* [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>
* Add faction logging category
Probably should use this for more things
* Add FactionAssociation struct
This is simply just a struct that contains an array of faction ids and
multiplier. This can hold a maximum of 10 entries (Seru hit is 8, so 2
extra) this can be raised if need be.
* Add database changes and other data point changes
This is all the database changes and loading changes
Included is an optional SQL that will be used as a starting point, there
is likely errors or typos, but we will fix those as they are discovered.
* Add Client::RewardFaction function
This just takes the faction ID and the magnitude of the primary faction
hit and calculates the rest.
The minimum change will be either 1 or -1. We stop processing after we
see an ID of 0 and assume there will be no later entries.
The primary faction ID will always receive a hit even if there is no
faction association entries
* Add users of RewardFaction to NPC death, tasks, and QuestRewards
This will only use the new system if the magnitude is set, otherwise we
will just use the old system still
* Add quest system calls and lua QuestReward support
* Add #factionassociation command
This just calls RewardFaction, mostly useful for debugging
* [Code Cleanup] Zone data loading refactor
* Update client_packet.cpp
* strcpy adjustments
* Ensure safe points get reloaded properly
* Simplify GetPEQZone and getZoneShutDownDelay
* Bring in zone_store where needed
* Update client.cpp
* Signature
* Signature
* Convert helpers to using pointers
* PR comment
* Update worlddb.cpp
* Fix loading for instances
* Fix zoning with fallback as well
* Another place for instance fallback
* [Bug Fix] Fix IP Exemptions.
- IP Exemptions were broken due to GetAccountID() returning 0 in logic somehow, resolved this by setting a variable to GetAccountID() at the beginning of the method.
- Fixed weird IP messages where the long form of IP was displayed instead of the string form.
- Fixes edge case where IP rule may be set to -1 and this will make anyone get instantly kicked if IP Exemptions were enabled as their IP Count would always be greater than -1.
* Update client.cpp
* Update client.cpp
* Update clientlist.cpp
* Update clientlist.cpp
* Change default expansion values for ALL to -1 from 0
* Adjust content_filter_criteria
* Refactor content filtering logic
* Allow flag strings to also just be empty instead of null
* Formatting
* Editor oops
* Convert common/eq_limits.cpp to use make_unique
* Convert common/net/console_server.cpp to use make_unique
* Convert common/net/servertalk_client_connection.cpp to use make_unique
* Convert common/net/servertalk_legacy_client_connection.cpp to use make_unique
* Convert common/net/servertalk_server.cpp to use make_unique
* Convert common/net/websocket_server.cpp to use make_unique
* Convert common/net/websocket_server_connection.cpp to use make_unique
* Convert common/shareddb.cpp to use make_unique
* Convert eqlaunch/worldserver.cpp to use make_unique
* Convert loginserver/server_manager.cpp to use make_unique
* Convert loginserver/world_server.cpp to use make_unique
* Convert queryserv/worldserver.cpp to use make_unique
* Convert ucs/worldserver.cpp to use make_unique
* Convert world/clientlist.cpp to use make_unique
* Convert world/expedition.cpp to use make_unique
* Convert world/launcher_link.cpp to use make_unique
* Convert world/login_server.cpp to use make_unique
* Convert world/main.cpp to use make_unique
* Convert world/ucs.cpp to use make_unique
* Convert world/web_interface.cpp to use make_unique
* Convert world/zonelist.cpp to use make_unique
* Convert world/zoneserver.cpp to use make_unique
* Convert zone/client.cpp to use make_unique
* Convert zone/corpse.cpp to use make_unique
* Convert zone/dynamiczone.cpp to use make_unique
* Convert zone/expedition.cpp to use make_unique
* Convert zone/main.cpp to use make_unique
* Convert zone/mob_ai.cpp to use make_unique
* Convert zone/mob_movement_manager.cpp to use make_unique
* Convert zone/pathfinder_nav_mesh.cpp to use make_unique
* Convert zone/worldserver.cpp to use make_unique
It should be fine to init further down after the early returns.
This wasn't really a leak that affected performance, but mainly moving
to shutup valgrind
* Compile on Freebsd
Small changes needed for compilation on Freebsd. Note that you'll have
to pass -DEQEMU_BUILD_ZLIB=OFF on the cmake command line. The bundled
zlib-ng does not build on Freebsd even though mainline zlib-ng does.
* Fix build errors: typo