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