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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/autocvars.qh>
16 #include <server/bot/default/aim.qh>
17 #include <server/bot/default/cvars.qh>
18 #include <server/bot/default/havocbot/havocbot.qh>
19 #include <server/bot/default/havocbot/scripting.qh>
20 #include <server/bot/default/navigation.qh>
21 #include <server/bot/default/scripting.qh>
22 #include <server/bot/default/waypoints.qh>
23 #include <server/campaign.qh>
24 #include <server/client.qh>
25 #include <server/damage.qh>
26 #include <server/items/items.qh>
27 #include <server/mutators/_mod.qh>
28 #include <server/race.qh>
29 #include <server/scores_rules.qh>
30 #include <server/teamplay.qh>
31 #include <server/weapons/accuracy.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(this).cvar_cl_accuracy_data_share = 1;  // share the bots weapon accuracy data with the world
40         CS(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 * (0.5 ** this.bot_aiskill) * min(14 / (skill + 14), 1));
68
69         if (!IS_PLAYER(this) || (autocvar_g_campaign && !campaign_bots_may_start))
70         {
71                 CS(this).movement = '0 0 0';
72                 this.bot_nextthink = time + 0.5;
73                 return;
74         }
75
76         if (this.fixangle)
77         {
78                 this.v_angle = this.angles;
79                 this.v_angle_z = 0;
80                 this.fixangle = false;
81         }
82
83         this.dmg_take = 0;
84         this.dmg_save = 0;
85         this.dmg_inflictor = NULL;
86
87         // calculate an aiming latency based on the skill setting
88         // (simulated network latency + naturally delayed reflexes)
89         //this.ping = 0.7 - bound(0, 0.05 * skill, 0.5); // moved the reflexes to bot_aimdir (under the name 'think')
90         // minimum ping 20+10 random
91         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
92         // skill 10 = ping 0.2 (adrenaline)
93         // skill 0 = ping 0.7 (slightly drunk)
94
95         // clear buttons
96         PHYS_INPUT_BUTTON_ATCK(this) = false;
97         // keep jump button pressed for a short while, useful with ramp jumps
98         PHYS_INPUT_BUTTON_JUMP(this) = (!IS_DEAD(this) && time < this.bot_jump_time + 0.2);
99         PHYS_INPUT_BUTTON_ATCK2(this) = false;
100         PHYS_INPUT_BUTTON_ZOOM(this) = false;
101         PHYS_INPUT_BUTTON_CROUCH(this) = false;
102         PHYS_INPUT_BUTTON_HOOK(this) = false;
103         PHYS_INPUT_BUTTON_INFO(this) = false;
104         PHYS_INPUT_BUTTON_DRAG(this) = false;
105         PHYS_INPUT_BUTTON_CHAT(this) = false;
106         PHYS_INPUT_BUTTON_USE(this) = false;
107
108         if (time < game_starttime)
109         {
110                 // block the bot during the countdown to game start
111                 CS(this).movement = '0 0 0';
112                 this.bot_nextthink = game_starttime;
113                 return;
114         }
115
116         // if dead, just wait until we can respawn
117         if (IS_DEAD(this))
118         {
119                 if (bot_waypoint_queue_owner == this)
120                         bot_waypoint_queue_owner = NULL;
121                 this.aistatus = 0;
122                 CS(this).movement = '0 0 0';
123                 if (this.deadflag == DEAD_DEAD)
124                 {
125                         PHYS_INPUT_BUTTON_JUMP(this) = true; // press jump to respawn
126                         navigation_goalrating_timeout_force(this);
127                 }
128         }
129         else if(this.aistatus & AI_STATUS_STUCK)
130                 navigation_unstuck(this);
131
132         // now call the current bot AI (havocbot for example)
133         this.bot_ai(this);
134 }
135
136 void bot_setnameandstuff(entity this)
137 {
138         string readfile, s;
139         int file, tokens, prio;
140
141         file = fopen(autocvar_bot_config_file, FILE_READ);
142
143         if(file < 0)
144         {
145                 LOG_INFOF("Error: Can not open the bot configuration file '%s'", autocvar_bot_config_file);
146                 readfile = "";
147         }
148         else
149         {
150                 entity balance = TeamBalance_CheckAllowedTeams(NULL);
151                 TeamBalance_GetTeamCounts(balance, NULL);
152                 int smallest_team = -1;
153                 int smallest_count = -1;
154                 if (teamplay)
155                 {
156                         for (int i = 1; i <= AvailableTeams(); ++i)
157                         {
158                                 // NOTE if (autocvar_g_campaign && autocvar_g_campaign_forceteam == i)
159                                 // TeamBalance_GetNumberOfPlayers(balance, i); returns the number of players + 1
160                                 // since it keeps a spot for the real player in the desired team
161                                 int count = TeamBalance_GetNumberOfPlayers(balance, i);
162                                 if (smallest_count < 0 || count < smallest_count)
163                                 {
164                                         smallest_team = i;
165                                         smallest_count = count;
166                                 }
167                         }
168                 }
169                 TeamBalance_Destroy(balance);
170                 RandomSelection_Init();
171                 while((readfile = fgets(file)))
172                 {
173                         if(substring(readfile, 0, 2) == "//")
174                                 continue;
175                         if(substring(readfile, 0, 1) == "#")
176                                 continue;
177                         // NOTE if the line is empty tokenizebyseparator(readfile, "\t")
178                         // will create 1 empty token because there's no separator (bug?)
179                         if (readfile == "")
180                                 continue;
181                         tokens = tokenizebyseparator(readfile, "\t");
182                         if(tokens == 0)
183                                 continue;
184                         s = argv(0);
185                         prio = 0;
186                         bool conflict = false;
187                         FOREACH_CLIENT(IS_BOT_CLIENT(it), {
188                                 if (s == it.cleanname)
189                                 {
190                                         conflict = true;
191                                         break;
192                                 }
193                         });
194                         if (!conflict)
195                                 prio += 1;
196                         if (teamplay && !(autocvar_bot_vs_human && AvailableTeams() == 2))
197                         {
198                                 int forced_team = stof(argv(5));
199                                 if (!Team_IsValidIndex(forced_team))
200                                         forced_team = 0;
201                                 if (!forced_team || forced_team == smallest_team)
202                                         prio += 2;
203                         }
204                         RandomSelection_AddString(readfile, 1, prio);
205                 }
206                 readfile = RandomSelection_chosen_string;
207                 fclose(file);
208         }
209
210         string bot_name, bot_model, bot_skin, bot_shirt, bot_pants;
211
212         tokens = tokenizebyseparator(readfile, "\t");
213         if(argv(0) != "") bot_name = argv(0);
214         else bot_name = "Bot";
215
216         if(argv(1) != "") bot_model = argv(1);
217         else bot_model = "";
218
219         if(argv(2) != "") bot_skin = argv(2);
220         else bot_skin = "0";
221
222         if(argv(3) != "" && stof(argv(3)) >= 0) bot_shirt = argv(3);
223         else bot_shirt = ftos(floor(random() * 15));
224
225         if(argv(4) != "" && stof(argv(4)) >= 0) bot_pants = argv(4);
226         else bot_pants = ftos(floor(random() * 15));
227
228         if (teamplay && !(autocvar_bot_vs_human && AvailableTeams() == 2))
229                 this.bot_forced_team = stof(argv(5));
230         else
231                 this.bot_forced_team = 0;
232
233         prio = 6;
234
235         #define READSKILL(f, w, r) MACRO_BEGIN \
236                 if(argv(prio) != "") \
237                         this.f = stof(argv(prio)) * w; \
238                 else \
239                         this.f = (!autocvar_g_campaign) * (2 * random() - 1) * r * w; \
240                 prio++; \
241         MACRO_END
242         //print(bot_name, ": ping=", argv(9), "\n");
243
244         READSKILL(havocbot_keyboardskill, 0.5, 0.5); // keyboard skill
245         READSKILL(bot_moveskill, 2, 0); // move skill
246         READSKILL(bot_dodgeskill, 2, 0); // dodge skill
247
248         READSKILL(bot_pingskill, 0.5, 0); // ping skill
249
250         READSKILL(bot_weaponskill, 2, 0); // weapon skill
251         READSKILL(bot_aggresskill, 1, 0); // aggre skill
252         READSKILL(bot_rangepreference, 1, 0); // read skill
253
254         READSKILL(bot_aimskill, 2, 0); // aim skill
255         READSKILL(bot_offsetskill, 2, 0.5); // offset skill
256         READSKILL(bot_mouseskill, 1, 0.5); // mouse skill
257
258         READSKILL(bot_thinkskill, 1, 0.5); // think skill
259         READSKILL(bot_aiskill, 2, 0); // "ai" skill
260
261         if (file >= 0 && argv(prio) != "")
262                 LOG_INFOF("^1Warning^7: too many parameters for bot %s, please check format of %s", bot_name, autocvar_bot_config_file);
263
264         this.bot_config_loaded = true;
265
266         // this is really only a default, TeamBalance_JoinBestTeam is called later
267         setcolor(this, stof(bot_shirt) * 16 + stof(bot_pants));
268         this.bot_preferredcolors = this.clientcolors;
269
270         string prefix = (autocvar_g_campaign ? "" : autocvar_bot_prefix);
271         string suffix = (autocvar_g_campaign ? "" : autocvar_bot_suffix);
272         string name = (autocvar_bot_usemodelnames ? bot_model : bot_name);
273
274         if (name == "")
275         {
276                 name = ftos(etof(this));
277                 this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
278         }
279         else
280         {
281                 // number bots with identical names
282                 int j = 0;
283                 FOREACH_CLIENT(IS_BOT_CLIENT(it), {
284                         if(it.cleanname == name)
285                                 ++j;
286                 });
287                 if (j)
288                         this.netname = this.netname_freeme = strzone(strcat(prefix, name, "(", ftos(j), ")", suffix));
289                 else
290                         this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
291         }
292         this.cleanname = strzone(name);
293
294         // pick the model and skin
295         if(substring(bot_model, -4, 1) != ".")
296                 bot_model = strcat(bot_model, ".iqm");
297         this.playermodel = this.playermodel_freeme = strzone(strcat("models/player/", bot_model));
298         this.playerskin = this.playerskin_freeme = strzone(bot_skin);
299 }
300
301 void bot_custom_weapon_priority_setup()
302 {
303         static string bot_priority_far_prev;
304         static string bot_priority_mid_prev;
305         static string bot_priority_close_prev;
306         static string bot_priority_distances_prev;
307         float tokens, i, w;
308
309         bot_custom_weapon = false;
310
311         if(     autocvar_bot_ai_custom_weapon_priority_far == "" ||
312                 autocvar_bot_ai_custom_weapon_priority_mid == "" ||
313                 autocvar_bot_ai_custom_weapon_priority_close == "" ||
314                 autocvar_bot_ai_custom_weapon_priority_distances == ""
315         )
316                 return;
317
318         if (bot_priority_distances_prev != autocvar_bot_ai_custom_weapon_priority_distances)
319         {
320                 strcpy(bot_priority_distances_prev, autocvar_bot_ai_custom_weapon_priority_distances);
321                 tokens = tokenizebyseparator(autocvar_bot_ai_custom_weapon_priority_distances," ");
322
323                 if (tokens!=2)
324                         return;
325
326                 bot_distance_far = stof(argv(0));
327                 bot_distance_close = stof(argv(1));
328
329                 if(bot_distance_far < bot_distance_close){
330                         bot_distance_far = stof(argv(1));
331                         bot_distance_close = stof(argv(0));
332                 }
333         }
334
335         int c;
336
337         #define PARSE_WEAPON_PRIORITIES(dist) MACRO_BEGIN \
338                 if (bot_priority_##dist##_prev != autocvar_bot_ai_custom_weapon_priority_##dist) { \
339                         strcpy(bot_priority_##dist##_prev, autocvar_bot_ai_custom_weapon_priority_##dist); \
340                         tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_##dist)," "); \
341                         bot_weapons_##dist[0] = -1; \
342                         c = 0; \
343                         for(i = 0; i < tokens && c < REGISTRY_COUNT(Weapons); ++i) { \
344                                 w = stof(argv(i)); \
345                                 if (w >= WEP_FIRST && w <= WEP_LAST) { \
346                                         bot_weapons_##dist[c] = w; \
347                                         ++c; \
348                                 } \
349                         } \
350                         if (c < REGISTRY_COUNT(Weapons)) \
351                                 bot_weapons_##dist[c] = -1; \
352                 } \
353         MACRO_END
354
355         PARSE_WEAPON_PRIORITIES(far);
356         PARSE_WEAPON_PRIORITIES(mid);
357         PARSE_WEAPON_PRIORITIES(close);
358
359         bot_custom_weapon = true;
360 }
361
362 void bot_endgame()
363 {
364         bot_relinkplayerlist();
365         entity e = bot_list;
366         while (e)
367         {
368                 setcolor(e, e.bot_preferredcolors);
369                 e = e.nextbot;
370         }
371         // if dynamic waypoints are ever implemented, save them here
372 }
373
374 void bot_relinkplayerlist()
375 {
376         player_count = 0;
377         currentbots = 0;
378         bot_list = NULL;
379
380         entity prevbot = NULL;
381         FOREACH_CLIENT(true,
382         {
383                 ++player_count;
384
385                 if(IS_BOT_CLIENT(it))
386                 {
387                         if(prevbot)
388                                 prevbot.nextbot = it;
389                         else
390                                 bot_list = it;
391                         prevbot = it;
392                         ++currentbots;
393                 }
394         });
395         if(prevbot)
396                 prevbot.nextbot = NULL;
397         LOG_TRACE("relink: ", ftos(currentbots), " bots seen.");
398         bot_strategytoken = bot_list;
399         bot_strategytoken_taken = true;
400 }
401
402 void bot_clientdisconnect(entity this)
403 {
404         if (!IS_BOT_CLIENT(this))
405                 return;
406         bot_clearqueue(this);
407         strfree(this.cleanname);
408         strfree(this.netname_freeme);
409         strfree(this.playermodel_freeme);
410         strfree(this.playerskin_freeme);
411         if(this.bot_cmd_current)
412                 delete(this.bot_cmd_current);
413         if(bot_waypoint_queue_owner == this)
414                 bot_waypoint_queue_owner = NULL;
415 }
416
417 void bot_clientconnect(entity this)
418 {
419         if (!IS_BOT_CLIENT(this)) return;
420         this.bot_preferredcolors = this.clientcolors;
421         this.bot_nextthink = time - random();
422         this.lag_func = bot_lagfunc;
423         this.isbot = true;
424         this.createdtime = this.bot_nextthink;
425
426         if(!this.bot_config_loaded) // This is needed so team overrider doesn't break between matches
427         {
428                 bot_setnameandstuff(this);
429                 bot_setclientfields(this);
430         }
431
432         if (teamplay && Team_IsValidIndex(this.bot_forced_team))
433         {
434                 SetPlayerTeam(this, this.bot_forced_team, TEAM_CHANGE_MANUAL);
435         }
436         else
437         {
438                 this.bot_forced_team = 0;
439                 TeamBalance_JoinBestTeam(this);
440         }
441
442         havocbot_setupbot(this);
443 }
444
445 void bot_removefromlargestteam()
446 {
447         entity balance = TeamBalance_CheckAllowedTeams(NULL);
448         TeamBalance_GetTeamCounts(balance, NULL);
449
450         entity best = NULL;
451         float besttime = 0;
452         int bestcount = 0;
453
454         int bcount = 0;
455         FOREACH_CLIENT(it.isbot,
456         {
457                 ++bcount;
458
459                 if(!best)
460                 {
461                         best = it;
462                         besttime = it.createdtime;
463                 }
464
465                 int thiscount = 0;
466
467                 if (Team_IsValidTeam(it.team))
468                 {
469                         thiscount = TeamBalance_GetNumberOfPlayers(balance,
470                                 Team_TeamToIndex(it.team));
471                 }
472
473                 if(thiscount > bestcount)
474                 {
475                         bestcount = thiscount;
476                         besttime = it.createdtime;
477                         best = it;
478                 }
479                 else if(thiscount == bestcount && besttime < it.createdtime)
480                 {
481                         besttime = it.createdtime;
482                         best = it;
483                 }
484         });
485         TeamBalance_Destroy(balance);
486         if(!bcount)
487                 return; // no bots to remove
488         currentbots = currentbots - 1;
489         dropclient(best);
490 }
491
492 void bot_removenewest()
493 {
494         if(teamplay)
495         {
496                 bot_removefromlargestteam();
497                 return;
498         }
499
500         float besttime = 0;
501         entity best = NULL;
502         int bcount = 0;
503
504         FOREACH_CLIENT(it.isbot,
505         {
506                 ++bcount;
507
508                 if(!best)
509                 {
510                         best = it;
511                         besttime = it.createdtime;
512                 }
513
514                 if(besttime < it.createdtime)
515                 {
516                         besttime = it.createdtime;
517                         best = it;
518                 }
519         });
520
521         if(!bcount)
522                 return; // no bots to remove
523
524         currentbots = currentbots - 1;
525         dropclient(best);
526 }
527
528 void autoskill(float factor)
529 {
530         float bestbot;
531         float bestplayer;
532
533         bestbot = -1;
534         bestplayer = -1;
535         FOREACH_CLIENT(IS_PLAYER(it), {
536                 if(IS_REAL_CLIENT(it))
537                         bestplayer = max(bestplayer, it.totalfrags - it.totalfrags_lastcheck);
538                 else
539                         bestbot = max(bestbot, it.totalfrags - it.totalfrags_lastcheck);
540         });
541
542         LOG_DEBUG("autoskill: best player got ", ftos(bestplayer), ", ");
543         LOG_DEBUG("best bot got ", ftos(bestbot), "; ");
544         if(bestbot < 0 || bestplayer < 0)
545         {
546                 LOG_DEBUG("not doing anything");
547                 // don't return, let it reset all counters below
548         }
549         else if(bestbot <= bestplayer * factor - 2)
550         {
551                 if(autocvar_skill < 17)
552                 {
553                         LOG_DEBUG("2 frags difference, increasing skill");
554                         cvar_set("skill", ftos(autocvar_skill + 1));
555                         bprint("^2SKILL UP!^7 Now at level ", ftos(autocvar_skill), "\n");
556                 }
557         }
558         else if(bestbot >= bestplayer * factor + 2)
559         {
560                 if(autocvar_skill > 0)
561                 {
562                         LOG_DEBUG("2 frags difference, decreasing skill");
563                         cvar_set("skill", ftos(autocvar_skill - 1));
564                         bprint("^1SKILL DOWN!^7 Now at level ", ftos(autocvar_skill), "\n");
565                 }
566         }
567         else
568         {
569                 LOG_DEBUG("not doing anything");
570                 return;
571                 // don't reset counters, wait for them to accumulate
572         }
573
574         FOREACH_CLIENT(IS_PLAYER(it), { it.totalfrags_lastcheck = it.totalfrags; });
575 }
576
577 void bot_calculate_stepheightvec()
578 {
579         stepheightvec = autocvar_sv_stepheight * '0 0 1';
580         jumpheight_vec = (autocvar_sv_jumpvelocity ** 2) / (2 * autocvar_sv_gravity) * '0 0 1';
581         jumpstepheightvec = stepheightvec + jumpheight_vec * 0.85; // reduce it a bit to make the jumps easy
582         jumpheight_time = autocvar_sv_jumpvelocity / autocvar_sv_gravity;
583 }
584
585 bool bot_fixcount()
586 {
587         int activerealplayers = 0;
588         int realplayers = 0;
589         if (MUTATOR_CALLHOOK(Bot_FixCount, activerealplayers, realplayers)) {
590                 activerealplayers = M_ARGV(0, int);
591                 realplayers = M_ARGV(1, int);
592         } else {
593                 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
594                         if(IS_PLAYER(it))
595                                 ++activerealplayers;
596                         ++realplayers;
597                 });
598         }
599
600         int bots;
601         // But don't remove bots immediately on level change, as the real players
602         // usually haven't rejoined yet
603         bots_would_leave = false;
604         if (teamplay && autocvar_bot_vs_human && AvailableTeams() == 2)
605                 bots = min(ceil(fabs(autocvar_bot_vs_human) * activerealplayers), maxclients - realplayers);
606         else if ((realplayers || autocvar_bot_join_empty || (currentbots > 0 && time < 5)))
607         {
608                 int minplayers = max(0, floor(autocvar_minplayers));
609                 if (teamplay)
610                         minplayers = max(0, floor(autocvar_minplayers_per_team) * AvailableTeams());
611                 int minbots = max(0, floor(autocvar_bot_number));
612
613                 // add bots to reach minplayers if needed
614                 bots = max(minbots, minplayers - activerealplayers);
615                 // cap bots to the max players allowed by the server
616                 int player_limit = GetPlayerLimit();
617                 if(player_limit)
618                         bots = min(bots, max(player_limit - activerealplayers, 0));
619                 bots = min(bots, maxclients - realplayers);
620
621                 if(bots > minbots)
622                         bots_would_leave = true;
623         }
624         else
625         {
626                 // if there are no players, remove bots
627                 bots = 0;
628         }
629
630         // only add one bot per frame to avoid utter chaos
631         if(time > botframe_nextthink)
632         {
633                 if (currentbots < bots)
634                 {
635                         if (bot_spawn() == NULL)
636                         {
637                                 bprint("Can not add bot, server full.\n");
638                                 return false;
639                         }
640                 }
641                 while (currentbots > bots && bots >= 0)
642                         bot_removenewest();
643         }
644
645         return true;
646 }
647
648 void bot_remove_from_bot_list(entity this)
649 {
650         entity e = bot_list;
651         entity prev_bot = NULL;
652         while (e)
653         {
654                 if(e == this)
655                 {
656                         if(!prev_bot)
657                                 bot_list = this.nextbot;
658                         else
659                                 prev_bot.nextbot = this.nextbot;
660                         if(bot_strategytoken == this)
661                         {
662                                 bot_strategytoken = this.nextbot;
663                                 bot_strategytoken_taken = true;
664                         }
665                         this.nextbot = NULL;
666                         break;
667                 }
668                 prev_bot = e;
669                 e = e.nextbot;
670         }
671 }
672
673 void bot_clear(entity this)
674 {
675         bot_remove_from_bot_list(this);
676         if(bot_waypoint_queue_owner == this)
677                 bot_waypoint_queue_owner = NULL;
678         this.aistatus &= ~AI_STATUS_STUCK; // otherwise bot_waypoint_queue_owner will be set again to this by navigation_unstuck
679 }
680
681 void bot_serverframe()
682 {
683         if (intermission_running && currentbots > 0)
684         {
685                 // after the end of the match all bots stay unless all human players disconnect
686                 int realplayers = 0;
687                 FOREACH_CLIENT(IS_REAL_CLIENT(it), { ++realplayers; });
688                 if (!realplayers)
689                 {
690                         FOREACH_CLIENT(IS_BOT_CLIENT(it), { dropclient(it); });
691                         currentbots = 0;
692                 }
693                 return;
694         }
695
696         if (game_stopped)
697                 return;
698
699         // Added 0.5 to avoid possible addition + immediate removal of bots that would make them appear as
700         // spectators in the scoreboard and never go away. This issue happens at time 2 if map is changed
701         // with the gotomap command, minplayers is > 1 and human clients join as players very soon
702         // either intentionally or automatically (sv_spectate 0)
703         if (time < 2.5)
704         {
705                 currentbots = -1;
706                 return;
707         }
708
709         if (currentbots == -1)
710         {
711                 // count bots already in the server from the previous match
712                 currentbots = 0;
713                 FOREACH_CLIENT(IS_BOT_CLIENT(it), { ++currentbots; });
714         }
715
716         if(autocvar_skill != skill)
717         {
718                 float wpcost_update = false;
719                 if(skill >= autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill < autocvar_bot_ai_bunnyhop_skilloffset)
720                         wpcost_update = true;
721                 if(skill < autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill >= autocvar_bot_ai_bunnyhop_skilloffset)
722                         wpcost_update = true;
723
724                 skill = autocvar_skill;
725                 if (wpcost_update)
726                         waypoint_updatecost_foralllinks();
727         }
728
729         bot_calculate_stepheightvec();
730         bot_navigation_movemode = ((autocvar_bot_navigation_ignoreplayers) ? MOVE_NOMONSTERS : MOVE_NORMAL);
731
732         if(time > autoskill_nextthink)
733         {
734                 float a;
735                 a = autocvar_skill_auto;
736                 if(a)
737                         autoskill(a);
738                 autoskill_nextthink = time + 5;
739         }
740
741         if(time > botframe_nextthink)
742         {
743                 if(!bot_fixcount())
744                         botframe_nextthink = time + 10;
745         }
746
747         if(botframe_spawnedwaypoints)
748         {
749                 if(autocvar_waypoint_benchmark)
750                         localcmd("quit\n");
751         }
752
753         if (currentbots > 0 || autocvar_g_waypointeditor || autocvar_g_waypointeditor_auto)
754         if (botframe_spawnedwaypoints)
755         {
756                 if(botframe_cachedwaypointlinks)
757                 {
758                         if(!botframe_loadedforcedlinks)
759                                 waypoint_load_hardwiredlinks();
760                 }
761                 else
762                 {
763                         // TODO: Make this check cleaner
764                         IL_EACH(g_waypoints, time - it.nextthink > 10,
765                         {
766                                 waypoint_save_links();
767                                 break;
768                         });
769                 }
770         }
771         else
772         {
773                 botframe_spawnedwaypoints = true;
774                 waypoint_loadall();
775                 waypoint_load_links();
776         }
777
778         if (bot_list)
779         {
780                 // cycle the goal token from one bot to the next each frame
781                 // (this prevents them from all doing spawnfunc_waypoint searches on the same
782                 //  frame, which causes choppy framerates)
783                 if (bot_strategytoken_taken)
784                 {
785                         // give goal token to the first bot without goals; if all bots don't have
786                         // any goal (or are dead/frozen) simply give it to the next one
787                         bot_strategytoken_taken = false;
788                         entity bot_strategytoken_save = bot_strategytoken;
789                         while (true)
790                         {
791                                 if (bot_strategytoken)
792                                         bot_strategytoken = bot_strategytoken.nextbot;
793                                 if (!bot_strategytoken)
794                                         bot_strategytoken = bot_list;
795
796                                 if (!(IS_DEAD(bot_strategytoken) || STAT(FROZEN, bot_strategytoken))
797                                         && !bot_strategytoken.goalcurrent)
798                                         break;
799
800                                 if (!bot_strategytoken_save) // break loop if all the bots are dead or frozen
801                                         break;
802                                 if (bot_strategytoken == bot_strategytoken_save)
803                                         bot_strategytoken_save = NULL; // looped through all the bots
804                         }
805                 }
806
807                 if (botframe_nextdangertime < time)
808                 {
809                         float interval;
810                         interval = autocvar_bot_ai_dangerdetectioninterval;
811                         if (botframe_nextdangertime < time - interval * 1.5)
812                                 botframe_nextdangertime = time;
813                         botframe_nextdangertime = botframe_nextdangertime + interval;
814                         botframe_updatedangerousobjects(autocvar_bot_ai_dangerdetectionupdates);
815                 }
816         }
817
818         if (autocvar_g_waypointeditor)
819                 botframe_showwaypointlinks();
820
821         if (autocvar_g_waypointeditor_auto)
822                 botframe_autowaypoints();
823
824         if (currentbots > 0)
825                 bot_custom_weapon_priority_setup();
826 }