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Purge server/constants.qh
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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 <common/stats.qh>
20 #include <server/world.qh>
21 #include <server/damage.qh>
22 #include "../../race.qh"
23 #include <server/items/items.qh>
24
25 #include <server/mutators/_mod.qh>
26
27 #include "../../weapons/accuracy.qh"
28
29 #include <common/physics/player.qh>
30 #include <common/constants.qh>
31 #include <common/net_linked.qh>
32 #include <common/mapinfo.qh>
33 #include <common/teams.qh>
34 #include <common/util.qh>
35
36 #include <server/scores_rules.qh>
37
38 #include <common/weapons/_all.qh>
39
40 #include <lib/csqcmodel/sv_model.qh>
41
42 #include <lib/warpzone/common.qh>
43 #include <lib/warpzone/util_server.qh>
44
45 STATIC_INIT(bot) { bot_calculate_stepheightvec(); }
46
47 // TODO: remove this function! its only purpose is to update these fields since bot_setnameandstuff is called before ClientState
48 void bot_setclientfields(entity this)
49 {
50         CS(this).cvar_cl_accuracy_data_share = 1;  // share the bots weapon accuracy data with the world
51         CS(this).cvar_cl_accuracy_data_receive = 0;  // don't receive any weapon accuracy data
52 }
53
54 entity bot_spawn()
55 {
56         entity bot = spawnclient();
57         if (bot)
58         {
59                 setItemGroupCount();
60                 currentbots = currentbots + 1;
61                 bot_setnameandstuff(bot);
62                 ClientConnect(bot);
63                 bot_setclientfields(bot);
64                 PutClientInServer(bot);
65         }
66         return 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 (!IS_PLAYER(this) || (autocvar_g_campaign && !campaign_bots_may_start))
81         {
82                 CS(this).movement = '0 0 0';
83                 this.bot_nextthink = time + 0.5;
84                 return;
85         }
86
87         if (this.fixangle)
88         {
89                 this.v_angle = this.angles;
90                 this.v_angle_z = 0;
91                 this.fixangle = false;
92         }
93
94         this.dmg_take = 0;
95         this.dmg_save = 0;
96         this.dmg_inflictor = NULL;
97
98         // calculate an aiming latency based on the skill setting
99         // (simulated network latency + naturally delayed reflexes)
100         //this.ping = 0.7 - bound(0, 0.05 * skill, 0.5); // moved the reflexes to bot_aimdir (under the name 'think')
101         // minimum ping 20+10 random
102         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
103         // skill 10 = ping 0.2 (adrenaline)
104         // skill 0 = ping 0.7 (slightly drunk)
105
106         // clear buttons
107         PHYS_INPUT_BUTTON_ATCK(this) = false;
108         // keep jump button pressed for a short while, useful with ramp jumps
109         PHYS_INPUT_BUTTON_JUMP(this) = (!IS_DEAD(this) && time < this.bot_jump_time + 0.2);
110         PHYS_INPUT_BUTTON_ATCK2(this) = false;
111         PHYS_INPUT_BUTTON_ZOOM(this) = false;
112         PHYS_INPUT_BUTTON_CROUCH(this) = false;
113         PHYS_INPUT_BUTTON_HOOK(this) = false;
114         PHYS_INPUT_BUTTON_INFO(this) = false;
115         PHYS_INPUT_BUTTON_DRAG(this) = false;
116         PHYS_INPUT_BUTTON_CHAT(this) = false;
117         PHYS_INPUT_BUTTON_USE(this) = false;
118
119         if (time < game_starttime)
120         {
121                 // block the bot during the countdown to game start
122                 CS(this).movement = '0 0 0';
123                 this.bot_nextthink = game_starttime;
124                 return;
125         }
126
127         // if dead, just wait until we can respawn
128         if (IS_DEAD(this))
129         {
130                 if (bot_waypoint_queue_owner == this)
131                         bot_waypoint_queue_owner = NULL;
132                 this.aistatus = 0;
133                 CS(this).movement = '0 0 0';
134                 if (this.deadflag == DEAD_DEAD)
135                 {
136                         PHYS_INPUT_BUTTON_JUMP(this) = true; // press jump to respawn
137                         navigation_goalrating_timeout_force(this);
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                 this.bot_forced_team = stof(argv(5));
241         else
242                 this.bot_forced_team = 0;
243
244         prio = 6;
245
246         #define READSKILL(f, w, r) MACRO_BEGIN \
247                 if(argv(prio) != "") \
248                         this.f = stof(argv(prio)) * w; \
249                 else \
250                         this.f = (!autocvar_g_campaign) * (2 * random() - 1) * r * w; \
251                 prio++; \
252         MACRO_END
253         //print(bot_name, ": ping=", argv(9), "\n");
254
255         READSKILL(havocbot_keyboardskill, 0.5, 0.5); // keyboard skill
256         READSKILL(bot_moveskill, 2, 0); // move skill
257         READSKILL(bot_dodgeskill, 2, 0); // dodge skill
258
259         READSKILL(bot_pingskill, 0.5, 0); // ping skill
260
261         READSKILL(bot_weaponskill, 2, 0); // weapon skill
262         READSKILL(bot_aggresskill, 1, 0); // aggre skill
263         READSKILL(bot_rangepreference, 1, 0); // read skill
264
265         READSKILL(bot_aimskill, 2, 0); // aim skill
266         READSKILL(bot_offsetskill, 2, 0.5); // offset skill
267         READSKILL(bot_mouseskill, 1, 0.5); // mouse skill
268
269         READSKILL(bot_thinkskill, 1, 0.5); // think skill
270         READSKILL(bot_aiskill, 2, 0); // "ai" skill
271
272         if (file >= 0 && argv(prio) != "")
273                 LOG_INFOF("^1Warning^7: too many parameters for bot %s, please check format of %s", bot_name, autocvar_bot_config_file);
274
275         this.bot_config_loaded = true;
276
277         // this is really only a default, TeamBalance_JoinBestTeam is called later
278         setcolor(this, stof(bot_shirt) * 16 + stof(bot_pants));
279         this.bot_preferredcolors = this.clientcolors;
280
281         string prefix = (autocvar_g_campaign ? "" : autocvar_bot_prefix);
282         string suffix = (autocvar_g_campaign ? "" : autocvar_bot_suffix);
283         string name = (autocvar_bot_usemodelnames ? bot_model : bot_name);
284
285         if (name == "")
286         {
287                 name = ftos(etof(this));
288                 this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
289         }
290         else
291         {
292                 // number bots with identical names
293                 int j = 0;
294                 FOREACH_CLIENT(IS_BOT_CLIENT(it), {
295                         if(it.cleanname == name)
296                                 ++j;
297                 });
298                 if (j)
299                         this.netname = this.netname_freeme = strzone(strcat(prefix, name, "(", ftos(j), ")", suffix));
300                 else
301                         this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
302         }
303         this.cleanname = strzone(name);
304
305         // pick the model and skin
306         if(substring(bot_model, -4, 1) != ".")
307                 bot_model = strcat(bot_model, ".iqm");
308         this.playermodel = this.playermodel_freeme = strzone(strcat("models/player/", bot_model));
309         this.playerskin = this.playerskin_freeme = strzone(bot_skin);
310 }
311
312 void bot_custom_weapon_priority_setup()
313 {
314         static string bot_priority_far_prev;
315         static string bot_priority_mid_prev;
316         static string bot_priority_close_prev;
317         static string bot_priority_distances_prev;
318         float tokens, i, w;
319
320         bot_custom_weapon = false;
321
322         if(     autocvar_bot_ai_custom_weapon_priority_far == "" ||
323                 autocvar_bot_ai_custom_weapon_priority_mid == "" ||
324                 autocvar_bot_ai_custom_weapon_priority_close == "" ||
325                 autocvar_bot_ai_custom_weapon_priority_distances == ""
326         )
327                 return;
328
329         if (bot_priority_distances_prev != autocvar_bot_ai_custom_weapon_priority_distances)
330         {
331                 strcpy(bot_priority_distances_prev, autocvar_bot_ai_custom_weapon_priority_distances);
332                 tokens = tokenizebyseparator(autocvar_bot_ai_custom_weapon_priority_distances," ");
333
334                 if (tokens!=2)
335                         return;
336
337                 bot_distance_far = stof(argv(0));
338                 bot_distance_close = stof(argv(1));
339
340                 if(bot_distance_far < bot_distance_close){
341                         bot_distance_far = stof(argv(1));
342                         bot_distance_close = stof(argv(0));
343                 }
344         }
345
346         int c;
347
348         #define PARSE_WEAPON_PRIORITIES(dist) MACRO_BEGIN \
349                 if (bot_priority_##dist##_prev != autocvar_bot_ai_custom_weapon_priority_##dist) { \
350                         strcpy(bot_priority_##dist##_prev, autocvar_bot_ai_custom_weapon_priority_##dist); \
351                         tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_##dist)," "); \
352                         bot_weapons_##dist[0] = -1; \
353                         c = 0; \
354                         for(i = 0; i < tokens && c < REGISTRY_COUNT(Weapons); ++i) { \
355                                 w = stof(argv(i)); \
356                                 if (w >= WEP_FIRST && w <= WEP_LAST) { \
357                                         bot_weapons_##dist[c] = w; \
358                                         ++c; \
359                                 } \
360                         } \
361                         if (c < REGISTRY_COUNT(Weapons)) \
362                                 bot_weapons_##dist[c] = -1; \
363                 } \
364         MACRO_END
365
366         PARSE_WEAPON_PRIORITIES(far);
367         PARSE_WEAPON_PRIORITIES(mid);
368         PARSE_WEAPON_PRIORITIES(close);
369
370         bot_custom_weapon = true;
371 }
372
373 void bot_endgame()
374 {
375         bot_relinkplayerlist();
376         entity e = bot_list;
377         while (e)
378         {
379                 setcolor(e, e.bot_preferredcolors);
380                 e = e.nextbot;
381         }
382         // if dynamic waypoints are ever implemented, save them here
383 }
384
385 void bot_relinkplayerlist()
386 {
387         player_count = 0;
388         currentbots = 0;
389         bot_list = NULL;
390
391         entity prevbot = NULL;
392         FOREACH_CLIENT(true,
393         {
394                 ++player_count;
395
396                 if(IS_BOT_CLIENT(it))
397                 {
398                         if(prevbot)
399                                 prevbot.nextbot = it;
400                         else
401                                 bot_list = it;
402                         prevbot = it;
403                         ++currentbots;
404                 }
405         });
406         if(prevbot)
407                 prevbot.nextbot = NULL;
408         LOG_TRACE("relink: ", ftos(currentbots), " bots seen.");
409         bot_strategytoken = bot_list;
410         bot_strategytoken_taken = true;
411 }
412
413 void bot_clientdisconnect(entity this)
414 {
415         if (!IS_BOT_CLIENT(this))
416                 return;
417         bot_clearqueue(this);
418         strfree(this.cleanname);
419         strfree(this.netname_freeme);
420         strfree(this.playermodel_freeme);
421         strfree(this.playerskin_freeme);
422         if(this.bot_cmd_current)
423                 delete(this.bot_cmd_current);
424         if(bot_waypoint_queue_owner == this)
425                 bot_waypoint_queue_owner = NULL;
426 }
427
428 void bot_clientconnect(entity this)
429 {
430         if (!IS_BOT_CLIENT(this)) return;
431         this.bot_preferredcolors = this.clientcolors;
432         this.bot_nextthink = time - random();
433         this.lag_func = bot_lagfunc;
434         this.isbot = true;
435         this.createdtime = this.bot_nextthink;
436
437         if(!this.bot_config_loaded) // This is needed so team overrider doesn't break between matches
438         {
439                 bot_setnameandstuff(this);
440                 bot_setclientfields(this);
441         }
442
443         if (teamplay && Team_IsValidIndex(this.bot_forced_team))
444         {
445                 SetPlayerTeam(this, this.bot_forced_team, TEAM_CHANGE_MANUAL);
446         }
447         else
448         {
449                 this.bot_forced_team = 0;
450                 TeamBalance_JoinBestTeam(this);
451         }
452
453         havocbot_setupbot(this);
454 }
455
456 void bot_removefromlargestteam()
457 {
458         entity balance = TeamBalance_CheckAllowedTeams(NULL);
459         TeamBalance_GetTeamCounts(balance, NULL);
460
461         entity best = NULL;
462         float besttime = 0;
463         int bestcount = 0;
464
465         int bcount = 0;
466         FOREACH_CLIENT(it.isbot,
467         {
468                 ++bcount;
469
470                 if(!best)
471                 {
472                         best = it;
473                         besttime = it.createdtime;
474                 }
475
476                 int thiscount = 0;
477
478                 if (Team_IsValidTeam(it.team))
479                 {
480                         thiscount = TeamBalance_GetNumberOfPlayers(balance,
481                                 Team_TeamToIndex(it.team));
482                 }
483
484                 if(thiscount > bestcount)
485                 {
486                         bestcount = thiscount;
487                         besttime = it.createdtime;
488                         best = it;
489                 }
490                 else if(thiscount == bestcount && besttime < it.createdtime)
491                 {
492                         besttime = it.createdtime;
493                         best = it;
494                 }
495         });
496         TeamBalance_Destroy(balance);
497         if(!bcount)
498                 return; // no bots to remove
499         currentbots = currentbots - 1;
500         dropclient(best);
501 }
502
503 void bot_removenewest()
504 {
505         if(teamplay)
506         {
507                 bot_removefromlargestteam();
508                 return;
509         }
510
511         float besttime = 0;
512         entity best = NULL;
513         int bcount = 0;
514
515         FOREACH_CLIENT(it.isbot,
516         {
517                 ++bcount;
518
519                 if(!best)
520                 {
521                         best = it;
522                         besttime = it.createdtime;
523                 }
524
525                 if(besttime < it.createdtime)
526                 {
527                         besttime = it.createdtime;
528                         best = it;
529                 }
530         });
531
532         if(!bcount)
533                 return; // no bots to remove
534
535         currentbots = currentbots - 1;
536         dropclient(best);
537 }
538
539 void autoskill(float factor)
540 {
541         float bestbot;
542         float bestplayer;
543
544         bestbot = -1;
545         bestplayer = -1;
546         FOREACH_CLIENT(IS_PLAYER(it), {
547                 if(IS_REAL_CLIENT(it))
548                         bestplayer = max(bestplayer, it.totalfrags - it.totalfrags_lastcheck);
549                 else
550                         bestbot = max(bestbot, it.totalfrags - it.totalfrags_lastcheck);
551         });
552
553         LOG_DEBUG("autoskill: best player got ", ftos(bestplayer), ", ");
554         LOG_DEBUG("best bot got ", ftos(bestbot), "; ");
555         if(bestbot < 0 || bestplayer < 0)
556         {
557                 LOG_DEBUG("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                         LOG_DEBUG("2 frags difference, increasing skill");
565                         cvar_set("skill", ftos(autocvar_skill + 1));
566                         bprint("^2SKILL 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                         LOG_DEBUG("2 frags difference, decreasing skill");
574                         cvar_set("skill", ftos(autocvar_skill - 1));
575                         bprint("^1SKILL DOWN!^7 Now at level ", ftos(autocvar_skill), "\n");
576                 }
577         }
578         else
579         {
580                 LOG_DEBUG("not doing anything");
581                 return;
582                 // don't reset counters, wait for them to accumulate
583         }
584
585         FOREACH_CLIENT(IS_PLAYER(it), { it.totalfrags_lastcheck = it.totalfrags; });
586 }
587
588 void bot_calculate_stepheightvec()
589 {
590         stepheightvec = autocvar_sv_stepheight * '0 0 1';
591         jumpheight_vec = (autocvar_sv_jumpvelocity ** 2) / (2 * autocvar_sv_gravity) * '0 0 1';
592         jumpstepheightvec = stepheightvec + jumpheight_vec * 0.85; // reduce it a bit to make the jumps easy
593         jumpheight_time = autocvar_sv_jumpvelocity / autocvar_sv_gravity;
594 }
595
596 bool bot_fixcount()
597 {
598         int activerealplayers = 0;
599         int realplayers = 0;
600         if (MUTATOR_CALLHOOK(Bot_FixCount, activerealplayers, realplayers)) {
601                 activerealplayers = M_ARGV(0, int);
602                 realplayers = M_ARGV(1, int);
603         } else {
604                 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
605                         if(IS_PLAYER(it))
606                                 ++activerealplayers;
607                         ++realplayers;
608                 });
609         }
610
611         int bots;
612         // But don't remove bots immediately on level change, as the real players
613         // usually haven't rejoined yet
614         bots_would_leave = false;
615         if (teamplay && autocvar_bot_vs_human && AvailableTeams() == 2)
616                 bots = min(ceil(fabs(autocvar_bot_vs_human) * activerealplayers), maxclients - realplayers);
617         else if ((realplayers || autocvar_bot_join_empty || (currentbots > 0 && time < 5)))
618         {
619                 int minplayers = max(0, floor(autocvar_minplayers));
620                 if (teamplay)
621                         minplayers = max(0, floor(autocvar_minplayers_per_team) * AvailableTeams());
622                 int minbots = max(0, floor(autocvar_bot_number));
623
624                 // add bots to reach minplayers if needed
625                 bots = max(minbots, minplayers - activerealplayers);
626                 // cap bots to the max players allowed by the server
627                 int player_limit = GetPlayerLimit();
628                 if(player_limit)
629                         bots = min(bots, max(player_limit - activerealplayers, 0));
630                 bots = min(bots, maxclients - realplayers);
631
632                 if(bots > minbots)
633                         bots_would_leave = true;
634         }
635         else
636         {
637                 // if there are no players, remove bots
638                 bots = 0;
639         }
640
641         // only add one bot per frame to avoid utter chaos
642         if(time > botframe_nextthink)
643         {
644                 if (currentbots < bots)
645                 {
646                         if (bot_spawn() == NULL)
647                         {
648                                 bprint("Can not add bot, server full.\n");
649                                 return false;
650                         }
651                 }
652                 while (currentbots > bots && bots >= 0)
653                         bot_removenewest();
654         }
655
656         return true;
657 }
658
659 void bot_remove_from_bot_list(entity this)
660 {
661         entity e = bot_list;
662         entity prev_bot = NULL;
663         while (e)
664         {
665                 if(e == this)
666                 {
667                         if(!prev_bot)
668                                 bot_list = this.nextbot;
669                         else
670                                 prev_bot.nextbot = this.nextbot;
671                         if(bot_strategytoken == this)
672                         {
673                                 bot_strategytoken = this.nextbot;
674                                 bot_strategytoken_taken = true;
675                         }
676                         this.nextbot = NULL;
677                         break;
678                 }
679                 prev_bot = e;
680                 e = e.nextbot;
681         }
682 }
683
684 void bot_clear(entity this)
685 {
686         bot_remove_from_bot_list(this);
687         if(bot_waypoint_queue_owner == this)
688                 bot_waypoint_queue_owner = NULL;
689         this.aistatus &= ~AI_STATUS_STUCK; // otherwise bot_waypoint_queue_owner will be set again to this by navigation_unstuck
690 }
691
692 void bot_serverframe()
693 {
694         if (intermission_running && currentbots > 0)
695         {
696                 // after the end of the match all bots stay unless all human players disconnect
697                 int realplayers = 0;
698                 FOREACH_CLIENT(IS_REAL_CLIENT(it), { ++realplayers; });
699                 if (!realplayers)
700                 {
701                         FOREACH_CLIENT(IS_BOT_CLIENT(it), { dropclient(it); });
702                         currentbots = 0;
703                 }
704                 return;
705         }
706
707         if (game_stopped)
708                 return;
709
710         // Added 0.5 to avoid possible addition + immediate removal of bots that would make them appear as
711         // spectators in the scoreboard and never go away. This issue happens at time 2 if map is changed
712         // with the gotomap command, minplayers is > 1 and human clients join as players very soon
713         // either intentionally or automatically (sv_spectate 0)
714         if (time < 2.5)
715         {
716                 currentbots = -1;
717                 return;
718         }
719
720         if (currentbots == -1)
721         {
722                 // count bots already in the server from the previous match
723                 currentbots = 0;
724                 FOREACH_CLIENT(IS_BOT_CLIENT(it), { ++currentbots; });
725         }
726
727         if(autocvar_skill != skill)
728         {
729                 float wpcost_update = false;
730                 if(skill >= autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill < autocvar_bot_ai_bunnyhop_skilloffset)
731                         wpcost_update = true;
732                 if(skill < autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill >= autocvar_bot_ai_bunnyhop_skilloffset)
733                         wpcost_update = true;
734
735                 skill = autocvar_skill;
736                 if (wpcost_update)
737                         waypoint_updatecost_foralllinks();
738         }
739
740         bot_calculate_stepheightvec();
741         bot_navigation_movemode = ((autocvar_bot_navigation_ignoreplayers) ? MOVE_NOMONSTERS : MOVE_NORMAL);
742
743         if(time > autoskill_nextthink)
744         {
745                 float a;
746                 a = autocvar_skill_auto;
747                 if(a)
748                         autoskill(a);
749                 autoskill_nextthink = time + 5;
750         }
751
752         if(time > botframe_nextthink)
753         {
754                 if(!bot_fixcount())
755                         botframe_nextthink = time + 10;
756         }
757
758         if(botframe_spawnedwaypoints)
759         {
760                 if(autocvar_waypoint_benchmark)
761                         localcmd("quit\n");
762         }
763
764         if (currentbots > 0 || autocvar_g_waypointeditor || autocvar_g_waypointeditor_auto)
765         if (botframe_spawnedwaypoints)
766         {
767                 if(botframe_cachedwaypointlinks)
768                 {
769                         if(!botframe_loadedforcedlinks)
770                                 waypoint_load_hardwiredlinks();
771                 }
772                 else
773                 {
774                         // TODO: Make this check cleaner
775                         IL_EACH(g_waypoints, time - it.nextthink > 10,
776                         {
777                                 waypoint_save_links();
778                                 break;
779                         });
780                 }
781         }
782         else
783         {
784                 botframe_spawnedwaypoints = true;
785                 waypoint_loadall();
786                 waypoint_load_links();
787         }
788
789         if (bot_list)
790         {
791                 // cycle the goal token from one bot to the next each frame
792                 // (this prevents them from all doing spawnfunc_waypoint searches on the same
793                 //  frame, which causes choppy framerates)
794                 if (bot_strategytoken_taken)
795                 {
796                         // give goal token to the first bot without goals; if all bots don't have
797                         // any goal (or are dead/frozen) simply give it to the next one
798                         bot_strategytoken_taken = false;
799                         entity bot_strategytoken_save = bot_strategytoken;
800                         while (true)
801                         {
802                                 if (bot_strategytoken)
803                                         bot_strategytoken = bot_strategytoken.nextbot;
804                                 if (!bot_strategytoken)
805                                         bot_strategytoken = bot_list;
806
807                                 if (!(IS_DEAD(bot_strategytoken) || STAT(FROZEN, bot_strategytoken))
808                                         && !bot_strategytoken.goalcurrent)
809                                         break;
810
811                                 if (!bot_strategytoken_save) // break loop if all the bots are dead or frozen
812                                         break;
813                                 if (bot_strategytoken == bot_strategytoken_save)
814                                         bot_strategytoken_save = NULL; // looped through all the bots
815                         }
816                 }
817
818                 if (botframe_nextdangertime < time)
819                 {
820                         float interval;
821                         interval = autocvar_bot_ai_dangerdetectioninterval;
822                         if (botframe_nextdangertime < time - interval * 1.5)
823                                 botframe_nextdangertime = time;
824                         botframe_nextdangertime = botframe_nextdangertime + interval;
825                         botframe_updatedangerousobjects(autocvar_bot_ai_dangerdetectionupdates);
826                 }
827         }
828
829         if (autocvar_g_waypointeditor)
830                 botframe_showwaypointlinks();
831
832         if (autocvar_g_waypointeditor_auto)
833                 botframe_autowaypoints();
834
835         if (currentbots > 0)
836                 bot_custom_weapon_priority_setup();
837 }