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Revert "Campaign: give bots a weapon on map start"
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / bot / default / bot.qc
1 #include "bot.qh"
2
3 #include <common/constants.qh>
4 #include <common/mapinfo.qh>
5 #include <common/net_linked.qh>
6 #include <common/physics/player.qh>
7 #include <common/stats.qh>
8 #include <common/teams.qh>
9 #include <common/util.qh>
10 #include <common/weapons/_all.qh>
11 #include <lib/csqcmodel/sv_model.qh>
12 #include <lib/warpzone/common.qh>
13 #include <lib/warpzone/util_server.qh>
14 #include <server/antilag.qh>
15 #include <server/bot/default/aim.qh>
16 #include <server/bot/default/cvars.qh>
17 #include <server/bot/default/havocbot/havocbot.qh>
18 #include <server/bot/default/havocbot/scripting.qh>
19 #include <server/bot/default/navigation.qh>
20 #include <server/bot/default/scripting.qh>
21 #include <server/bot/default/waypoints.qh>
22 #include <server/campaign.qh>
23 #include <server/client.qh>
24 #include <server/damage.qh>
25 #include <server/items/items.qh>
26 #include <server/mutators/_mod.qh>
27 #include <server/race.qh>
28 #include <server/scores_rules.qh>
29 #include <server/teamplay.qh>
30 #include <server/weapons/accuracy.qh>
31 #include <server/weapons/selection.qh>
32 #include <server/world.qh>
33
34 STATIC_INIT(bot) { bot_calculate_stepheightvec(); }
35
36 // TODO: remove this function! its only purpose is to update these fields since bot_setnameandstuff is called before ClientState
37 void bot_setclientfields(entity this)
38 {
39         CS_CVAR(this).cvar_cl_accuracy_data_share = 1;  // share the bots weapon accuracy data with the world
40         CS_CVAR(this).cvar_cl_accuracy_data_receive = 0;  // don't receive any weapon accuracy data
41 }
42
43 entity bot_spawn()
44 {
45         entity bot = spawnclient();
46         if (bot)
47         {
48                 setItemGroupCount();
49                 currentbots = currentbots + 1;
50                 bot_setnameandstuff(bot);
51                 ClientConnect(bot);
52                 bot_setclientfields(bot);
53                 PutClientInServer(bot);
54         }
55         return bot;
56 }
57
58 void bot_think(entity this)
59 {
60         if (this.bot_nextthink > time)
61                 return;
62
63         this.flags &= ~FL_GODMODE;
64         if(autocvar_bot_god)
65                 this.flags |= FL_GODMODE;
66
67         this.bot_nextthink = max(time, this.bot_nextthink) + max(0.01, autocvar_bot_ai_thinkinterval * (0.5 ** this.bot_aiskill) * min(14 / (skill + 14), 1));
68
69         if (!IS_PLAYER(this) || (autocvar_g_campaign && !campaign_bots_may_start))
70         {
71                 CS(this).movement = '0 0 0';
72                 this.bot_nextthink = time + 0.5;
73                 return;
74         }
75
76         if (this.fixangle)
77         {
78                 this.v_angle = this.angles;
79                 this.v_angle_z = 0;
80                 this.fixangle = false;
81         }
82
83         this.dmg_take = 0;
84         this.dmg_save = 0;
85         this.dmg_inflictor = NULL;
86
87         // calculate an aiming latency based on the skill setting
88         // (simulated network latency + naturally delayed reflexes)
89         //this.ping = 0.7 - bound(0, 0.05 * skill, 0.5); // moved the reflexes to bot_aimdir (under the name 'think')
90         // minimum ping 20+10 random
91         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
92         // skill 10 = ping 0.2 (adrenaline)
93         // skill 0 = ping 0.7 (slightly drunk)
94
95         // clear buttons
96         PHYS_INPUT_BUTTON_ATCK(this) = false;
97         // keep jump button pressed for a short while, useful with ramp jumps
98         PHYS_INPUT_BUTTON_JUMP(this) = (!IS_DEAD(this) && time < this.bot_jump_time + 0.2);
99         PHYS_INPUT_BUTTON_ATCK2(this) = false;
100         PHYS_INPUT_BUTTON_ZOOM(this) = false;
101         PHYS_INPUT_BUTTON_CROUCH(this) = false;
102         PHYS_INPUT_BUTTON_HOOK(this) = false;
103         PHYS_INPUT_BUTTON_INFO(this) = false;
104         PHYS_INPUT_BUTTON_DRAG(this) = false;
105         PHYS_INPUT_BUTTON_CHAT(this) = false;
106         PHYS_INPUT_BUTTON_USE(this) = false;
107
108         if (time < game_starttime)
109         {
110                 .entity weaponentity = weaponentities[0];
111                 if(this.(weaponentity).m_weapon == WEP_Null)
112                         W_NextWeapon(this, 0, weaponentity);
113                 // block the bot during the countdown to game start
114                 CS(this).movement = '0 0 0';
115                 this.bot_nextthink = game_starttime;
116                 return;
117         }
118
119         // if dead, just wait until we can respawn
120         if (IS_DEAD(this) || IS_OBSERVER(this))
121         {
122                 if (bot_waypoint_queue_owner == this)
123                         bot_waypoint_queue_owner = NULL;
124                 this.aistatus = 0;
125                 CS(this).movement = '0 0 0';
126                 if (IS_OBSERVER(this))
127                         return;
128                 if (IS_DEAD(this))
129                 {
130                         if (!navigation_goalrating_timeout(this))
131                                 navigation_goalrating_timeout_force(this);
132                         // jump must not be pressed for at least one frame in order for
133                         // PlayerThink to detect the key down event
134                         if (this.deadflag == DEAD_DYING)
135                                 PHYS_INPUT_BUTTON_JUMP(this) = false;
136                         else if (this.deadflag == DEAD_DEAD)
137                                 PHYS_INPUT_BUTTON_JUMP(this) = true; // press jump to respawn
138                 }
139         }
140         else if(this.aistatus & AI_STATUS_STUCK)
141                 navigation_unstuck(this);
142
143         // now call the current bot AI (havocbot for example)
144         this.bot_ai(this);
145 }
146
147 void bot_setnameandstuff(entity this)
148 {
149         string readfile, s;
150         int file, tokens, prio;
151
152         file = fopen(autocvar_bot_config_file, FILE_READ);
153
154         if(file < 0)
155         {
156                 LOG_INFOF("Error: Can not open the bot configuration file '%s'", autocvar_bot_config_file);
157                 readfile = "";
158         }
159         else
160         {
161                 entity balance = TeamBalance_CheckAllowedTeams(NULL);
162                 TeamBalance_GetTeamCounts(balance, NULL);
163                 int smallest_team = -1;
164                 int smallest_count = -1;
165                 if (teamplay)
166                 {
167                         for (int i = 1; i <= AvailableTeams(); ++i)
168                         {
169                                 // NOTE if (autocvar_g_campaign && autocvar_g_campaign_forceteam == i)
170                                 // TeamBalance_GetNumberOfPlayers(balance, i); returns the number of players + 1
171                                 // since it keeps a spot for the real player in the desired team
172                                 int count = TeamBalance_GetNumberOfPlayers(balance, i);
173                                 if (smallest_count < 0 || count < smallest_count)
174                                 {
175                                         smallest_team = i;
176                                         smallest_count = count;
177                                 }
178                         }
179                 }
180                 TeamBalance_Destroy(balance);
181                 RandomSelection_Init();
182                 while((readfile = fgets(file)))
183                 {
184                         if(substring(readfile, 0, 2) == "//")
185                                 continue;
186                         if(substring(readfile, 0, 1) == "#")
187                                 continue;
188                         // NOTE if the line is empty tokenizebyseparator(readfile, "\t")
189                         // will create 1 empty token because there's no separator (bug?)
190                         if (readfile == "")
191                                 continue;
192                         tokens = tokenizebyseparator(readfile, "\t");
193                         if(tokens == 0)
194                                 continue;
195                         s = argv(0);
196                         prio = 0;
197                         bool conflict = false;
198                         FOREACH_CLIENT(IS_BOT_CLIENT(it), {
199                                 if (s == it.cleanname)
200                                 {
201                                         conflict = true;
202                                         break;
203                                 }
204                         });
205                         if (!conflict)
206                                 prio += 1;
207                         if (teamplay && !(autocvar_bot_vs_human && AvailableTeams() == 2))
208                         {
209                                 int forced_team = stof(argv(5));
210                                 if (!Team_IsValidIndex(forced_team))
211                                         forced_team = 0;
212                                 if (!forced_team || forced_team == smallest_team)
213                                         prio += 2;
214                         }
215                         RandomSelection_AddString(readfile, 1, prio);
216                 }
217                 readfile = RandomSelection_chosen_string;
218                 fclose(file);
219         }
220
221         string bot_name, bot_model, bot_skin, bot_shirt, bot_pants;
222
223         tokens = tokenizebyseparator(readfile, "\t");
224         if(argv(0) != "") bot_name = argv(0);
225         else bot_name = "Bot";
226
227         if(argv(1) != "") bot_model = argv(1);
228         else bot_model = "";
229
230         if(argv(2) != "") bot_skin = argv(2);
231         else bot_skin = "0";
232
233         if(argv(3) != "" && stof(argv(3)) >= 0) bot_shirt = argv(3);
234         else bot_shirt = ftos(floor(random() * 15));
235
236         if(argv(4) != "" && stof(argv(4)) >= 0) bot_pants = argv(4);
237         else bot_pants = ftos(floor(random() * 15));
238
239         if (teamplay && !(autocvar_bot_vs_human && AvailableTeams() == 2))
240         {
241                 this.bot_forced_team = stof(argv(5));
242                 if (!Team_IsValidIndex(this.bot_forced_team))
243                         this.bot_forced_team = 0;
244         }
245         else
246                 this.bot_forced_team = 0;
247
248         prio = 6;
249
250         #define READSKILL(f, w, r) MACRO_BEGIN \
251                 if(argv(prio) != "") \
252                         this.f = stof(argv(prio)) * w; \
253                 else \
254                         this.f = (!autocvar_g_campaign) * (2 * random() - 1) * r * w; \
255                 prio++; \
256         MACRO_END
257         //print(bot_name, ": ping=", argv(9), "\n");
258
259         READSKILL(havocbot_keyboardskill, 0.5, 0.5); // keyboard skill
260         READSKILL(bot_moveskill, 2, 0); // move skill
261         READSKILL(bot_dodgeskill, 2, 0); // dodge skill
262
263         READSKILL(bot_pingskill, 0.5, 0); // ping skill
264
265         READSKILL(bot_weaponskill, 2, 0); // weapon skill
266         READSKILL(bot_aggresskill, 1, 0); // aggre skill
267         READSKILL(bot_rangepreference, 1, 0); // read skill
268
269         READSKILL(bot_aimskill, 2, 0); // aim skill
270         READSKILL(bot_offsetskill, 2, 0.5); // offset skill
271         READSKILL(bot_mouseskill, 1, 0.5); // mouse skill
272
273         READSKILL(bot_thinkskill, 1, 0.5); // think skill
274         READSKILL(bot_aiskill, 2, 0); // "ai" skill
275
276         if (file >= 0 && argv(prio) != "")
277                 LOG_INFOF("^1Warning^7: too many parameters for bot %s, please check format of %s", bot_name, autocvar_bot_config_file);
278
279         this.bot_config_loaded = true;
280
281         // this is really only a default, TeamBalance_JoinBestTeam is called later
282         setcolor(this, stof(bot_shirt) * 16 + stof(bot_pants));
283         this.bot_preferredcolors = this.clientcolors;
284
285         string prefix = (autocvar_g_campaign ? "" : autocvar_bot_prefix);
286         string suffix = (autocvar_g_campaign ? "" : autocvar_bot_suffix);
287         string name = (autocvar_bot_usemodelnames ? bot_model : bot_name);
288
289         if (name == "")
290         {
291                 name = ftos(etof(this));
292                 this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
293         }
294         else
295         {
296                 // number bots with identical names
297                 int j = 0;
298                 FOREACH_CLIENT(IS_BOT_CLIENT(it), {
299                         if(it.cleanname == name)
300                                 ++j;
301                 });
302                 if (j)
303                         this.netname = this.netname_freeme = strzone(strcat(prefix, name, "(", ftos(j), ")", suffix));
304                 else
305                         this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
306         }
307         this.cleanname = strzone(name);
308
309         // pick the model and skin
310         if(substring(bot_model, -4, 1) != ".")
311                 bot_model = strcat(bot_model, ".iqm");
312         this.playermodel = this.playermodel_freeme = strzone(strcat("models/player/", bot_model));
313         this.playerskin = this.playerskin_freeme = strzone(bot_skin);
314 }
315
316 void bot_custom_weapon_priority_setup()
317 {
318         static string bot_priority_far_prev;
319         static string bot_priority_mid_prev;
320         static string bot_priority_close_prev;
321         static string bot_priority_distances_prev;
322         float tokens, i, w;
323
324         bot_custom_weapon = false;
325
326         if(     autocvar_bot_ai_custom_weapon_priority_far == "" ||
327                 autocvar_bot_ai_custom_weapon_priority_mid == "" ||
328                 autocvar_bot_ai_custom_weapon_priority_close == "" ||
329                 autocvar_bot_ai_custom_weapon_priority_distances == ""
330         )
331                 return;
332
333         if (bot_priority_distances_prev != autocvar_bot_ai_custom_weapon_priority_distances)
334         {
335                 strcpy(bot_priority_distances_prev, autocvar_bot_ai_custom_weapon_priority_distances);
336                 tokens = tokenizebyseparator(autocvar_bot_ai_custom_weapon_priority_distances," ");
337
338                 if (tokens!=2)
339                         return;
340
341                 bot_distance_far = stof(argv(0));
342                 bot_distance_close = stof(argv(1));
343
344                 if(bot_distance_far < bot_distance_close){
345                         bot_distance_far = stof(argv(1));
346                         bot_distance_close = stof(argv(0));
347                 }
348         }
349
350         int c;
351
352         #define PARSE_WEAPON_PRIORITIES(dist) MACRO_BEGIN \
353                 if (bot_priority_##dist##_prev != autocvar_bot_ai_custom_weapon_priority_##dist) { \
354                         strcpy(bot_priority_##dist##_prev, autocvar_bot_ai_custom_weapon_priority_##dist); \
355                         tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_##dist)," "); \
356                         bot_weapons_##dist[0] = -1; \
357                         c = 0; \
358                         for(i = 0; i < tokens && c < REGISTRY_COUNT(Weapons); ++i) { \
359                                 w = stof(argv(i)); \
360                                 if (w >= WEP_FIRST && w <= WEP_LAST) { \
361                                         bot_weapons_##dist[c] = w; \
362                                         ++c; \
363                                 } \
364                         } \
365                         if (c < REGISTRY_COUNT(Weapons)) \
366                                 bot_weapons_##dist[c] = -1; \
367                 } \
368         MACRO_END
369
370         PARSE_WEAPON_PRIORITIES(far);
371         PARSE_WEAPON_PRIORITIES(mid);
372         PARSE_WEAPON_PRIORITIES(close);
373
374         bot_custom_weapon = true;
375 }
376
377 void bot_endgame()
378 {
379         bot_relinkplayerlist();
380         entity e = bot_list;
381         while (e)
382         {
383                 setcolor(e, e.bot_preferredcolors);
384                 e = e.nextbot;
385         }
386         // if dynamic waypoints are ever implemented, save them here
387 }
388
389 void bot_relinkplayerlist()
390 {
391         player_count = 0;
392         currentbots = 0;
393         bot_list = NULL;
394
395         entity prevbot = NULL;
396         FOREACH_CLIENT(true,
397         {
398                 ++player_count;
399
400                 if(IS_BOT_CLIENT(it))
401                 {
402                         if (!IS_OBSERVER(it) && !bot_ispaused(it))
403                         {
404                                 if(prevbot)
405                                         prevbot.nextbot = it;
406                                 else
407                                         bot_list = it;
408                                 prevbot = it;
409                         }
410                         ++currentbots;
411                 }
412         });
413         if(prevbot)
414                 prevbot.nextbot = NULL;
415         bot_strategytoken = bot_list;
416         bot_strategytoken_taken = true;
417 }
418
419 void bot_clientdisconnect(entity this)
420 {
421         if (!IS_BOT_CLIENT(this))
422                 return;
423         bot_clearqueue(this);
424         strfree(this.cleanname);
425         strfree(this.netname_freeme);
426         strfree(this.playermodel_freeme);
427         strfree(this.playerskin_freeme);
428         if(this.bot_cmd_current)
429                 delete(this.bot_cmd_current);
430         if(bot_waypoint_queue_owner == this)
431                 bot_waypoint_queue_owner = NULL;
432 }
433
434 void bot_clientconnect(entity this)
435 {
436         if (!IS_BOT_CLIENT(this)) return;
437         this.bot_preferredcolors = this.clientcolors;
438         this.bot_nextthink = time - random();
439         this.lag_func = bot_lagfunc;
440         this.isbot = true;
441         this.createdtime = this.bot_nextthink;
442
443         if(!this.bot_config_loaded) // This is needed so team overrider doesn't break between matches
444         {
445                 bot_setnameandstuff(this);
446                 bot_setclientfields(this);
447         }
448
449         havocbot_setupbot(this);
450 }
451
452 void bot_removefromlargestteam()
453 {
454         entity balance = TeamBalance_CheckAllowedTeams(NULL);
455         TeamBalance_GetTeamCounts(balance, NULL);
456
457         entity best = NULL;
458         float besttime = 0;
459         int bestcount = 0;
460
461         int bcount = 0;
462         FOREACH_CLIENT(it.isbot,
463         {
464                 ++bcount;
465
466                 if(!best)
467                 {
468                         best = it;
469                         besttime = it.createdtime;
470                 }
471
472                 int thiscount = 0;
473
474                 if (Team_IsValidTeam(it.team))
475                 {
476                         thiscount = TeamBalance_GetNumberOfPlayers(balance,
477                                 Team_TeamToIndex(it.team));
478                 }
479
480                 if(thiscount > bestcount)
481                 {
482                         bestcount = thiscount;
483                         besttime = it.createdtime;
484                         best = it;
485                 }
486                 else if(thiscount == bestcount && besttime < it.createdtime)
487                 {
488                         besttime = it.createdtime;
489                         best = it;
490                 }
491         });
492         TeamBalance_Destroy(balance);
493         if(!bcount)
494                 return; // no bots to remove
495         currentbots = currentbots - 1;
496         dropclient(best);
497 }
498
499 void bot_removenewest()
500 {
501         if(teamplay)
502         {
503                 bot_removefromlargestteam();
504                 return;
505         }
506
507         float besttime = 0;
508         entity best = NULL;
509         int bcount = 0;
510
511         FOREACH_CLIENT(it.isbot,
512         {
513                 ++bcount;
514
515                 if(!best)
516                 {
517                         best = it;
518                         besttime = it.createdtime;
519                 }
520
521                 if(besttime < it.createdtime)
522                 {
523                         besttime = it.createdtime;
524                         best = it;
525                 }
526         });
527
528         if(!bcount)
529                 return; // no bots to remove
530
531         currentbots = currentbots - 1;
532         dropclient(best);
533 }
534
535 void autoskill(float factor)
536 {
537         int bestbot = -1;
538         int bestplayer = -1;
539         FOREACH_CLIENT(IS_PLAYER(it), {
540                 if(IS_REAL_CLIENT(it))
541                         bestplayer = max(bestplayer, it.totalfrags - it.totalfrags_lastcheck);
542                 else
543                         bestbot = max(bestbot, it.totalfrags - it.totalfrags_lastcheck);
544         });
545
546         string msg = strcat("autoskill: best player got ", ftos(bestplayer), ", ""best bot got ", ftos(bestbot), "; ");
547         if(bestbot < 0 || bestplayer < 0)
548         {
549                 msg = strcat(msg, "not doing anything");
550                 // don't return, let it reset all counters below
551         }
552         else if(bestbot <= bestplayer * factor - 2)
553         {
554                 if(autocvar_skill < 17)
555                 {
556                         msg = strcat(msg, "2 frags difference, increasing skill");
557                         cvar_set("skill", ftos(autocvar_skill + 1));
558                         bprint("^2BOT SKILL UP!^7 Now at level ", ftos(autocvar_skill), "\n");
559                 }
560         }
561         else if(bestbot >= bestplayer * factor + 2)
562         {
563                 if(autocvar_skill > 0)
564                 {
565                         msg = strcat(msg, "2 frags difference, decreasing skill");
566                         cvar_set("skill", ftos(autocvar_skill - 1));
567                         bprint("^1BOT SKILL DOWN!^7 Now at level ", ftos(autocvar_skill), "\n");
568                 }
569         }
570         else
571         {
572                 msg = strcat(msg, "not doing anything");
573                 return;
574                 // don't reset counters, wait for them to accumulate
575         }
576         LOG_DEBUG(msg);
577
578         FOREACH_CLIENT(IS_PLAYER(it), { it.totalfrags_lastcheck = it.totalfrags; });
579 }
580
581 void bot_calculate_stepheightvec()
582 {
583         stepheightvec = autocvar_sv_stepheight * '0 0 1';
584         jumpheight_vec = (autocvar_sv_jumpvelocity ** 2) / (2 * autocvar_sv_gravity) * '0 0 1';
585         jumpstepheightvec = stepheightvec + jumpheight_vec * 0.85; // reduce it a bit to make the jumps easy
586         jumpheight_time = autocvar_sv_jumpvelocity / autocvar_sv_gravity;
587 }
588
589 bool bot_fixcount(bool multiple_per_frame)
590 {
591         int activerealplayers = 0;
592         int realplayers = 0;
593         if (MUTATOR_CALLHOOK(Bot_FixCount, activerealplayers, realplayers)) {
594                 activerealplayers = M_ARGV(0, int);
595                 realplayers = M_ARGV(1, int);
596         } else {
597                 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
598                         if(IS_PLAYER(it))
599                                 ++activerealplayers;
600                         ++realplayers;
601                 });
602         }
603
604         int bots;
605         // But don't remove bots immediately on level change, as the real players
606         // usually haven't rejoined yet
607         bots_would_leave = false;
608         if (teamplay && autocvar_bot_vs_human && AvailableTeams() == 2)
609                 bots = min(ceil(fabs(autocvar_bot_vs_human) * activerealplayers), maxclients - realplayers);
610         else if ((realplayers || autocvar_bot_join_empty || (currentbots > 0 && time < 5)))
611         {
612                 int minplayers = max(0, floor(autocvar_minplayers));
613                 if (teamplay)
614                         minplayers = max(0, floor(autocvar_minplayers_per_team) * AvailableTeams());
615                 int minbots = max(0, floor(autocvar_bot_number));
616
617                 // add bots to reach minplayers if needed
618                 bots = max(minbots, minplayers - activerealplayers);
619                 // cap bots to the max players allowed by the server
620                 int player_limit = GetPlayerLimit();
621                 if(player_limit)
622                         bots = min(bots, max(player_limit - activerealplayers, 0));
623                 bots = min(bots, maxclients - realplayers);
624
625                 if(bots > minbots)
626                         bots_would_leave = true;
627         }
628         else
629         {
630                 // if there are no players, remove bots
631                 bots = 0;
632         }
633
634         // only add one bot per frame to avoid utter chaos
635         if(time > botframe_nextthink)
636         {
637                 while (currentbots < bots)
638                 {
639                         if (bot_spawn() == NULL)
640                         {
641                                 bprint("Can not add bot, server full.\n");
642                                 return false;
643                         }
644                         if (!multiple_per_frame)
645                         {
646                                 break;
647                         }
648                 }
649                 while (currentbots > bots && bots >= 0)
650                         bot_removenewest();
651         }
652
653         return true;
654 }
655
656 void bot_serverframe()
657 {
658         if (intermission_running && currentbots > 0)
659         {
660                 // after the end of the match all bots stay unless all human players disconnect
661                 int realplayers = 0;
662                 FOREACH_CLIENT(IS_REAL_CLIENT(it), { ++realplayers; });
663                 if (!realplayers)
664                 {
665                         FOREACH_CLIENT(IS_BOT_CLIENT(it), { dropclient(it); });
666                         currentbots = 0;
667                 }
668                 return;
669         }
670
671         if (game_stopped)
672                 return;
673
674         // Added 0.5 to avoid possible addition + immediate removal of bots that would make them appear as
675         // spectators in the scoreboard and never go away. This issue happens at time 2 if map is changed
676         // with the gotomap command, minplayers is > 1 and human clients join as players very soon
677         // either intentionally or automatically (sv_spectate 0)
678         // A working workaround for this bug was implemented in commit fbd145044, see entcs_attach
679         if (time < 2.5)
680         {
681                 currentbots = -1;
682                 return;
683         }
684
685         if (currentbots == -1)
686         {
687                 // count bots already in the server from the previous match
688                 currentbots = 0;
689                 FOREACH_CLIENT(IS_BOT_CLIENT(it), { ++currentbots; });
690         }
691
692         if(autocvar_skill != skill)
693         {
694                 float wpcost_update = false;
695                 if(skill >= autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill < autocvar_bot_ai_bunnyhop_skilloffset)
696                         wpcost_update = true;
697                 if(skill < autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill >= autocvar_bot_ai_bunnyhop_skilloffset)
698                         wpcost_update = true;
699
700                 skill = autocvar_skill;
701                 if (wpcost_update)
702                         waypoint_updatecost_foralllinks();
703         }
704
705         bot_calculate_stepheightvec();
706         bot_navigation_movemode = ((autocvar_bot_navigation_ignoreplayers) ? MOVE_NOMONSTERS : MOVE_NORMAL);
707
708         if(time > autoskill_nextthink)
709         {
710                 float a;
711                 a = autocvar_skill_auto;
712                 if(a)
713                         autoskill(a);
714                 autoskill_nextthink = time + 5;
715         }
716
717         if(time > botframe_nextthink)
718         {
719                 if(!bot_fixcount(false))
720                         botframe_nextthink = time + 10;
721         }
722
723         if(botframe_spawnedwaypoints)
724         {
725                 if(autocvar_waypoint_benchmark)
726                         localcmd("quit\n");
727         }
728
729         if (currentbots > 0 || waypointeditor_enabled || autocvar_g_waypointeditor_auto)
730         if (botframe_spawnedwaypoints)
731         {
732                 if(botframe_cachedwaypointlinks)
733                 {
734                         if(!botframe_loadedforcedlinks)
735                                 waypoint_load_hardwiredlinks();
736                 }
737                 else
738                 {
739                         // TODO: Make this check cleaner
740                         IL_EACH(g_waypoints, time - it.nextthink > 10,
741                         {
742                                 waypoint_save_links();
743                                 break;
744                         });
745                 }
746         }
747         else
748         {
749                 botframe_spawnedwaypoints = true;
750                 waypoint_loadall();
751                 waypoint_load_links();
752         }
753
754         if (bot_list)
755         {
756                 // cycle the goal token from one bot to the next each frame
757                 // (this prevents them from all doing spawnfunc_waypoint searches on the same
758                 //  frame, which causes choppy framerates)
759                 if (bot_strategytoken_taken)
760                 {
761                         // give goal token to the first bot without goals; if all bots don't have
762                         // any goal (or are dead/frozen) simply give it to the next one
763                         bot_strategytoken_taken = false;
764                         entity bot_strategytoken_save = bot_strategytoken;
765                         while (true)
766                         {
767                                 if (bot_strategytoken)
768                                         bot_strategytoken = bot_strategytoken.nextbot;
769                                 if (!bot_strategytoken)
770                                         bot_strategytoken = bot_list;
771
772                                 if (!(IS_DEAD(bot_strategytoken) || STAT(FROZEN, bot_strategytoken))
773                                         && !bot_strategytoken.goalcurrent)
774                                         break;
775
776                                 if (!bot_strategytoken_save) // break loop if all the bots are dead or frozen
777                                         break;
778                                 if (bot_strategytoken == bot_strategytoken_save)
779                                         bot_strategytoken_save = NULL; // looped through all the bots
780                         }
781                 }
782
783                 if (botframe_nextdangertime < time)
784                 {
785                         float interval;
786                         interval = autocvar_bot_ai_dangerdetectioninterval;
787                         if (botframe_nextdangertime < time - interval * 1.5)
788                                 botframe_nextdangertime = time;
789                         botframe_nextdangertime = botframe_nextdangertime + interval;
790                         botframe_updatedangerousobjects(autocvar_bot_ai_dangerdetectionupdates);
791                 }
792         }
793
794         if (waypointeditor_enabled)
795                 botframe_showwaypointlinks();
796
797         if (autocvar_g_waypointeditor_auto)
798                 botframe_autowaypoints();
799
800         if (currentbots > 0)
801                 bot_custom_weapon_priority_setup();
802 }