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Bot AI: keep the jump button pressed for a short while, useful with ramp jumps
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / bot / default / bot.qc
1 #include "bot.qh"
2
3 #include "cvars.qh"
4
5 #include "aim.qh"
6 #include "navigation.qh"
7 #include "scripting.qh"
8 #include "waypoints.qh"
9
10 #include "havocbot/havocbot.qh"
11 #include "havocbot/scripting.qh"
12
13 #include "../../teamplay.qh"
14
15 #include "../../antilag.qh"
16 #include "../../autocvars.qh"
17 #include "../../campaign.qh"
18 #include "../../client.qh"
19 #include "../../constants.qh"
20 #include "../../defs.qh"
21 #include "../../race.qh"
22 #include <common/t_items.qh>
23
24 #include <server/mutators/_mod.qh>
25
26 #include "../../weapons/accuracy.qh"
27
28 #include <common/physics/player.qh>
29 #include <common/constants.qh>
30 #include <common/net_linked.qh>
31 #include <common/mapinfo.qh>
32 #include <common/teams.qh>
33 #include <common/util.qh>
34
35 #include <server/scores_rules.qh>
36
37 #include <common/weapons/_all.qh>
38
39 #include <lib/csqcmodel/sv_model.qh>
40
41 #include <lib/warpzone/common.qh>
42 #include <lib/warpzone/util_server.qh>
43
44 STATIC_INIT(bot) { bot_calculate_stepheightvec(); }
45
46 // TODO: remove this function! its only purpose is to update these fields since bot_setnameandstuff is called before ClientState
47 void bot_setclientfields(entity this)
48 {
49         CS(this).cvar_cl_accuracy_data_share = 1;  // share the bots weapon accuracy data with the world
50         CS(this).cvar_cl_accuracy_data_receive = 0;  // don't receive any weapon accuracy data
51 }
52
53 entity bot_spawn()
54 {
55         entity bot = spawnclient();
56         if (bot)
57         {
58                 setItemGroupCount();
59                 currentbots = currentbots + 1;
60                 bot_setnameandstuff(bot);
61                 ClientConnect(bot);
62                 bot_setclientfields(bot);
63                 PutClientInServer(bot);
64         }
65         return bot;
66 }
67
68 void bot_think(entity this)
69 {
70         if (this.bot_nextthink > time)
71                 return;
72
73         this.flags &= ~FL_GODMODE;
74         if(autocvar_bot_god)
75                 this.flags |= FL_GODMODE;
76
77         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));
78
79         if (!IS_PLAYER(this) || (autocvar_g_campaign && !campaign_bots_may_start))
80         {
81                 CS(this).movement = '0 0 0';
82                 this.bot_nextthink = time + 0.5;
83                 return;
84         }
85
86         if (this.fixangle)
87         {
88                 this.v_angle = this.angles;
89                 this.v_angle_z = 0;
90                 this.fixangle = false;
91         }
92
93         this.dmg_take = 0;
94         this.dmg_save = 0;
95         this.dmg_inflictor = NULL;
96
97         // calculate an aiming latency based on the skill setting
98         // (simulated network latency + naturally delayed reflexes)
99         //this.ping = 0.7 - bound(0, 0.05 * skill, 0.5); // moved the reflexes to bot_aimdir (under the name 'think')
100         // minimum ping 20+10 random
101         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
102         // skill 10 = ping 0.2 (adrenaline)
103         // skill 0 = ping 0.7 (slightly drunk)
104
105         // clear buttons
106         PHYS_INPUT_BUTTON_ATCK(this) = false;
107         // keep jump button pressed for a short while, useful with ramp jumps
108         PHYS_INPUT_BUTTON_JUMP(this) = (!IS_DEAD(this) && time < this.bot_jump_time + 0.2);
109         PHYS_INPUT_BUTTON_ATCK2(this) = false;
110         PHYS_INPUT_BUTTON_ZOOM(this) = false;
111         PHYS_INPUT_BUTTON_CROUCH(this) = false;
112         PHYS_INPUT_BUTTON_HOOK(this) = false;
113         PHYS_INPUT_BUTTON_INFO(this) = false;
114         PHYS_INPUT_BUTTON_DRAG(this) = false;
115         PHYS_INPUT_BUTTON_CHAT(this) = false;
116         PHYS_INPUT_BUTTON_USE(this) = false;
117
118         if (time < game_starttime)
119         {
120                 // block the bot during the countdown to game start
121                 CS(this).movement = '0 0 0';
122                 this.bot_nextthink = game_starttime;
123                 return;
124         }
125
126         // if dead, just wait until we can respawn
127         if (IS_DEAD(this))
128         {
129                 if (bot_waypoint_queue_owner == this)
130                         bot_waypoint_queue_owner = NULL;
131                 this.aistatus = 0;
132                 CS(this).movement = '0 0 0';
133                 if (this.deadflag == DEAD_DEAD)
134                 {
135                         PHYS_INPUT_BUTTON_JUMP(this) = true; // press jump to respawn
136                         navigation_goalrating_timeout_force(this);
137                 }
138         }
139         else if(this.aistatus & AI_STATUS_STUCK)
140                 navigation_unstuck(this);
141
142         // now call the current bot AI (havocbot for example)
143         this.bot_ai(this);
144 }
145
146 void bot_setnameandstuff(entity this)
147 {
148         string readfile, s;
149         float file, tokens, prio;
150
151         string bot_name, bot_model, bot_skin, bot_shirt, bot_pants;
152         string name, prefix, suffix;
153
154         if(autocvar_g_campaign)
155         {
156                 prefix = "";
157                 suffix = "";
158         }
159         else
160         {
161                 prefix = autocvar_bot_prefix;
162                 suffix = autocvar_bot_suffix;
163         }
164
165         file = fopen(autocvar_bot_config_file, FILE_READ);
166
167         if(file < 0)
168         {
169                 LOG_INFOF("Error: Can not open the bot configuration file '%s'", autocvar_bot_config_file);
170                 readfile = "";
171         }
172         else
173         {
174                 entity balance = TeamBalance_CheckAllowedTeams(NULL);
175                 TeamBalance_GetTeamCounts(balance, NULL);
176                 int smallest_team = -1;
177                 int smallest_count = -1;
178                 if (teamplay)
179                 {
180                         for (int i = 1; i <= AvailableTeams(); ++i)
181                         {
182                                 // NOTE if (autocvar_g_campaign && autocvar_g_campaign_forceteam == i)
183                                 // TeamBalance_GetNumberOfPlayers(balance, i); returns the number of players + 1
184                                 // since it keeps a spot for the real player in the desired team
185                                 int count = TeamBalance_GetNumberOfPlayers(balance, i);
186                                 if (smallest_count < 0 || count < smallest_count)
187                                 {
188                                         smallest_team = i;
189                                         smallest_count = count;
190                                 }
191                         }
192                 }
193                 TeamBalance_Destroy(balance);
194                 RandomSelection_Init();
195                 while((readfile = fgets(file)))
196                 {
197                         if(substring(readfile, 0, 2) == "//")
198                                 continue;
199                         if(substring(readfile, 0, 1) == "#")
200                                 continue;
201                         // NOTE if the line is empty tokenizebyseparator(readfile, "\t")
202                         // will create 1 empty token because there's no separator (bug?)
203                         if (readfile == "")
204                                 continue;
205                         tokens = tokenizebyseparator(readfile, "\t");
206                         if(tokens == 0)
207                                 continue;
208                         s = argv(0);
209                         prio = 0;
210                         bool conflict = false;
211                         FOREACH_CLIENT(IS_BOT_CLIENT(it), {
212                                 if (s == it.cleanname)
213                                 {
214                                         conflict = true;
215                                         break;
216                                 }
217                         });
218                         if (!conflict)
219                                 prio += 1;
220                         if (teamplay && !(autocvar_bot_vs_human && AvailableTeams() == 2))
221                         {
222                                 int forced_team = stof(argv(5));
223                                 if (!Team_IsValidIndex(forced_team))
224                                         forced_team = 0;
225                                 if (!forced_team || forced_team == smallest_team)
226                                         prio += 2;
227                         }
228                         RandomSelection_AddString(readfile, 1, prio);
229                 }
230                 readfile = RandomSelection_chosen_string;
231                 fclose(file);
232         }
233
234         tokens = tokenizebyseparator(readfile, "\t");
235         if(argv(0) != "") bot_name = argv(0);
236         else bot_name = "Bot";
237
238         if(argv(1) != "") bot_model = argv(1);
239         else bot_model = "";
240
241         if(argv(2) != "") bot_skin = argv(2);
242         else bot_skin = "0";
243
244         if(argv(3) != "" && stof(argv(3)) >= 0) bot_shirt = argv(3);
245         else bot_shirt = ftos(floor(random() * 15));
246
247         if(argv(4) != "" && stof(argv(4)) >= 0) bot_pants = argv(4);
248         else bot_pants = ftos(floor(random() * 15));
249
250         if (teamplay && !(autocvar_bot_vs_human && AvailableTeams() == 2))
251                 this.bot_forced_team = stof(argv(5));
252         else
253                 this.bot_forced_team = 0;
254
255         prio = 6;
256
257         #define READSKILL(f, w, r) MACRO_BEGIN \
258                 if(argv(prio) != "") \
259                         this.f = stof(argv(prio)) * w; \
260                 else \
261                         this.f = (!autocvar_g_campaign) * (2 * random() - 1) * r * w; \
262                 prio++; \
263         MACRO_END
264         //print(bot_name, ": ping=", argv(9), "\n");
265
266         READSKILL(havocbot_keyboardskill, 0.5, 0.5); // keyboard skill
267         READSKILL(bot_moveskill, 2, 0); // move skill
268         READSKILL(bot_dodgeskill, 2, 0); // dodge skill
269
270         READSKILL(bot_pingskill, 0.5, 0); // ping skill
271
272         READSKILL(bot_weaponskill, 2, 0); // weapon skill
273         READSKILL(bot_aggresskill, 1, 0); // aggre skill
274         READSKILL(bot_rangepreference, 1, 0); // read skill
275
276         READSKILL(bot_aimskill, 2, 0); // aim skill
277         READSKILL(bot_offsetskill, 2, 0.5); // offset skill
278         READSKILL(bot_mouseskill, 1, 0.5); // mouse skill
279
280         READSKILL(bot_thinkskill, 1, 0.5); // think skill
281         READSKILL(bot_aiskill, 2, 0); // "ai" skill
282
283         if (file >= 0 && argv(prio) != "")
284                 LOG_INFOF("^1Warning^7: too many parameters for bot %s, please check format of %s", bot_name, autocvar_bot_config_file);
285
286         this.bot_config_loaded = true;
287
288         // this is really only a default, TeamBalance_JoinBestTeam is called later
289         setcolor(this, stof(bot_shirt) * 16 + stof(bot_pants));
290         this.bot_preferredcolors = this.clientcolors;
291
292         // pick the name
293         if (autocvar_bot_usemodelnames)
294                 name = bot_model;
295         else
296                 name = bot_name;
297
298         // number bots with identical names
299         if (name == "")
300         {
301                 name = ftos(etof(this));
302                 this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
303         }
304         else
305         {
306                 int j = 0;
307                 FOREACH_CLIENT(IS_BOT_CLIENT(it), {
308                         if(it.cleanname == name)
309                                 ++j;
310                 });
311                 if (j)
312                         this.netname = this.netname_freeme = strzone(strcat(prefix, name, "(", ftos(j), ")", suffix));
313                 else
314                         this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
315         }
316         this.cleanname = strzone(name);
317
318         // pick the model and skin
319         if(substring(bot_model, -4, 1) != ".")
320                 bot_model = strcat(bot_model, ".iqm");
321         this.playermodel = this.playermodel_freeme = strzone(strcat("models/player/", bot_model));
322         this.playerskin = this.playerskin_freeme = strzone(bot_skin);
323 }
324
325 void bot_custom_weapon_priority_setup()
326 {
327         static string bot_priority_far_prev;
328         static string bot_priority_mid_prev;
329         static string bot_priority_close_prev;
330         static string bot_priority_distances_prev;
331         float tokens, i, w;
332
333         bot_custom_weapon = false;
334
335         if(     autocvar_bot_ai_custom_weapon_priority_far == "" ||
336                 autocvar_bot_ai_custom_weapon_priority_mid == "" ||
337                 autocvar_bot_ai_custom_weapon_priority_close == "" ||
338                 autocvar_bot_ai_custom_weapon_priority_distances == ""
339         )
340                 return;
341
342         if (bot_priority_distances_prev != autocvar_bot_ai_custom_weapon_priority_distances)
343         {
344                 strcpy(bot_priority_distances_prev, autocvar_bot_ai_custom_weapon_priority_distances);
345                 tokens = tokenizebyseparator(autocvar_bot_ai_custom_weapon_priority_distances," ");
346
347                 if (tokens!=2)
348                         return;
349
350                 bot_distance_far = stof(argv(0));
351                 bot_distance_close = stof(argv(1));
352
353                 if(bot_distance_far < bot_distance_close){
354                         bot_distance_far = stof(argv(1));
355                         bot_distance_close = stof(argv(0));
356                 }
357         }
358
359         int c;
360
361         #define PARSE_WEAPON_PRIORITIES(dist) MACRO_BEGIN \
362                 if (bot_priority_##dist##_prev != autocvar_bot_ai_custom_weapon_priority_##dist) { \
363                         strcpy(bot_priority_##dist##_prev, autocvar_bot_ai_custom_weapon_priority_##dist); \
364                         tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_##dist)," "); \
365                         bot_weapons_##dist[0] = -1; \
366                         c = 0; \
367                         for(i = 0; i < tokens && c < Weapons_COUNT; ++i) { \
368                                 w = stof(argv(i)); \
369                                 if (w >= WEP_FIRST && w <= WEP_LAST) { \
370                                         bot_weapons_##dist[c] = w; \
371                                         ++c; \
372                                 } \
373                         } \
374                         if (c < Weapons_COUNT) \
375                                 bot_weapons_##dist[c] = -1; \
376                 } \
377         MACRO_END
378
379         PARSE_WEAPON_PRIORITIES(far);
380         PARSE_WEAPON_PRIORITIES(mid);
381         PARSE_WEAPON_PRIORITIES(close);
382
383         bot_custom_weapon = true;
384 }
385
386 void bot_endgame()
387 {
388         bot_relinkplayerlist();
389         entity e = bot_list;
390         while (e)
391         {
392                 setcolor(e, e.bot_preferredcolors);
393                 e = e.nextbot;
394         }
395         // if dynamic waypoints are ever implemented, save them here
396 }
397
398 void bot_relinkplayerlist()
399 {
400         player_count = 0;
401         currentbots = 0;
402         bot_list = NULL;
403
404         entity prevbot = NULL;
405         FOREACH_CLIENT(true,
406         {
407                 ++player_count;
408
409                 if(IS_BOT_CLIENT(it))
410                 {
411                         if(prevbot)
412                                 prevbot.nextbot = it;
413                         else
414                                 bot_list = it;
415                         prevbot = it;
416                         ++currentbots;
417                 }
418         });
419         if(prevbot)
420                 prevbot.nextbot = NULL;
421         LOG_TRACE("relink: ", ftos(currentbots), " bots seen.");
422         bot_strategytoken = bot_list;
423         bot_strategytoken_taken = true;
424 }
425
426 void bot_clientdisconnect(entity this)
427 {
428         if (!IS_BOT_CLIENT(this))
429                 return;
430         bot_clearqueue(this);
431         strfree(this.cleanname);
432         strfree(this.netname_freeme);
433         strfree(this.playermodel_freeme);
434         strfree(this.playerskin_freeme);
435         if(this.bot_cmd_current)
436                 delete(this.bot_cmd_current);
437         if(bot_waypoint_queue_owner == this)
438                 bot_waypoint_queue_owner = NULL;
439 }
440
441 void bot_clientconnect(entity this)
442 {
443         if (!IS_BOT_CLIENT(this)) return;
444         this.bot_preferredcolors = this.clientcolors;
445         this.bot_nextthink = time - random();
446         this.lag_func = bot_lagfunc;
447         this.isbot = true;
448         this.createdtime = this.bot_nextthink;
449
450         if(!this.bot_config_loaded) // This is needed so team overrider doesn't break between matches
451         {
452                 bot_setnameandstuff(this);
453                 bot_setclientfields(this);
454         }
455
456         if (teamplay && Team_IsValidIndex(this.bot_forced_team))
457         {
458                 SetPlayerTeam(this, this.bot_forced_team, TEAM_CHANGE_MANUAL);
459         }
460         else
461         {
462                 this.bot_forced_team = 0;
463                 TeamBalance_JoinBestTeam(this);
464         }
465
466         havocbot_setupbot(this);
467 }
468
469 void bot_removefromlargestteam()
470 {
471         entity balance = TeamBalance_CheckAllowedTeams(NULL);
472         TeamBalance_GetTeamCounts(balance, NULL);
473
474         entity best = NULL;
475         float besttime = 0;
476         int bestcount = 0;
477
478         int bcount = 0;
479         FOREACH_CLIENT(it.isbot,
480         {
481                 ++bcount;
482
483                 if(!best)
484                 {
485                         best = it;
486                         besttime = it.createdtime;
487                 }
488
489                 int thiscount = 0;
490
491                 if (Team_IsValidTeam(it.team))
492                 {
493                         thiscount = TeamBalance_GetNumberOfPlayers(balance,
494                                 Team_TeamToIndex(it.team));
495                 }
496
497                 if(thiscount > bestcount)
498                 {
499                         bestcount = thiscount;
500                         besttime = it.createdtime;
501                         best = it;
502                 }
503                 else if(thiscount == bestcount && besttime < it.createdtime)
504                 {
505                         besttime = it.createdtime;
506                         best = it;
507                 }
508         });
509         TeamBalance_Destroy(balance);
510         if(!bcount)
511                 return; // no bots to remove
512         currentbots = currentbots - 1;
513         dropclient(best);
514 }
515
516 void bot_removenewest()
517 {
518         if(teamplay)
519         {
520                 bot_removefromlargestteam();
521                 return;
522         }
523
524         float besttime = 0;
525         entity best = NULL;
526         int bcount = 0;
527
528         FOREACH_CLIENT(it.isbot,
529         {
530                 ++bcount;
531
532                 if(!best)
533                 {
534                         best = it;
535                         besttime = it.createdtime;
536                 }
537
538                 if(besttime < it.createdtime)
539                 {
540                         besttime = it.createdtime;
541                         best = it;
542                 }
543         });
544
545         if(!bcount)
546                 return; // no bots to remove
547
548         currentbots = currentbots - 1;
549         dropclient(best);
550 }
551
552 void autoskill(float factor)
553 {
554         float bestbot;
555         float bestplayer;
556
557         bestbot = -1;
558         bestplayer = -1;
559         FOREACH_CLIENT(IS_PLAYER(it), {
560                 if(IS_REAL_CLIENT(it))
561                         bestplayer = max(bestplayer, it.totalfrags - it.totalfrags_lastcheck);
562                 else
563                         bestbot = max(bestbot, it.totalfrags - it.totalfrags_lastcheck);
564         });
565
566         LOG_DEBUG("autoskill: best player got ", ftos(bestplayer), ", ");
567         LOG_DEBUG("best bot got ", ftos(bestbot), "; ");
568         if(bestbot < 0 || bestplayer < 0)
569         {
570                 LOG_DEBUG("not doing anything");
571                 // don't return, let it reset all counters below
572         }
573         else if(bestbot <= bestplayer * factor - 2)
574         {
575                 if(autocvar_skill < 17)
576                 {
577                         LOG_DEBUG("2 frags difference, increasing skill");
578                         cvar_set("skill", ftos(autocvar_skill + 1));
579                         bprint("^2SKILL UP!^7 Now at level ", ftos(autocvar_skill), "\n");
580                 }
581         }
582         else if(bestbot >= bestplayer * factor + 2)
583         {
584                 if(autocvar_skill > 0)
585                 {
586                         LOG_DEBUG("2 frags difference, decreasing skill");
587                         cvar_set("skill", ftos(autocvar_skill - 1));
588                         bprint("^1SKILL DOWN!^7 Now at level ", ftos(autocvar_skill), "\n");
589                 }
590         }
591         else
592         {
593                 LOG_DEBUG("not doing anything");
594                 return;
595                 // don't reset counters, wait for them to accumulate
596         }
597
598         FOREACH_CLIENT(IS_PLAYER(it), { it.totalfrags_lastcheck = it.totalfrags; });
599 }
600
601 void bot_calculate_stepheightvec()
602 {
603         stepheightvec = autocvar_sv_stepheight * '0 0 1';
604         jumpheight_vec = (autocvar_sv_jumpvelocity ** 2) / (2 * autocvar_sv_gravity) * '0 0 1';
605         jumpstepheightvec = stepheightvec + jumpheight_vec * 0.85; // reduce it a bit to make the jumps easy
606         jumpheight_time = autocvar_sv_jumpvelocity / autocvar_sv_gravity;
607 }
608
609 bool bot_fixcount()
610 {
611         int activerealplayers = 0;
612         int realplayers = 0;
613         if (MUTATOR_CALLHOOK(Bot_FixCount, activerealplayers, realplayers)) {
614                 activerealplayers = M_ARGV(0, int);
615                 realplayers = M_ARGV(1, int);
616         } else {
617                 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
618                         if(IS_PLAYER(it))
619                                 ++activerealplayers;
620                         ++realplayers;
621                 });
622         }
623
624         int bots;
625         // But don't remove bots immediately on level change, as the real players
626         // usually haven't rejoined yet
627         bots_would_leave = false;
628         if (teamplay && autocvar_bot_vs_human && AvailableTeams() == 2)
629                 bots = min(ceil(fabs(autocvar_bot_vs_human) * activerealplayers), maxclients - realplayers);
630         else if ((realplayers || autocvar_bot_join_empty || (currentbots > 0 && time < 5)))
631         {
632                 int minplayers = max(0, floor(autocvar_minplayers));
633                 if (teamplay)
634                         minplayers = max(0, floor(autocvar_minplayers_per_team) * AvailableTeams());
635                 int minbots = max(0, floor(autocvar_bot_number));
636
637                 // add bots to reach minplayers if needed
638                 bots = max(minbots, minplayers - activerealplayers);
639                 // cap bots to the max players allowed by the server
640                 int player_limit = GetPlayerLimit();
641                 if(player_limit)
642                         bots = min(bots, max(player_limit - activerealplayers, 0));
643                 bots = min(bots, maxclients - realplayers);
644
645                 if(bots > minbots)
646                         bots_would_leave = true;
647         }
648         else
649         {
650                 // if there are no players, remove bots
651                 bots = 0;
652         }
653
654         // only add one bot per frame to avoid utter chaos
655         if(time > botframe_nextthink)
656         {
657                 if (currentbots < bots)
658                 {
659                         if (bot_spawn() == NULL)
660                         {
661                                 bprint("Can not add bot, server full.\n");
662                                 return false;
663                         }
664                 }
665                 while (currentbots > bots && bots >= 0)
666                         bot_removenewest();
667         }
668
669         return true;
670 }
671
672 void bot_remove_from_bot_list(entity this)
673 {
674         entity e = bot_list;
675         entity prev_bot = NULL;
676         while (e)
677         {
678                 if(e == this)
679                 {
680                         if(!prev_bot)
681                                 bot_list = this.nextbot;
682                         else
683                                 prev_bot.nextbot = this.nextbot;
684                         if(bot_strategytoken == this)
685                         {
686                                 bot_strategytoken = this.nextbot;
687                                 bot_strategytoken_taken = true;
688                         }
689                         this.nextbot = NULL;
690                         break;
691                 }
692                 prev_bot = e;
693                 e = e.nextbot;
694         }
695 }
696
697 void bot_clear(entity this)
698 {
699         bot_remove_from_bot_list(this);
700         if(bot_waypoint_queue_owner == this)
701                 bot_waypoint_queue_owner = NULL;
702         this.aistatus &= ~AI_STATUS_STUCK; // otherwise bot_waypoint_queue_owner will be set again to this by navigation_unstuck
703 }
704
705 void bot_serverframe()
706 {
707         if (intermission_running && currentbots > 0)
708         {
709                 // after the end of the match all bots stay unless all human players disconnect
710                 int realplayers = 0;
711                 FOREACH_CLIENT(IS_REAL_CLIENT(it), { ++realplayers; });
712                 if (!realplayers)
713                 {
714                         FOREACH_CLIENT(IS_BOT_CLIENT(it), { dropclient(it); });
715                         currentbots = 0;
716                 }
717                 return;
718         }
719
720         if (game_stopped)
721                 return;
722
723         // Added 0.5 to avoid possible addition + immediate removal of bots that would make them appear as
724         // spectators in the scoreboard and never go away. This issue happens at time 2 if map is changed
725         // with the gotomap command, minplayers is > 1 and human clients join as players very soon
726         // either intentionally or automatically (sv_spectate 0)
727         if (time < 2.5)
728         {
729                 currentbots = -1;
730                 return;
731         }
732
733         if (currentbots == -1)
734         {
735                 // count bots already in the server from the previous match
736                 currentbots = 0;
737                 FOREACH_CLIENT(IS_BOT_CLIENT(it), { ++currentbots; });
738         }
739
740         if(autocvar_skill != skill)
741         {
742                 float wpcost_update = false;
743                 if(skill >= autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill < autocvar_bot_ai_bunnyhop_skilloffset)
744                         wpcost_update = true;
745                 if(skill < autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill >= autocvar_bot_ai_bunnyhop_skilloffset)
746                         wpcost_update = true;
747
748                 skill = autocvar_skill;
749                 if (wpcost_update)
750                         waypoint_updatecost_foralllinks();
751         }
752
753         bot_calculate_stepheightvec();
754         bot_navigation_movemode = ((autocvar_bot_navigation_ignoreplayers) ? MOVE_NOMONSTERS : MOVE_NORMAL);
755
756         if(time > autoskill_nextthink)
757         {
758                 float a;
759                 a = autocvar_skill_auto;
760                 if(a)
761                         autoskill(a);
762                 autoskill_nextthink = time + 5;
763         }
764
765         if(time > botframe_nextthink)
766         {
767                 if(!bot_fixcount())
768                         botframe_nextthink = time + 10;
769         }
770
771         if(botframe_spawnedwaypoints)
772         {
773                 if(autocvar_waypoint_benchmark)
774                         localcmd("quit\n");
775         }
776
777         if (currentbots > 0 || autocvar_g_waypointeditor || autocvar_g_waypointeditor_auto)
778         if (botframe_spawnedwaypoints)
779         {
780                 if(botframe_cachedwaypointlinks)
781                 {
782                         if(!botframe_loadedforcedlinks)
783                                 waypoint_load_hardwiredlinks();
784                 }
785                 else
786                 {
787                         // TODO: Make this check cleaner
788                         IL_EACH(g_waypoints, time - it.nextthink > 10,
789                         {
790                                 waypoint_save_links();
791                                 break;
792                         });
793                 }
794         }
795         else
796         {
797                 botframe_spawnedwaypoints = true;
798                 waypoint_loadall();
799                 waypoint_load_links();
800         }
801
802         if (bot_list)
803         {
804                 // cycle the goal token from one bot to the next each frame
805                 // (this prevents them from all doing spawnfunc_waypoint searches on the same
806                 //  frame, which causes choppy framerates)
807                 if (bot_strategytoken_taken)
808                 {
809                         // give goal token to the first bot without goals; if all bots don't have
810                         // any goal (or are dead/frozen) simply give it to the next one
811                         bot_strategytoken_taken = false;
812                         entity bot_strategytoken_save = bot_strategytoken;
813                         while (true)
814                         {
815                                 if (bot_strategytoken)
816                                         bot_strategytoken = bot_strategytoken.nextbot;
817                                 if (!bot_strategytoken)
818                                         bot_strategytoken = bot_list;
819
820                                 if (!(IS_DEAD(bot_strategytoken) || STAT(FROZEN, bot_strategytoken))
821                                         && !bot_strategytoken.goalcurrent)
822                                         break;
823
824                                 if (!bot_strategytoken_save) // break loop if all the bots are dead or frozen
825                                         break;
826                                 if (bot_strategytoken == bot_strategytoken_save)
827                                         bot_strategytoken_save = NULL; // looped through all the bots
828                         }
829                 }
830
831                 if (botframe_nextdangertime < time)
832                 {
833                         float interval;
834                         interval = autocvar_bot_ai_dangerdetectioninterval;
835                         if (botframe_nextdangertime < time - interval * 1.5)
836                                 botframe_nextdangertime = time;
837                         botframe_nextdangertime = botframe_nextdangertime + interval;
838                         botframe_updatedangerousobjects(autocvar_bot_ai_dangerdetectionupdates);
839                 }
840         }
841
842         if (autocvar_g_waypointeditor)
843                 botframe_showwaypointlinks();
844
845         if (autocvar_g_waypointeditor_auto)
846                 botframe_autowaypoints();
847
848         if (currentbots > 0)
849                 bot_custom_weapon_priority_setup();
850 }