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[Bots] Cleanup and remove preprocessors. (#2757)
* [Bots] Cleanup and remove preprocessors. - Removes every `#ifdef BOTS` we have and locks bots behind `Bots:AllowBots` rule. - Bot updates are now done by default similar to regular database updates. - Modify `CMakeLists.txt`, `.drone.yml`, and `BUILD.md` to match the removal of `EQEMU_ENABLE_BOTS`. * Cleanup - Add SQL for enabling bots for servers with bots. - Add message that tells players/operators bots are disabled. * Suggested changes. * Bot injection stuff * Change SQL to bot SQL. * Tweaks * Remove `is_bot` * Update version.h * Update main.cpp * Update database.cpp * Fix name availability crash * Remove bots from update script Co-authored-by: Akkadius <akkadius1@gmail.com>
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@@ -12,9 +12,7 @@
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#include "lua_object.h"
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#include "lua_door.h"
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#ifdef BOTS
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#include "lua_bot.h"
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#endif
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bool Lua_Entity::IsClient() {
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Lua_Safe_Call_Bool();
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@@ -122,22 +120,18 @@ Lua_Door Lua_Entity::CastToDoor() {
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return Lua_Door(m);
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}
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#ifdef BOTS
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Lua_Bot Lua_Entity::CastToBot() {
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void *d = GetLuaPtrData();
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Bot *b = reinterpret_cast<Bot*>(d);
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return Lua_Bot(b);
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}
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#endif
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luabind::scope lua_register_entity() {
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return luabind::class_<Lua_Entity>("Entity")
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.def(luabind::constructor<>())
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.property("null", &Lua_Entity::Null)
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.property("valid", &Lua_Entity::Valid)
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#ifdef BOTS
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.def("CastToBot", &Lua_Entity::CastToBot)
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#endif
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.def("CastToClient", &Lua_Entity::CastToClient)
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.def("CastToCorpse", &Lua_Entity::CastToCorpse)
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.def("CastToDoor", &Lua_Entity::CastToDoor)
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