redrum: yes, it's been started from scratch basically though.. i've only brought across the elements from the original shockbot that i was happy with.
A few systems that were brought across were node management (including .node file handling), .bot personality files and umm.. the basics like adding/removing bots.
New things include a completely state based system, allowing for the bots to carry out lots of different specific tasks, making them able to play other gamemodes and things rather easily (like taking cover for example).
The only states that are in place are idle, dead and long term goal. So basically runs around the map getting items with buggy ledge avoidance and other things.. and if it dies it knows to mash buttons to respawn

... doesn't even fire yet although the aiming systems are all in place. So it's quite a fair bit off being playable but i think it's showing promise.
Completely new routing, there is both an A* and Dijkstra variant implementations (which are currently NOT used, but available if needed for other mods where navigation calls for something else more specific). The new routing method I've gone with is like what havocbot has (nice work there LordHavoc) allowing for the bots to easily be able to keep track of the respawn times for items at higher skills, and to truely know the distance to everything to take into consideration prior to choosing a goal.
That's of course not to mention the automatic level learning stuff that's in place.

The bot is currently able to play quite a few levels without me having to manually place nodes for it myself. (doesn't support lifts/buttons/plats yet), although it does support teleporters in a buggy state! (not sure why the bugs are there yet, works fine with manual placement)
I had a demo of the bot processing the klzvob map in 15 seconds, then it was able to run around and navigate well, collecting all items... but I don't know where i've put it and i'm at work! Anyway you get the idea
