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Improve end of warmup countdown abort (when player count drops too low)
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / bot / default / bot.qc
1 #include "bot.qh"
2
3 #include <common/constants.qh>
4 #include <common/mapinfo.qh>
5 #include <common/net_linked.qh>
6 #include <common/physics/player.qh>
7 #include <common/stats.qh>
8 #include <common/teams.qh>
9 #include <common/util.qh>
10 #include <common/weapons/_all.qh>
11 #include <lib/csqcmodel/sv_model.qh>
12 #include <lib/warpzone/common.qh>
13 #include <lib/warpzone/util_server.qh>
14 #include <server/antilag.qh>
15 #include <server/bot/default/aim.qh>
16 #include <server/bot/default/cvars.qh>
17 #include <server/bot/default/havocbot/havocbot.qh>
18 #include <server/bot/default/havocbot/scripting.qh>
19 #include <server/bot/default/navigation.qh>
20 #include <server/bot/default/scripting.qh>
21 #include <server/bot/default/waypoints.qh>
22 #include <server/campaign.qh>
23 #include <server/client.qh>
24 #include <server/damage.qh>
25 #include <server/items/items.qh>
26 #include <server/mutators/_mod.qh>
27 #include <server/race.qh>
28 #include <server/scores_rules.qh>
29 #include <server/teamplay.qh>
30 #include <server/weapons/accuracy.qh>
31 #include <server/weapons/selection.qh>
32 #include <server/world.qh>
33
34 STATIC_INIT(bot) { bot_calculate_stepheightvec(); }
35
36 // TODO: remove this function! its only purpose is to update these fields since bot_setnameandstuff is called before ClientState
37 void bot_setclientfields(entity this)
38 {
39         CS_CVAR(this).cvar_cl_accuracy_data_share = 1;  // share the bots weapon accuracy data with the world
40         CS_CVAR(this).cvar_cl_accuracy_data_receive = 0;  // don't receive any weapon accuracy data
41 }
42
43 entity bot_spawn()
44 {
45         entity bot = spawnclient();
46         if (bot)
47         {
48                 setItemGroupCount();
49                 currentbots = currentbots + 1;
50                 bot_setnameandstuff(bot);
51                 ClientConnect(bot);
52                 bot_setclientfields(bot);
53                 PutClientInServer(bot);
54         }
55         return bot;
56 }
57
58 void bot_think(entity this)
59 {
60         if (this.bot_nextthink > time)
61                 return;
62
63         this.flags &= ~FL_GODMODE;
64         if(autocvar_bot_god)
65                 this.flags |= FL_GODMODE;
66
67         this.bot_nextthink = max(time, this.bot_nextthink) + max(0.01, autocvar_bot_ai_thinkinterval * min(14 / (skill + this.bot_aiskill + 14), 1));
68
69         if (!IS_PLAYER(this) || (autocvar_g_campaign && !campaign_bots_may_start))
70         {
71                 if (IS_PLAYER(this))
72                 {
73                         .entity weaponentity = weaponentities[0];
74                         if(this.(weaponentity).m_weapon == WEP_Null)
75                                 W_NextWeapon(this, 0, weaponentity);
76                 }
77                 CS(this).movement = '0 0 0';
78                 this.bot_nextthink = time + 0.5;
79                 return;
80         }
81
82         if (this.fixangle)
83         {
84                 this.v_angle = this.angles;
85                 this.v_angle_z = 0;
86                 this.fixangle = false;
87         }
88
89         this.dmg_take = 0;
90         this.dmg_save = 0;
91         this.dmg_inflictor = NULL;
92
93         // calculate an aiming latency based on the skill setting
94         // (simulated network latency + naturally delayed reflexes)
95         //this.ping = 0.7 - bound(0, 0.05 * skill, 0.5); // moved the reflexes to bot_aimdir (under the name 'think')
96         // minimum ping 20+10 random
97         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
98         // skill 10 = ping 0.2 (adrenaline)
99         // skill 0 = ping 0.7 (slightly drunk)
100
101         // clear buttons
102         PHYS_INPUT_BUTTON_ATCK(this) = false;
103         // keep jump button pressed for a short while, useful with ramp jumps
104         PHYS_INPUT_BUTTON_JUMP(this) = (!IS_DEAD(this) && time < this.bot_jump_time + 0.2);
105         PHYS_INPUT_BUTTON_ATCK2(this) = false;
106         PHYS_INPUT_BUTTON_ZOOM(this) = false;
107         PHYS_INPUT_BUTTON_CROUCH(this) = false;
108         PHYS_INPUT_BUTTON_HOOK(this) = false;
109         PHYS_INPUT_BUTTON_INFO(this) = false;
110         PHYS_INPUT_BUTTON_DRAG(this) = false;
111         PHYS_INPUT_BUTTON_CHAT(this) = false;
112         PHYS_INPUT_BUTTON_USE(this) = false;
113
114         if (time < game_starttime)
115         {
116                 .entity weaponentity = weaponentities[0];
117                 if(this.(weaponentity).m_weapon == WEP_Null)
118                         W_NextWeapon(this, 0, weaponentity);
119                 // block the bot during the countdown to game start
120                 CS(this).movement = '0 0 0';
121                 return;
122         }
123
124         // if dead, just wait until we can respawn
125         if (IS_DEAD(this) || IS_OBSERVER(this))
126         {
127                 if (bot_waypoint_queue_owner == this)
128                         bot_waypoint_queue_owner = NULL;
129                 this.aistatus = 0;
130                 CS(this).movement = '0 0 0';
131                 if (IS_OBSERVER(this))
132                         return;
133                 if (IS_DEAD(this))
134                 {
135                         if (!navigation_goalrating_timeout(this))
136                                 navigation_goalrating_timeout_force(this);
137                         // jump must not be pressed for at least one frame in order for
138                         // PlayerThink to detect the key down event
139                         if (this.deadflag == DEAD_DYING)
140                                 PHYS_INPUT_BUTTON_JUMP(this) = false;
141                         else if (this.deadflag == DEAD_DEAD)
142                                 PHYS_INPUT_BUTTON_JUMP(this) = true; // press jump to respawn
143                 }
144         }
145         else if(this.aistatus & AI_STATUS_STUCK)
146                 navigation_unstuck(this);
147
148         // now call the current bot AI (havocbot for example)
149         this.bot_ai(this);
150 }
151
152 void bot_setnameandstuff(entity this)
153 {
154         string readfile, s;
155         int file, tokens, prio;
156
157         file = fopen(autocvar_bot_config_file, FILE_READ);
158
159         if(file < 0)
160         {
161                 LOG_INFOF("Error: Can not open the bot configuration file '%s'", autocvar_bot_config_file);
162                 readfile = "";
163         }
164         else
165         {
166                 entity balance = TeamBalance_CheckAllowedTeams(NULL);
167                 TeamBalance_GetTeamCounts(balance, NULL);
168                 int smallest_team = -1;
169                 int smallest_count = -1;
170                 if (teamplay)
171                 {
172                         for (int i = 1; i <= AVAILABLE_TEAMS; ++i)
173                         {
174                                 // NOTE if (autocvar_g_campaign && autocvar_g_campaign_forceteam == i)
175                                 // TeamBalance_GetNumberOfPlayers(balance, i); returns the number of players + 1
176                                 // since it keeps a spot for the real player in the desired team
177                                 int count = TeamBalance_GetNumberOfPlayers(balance, i);
178                                 if (smallest_count < 0 || count < smallest_count)
179                                 {
180                                         smallest_team = i;
181                                         smallest_count = count;
182                                 }
183                         }
184                 }
185                 TeamBalance_Destroy(balance);
186                 RandomSelection_Init();
187                 while((readfile = fgets(file)))
188                 {
189                         if(substring(readfile, 0, 2) == "//")
190                                 continue;
191                         if(substring(readfile, 0, 1) == "#")
192                                 continue;
193                         // NOTE if the line is empty tokenizebyseparator(readfile, "\t")
194                         // will create 1 empty token because there's no separator (bug?)
195                         if (readfile == "")
196                                 continue;
197                         tokens = tokenizebyseparator(readfile, "\t");
198                         if(tokens == 0)
199                                 continue;
200                         s = argv(0);
201                         prio = 0;
202                         bool conflict = false;
203                         FOREACH_CLIENT(IS_BOT_CLIENT(it), {
204                                 if (s == it.cleanname)
205                                 {
206                                         conflict = true;
207                                         break;
208                                 }
209                         });
210                         if (!conflict)
211                                 prio += 1;
212                         if (teamplay && !(autocvar_bot_vs_human && AVAILABLE_TEAMS == 2))
213                         {
214                                 int forced_team = stof(argv(5));
215                                 if (!Team_IsValidIndex(forced_team))
216                                         forced_team = 0;
217                                 if (!forced_team || forced_team == smallest_team)
218                                         prio += 2;
219                         }
220                         RandomSelection_AddString(readfile, 1, prio);
221                 }
222                 readfile = RandomSelection_chosen_string;
223                 fclose(file);
224         }
225
226         string bot_name, bot_model, bot_skin, bot_shirt, bot_pants;
227
228         tokens = tokenizebyseparator(readfile, "\t");
229         if(argv(0) != "") bot_name = argv(0);
230         else bot_name = "Bot";
231
232         if(argv(1) != "") bot_model = argv(1);
233         else bot_model = "";
234
235         if(argv(2) != "") bot_skin = argv(2);
236         else bot_skin = "0";
237
238         if(argv(3) != "" && stof(argv(3)) >= 0) bot_shirt = argv(3);
239         else bot_shirt = ftos(floor(random() * 15));
240
241         if(argv(4) != "" && stof(argv(4)) >= 0) bot_pants = argv(4);
242         else bot_pants = ftos(floor(random() * 15));
243
244         if (teamplay && !(autocvar_bot_vs_human && AVAILABLE_TEAMS == 2))
245         {
246                 this.bot_forced_team = stof(argv(5));
247                 if (!Team_IsValidIndex(this.bot_forced_team))
248                         this.bot_forced_team = 0;
249         }
250         else
251                 this.bot_forced_team = 0;
252
253         prio = 6;
254
255         #define READSKILL(f, w, r) MACRO_BEGIN \
256                 if(argv(prio) != "") \
257                         this.f = stof(argv(prio)) * w; \
258                 else \
259                         this.f = (!autocvar_g_campaign) * (2 * random() - 1) * r * w; \
260                 prio++; \
261         MACRO_END
262         //print(bot_name, ": ping=", argv(9), "\n");
263
264         READSKILL(havocbot_keyboardskill, 0.5, 0.5); // keyboard skill
265         READSKILL(bot_moveskill, 2, 0); // move skill
266         READSKILL(bot_dodgeskill, 2, 0); // dodge skill
267
268         READSKILL(bot_pingskill, 0.5, 0); // ping skill
269
270         READSKILL(bot_weaponskill, 2, 0); // weapon skill
271         READSKILL(bot_aggresskill, 1, 0); // aggre skill
272         READSKILL(bot_rangepreference, 1, 0); // read skill
273
274         READSKILL(bot_aimskill, 2, 0); // aim skill
275         READSKILL(bot_offsetskill, 2, 0.5); // offset skill
276         READSKILL(bot_mouseskill, 1, 0.5); // mouse skill
277
278         READSKILL(bot_thinkskill, 1, 0.5); // think skill
279         READSKILL(bot_aiskill, 2, 0); // "ai" skill
280
281         if (file >= 0 && argv(prio) != "")
282                 LOG_INFOF("^1Warning^7: too many parameters for bot %s, please check format of %s", bot_name, autocvar_bot_config_file);
283
284         this.bot_config_loaded = true;
285
286         // this is really only a default, TeamBalance_JoinBestTeam is called later
287         setcolor(this, stof(bot_shirt) * 16 + stof(bot_pants));
288         this.bot_preferredcolors = this.clientcolors;
289
290         string prefix = (autocvar_g_campaign ? "" : autocvar_bot_prefix);
291         string suffix = (autocvar_g_campaign ? "" : autocvar_bot_suffix);
292         string name = (autocvar_bot_usemodelnames ? bot_model : bot_name);
293
294         if (name == "")
295         {
296                 name = ftos(etof(this));
297                 this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
298         }
299         else
300         {
301                 // number bots with identical names
302                 int j = 0;
303                 FOREACH_CLIENT(IS_BOT_CLIENT(it), {
304                         if(it.cleanname == name)
305                                 ++j;
306                 });
307                 if (j)
308                         this.netname = this.netname_freeme = strzone(strcat(prefix, name, "(", ftos(j), ")", suffix));
309                 else
310                         this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
311         }
312         this.cleanname = strzone(name);
313
314         // pick the model and skin
315         if(substring(bot_model, -4, 1) != ".")
316                 bot_model = strcat(bot_model, ".iqm");
317         this.playermodel = this.playermodel_freeme = strzone(strcat("models/player/", bot_model));
318         this.playerskin = this.playerskin_freeme = strzone(bot_skin);
319 }
320
321 void bot_custom_weapon_priority_setup()
322 {
323         static string bot_priority_far_prev;
324         static string bot_priority_mid_prev;
325         static string bot_priority_close_prev;
326         static string bot_priority_distances_prev;
327         float tokens, i, w;
328
329         bot_custom_weapon = false;
330
331         if(     autocvar_bot_ai_custom_weapon_priority_far == "" ||
332                 autocvar_bot_ai_custom_weapon_priority_mid == "" ||
333                 autocvar_bot_ai_custom_weapon_priority_close == "" ||
334                 autocvar_bot_ai_custom_weapon_priority_distances == ""
335         )
336                 return;
337
338         if (bot_priority_distances_prev != autocvar_bot_ai_custom_weapon_priority_distances)
339         {
340                 strcpy(bot_priority_distances_prev, autocvar_bot_ai_custom_weapon_priority_distances);
341                 tokens = tokenizebyseparator(autocvar_bot_ai_custom_weapon_priority_distances," ");
342
343                 if (tokens!=2)
344                         return;
345
346                 bot_distance_far = stof(argv(0));
347                 bot_distance_close = stof(argv(1));
348
349                 if(bot_distance_far < bot_distance_close){
350                         bot_distance_far = stof(argv(1));
351                         bot_distance_close = stof(argv(0));
352                 }
353         }
354
355         int c;
356
357         #define PARSE_WEAPON_PRIORITIES(dist) MACRO_BEGIN \
358                 if (bot_priority_##dist##_prev != autocvar_bot_ai_custom_weapon_priority_##dist) { \
359                         strcpy(bot_priority_##dist##_prev, autocvar_bot_ai_custom_weapon_priority_##dist); \
360                         tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_##dist)," "); \
361                         bot_weapons_##dist[0] = -1; \
362                         c = 0; \
363                         for(i = 0; i < tokens && c < REGISTRY_COUNT(Weapons); ++i) { \
364                                 w = stof(argv(i)); \
365                                 if (w >= WEP_FIRST && w <= WEP_LAST) { \
366                                         bot_weapons_##dist[c] = w; \
367                                         ++c; \
368                                 } \
369                         } \
370                         if (c < REGISTRY_COUNT(Weapons)) \
371                                 bot_weapons_##dist[c] = -1; \
372                 } \
373         MACRO_END
374
375         PARSE_WEAPON_PRIORITIES(far);
376         PARSE_WEAPON_PRIORITIES(mid);
377         PARSE_WEAPON_PRIORITIES(close);
378
379         bot_custom_weapon = true;
380 }
381
382 void bot_endgame()
383 {
384         bot_relinkplayerlist();
385         entity e = bot_list;
386         while (e)
387         {
388                 setcolor(e, e.bot_preferredcolors);
389                 e = e.nextbot;
390         }
391         // if dynamic waypoints are ever implemented, save them here
392 }
393
394 void bot_relinkplayerlist()
395 {
396         player_count = 0;
397         currentbots = 0;
398         bot_list = NULL;
399
400         entity prevbot = NULL;
401         FOREACH_CLIENT(true,
402         {
403                 ++player_count;
404
405                 if(IS_BOT_CLIENT(it))
406                 {
407                         if (!IS_OBSERVER(it) && !bot_ispaused(it))
408                         {
409                                 if(prevbot)
410                                         prevbot.nextbot = it;
411                                 else
412                                         bot_list = it;
413                                 prevbot = it;
414                         }
415                         ++currentbots;
416                 }
417         });
418         if(prevbot)
419                 prevbot.nextbot = NULL;
420         bot_strategytoken = bot_list;
421         bot_strategytoken_taken = true;
422 }
423
424 void bot_clientdisconnect(entity this)
425 {
426         if (!IS_BOT_CLIENT(this))
427                 return;
428         bot_clearqueue(this);
429         strfree(this.cleanname);
430         strfree(this.netname_freeme);
431         strfree(this.playermodel_freeme);
432         strfree(this.playerskin_freeme);
433         if(this.bot_cmd_current)
434                 delete(this.bot_cmd_current);
435         if(bot_waypoint_queue_owner == this)
436                 bot_waypoint_queue_owner = NULL;
437 }
438
439 void bot_clientconnect(entity this)
440 {
441         if (!IS_BOT_CLIENT(this)) return;
442         this.bot_preferredcolors = this.clientcolors;
443         this.bot_nextthink = time - random();
444         this.isbot = true;
445         this.createdtime = this.bot_nextthink;
446
447         if(!this.bot_config_loaded) // This is needed so team overrider doesn't break between matches
448         {
449                 bot_setnameandstuff(this);
450                 bot_setclientfields(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         int bestbot = -1;
542         int bestplayer = -1;
543         FOREACH_CLIENT(IS_PLAYER(it), {
544                 if(IS_REAL_CLIENT(it))
545                         bestplayer = max(bestplayer, it.totalfrags - it.totalfrags_lastcheck);
546                 else
547                         bestbot = max(bestbot, it.totalfrags - it.totalfrags_lastcheck);
548         });
549
550         string msg = strcat("autoskill: best player got ", ftos(bestplayer), ", ""best bot got ", ftos(bestbot), "; ");
551         if(bestbot < 0 || bestplayer < 0)
552         {
553                 msg = strcat(msg, "not doing anything");
554                 // don't return, let it reset all counters below
555         }
556         else if(bestbot <= bestplayer * factor - 2)
557         {
558                 if(autocvar_skill < 17)
559                 {
560                         msg = strcat(msg, "2 frags difference, increasing skill");
561                         cvar_set("skill", ftos(autocvar_skill + 1));
562                         bprint("^2BOT SKILL UP!^7 Now at level ", ftos(autocvar_skill), "\n");
563                 }
564         }
565         else if(bestbot >= bestplayer * factor + 2)
566         {
567                 if(autocvar_skill > 0)
568                 {
569                         msg = strcat(msg, "2 frags difference, decreasing skill");
570                         cvar_set("skill", ftos(autocvar_skill - 1));
571                         bprint("^1BOT SKILL DOWN!^7 Now at level ", ftos(autocvar_skill), "\n");
572                 }
573         }
574         else
575         {
576                 msg = strcat(msg, "not doing anything");
577                 return;
578                 // don't reset counters, wait for them to accumulate
579         }
580         LOG_DEBUG(msg);
581
582         FOREACH_CLIENT(IS_PLAYER(it), { it.totalfrags_lastcheck = it.totalfrags; });
583 }
584
585 void bot_calculate_stepheightvec()
586 {
587         stepheightvec = autocvar_sv_stepheight * '0 0 1';
588         jumpheight_vec = (autocvar_sv_jumpvelocity ** 2) / (2 * autocvar_sv_gravity) * '0 0 1';
589         jumpstepheightvec = stepheightvec + jumpheight_vec * 0.85; // reduce it a bit to make the jumps easy
590         jumpheight_time = autocvar_sv_jumpvelocity / autocvar_sv_gravity;
591 }
592
593 bool bot_fixcount(bool multiple_per_frame)
594 {
595         int activerealplayers = 0;
596         int realplayers = 0;
597         if (MUTATOR_CALLHOOK(Bot_FixCount, activerealplayers, realplayers)) {
598                 activerealplayers = M_ARGV(0, int);
599                 realplayers = M_ARGV(1, int);
600         } else {
601                 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
602                         if(IS_PLAYER(it))
603                                 ++activerealplayers;
604                         ++realplayers;
605                 });
606         }
607
608         int bots;
609         // But don't remove bots immediately on level change, as the real players
610         // usually haven't rejoined yet
611         bots_would_leave = false;
612         if (autocvar_bot_vs_human && AVAILABLE_TEAMS == 2)
613                 bots = min(ceil(fabs(autocvar_bot_vs_human) * activerealplayers), maxclients - realplayers);
614         else if ((realplayers || autocvar_bot_join_empty || (currentbots > 0 && time < 5)))
615         {
616                 int minplayers = max(0, floor(autocvar_minplayers));
617                 if (teamplay)
618                         minplayers = max(0, floor(autocvar_minplayers_per_team) * AVAILABLE_TEAMS);
619                 int minbots = max(0, floor(autocvar_bot_number));
620
621                 // add bots to reach minplayers if needed
622                 bots = max(minbots, minplayers - activerealplayers);
623                 // cap bots to the max players allowed by the server
624                 int player_limit = GetPlayerLimit();
625                 if(player_limit)
626                         bots = min(bots, max(player_limit - activerealplayers, 0));
627                 bots = min(bots, maxclients - realplayers);
628
629                 if(bots > minbots)
630                         bots_would_leave = true;
631         }
632         else
633         {
634                 // if there are no players, remove bots
635                 bots = 0;
636         }
637
638         // only add one bot per frame to avoid utter chaos
639         if(time > botframe_nextthink)
640         {
641                 while (currentbots < bots)
642                 {
643                         if (bot_spawn() == NULL)
644                         {
645                                 bprint("Can not add bot, server full.\n");
646                                 return false;
647                         }
648                         if (!multiple_per_frame)
649                         {
650                                 break;
651                         }
652                 }
653                 while (currentbots > bots && bots >= 0)
654                         bot_removenewest();
655         }
656
657         return true;
658 }
659
660 void bot_serverframe()
661 {
662         if (intermission_running && currentbots > 0)
663         {
664                 // after the end of the match all bots stay unless all human players disconnect
665                 int realplayers = 0;
666                 FOREACH_CLIENT(IS_REAL_CLIENT(it), { ++realplayers; });
667                 if (!realplayers)
668                 {
669                         FOREACH_CLIENT(IS_BOT_CLIENT(it), { dropclient(it); });
670                         currentbots = 0;
671                 }
672                 return;
673         }
674
675         if (game_stopped)
676                 return;
677
678         // Added 0.5 to avoid possible addition + immediate removal of bots that would make them appear as
679         // spectators in the scoreboard and never go away. This issue happens at time 2 if map is changed
680         // with the gotomap command, minplayers is > 1 and human clients join as players very soon
681         // either intentionally or automatically (sv_spectate 0)
682         // A working workaround for this bug was implemented in commit fbd145044, see entcs_attach
683         if (time < 2.5)
684         {
685                 currentbots = -1;
686                 return;
687         }
688
689         if (currentbots == -1)
690         {
691                 // count bots already in the server from the previous match
692                 currentbots = 0;
693                 FOREACH_CLIENT(IS_BOT_CLIENT(it), { ++currentbots; });
694         }
695
696         if(autocvar_skill != skill)
697         {
698                 float wpcost_update = false;
699                 if(skill >= autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill < autocvar_bot_ai_bunnyhop_skilloffset)
700                         wpcost_update = true;
701                 if(skill < autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill >= autocvar_bot_ai_bunnyhop_skilloffset)
702                         wpcost_update = true;
703
704                 skill = autocvar_skill;
705                 if (wpcost_update)
706                         waypoint_updatecost_foralllinks();
707         }
708
709         bot_calculate_stepheightvec();
710         bot_navigation_movemode = ((autocvar_bot_navigation_ignoreplayers) ? MOVE_NOMONSTERS : MOVE_NORMAL);
711
712         if(time > autoskill_nextthink)
713         {
714                 float a;
715                 a = autocvar_skill_auto;
716                 if(a)
717                         autoskill(a);
718                 autoskill_nextthink = time + 5;
719         }
720
721         if(time > botframe_nextthink)
722         {
723                 if(!bot_fixcount(false))
724                         botframe_nextthink = time + 10;
725         }
726
727         if(botframe_spawnedwaypoints)
728         {
729                 if(autocvar_waypoint_benchmark)
730                         localcmd("quit\n");
731         }
732
733         if (currentbots > 0 || waypointeditor_enabled || autocvar_g_waypointeditor_auto)
734         if (botframe_spawnedwaypoints)
735         {
736                 if(botframe_cachedwaypointlinks)
737                 {
738                         if(!botframe_loadedforcedlinks)
739                                 waypoint_load_hardwiredlinks();
740                 }
741                 else
742                 {
743                         // TODO: Make this check cleaner
744                         IL_EACH(g_waypoints, time - it.nextthink > 10,
745                         {
746                                 waypoint_save_links();
747                                 break;
748                         });
749                 }
750         }
751         else
752         {
753                 botframe_spawnedwaypoints = true;
754                 waypoint_loadall();
755                 waypoint_load_links();
756         }
757
758         if (bot_list)
759         {
760                 // cycle the goal token from one bot to the next each frame
761                 // (this prevents them from all doing spawnfunc_waypoint searches on the same
762                 //  frame, which causes choppy framerates)
763                 if (bot_strategytoken_taken)
764                 {
765                         // give goal token to the first bot without goals; if all bots don't have
766                         // any goal (or are dead/frozen) simply give it to the next one
767                         bot_strategytoken_taken = false;
768                         entity bot_strategytoken_save = bot_strategytoken;
769                         while (true)
770                         {
771                                 if (bot_strategytoken)
772                                         bot_strategytoken = bot_strategytoken.nextbot;
773                                 if (!bot_strategytoken)
774                                         bot_strategytoken = bot_list;
775
776                                 if (!(IS_DEAD(bot_strategytoken) || STAT(FROZEN, bot_strategytoken))
777                                         && !bot_strategytoken.goalcurrent)
778                                         break;
779
780                                 if (!bot_strategytoken_save) // break loop if all the bots are dead or frozen
781                                         break;
782                                 if (bot_strategytoken == bot_strategytoken_save)
783                                         bot_strategytoken_save = NULL; // looped through all the bots
784                         }
785                 }
786
787                 if (botframe_nextdangertime < time)
788                 {
789                         float interval;
790                         interval = autocvar_bot_ai_dangerdetectioninterval;
791                         if (botframe_nextdangertime < time - interval * 1.5)
792                                 botframe_nextdangertime = time;
793                         botframe_nextdangertime = botframe_nextdangertime + interval;
794                         botframe_updatedangerousobjects(autocvar_bot_ai_dangerdetectionupdates);
795                 }
796         }
797
798         if (waypointeditor_enabled)
799                 botframe_showwaypointlinks();
800
801         if (autocvar_g_waypointeditor_auto)
802                 botframe_autowaypoints();
803
804         if (currentbots > 0)
805                 bot_custom_weapon_priority_setup();
806 }