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[Bots] Add support for Bot scripting. (#2515)
* [Bots] Add support for Bot scripting. # Perl - Add support for `zone/bot.pl` and `zone/bot_v#.pl`. - Add support for `global/global_bot.pl`. - Add `$bot->SignalBot(signal_id)` to Perl. - Add `$bot->OwnerMessage(message)` to Perl. - Add `$entity_list->SignalAllBotsByOwnerCharacterID(character_id, signal_id)` to Perl. - Add `$entity_list->SignalBotByBotID(bot_id, signal_id)` to Perl. - Add `$entity_list->SignalBotByBotName(bot_name, signal_id)` to Perl. - Add `EVENT_SPELL_EFFECT_BOT` to Perl. - Add `EVENT_SPELL_EFFECT_BUFF_TIC_BOT` to Perl. # Lua - Add support for `zone/bot.lua` and `zone/bot_v#.lua`. - Add support for `global/global_bot.lua`. - Add `bot:SignalBot(signal_id)` to Lua. - Add `bot:OwnerMessage(message)` to Lua. - Add `entity_list:SignalAllBotsByOwnerCharacterID(character_id, signal_id)` to Lua. - Add `entity_list:SignalBotByBotID(bot_id, signal_id)` to Lua. - Add `entity_list:SignalBotByBotName(bot_name, signal_id)` to Lua. - Add `EVENT_SPELL_EFFECT_BOT` to Lua. - Add `EVENT_SPELL_EFFECT_BUFF_TIC_BOT` to Lua. # Supported Bot Events 1. `EVENT_CAST` 2. `EVENT_CAST_BEGIN` 3. `EVENT_CAST_ON` 4. `EVENT_COMBAT` 5. `EVENT_DEATH` 6. `EVENT_DEATH_COMPLETE` 7. `EVENT_SAY` 8. `EVENT_SIGNAL` 9. `EVENT_SLAY` 10. `EVENT_SLAY_NPC` 11. `EVENT_SPAWN` 12. `EVENT_TARGET_CHANGE` 13. `EVENT_TIMER` 14. `EVENT_USE_SKILL` # Common - Convert NPC pointers in common events to Mob pointers so bots are supported. - Convert signal IDs to `int` where it wasn't already, allowing negative signals to be sent properly. * Add EVENT_POPUP_RESPONSE. * Cleanup and fix EVENT_COMBAT/EVENT_SLAY/EVENT_NPC_SLAY. * Fix DoNPCEmote calls. * Update attack.cpp * Update event_codes.h * Update bot_command.cpp
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@@ -1528,7 +1528,7 @@ struct CZSetEntityVariable_Struct {
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struct CZSignal_Struct {
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uint8 update_type; // 0 - Character, 1 - Group, 2 - Raid, 3 - Guild, 4 - Expedition, 5 - Character Name, 6 - NPC
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int update_identifier; // Character ID, Group ID, Raid ID, Guild ID, Expedition ID, or NPC ID based on update type, 0 for Character Name
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uint32 signal;
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int signal;
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char client_name[64]; // Only used by Character Name Type, else empty
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};
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@@ -1601,7 +1601,7 @@ struct WWSetEntityVariable_Struct {
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struct WWSignal_Struct {
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uint8 update_type; // 0 - Character, 1 - NPC
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uint32 signal;
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int signal;
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uint8 min_status;
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uint8 max_status;
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};
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