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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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@@ -43,9 +43,7 @@
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#include "water_map.h"
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#include "npc_scale_manager.h"
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#ifdef BOTS
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#include "bot.h"
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#endif
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#include <cctype>
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#include <stdio.h>
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@@ -320,11 +318,9 @@ NPC::NPC(const NPCType *npc_type_data, Spawn2 *in_respawn, const glm::vec4 &posi
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if (!EQ::ValueWithin(npc_type_data->npc_spells_id, EQ::constants::BotSpellIDs::Warrior, EQ::constants::BotSpellIDs::Berserker)) {
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AI_Init();
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AI_Start();
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#ifdef BOTS
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} else {
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CastToBot()->AI_Bot_Init();
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CastToBot()->AI_Bot_Start();
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#endif
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}
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d_melee_texture1 = npc_type_data->d_melee_texture1;
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@@ -1120,11 +1116,9 @@ void NPC::Depop(bool start_spawn_timer) {
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if (IsNPC()) {
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parse->EventNPC(EVENT_DESPAWN, this, nullptr, "", 0);
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DispatchZoneControllerEvent(EVENT_DESPAWN_ZONE, this, "", 0, nullptr);
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#ifdef BOTS
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} else if (IsBot()) {
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parse->EventBot(EVENT_DESPAWN, CastToBot(), nullptr, "", 0);
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DispatchZoneControllerEvent(EVENT_DESPAWN_ZONE, this, "", 0, nullptr);
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#endif
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}
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p_depop = true;
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