bots.count bots are added in the lobby as players of machines of the
host's own that nothing connects to (four a machine, from the top slot
down): new connections skip their slots, and they count as machines for
the countdown, so a game of the host and bots starts. Every machine sees
them as players; each tick the host thinks for them (bots.c) and takes
the result as their input through update_server_handle_distributed_input.
The first brain finds the nearest visible enemy, turns at a player's rate
with some aim error, walks at it weaving and fires on target, and else
wanders, jumping and turning when stuck. Every multiplayer map has
pathfinding surfaces for the next phase.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>