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Allow targeted bot spawns and remove bots on death
[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 "../../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 entity bot_spawn()
45 {
46         entity bot = spawnclient();
47         if (bot)
48         {
49                 bot_spawn_setup(bot);
50         }
51         return bot;
52 }
53
54 void bot_spawn_setup(entity bot)
55 {
56         setItemGroupCount();
57         currentbots = currentbots + 1;
58         bot_setnameandstuff(bot);
59         ClientConnect(bot);
60         PutClientInServer(bot);
61 }
62
63 void bot_remove(entity bot)
64 {
65         currentbots = currentbots - 1;
66         dropclient(bot);
67 }
68
69 void bot_think(entity this)
70 {
71         if (this.bot_nextthink > time)
72                 return;
73
74         this.flags &= ~FL_GODMODE;
75         if(autocvar_bot_god)
76                 this.flags |= FL_GODMODE;
77
78         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));
79
80         //if (this.bot_painintensity > 0)
81         //      this.bot_painintensity = this.bot_painintensity - (skill + 1) * 40 * frametime;
82
83         //this.bot_painintensity = this.bot_painintensity + this.bot_oldhealth - this.health;
84         //this.bot_painintensity = bound(0, this.bot_painintensity, 100);
85
86         if (!IS_PLAYER(this) || (autocvar_g_campaign && !campaign_bots_may_start))
87         {
88                 this.movement = '0 0 0';
89                 this.bot_nextthink = time + 0.5;
90                 return;
91         }
92
93         if (this.fixangle)
94         {
95                 this.v_angle = this.angles;
96                 this.v_angle_z = 0;
97                 this.fixangle = false;
98         }
99
100         this.dmg_take = 0;
101         this.dmg_save = 0;
102         this.dmg_inflictor = NULL;
103
104         // calculate an aiming latency based on the skill setting
105         // (simulated network latency + naturally delayed reflexes)
106         //this.ping = 0.7 - bound(0, 0.05 * skill, 0.5); // moved the reflexes to bot_aimdir (under the name 'think')
107         // minimum ping 20+10 random
108         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
109         // skill 10 = ping 0.2 (adrenaline)
110         // skill 0 = ping 0.7 (slightly drunk)
111
112         // clear buttons
113         PHYS_INPUT_BUTTON_ATCK(this) = false;
114         PHYS_INPUT_BUTTON_JUMP(this) = false;
115         PHYS_INPUT_BUTTON_ATCK2(this) = false;
116         PHYS_INPUT_BUTTON_ZOOM(this) = false;
117         PHYS_INPUT_BUTTON_CROUCH(this) = false;
118         PHYS_INPUT_BUTTON_HOOK(this) = false;
119         PHYS_INPUT_BUTTON_INFO(this) = false;
120         PHYS_INPUT_BUTTON_DRAG(this) = false;
121         PHYS_INPUT_BUTTON_CHAT(this) = false;
122         PHYS_INPUT_BUTTON_USE(this) = false;
123
124         if (time < game_starttime)
125         {
126                 // block the bot during the countdown to game start
127                 this.movement = '0 0 0';
128                 this.bot_nextthink = game_starttime;
129                 return;
130         }
131
132         // if dead, just wait until we can respawn
133         if (IS_DEAD(this))
134         {
135                 this.movement = '0 0 0';
136                 if (this.deadflag == DEAD_DEAD)
137                 {
138                         PHYS_INPUT_BUTTON_JUMP(this) = true; // press jump to respawn
139                         this.bot_strategytime = 0;
140                 }
141         }
142         else if(this.aistatus & AI_STATUS_STUCK)
143                 navigation_unstuck(this);
144
145         // now call the current bot AI (havocbot for example)
146         this.bot_ai(this);
147 }
148
149 void bot_setnameandstuff(entity this)
150 {
151         string readfile, s;
152         float file, tokens, prio;
153
154         string bot_name, bot_model, bot_skin, bot_shirt, bot_pants;
155         string name, prefix, suffix;
156
157         if(autocvar_g_campaign)
158         {
159                 prefix = "";
160                 suffix = "";
161         }
162         else
163         {
164                 prefix = autocvar_bot_prefix;
165                 suffix = autocvar_bot_suffix;
166         }
167
168         file = fopen(autocvar_bot_config_file, FILE_READ);
169
170         if(file < 0)
171         {
172                 LOG_INFO(strcat("Error: Can not open the bot configuration file '",autocvar_bot_config_file,"'\n"));
173                 readfile = "";
174         }
175         else
176         {
177                 RandomSelection_Init();
178                 while((readfile = fgets(file)))
179                 {
180                         if(substring(readfile, 0, 2) == "//")
181                                 continue;
182                         if(substring(readfile, 0, 1) == "#")
183                                 continue;
184                         tokens = tokenizebyseparator(readfile, "\t");
185                         if(tokens == 0)
186                                 continue;
187                         s = argv(0);
188                         prio = 1;
189                         FOREACH_CLIENT(IS_BOT_CLIENT(it), LAMBDA(
190                                 if(s == it.cleanname)
191                                 {
192                                         prio = 0;
193                                         break;
194                                 }
195                         ));
196                         RandomSelection_AddString(readfile, 1, prio);
197                 }
198                 readfile = RandomSelection_chosen_string;
199                 fclose(file);
200         }
201
202         tokens = tokenizebyseparator(readfile, "\t");
203         if(argv(0) != "") bot_name = argv(0);
204         else bot_name = "Bot";
205
206         if(argv(1) != "") bot_model = argv(1);
207         else bot_model = "";
208
209         if(argv(2) != "") bot_skin = argv(2);
210         else bot_skin = "0";
211
212         if(argv(3) != "" && stof(argv(3)) >= 0) bot_shirt = argv(3);
213         else bot_shirt = ftos(floor(random() * 15));
214
215         if(argv(4) != "" && stof(argv(4)) >= 0) bot_pants = argv(4);
216         else bot_pants = ftos(floor(random() * 15));
217
218         this.bot_forced_team = stof(argv(5));
219
220         prio = 6;
221
222         #define READSKILL(f, w, r) MACRO_BEGIN { \
223                 if(argv(prio) != "") \
224                         this.f = stof(argv(prio)) * w; \
225                 else \
226                         this.f = (!autocvar_g_campaign) * (2 * random() - 1) * r * w; \
227                 prio++; \
228         } MACRO_END
229         //print(bot_name, ": ping=", argv(9), "\n");
230
231         READSKILL(havocbot_keyboardskill, 0.5, 0.5); // keyboard skill
232         READSKILL(bot_moveskill, 2, 0); // move skill
233         READSKILL(bot_dodgeskill, 2, 0); // dodge skill
234
235         READSKILL(bot_pingskill, 0.5, 0); // ping skill
236
237         READSKILL(bot_weaponskill, 2, 0); // weapon skill
238         READSKILL(bot_aggresskill, 1, 0); // aggre skill
239         READSKILL(bot_rangepreference, 1, 0); // read skill
240
241         READSKILL(bot_aimskill, 2, 0); // aim skill
242         READSKILL(bot_offsetskill, 2, 0.5); // offset skill
243         READSKILL(bot_mouseskill, 1, 0.5); // mouse skill
244
245         READSKILL(bot_thinkskill, 1, 0.5); // think skill
246         READSKILL(bot_aiskill, 2, 0); // "ai" skill
247
248         this.bot_config_loaded = true;
249
250         // this is really only a default, JoinBestTeam is called later
251         setcolor(this, stof(bot_shirt) * 16 + stof(bot_pants));
252         this.bot_preferredcolors = this.clientcolors;
253
254         // pick the name
255         if (autocvar_bot_usemodelnames)
256                 name = bot_model;
257         else
258                 name = bot_name;
259
260         // number bots with identical names
261         int j = 0;
262         FOREACH_CLIENT(IS_BOT_CLIENT(it), LAMBDA(
263                 if(it.cleanname == name)
264                         ++j;
265         ));
266         if (j)
267                 this.netname = this.netname_freeme = strzone(strcat(prefix, name, "(", ftos(j), ")", suffix));
268         else
269                 this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
270
271         this.cleanname = strzone(name);
272
273         // pick the model and skin
274         if(substring(bot_model, -4, 1) != ".")
275                 bot_model = strcat(bot_model, ".iqm");
276         this.playermodel = this.playermodel_freeme = strzone(strcat("models/player/", bot_model));
277         this.playerskin = this.playerskin_freeme = strzone(bot_skin);
278
279         this.cvar_cl_accuracy_data_share = 1;  // share the bots weapon accuracy data with the NULL
280         this.cvar_cl_accuracy_data_receive = 0;  // don't receive any weapon accuracy data
281 }
282
283 void bot_custom_weapon_priority_setup()
284 {
285         float tokens, i, w;
286
287         bot_custom_weapon = false;
288
289         if(     autocvar_bot_ai_custom_weapon_priority_far == "" ||
290                 autocvar_bot_ai_custom_weapon_priority_mid == "" ||
291                 autocvar_bot_ai_custom_weapon_priority_close == "" ||
292                 autocvar_bot_ai_custom_weapon_priority_distances == ""
293         )
294                 return;
295
296         // Parse distances
297         tokens = tokenizebyseparator(autocvar_bot_ai_custom_weapon_priority_distances," ");
298
299         if (tokens!=2)
300                 return;
301
302         bot_distance_far = stof(argv(0));
303         bot_distance_close = stof(argv(1));
304
305         if(bot_distance_far < bot_distance_close){
306                 bot_distance_far = stof(argv(1));
307                 bot_distance_close = stof(argv(0));
308         }
309
310         // Initialize list of weapons
311         bot_weapons_far[0] = -1;
312         bot_weapons_mid[0] = -1;
313         bot_weapons_close[0] = -1;
314
315         // Parse far distance weapon priorities
316         tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_far)," ");
317
318         int c = 0;
319         for(i=0; i < tokens && c < Weapons_COUNT; ++i){
320                 w = stof(argv(i));
321                 if ( w >= WEP_FIRST && w <= WEP_LAST) {
322                         bot_weapons_far[c] = w;
323                         ++c;
324                 }
325         }
326         if(c < Weapons_COUNT)
327                 bot_weapons_far[c] = -1;
328
329         // Parse mid distance weapon priorities
330         tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_mid)," ");
331
332         c = 0;
333         for(i=0; i < tokens && c < Weapons_COUNT; ++i){
334                 w = stof(argv(i));
335                 if ( w >= WEP_FIRST && w <= WEP_LAST) {
336                         bot_weapons_mid[c] = w;
337                         ++c;
338                 }
339         }
340         if(c < Weapons_COUNT)
341                 bot_weapons_mid[c] = -1;
342
343         // Parse close distance weapon priorities
344         tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_close)," ");
345
346         c = 0;
347         for(i=0; i < tokens && i < Weapons_COUNT; ++i){
348                 w = stof(argv(i));
349                 if ( w >= WEP_FIRST && w <= WEP_LAST) {
350                         bot_weapons_close[c] = w;
351                         ++c;
352                 }
353         }
354         if(c < Weapons_COUNT)
355                 bot_weapons_close[c] = -1;
356
357         bot_custom_weapon = true;
358 }
359
360 void bot_endgame()
361 {
362         bot_relinkplayerlist();
363         entity e = bot_list;
364         while (e)
365         {
366                 setcolor(e, e.bot_preferredcolors);
367                 e = e.nextbot;
368         }
369         // if dynamic waypoints are ever implemented, save them here
370 }
371
372 void bot_relinkplayerlist()
373 {
374         player_count = 0;
375         currentbots = 0;
376         bot_list = NULL;
377
378         entity prevbot = NULL;
379         FOREACH_CLIENT(true,
380         {
381                 ++player_count;
382
383                 if(IS_BOT_CLIENT(it))
384                 {
385                         if(prevbot)
386                                 prevbot.nextbot = it;
387                         else
388                                 bot_list = it;
389                         prevbot = it;
390                         ++currentbots;
391                 }
392         });
393         if(prevbot)
394                 prevbot.nextbot = NULL;
395         LOG_TRACE("relink: ", ftos(currentbots), " bots seen.");
396         bot_strategytoken = bot_list;
397         bot_strategytoken_taken = true;
398 }
399
400 void bot_clientdisconnect(entity this)
401 {
402         if (!IS_BOT_CLIENT(this))
403                 return;
404         bot_clearqueue(this);
405         if(this.cleanname)
406                 strunzone(this.cleanname);
407         if(this.netname_freeme)
408                 strunzone(this.netname_freeme);
409         if(this.playermodel_freeme)
410                 strunzone(this.playermodel_freeme);
411         if(this.playerskin_freeme)
412                 strunzone(this.playerskin_freeme);
413         this.cleanname = string_null;
414         this.netname_freeme = string_null;
415         this.playermodel_freeme = string_null;
416         this.playerskin_freeme = string_null;
417         if(this.bot_cmd_current)
418                 delete(this.bot_cmd_current);
419         if(bot_waypoint_queue_owner == this)
420                 bot_waypoint_queue_owner = NULL;
421 }
422
423 void bot_clientconnect(entity this)
424 {
425         if (!IS_BOT_CLIENT(this)) return;
426         this.bot_preferredcolors = this.clientcolors;
427         this.bot_nextthink = time - random();
428         this.lag_func = bot_lagfunc;
429         this.isbot = true;
430         this.createdtime = this.bot_nextthink;
431
432         if(!this.bot_config_loaded) // This is needed so team overrider doesn't break between matches
433                 bot_setnameandstuff(this);
434
435         if(this.bot_forced_team==1)
436                 this.team = NUM_TEAM_1;
437         else if(this.bot_forced_team==2)
438                 this.team = NUM_TEAM_2;
439         else if(this.bot_forced_team==3)
440                 this.team = NUM_TEAM_3;
441         else if(this.bot_forced_team==4)
442                 this.team = NUM_TEAM_4;
443         else
444                 JoinBestTeam(this, false, true);
445
446         havocbot_setupbot(this);
447 }
448
449 void bot_removefromlargestteam()
450 {
451         CheckAllowedTeams(NULL);
452         GetTeamCounts(NULL);
453
454         entity best = NULL;
455         float besttime = 0;
456         int bestcount = 0;
457
458         int bcount = 0;
459         FOREACH_CLIENT(it.isbot,
460         {
461                 ++bcount;
462
463                 if(!best)
464                 {
465                         best = it;
466                         besttime = it.createdtime;
467                 }
468
469                 int thiscount = 0;
470
471                 switch(it.team)
472                 {
473                         case NUM_TEAM_1: thiscount = c1; break;
474                         case NUM_TEAM_2: thiscount = c2; break;
475                         case NUM_TEAM_3: thiscount = c3; break;
476                         case NUM_TEAM_4: thiscount = c4; break;
477                 }
478
479                 if(thiscount > bestcount)
480                 {
481                         bestcount = thiscount;
482                         besttime = it.createdtime;
483                         best = it;
484                 }
485                 else if(thiscount == bestcount && besttime < it.createdtime)
486                 {
487                         besttime = it.createdtime;
488                         best = it;
489                 }
490         });
491         if(!bcount)
492                 return; // no bots to remove
493         bot_remove(best);
494 }
495
496 void bot_removenewest()
497 {
498         entity best = NULL;
499         MUTATOR_CALLHOOK(Bot_SelectRemove, best);
500         best = M_ARGV(0, entity);
501         if ( best )
502         {
503                 if ( !IS_BOT_CLIENT(best) )
504                 {
505                         LOG_WARN("Mutator selected a non-bot as a bot to remove\n");
506                         best = NULL;
507                 }
508                 else
509                 {
510                         bot_remove(best);
511                         return;
512                 }
513         }
514
515         if(teamplay)
516         {
517                 bot_removefromlargestteam();
518                 return;
519         }
520
521         float besttime = 0;
522         int bcount = 0;
523
524         FOREACH_CLIENT(it.isbot,
525         {
526                 ++bcount;
527
528                 if(!best)
529                 {
530                         best = it;
531                         besttime = it.createdtime;
532                 }
533
534                 if(besttime < it.createdtime)
535                 {
536                         besttime = it.createdtime;
537                         best = it;
538                 }
539         });
540
541         if(!bcount)
542                 return; // no bots to remove
543
544         bot_remove(best);
545 }
546
547 void autoskill(float factor)
548 {
549         float bestbot;
550         float bestplayer;
551
552         bestbot = -1;
553         bestplayer = -1;
554         FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
555                 if(IS_REAL_CLIENT(it))
556                         bestplayer = max(bestplayer, it.totalfrags - it.totalfrags_lastcheck);
557                 else
558                         bestbot = max(bestbot, it.totalfrags - it.totalfrags_lastcheck);
559         ));
560
561         LOG_TRACE("autoskill: best player got ", ftos(bestplayer), ", ");
562         LOG_TRACE("best bot got ", ftos(bestbot), "; ");
563         if(bestbot < 0 || bestplayer < 0)
564         {
565                 LOG_TRACE("not doing anything");
566                 // don't return, let it reset all counters below
567         }
568         else if(bestbot <= bestplayer * factor - 2)
569         {
570                 if(autocvar_skill < 17)
571                 {
572                         LOG_TRACE("2 frags difference, increasing skill");
573                         cvar_set("skill", ftos(autocvar_skill + 1));
574                         bprint("^2SKILL UP!^7 Now at level ", ftos(autocvar_skill), "\n");
575                 }
576         }
577         else if(bestbot >= bestplayer * factor + 2)
578         {
579                 if(autocvar_skill > 0)
580                 {
581                         LOG_TRACE("2 frags difference, decreasing skill");
582                         cvar_set("skill", ftos(autocvar_skill - 1));
583                         bprint("^1SKILL DOWN!^7 Now at level ", ftos(autocvar_skill), "\n");
584                 }
585         }
586         else
587         {
588                 LOG_TRACE("not doing anything");
589                 return;
590                 // don't reset counters, wait for them to accumulate
591         }
592
593         FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(it.totalfrags_lastcheck = it.totalfrags));
594 }
595
596 void bot_calculate_stepheightvec()
597 {
598         stepheightvec = autocvar_sv_stepheight * '0 0 1';
599         jumpstepheightvec = stepheightvec +
600                 ((autocvar_sv_jumpvelocity * autocvar_sv_jumpvelocity) / (2 * autocvar_sv_gravity)) * '0 0 0.85';
601                 // 0.75 factor is for safety to make the jumps easy
602 }
603
604 float bot_fixcount()
605 {
606         int activerealplayers = 0;
607         int realplayers = 0;
608         int bots = 0;
609
610         if (MUTATOR_CALLHOOK(Bot_FixCount, activerealplayers, realplayers, bots)) {
611                 activerealplayers = M_ARGV(0, int);
612                 realplayers = M_ARGV(1, int);
613         bots = M_ARGV(2, int);
614         } else {
615                 FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(
616                         if(IS_PLAYER(it))
617                                 ++activerealplayers;
618                         ++realplayers;
619                 ));
620         }
621
622         // add/remove bots if needed to make sure there are at least
623         // minplayers+bot_number, or remove all bots if no one is playing
624         // But don't remove bots immediately on level change, as the real players
625         // usually haven't rejoined yet
626         bots_would_leave = false;
627         if (bots)
628         {
629                 // Nothing to do, number of bots set by the hook
630         }
631         else if (teamplay && autocvar_bot_vs_human && AvailableTeams() == 2)
632         {
633                 bots = min(ceil(fabs(autocvar_bot_vs_human) * activerealplayers), maxclients - realplayers);
634         }
635         else if ((realplayers || autocvar_bot_join_empty || (currentbots > 0 && time < 5)))
636         {
637                 float realminplayers, minplayers;
638                 realminplayers = autocvar_minplayers;
639                 minplayers = max(0, floor(realminplayers));
640
641                 float realminbots, minbots;
642                 realminbots = autocvar_bot_number;
643                 minbots = max(0, floor(realminbots));
644
645                 bots = min(max(minbots, minplayers - activerealplayers), maxclients - realplayers);
646                 if(bots > minbots)
647                         bots_would_leave = true;
648         }
649         else
650         {
651                 // if there are no players, remove bots
652                 bots = 0;
653         }
654
655         // only add one bot per frame to avoid utter chaos
656         if(time > botframe_nextthink)
657         {
658                 //dprint(ftos(bots), " ? ", ftos(currentbots), "\n");
659                 while (currentbots < bots)
660                 {
661                         if (bot_spawn() == NULL)
662                         {
663                                 bprint("Can not add bot, server full.\n");
664                                 return false;
665                         }
666                 }
667                 while (currentbots > bots)
668                         bot_removenewest();
669         }
670
671         return true;
672 }
673
674 void bot_remove_from_bot_list(entity this)
675 {
676         entity e = bot_list;
677         entity prev_bot = NULL;
678         while (e)
679         {
680                 if(e == this)
681                 {
682                         if(!prev_bot)
683                                 bot_list = this.nextbot;
684                         else
685                                 prev_bot.nextbot = this.nextbot;
686                         if(bot_strategytoken == this)
687                         {
688                                 bot_strategytoken = this.nextbot;
689                                 bot_strategytoken_taken = true;
690                         }
691                         this.nextbot = NULL;
692                         break;
693                 }
694                 prev_bot = e;
695                 e = e.nextbot;
696         }
697 }
698
699 void bot_clear(entity this)
700 {
701         bot_remove_from_bot_list(this);
702         if(bot_waypoint_queue_owner == this)
703                 bot_waypoint_queue_owner = NULL;
704         this.aistatus &= ~AI_STATUS_STUCK; // otherwise bot_waypoint_queue_owner will be set again to this by navigation_unstuck
705 }
706
707 void bot_serverframe()
708 {
709         if (game_stopped)
710                 return;
711
712         if (time < 2)
713                 return;
714
715         bot_calculate_stepheightvec();
716         bot_navigation_movemode = ((autocvar_bot_navigation_ignoreplayers) ? MOVE_NOMONSTERS : MOVE_NORMAL);
717
718         if(time > autoskill_nextthink)
719         {
720                 float a;
721                 a = autocvar_skill_auto;
722                 if(a)
723                         autoskill(a);
724                 autoskill_nextthink = time + 5;
725         }
726
727         if(time > botframe_nextthink)
728         {
729                 if(!bot_fixcount())
730                         botframe_nextthink = time + 10;
731         }
732
733         bot_ignore_bots = autocvar_bot_ignore_bots;
734
735         if(botframe_spawnedwaypoints)
736         {
737                 if(autocvar_waypoint_benchmark)
738                         localcmd("quit\n");
739         }
740
741         if (currentbots > 0 || autocvar_g_waypointeditor || autocvar_g_waypointeditor_auto)
742         if (botframe_spawnedwaypoints)
743         {
744                 if(botframe_cachedwaypointlinks)
745                 {
746                         if(!botframe_loadedforcedlinks)
747                                 waypoint_load_links_hardwired();
748                 }
749                 else
750                 {
751                         // TODO: Make this check cleaner
752                         IL_EACH(g_waypoints, time - it.nextthink > 10,
753                         {
754                                 waypoint_save_links();
755                                 break;
756                         });
757                 }
758         }
759         else
760         {
761                 botframe_spawnedwaypoints = true;
762                 waypoint_loadall();
763                 if(!waypoint_load_links())
764                         waypoint_schedulerelinkall();
765         }
766
767         if (bot_list)
768         {
769                 // cycle the goal token from one bot to the next each frame
770                 // (this prevents them from all doing spawnfunc_waypoint searches on the same
771                 //  frame, which causes choppy framerates)
772                 if (bot_strategytoken_taken)
773                 {
774                         bot_strategytoken_taken = false;
775                         if (bot_strategytoken)
776                                 bot_strategytoken = bot_strategytoken.nextbot;
777                         if (!bot_strategytoken)
778                                 bot_strategytoken = bot_list;
779                 }
780
781                 if (botframe_nextdangertime < time)
782                 {
783                         float interval;
784                         interval = autocvar_bot_ai_dangerdetectioninterval;
785                         if (botframe_nextdangertime < time - interval * 1.5)
786                                 botframe_nextdangertime = time;
787                         botframe_nextdangertime = botframe_nextdangertime + interval;
788                         botframe_updatedangerousobjects(autocvar_bot_ai_dangerdetectionupdates);
789                 }
790         }
791
792         if (autocvar_g_waypointeditor)
793                 botframe_showwaypointlinks();
794
795         if (autocvar_g_waypointeditor_auto)
796                 botframe_autowaypoints();
797
798         if(time > bot_cvar_nextthink)
799         {
800                 if(currentbots>0)
801                         bot_custom_weapon_priority_setup();
802                 bot_cvar_nextthink = time + 5;
803         }
804 }