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