1
183                                 // since it keeps a spot for the real player in the desired team
184                                 int count = TeamBalance_GetNumberOfPlayers(balance, i);
185                                 if (smallest_count < 0 || count < smallest_count)
186                                 {
187                                         smallest_team = i;
188                                         smallest_count = count;
189                                 }
190                         }
191                 }
192                 TeamBalance_Destroy(balance);
193                 RandomSelection_Init();
194                 while((readfile = fgets(file)))
195                 {
196                         if(substring(readfile, 0, 2) == "//")
197                                 continue;
198                         if(substring(readfile, 0, 1) == "#")
199                                 continue;
200                         // NOTE if the line is empty tokenizebyseparator(readfile, "\t")
201                         // will create 1 empty token because there's no separator (bug?)
202                         if (readfile == "")
203                                 continue;
204                         tokens = tokenizebyseparator(readfile, "\t");
205                         if(tokens == 0)
206                                 continue;
207                         s = argv(0);
208                         prio = 0;
209                         bool conflict = false;
210                         FOREACH_CLIENT(IS_BOT_CLIENT(it), {
211                                 if (s == it.cleanname)
212                                 {
213                                         conflict = true;
214                                         break;
215                                 }
216                         });
217                         if (!conflict)
218                                 prio += 1;
219                         if (teamplay && !(autocvar_bot_vs_human && AVAILABLE_TEAMS == 2))
220                         {
221                                 int forced_team = stof(argv(5));
222                                 if (!Team_IsValidIndex(forced_team))
223                                         forced_team = 0;
224                                 if (!forced_team || forced_team == smallest_team)
225                                         prio += 2;
226                         }
227                         RandomSelection_AddString(readfile, 1, prio);
228                 }
229                 readfile = RandomSelection_chosen_string;
230                 fclose(file);
231         }
232
233         string bot_name, bot_model, bot_skin, bot_shirt, bot_pants;
234
235         tokens = tokenizebyseparator(readfile, "\t");
236         if(argv(0) != "") bot_name = argv(0);
237         else bot_name = "Bot";
238
239         if(argv(1) != "") bot_model = argv(1);
240         else bot_model = "";
241
242         if(argv(2) != "") bot_skin = argv(2);
243         else bot_skin = "0";
244
245         if(argv(3) != "" && stof(argv(3)) >= 0) bot_shirt = argv(3);
246         else bot_shirt = ftos(floor(random() * 15));
247
248         if(argv(4) != "" && stof(argv(4)) >= 0) bot_pants = argv(4);
249         else bot_pants = ftos(floor(random() * 15));
250
251         if (teamplay && !(autocvar_bot_vs_human && AVAILABLE_TEAMS == 2))
252         {
253                 this.bot_forced_team = stof(argv(5));
254                 if (!Team_IsValidIndex(this.bot_forced_team))
255                         this.bot_forced_team = 0;
256         }
257         else
258                 this.bot_forced_team = 0;
259
260         prio = 6;
261
262         #define READSKILL(f, w, r) MACRO_BEGIN \
263                 if(argv(prio) != "") \
264                         this.f = stof(argv(prio)) * w; \
265                 else \
266                         this.f = (!autocvar_g_campaign) * (2 * random() - 1) * r * w; \
267                 prio++; \
268         MACRO_END
269         //print(bot_name, ": ping=", argv(9), "\n");
270
271         READSKILL(havocbot_keyboardskill, 0.5, 0.5); // keyboard skill
272         READSKILL(bot_moveskill, 2, 0); // move skill
273         READSKILL(bot_dodgeskill, 2, 0); // dodge skill
274
275         READSKILL(bot_pingskill, 0.5, 0); // ping skill
276
277         READSKILL(bot_weaponskill, 2, 0); // weapon skill
278         READSKILL(bot_aggresskill, 1, 0); // aggre skill
279         READSKILL(bot_rangepreference, 1, 0); // read skill
280
281         READSKILL(bot_aimskill, 2, 0); // aim skill
282         READSKILL(bot_offsetskill, 2, 0.5); // offset skill
283         READSKILL(bot_mouseskill, 1, 0.5); // mouse skill
284
285         READSKILL(bot_thinkskill, 1, 0.5); // think skill
286         READSKILL(bot_aiskill, 2, 0); // "ai" skill
287
288         if (file >= 0 && argv(prio) != "")
289                 LOG_INFOF("^1Warning^7: too many parameters for bot %s, please check format of %s", bot_name, autocvar_bot_config_file);
290
291         this.bot_config_loaded = true;
292
293         // this is really only a default, TeamBalance_JoinBestTeam is called later
294         setcolor(this, stof(bot_shirt) * 16 + stof(bot_pants));
295         this.bot_preferredcolors = this.clientcolors;
296
297         string prefix = (autocvar_g_campaign ? "" : autocvar_bot_prefix);
298         string suffix = (autocvar_g_campaign ? "" : autocvar_bot_suffix);
299         string name = (autocvar_bot_usemodelnames ? bot_model : bot_name);
300
301         if (name == "")
302         {
303                 name = ftos(etof(this));
304                 this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
305         }
306         else
307         {
308                 // number bots with identical names
309                 int j = 0;
310                 FOREACH_CLIENT(IS_BOT_CLIENT(it), {
311                         if(it.cleanname == name)
312                                 ++j;
313                 });
314                 if (j)
315                         this.netname = this.netname_freeme = strzone(strcat(prefix, name, "(", ftos(j), ")", suffix));
316                 else
317                         this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
318         }
319         this.cleanname = strzone(name);
320
321         // pick the model and skin
322         if(substring(bot_model, -4, 1) != ".")
323                 bot_model = strcat(bot_model, ".iqm");
324         this.playermodel = this.playermodel_freeme = strzone(strcat("models/player/", bot_model));
325         this.playerskin = this.playerskin_freeme = strzone(bot_skin);
326 }
327
328 void bot_custom_weapon_priority_setup()
329 {
330         static string bot_priority_far_prev;
331         static string bot_priority_mid_prev;
332         static string bot_priority_close_prev;
333         static string bot_priority_distances_prev;
334         float tokens, i, w;
335
336         bot_custom_weapon = false;
337
338         if(     autocvar_bot_ai_custom_weapon_priority_far == "" ||
339                 autocvar_bot_ai_custom_weapon_priority_mid == "" ||
340                 autocvar_bot_ai_custom_weapon_priority_close == "" ||
341                 autocvar_bot_ai_custom_weapon_priority_distances == ""
342         )
343                 return;
344
345         if (bot_priority_distances_prev != autocvar_bot_ai_custom_weapon_priority_distances)
346         {
347                 strcpy(bot_priority_distances_prev, autocvar_bot_ai_custom_weapon_priority_distances);
348                 tokens = tokenizebyseparator(autocvar_bot_ai_custom_weapon_priority_distances," ");
349
350                 if (tokens!=2)
351                         return;
352
353                 bot_distance_far = stof(argv(0));
354                 bot_distance_close = stof(argv(1));
355
356                 if(bot_distance_far < bot_distance_close){
357                         bot_distance_far = stof(argv(1));
358                         bot_distance_close = stof(argv(0));
359                 }
360         }
361
362         int c;
363
364         #define PARSE_WEAPON_PRIORITIES(dist) MACRO_BEGIN \
365                 if (bot_priority_##dist##_prev != autocvar_bot_ai_custom_weapon_priority_##dist) { \
366                         strcpy(bot_priority_##dist##_prev, autocvar_bot_ai_custom_weapon_priority_##dist); \
367                         tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_##dist)," "); \
368                         bot_weapons_##dist[0] = -1; \
369                         c = 0; \
370                         for(i = 0; i < tokens && c < REGISTRY_COUNT(Weapons); ++i) { \
371                                 w = stof(argv(i)); \
372                                 if (w >= WEP_FIRST && w <= WEP_LAST) { \
373                                         bot_weapons_##dist[c] = w; \
374                                         ++c; \
375                                 } \
376                         } \
377                         if (c < REGISTRY_COUNT(Weapons)) \
378                                 bot_weapons_##dist[c] = -1; \
379                 } \
380         MACRO_END
381
382         PARSE_WEAPON_PRIORITIES(far);
383         PARSE_WEAPON_PRIORITIES(mid);
384         PARSE_WEAPON_PRIORITIES(close);
385
386         bot_custom_weapon = true;
387 }
388
389 void bot_endgame()
390 {
391         bot_relinkplayerlist();
392         entity e = bot_list;
393         while (e)
394         {
395                 setcolor(e, e.bot_preferredcolors);
396                 e = e.nextbot;
397         }
398         // if dynamic waypoints are ever implemented, save them here
399 }
400
401 void bot_relinkplayerlist()
402 {
403         player_count = 0;
404         currentbots = 0;
405         bot_list = NULL;
406
407         entity prevbot = NULL;
408         FOREACH_CLIENT(true,
409         {
410                 ++player_count;
411
412                 if(IS_BOT_CLIENT(it))
413                 {
414                         if (!IS_OBSERVER(it) && !bot_ispaused(it))
415                         {
416                                 if(prevbot)
417                                         prevbot.nextbot = it;
418                                 else
419                                         bot_list = it;
420                                 prevbot = it;
421                         }
422                         ++currentbots;
423                 }
424         });
425         if(prevbot)
426                 prevbot.nextbot = NULL;
427         bot_strategytoken = bot_list;
428         bot_strategytoken_taken = true;
429 }
430
431 void bot_clientdisconnect(entity this)
432 {
433         if (!IS_BOT_CLIENT(this))
434                 return;
435         bot_clearqueue(this);
436         strfree(this.cleanname);
437         strfree(this.netname_freeme);
438         strfree(this.playermodel_freeme);
439         strfree(this.playerskin_freeme);
440         if(this.bot_cmd_current)
441                 delete(this.bot_cmd_current);
442         if(bot_waypoint_queue_owner == this)
443                 bot_waypoint_queue_owner = NULL;
444 }
445
446 void bot_clientconnect(entity this)
447 {
448         if (!IS_BOT_CLIENT(this)) return;
449         this.bot_preferredcolors = this.clientcolors;
450         this.bot_nextthink = time - random();
451         this.isbot = true;
452         this.createdtime = this.bot_nextthink;
453
454         if(!this.bot_config_loaded) // This is needed so team overrider doesn't break between matches
455         {
456                 bot_setnameandstuff(this);
457                 bot_setclientfields(this);
458         }
459
460         havocbot_setupbot(this);
461 }
462
463 void bot_removefromlargestteam()
464 {
465         entity balance = TeamBalance_CheckAllowedTeams(NULL);
466         TeamBalance_GetTeamCounts(balance, NULL);
467
468         entity best = NULL;
469         float besttime = 0;
470         int bestcount = 0;
471
472         int bcount = 0;
473         FOREACH_CLIENT(it.isbot,
474         {
475                 ++bcount;
476
477                 if(!best)
478                 {
479                         best = it;
480                         besttime = it.createdtime;
481                 }
482
483                 int thiscount = 0;
484
485                 if (Team_IsValidTeam(it.team))
486                 {
487                         thiscount = TeamBalance_GetNumberOfPlayers(balance,
488                                 Team_TeamToIndex(it.team));
489                 }
490
491                 if(thiscount > bestcount)
492                 {
493                         bestcount = thiscount;
494                         besttime = it.createdtime;
495                         best = it;
496                 }
497                 else if(thiscount == bestcount && besttime < it.createdtime)
498                 {
499                         besttime = it.createdtime;
500                         best = it;
501                 }
502         });
503         TeamBalance_Destroy(balance);
504         if(!bcount)
505                 return; // no bots to remove
506         currentbots = currentbots - 1;
507         dropclient(best);
508 }
509
510 void bot_removenewest()
511 {
512         if(teamplay)
513         {
514                 bot_removefromlargestteam();
515                 return;
516         }
517
518         float besttime = 0;
519         entity best = NULL;
520         int bcount = 0;
521
522         FOREACH_CLIENT(it.isbot,
523         {
524                 ++bcount;
525
526                 if(!best)
527                 {
528                         best = it;
529                         besttime = it.createdtime;
530                 }
531
532                 if(besttime < it.createdtime)
533                 {
534                         besttime = it.createdtime;
535                         best = it;
536                 }
537         });
538
539         if(!bcount)
540                 return; // no bots to remove
541
542         currentbots = currentbots - 1;
543         dropclient(best);
544 }
545
546 void autoskill(float factor)
547 {
548         int bestbot = -1;
549         int bestplayer = -1;
550         FOREACH_CLIENT(IS_PLAYER(it), {
551                 if(IS_REAL_CLIENT(it))
552                         bestplayer = max(bestplayer, it.totalfrags - it.totalfrags_lastcheck);
553                 else
554                         bestbot = max(bestbot, it.totalfrags - it.totalfrags_lastcheck);
555         });
556
557         string msg = strcat("autoskill: best player got ", ftos(bestplayer), ", ""best bot got ", ftos(bestbot), "; ");
558         if(bestbot < 0 || bestplayer < 0)
559         {
560                 msg = strcat(msg, "not doing anything");
561                 // don't return, let it reset all counters below
562         }
563         else if(bestbot <= bestplayer * factor - 2)
564         {
565                 if(autocvar_skill < 17)
566                 {
567                         msg = strcat(msg, "2 frags difference, increasing skill");
568                         cvar_set("skill", ftos(autocvar_skill + 1));
569                         bprint("^2BOT SKILL UP!^7 Now at level ", ftos(autocvar_skill), "\n");
570                 }
571         }
572         else if(bestbot >= bestplayer * factor + 2)
573         {
574                 if(autocvar_skill > 0)
575                 {
576                         msg = strcat(msg, "2 frags difference, decreasing skill");
577                         cvar_set("skill", ftos(autocvar_skill - 1));
578                         bprint("^1BOT SKILL DOWN!^7 Now at level ", ftos(autocvar_skill), "\n");
579                 }
580         }
581         else
582         {
583                 msg = strcat(msg, "not doing anything");
584                 return;
585                 // don't reset counters, wait for them to accumulate
586         }
587         LOG_DEBUG(msg);
588
589         FOREACH_CLIENT(IS_PLAYER(it), { it.totalfrags_lastcheck = it.totalfrags; });
590 }
591
592 void bot_calculate_stepheightvec()
593 {
594         stepheightvec = autocvar_sv_stepheight * '0 0 1';
595         jumpheight_vec = (autocvar_sv_jumpvelocity ** 2) / (2 * autocvar_sv_gravity) * '0 0 1';
596         jumpstepheightvec = stepheightvec + jumpheight_vec * 0.85; // reduce it a bit to make the jumps easy
597         jumpheight_time = autocvar_sv_jumpvelocity / autocvar_sv_gravity;
598 }
599
600 bool bot_fixcount(bool multiple_per_frame)
601 {
602         int activerealplayers = 0;
603         int realplayers = 0;
604         if (MUTATOR_CALLHOOK(Bot_FixCount, activerealplayers, realplayers)) {
605                 activerealplayers = M_ARGV(0, int);
606                 realplayers = M_ARGV(1, int);
607         } else {
608                 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
609                         if(IS_PLAYER(it))
610                                 ++activerealplayers;
611                         ++realplayers;
612                 });
613         }
614
615         int bots;
616         // But don't remove bots immediately on level change, as the real players
617         // usually haven't rejoined yet
618         bots_would_leave = false;
619         if (autocvar_bot_vs_human && AVAILABLE_TEAMS == 2)
620                 bots = min(ceil(fabs(autocvar_bot_vs_human) * activerealplayers), maxclients - realplayers);
621         else if ((realplayers || autocvar_bot_join_empty || (currentbots > 0 && time < 5)))
622         {
623                 int minplayers = max(0, floor(autocvar_minplayers));
624                 if (teamplay)
625                         minplayers = max(0, floor(autocvar_minplayers_per_team) * AVAILABLE_TEAMS);
626                 int minbots = max(0, floor(autocvar_bot_number));
627
628                 // add bots to reach minplayers if needed
629                 bots = max(minbots, minplayers - activerealplayers);
630                 // cap bots to the max players allowed by the server
631                 int player_limit = GetPlayerLimit();
632                 if(player_limit)
633                         bots = min(bots, max(player_limit - activerealplayers, 0));
634                 bots = min(bots, maxclients - realplayers);
635
636                 if(bots > minbots)
637                         bots_would_leave = true;
638         }
639         else
640         {
641                 // if there are no players, remove bots
642                 bots = 0;
643         }
644
645         // only add one bot per frame to avoid utter chaos
646         if(time > botframe_nextthink)
647         {
648                 while (currentbots < bots)
649                 {
650                         if (bot_spawn() == NULL)
651                         {
652                                 bprint("Can not add bot, server full.\n");
653                                 return false;
654                         }
655                         if (!multiple_per_frame)
656                         {
657                                 break;
658                         }
659                 }
660                 while (currentbots > bots && bots >= 0)
661                         bot_removenewest();
662         }
663
664         return true;
665 }
666
667 void bot_serverframe()
668 {
669         if (intermission_running && currentbots > 0)
670         {
671                 // after the end of the match all bots stay unless all human players disconnect
672                 int realplayers = 0;
673                 FOREACH_CLIENT(IS_REAL_CLIENT(it), { ++realplayers; });
674                 if (!realplayers)
675                 {
676                         FOREACH_CLIENT(IS_BOT_CLIENT(it), { dropclient(it); });
677                         currentbots = 0;
678                 }
679                 return;
680         }
681
682         if (game_stopped)
683                 return;
684
685         // Added 0.5 to avoid possible addition + immediate removal of bots that would make them appear as
686         // spectators in the scoreboard and never go away. This issue happens at time 2 if map is changed
687         // with the gotomap command, minplayers is > 1 and human clients join as players very soon
688         // either intentionally or automatically (sv_spectate 0)
689         // A working workaround for this bug was implemented in commit fbd145044, see entcs_attach
690         if (time < 2.5)
691         {
692                 currentbots = -1;
693                 return;
694         }
695
696         if (currentbots == -1)
697         {
698                 // count bots already in the server from the previous match
699                 currentbots = 0;
700                 FOREACH_CLIENT(IS_BOT_CLIENT(it), { ++currentbots; });
701         }
702
703         if(autocvar_skill != skill)
704         {
705                 float wpcost_update = false;
706                 if(skill >= autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill < autocvar_bot_ai_bunnyhop_skilloffset)
707                         wpcost_update = true;
708                 if(skill < autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill >= autocvar_bot_ai_bunnyhop_skilloffset)
709                         wpcost_update = true;
710
711                 skill = autocvar_skill;
712                 if (wpcost_update)
713                         waypoint_updatecost_foralllinks();
714         }
715
716         bot_calculate_stepheightvec();
717         bot_navigation_movemode = ((autocvar_bot_navigation_ignoreplayers) ? MOVE_NOMONSTERS : MOVE_NORMAL);
718
719         if(time > autoskill_nextthink)
720         {
721                 float a;
722                 a = autocvar_skill_auto;
723                 if(a)
724                         autoskill(a);
725                 autoskill_nextthink = time + 5;
726         }
727
728         if(time > botframe_nextthink)
729         {
730                 if(!bot_fixcount(false))
731                         botframe_nextthink = time + 10;
732         }
733
734         if(botframe_spawnedwaypoints)
735         {
736                 if(autocvar_waypoint_benchmark)
737                         localcmd("quit\n");
738         }
739
740         if (currentbots > 0 || waypointeditor_enabled || autocvar_g_waypointeditor_auto)
741         if (botframe_spawnedwaypoints)
742         {
743                 if(botframe_cachedwaypointlinks)
744                 {
745                         if(!botframe_loadedforcedlinks)
746                                 waypoint_load_hardwiredlinks();
747                 }
748                 else
749                 {
750                         // TODO: Make this check cleaner
751                         IL_EACH(g_waypoints, time - it.nextthink > 10,
752                         {
753                                 waypoint_save_links();
754                                 break;
755                         });
756                 }
757         }
758         else
759         {
760                 botframe_spawnedwaypoints = true;
761                 waypoint_loadall();
762                 waypoint_load_links();
763         }
764
765         if (bot_list)
766         {
767                 // cycle the goal token from one bot to the next each frame
768                 // (this prevents them from all doing spawnfunc_waypoint searches on the same
769                 //  frame, which causes choppy framerates)
770                 if (bot_strategytoken_taken)
771                 {
772                         // give goal token to the first bot without goals; if all bots don't have
773                         // any goal (or are dead/frozen) simply give it to the next one
774                         bot_strategytoken_taken = false;
775                         entity bot_strategytoken_save = bot_strategytoken;
776                         while (true)
777                         {
778                                 if (bot_strategytoken)
779                                         bot_strategytoken = bot_strategytoken.nextbot;
780                                 if (!bot_strategytoken)
781                                         bot_strategytoken = bot_list;
782
783                                 if (!(IS_DEAD(bot_strategytoken) || STAT(FROZEN, bot_strategytoken))
784                                         && !bot_strategytoken.goalcurrent)
785                                         break;
786
787                                 if (!bot_strategytoken_save) // break loop if all the bots are dead or frozen
788                                         break;
789                                 if (bot_strategytoken == bot_strategytoken_save)
790                                         bot_strategytoken_save = NULL; // looped through all the bots
791                         }
792                 }
793
794                 if (botframe_nextdangertime < time)
795                 {
796                         float interval;
797                         interval = autocvar_bot_ai_dangerdetectioninterval;
798                         if (botframe_nextdangertime < time - interval * 1.5)
799                                 botframe_nextdangertime = time;
800                         botframe_nextdangertime = botframe_nextdangertime + interval;
801                         botframe_updatedangerousobjects(autocvar_bot_ai_dangerdetectionupdates);
802                 }
803         }
804
805         if (waypointeditor_enabled)
806                 botframe_showwaypointlinks();
807
808         if (autocvar_g_waypointeditor_auto)
809                 botframe_autowaypoints();
810
811         if (currentbots > 0)
812                 bot_custom_weapon_priority_setup();
813 }