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