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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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@@ -7,9 +7,7 @@
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class EntityList;
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class Lua_Mob;
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class Lua_Client;
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#ifdef BOTS
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class Lua_Bot;
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#endif
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class Lua_NPC;
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class Lua_Door;
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class Lua_Corpse;
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@@ -19,9 +17,7 @@ class Lua_Raid;
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class Lua_Spawn;
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struct Lua_Mob_List;
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struct Lua_Client_List;
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#ifdef BOTS
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struct Lua_Bot_List;
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#endif
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struct Lua_NPC_List;
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struct Lua_Corpse_List;
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struct Lua_Object_List;
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@@ -40,10 +36,7 @@ luabind::scope lua_register_corpse_list();
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luabind::scope lua_register_object_list();
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luabind::scope lua_register_door_list();
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luabind::scope lua_register_spawn_list();
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#ifdef BOTS
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luabind::scope lua_register_bot_list();
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#endif
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class Lua_EntityList : public Lua_Ptr<EntityList>
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{
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@@ -130,7 +123,6 @@ public:
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Lua_Spawn_List GetSpawnList();
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void SignalAllClients(int signal_id);
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void ChannelMessage(Lua_Mob from, int channel_num, int language, const char *message);
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#ifdef BOTS
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Lua_Bot GetBotByID(uint32 bot_id);
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Lua_Bot GetBotByName(std::string bot_name);
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Lua_Client GetBotOwnerByBotEntityID(uint32 entity_id);
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@@ -147,7 +139,6 @@ public:
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void SignalAllBotsByOwnerName(std::string owner_name, int signal_id);
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void SignalBotByBotID(uint32 bot_id, int signal_id);
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void SignalBotByBotName(std::string bot_name, int signal_id);
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#endif
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};
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#endif
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