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* [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>
146 lines
5.5 KiB
C++
146 lines
5.5 KiB
C++
#ifndef EQEMU_LUA_ENTITY_LIST_H
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#define EQEMU_LUA_ENTITY_LIST_H
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#ifdef LUA_EQEMU
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#include "lua_ptr.h"
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class EntityList;
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class Lua_Mob;
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class Lua_Client;
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class Lua_Bot;
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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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class Lua_Object;
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class Lua_Group;
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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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struct Lua_Bot_List;
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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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struct Lua_Doors_List;
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struct Lua_Spawn_List;
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namespace luabind {
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struct scope;
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}
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luabind::scope lua_register_entity_list();
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luabind::scope lua_register_mob_list();
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luabind::scope lua_register_client_list();
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luabind::scope lua_register_npc_list();
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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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luabind::scope lua_register_bot_list();
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class Lua_EntityList : public Lua_Ptr<EntityList>
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{
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typedef EntityList NativeType;
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public:
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Lua_EntityList() : Lua_Ptr(nullptr) { }
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Lua_EntityList(EntityList *d) : Lua_Ptr(d) { }
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virtual ~Lua_EntityList() { }
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operator EntityList*() {
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return reinterpret_cast<EntityList*>(GetLuaPtrData());
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}
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Lua_Mob GetMobID(int id);
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Lua_Mob GetMob(const char *name);
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Lua_Mob GetMob(int id);
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Lua_Mob GetMobByNpcTypeID(int npc_type);
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bool IsMobSpawnedByNpcTypeID(int npc_type);
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Lua_NPC GetNPCByID(int id);
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Lua_NPC GetNPCByNPCTypeID(int npc_type);
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Lua_NPC GetNPCBySpawnID(uint32 spawn_id);
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Lua_Client GetClientByName(const char *name);
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Lua_Client GetClientByAccID(uint32 acct_id);
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Lua_Client GetClientByID(int id);
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Lua_Client GetClientByCharID(uint32 char_id);
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Lua_Client GetClientByWID(uint32 wid);
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Lua_Object GetObjectByID(int id);
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Lua_Object GetObjectByDBID(uint32 db_id);
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Lua_Door GetDoorsByID(int id);
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Lua_Door GetDoorsByDBID(uint32 db_id);
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Lua_Door GetDoorsByDoorID(uint32 door_id);
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Lua_Door FindDoor(uint32 id);
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Lua_Group GetGroupByMob(Lua_Mob mob);
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Lua_Group GetGroupByClient(Lua_Client client);
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Lua_Group GetGroupByID(int id);
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Lua_Group GetGroupByLeaderName(const char *name);
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Lua_Raid GetRaidByID(int id);
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Lua_Raid GetRaidByClient(Lua_Client client);
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Lua_Corpse GetCorpseByOwner(Lua_Client client);
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Lua_Corpse GetCorpseByID(int id);
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Lua_Corpse GetCorpseByName(const char *name);
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Lua_Spawn GetSpawnByID(uint32 id);
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void ClearClientPetitionQueue();
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bool CanAddHateForMob(Lua_Mob p);
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void Marquee(uint32 type, std::string message);
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void Marquee(uint32 type, std::string message, uint32 duration);
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void Marquee(uint32 type, uint32 priority, uint32 fade_in, uint32 fade_out, uint32 duration, std::string message);
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void Message(uint32 guild_dbid, uint32 type, const char *message);
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void MessageStatus(uint32 guild_dbid, int min_status, uint32 type, const char *message);
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void MessageClose(Lua_Mob sender, bool skip_sender, float dist, uint32 type, const char *message);
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void FilteredMessageClose(Lua_Mob sender, bool skip_sender, float dist, uint32 type, int filter, const char *message);
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void RemoveFromTargets(Lua_Mob mob);
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void RemoveFromTargets(Lua_Mob mob, bool RemoveFromXTargets);
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void ReplaceWithTarget(Lua_Mob target, Lua_Mob new_target);
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void OpenDoorsNear(Lua_Mob opener);
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std::string MakeNameUnique(const char *name);
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std::string RemoveNumbers(const char *name);
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void SignalMobsByNPCID(uint32 npc_id, int signal_id);
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uint32 DeleteNPCCorpses();
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uint32 DeletePlayerCorpses();
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void HalveAggro(Lua_Mob who);
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void DoubleAggro(Lua_Mob who);
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void ClearFeignAggro(Lua_Mob who);
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bool Fighting(Lua_Mob who);
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void RemoveFromHateLists(Lua_Mob who);
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void RemoveFromHateLists(Lua_Mob who, bool set_to_one);
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void MessageGroup(Lua_Mob who, bool skip_close, uint32 type, const char *message);
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Lua_Client GetRandomClient();
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Lua_Client GetRandomClient(float x, float y, float z, float distance);
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Lua_Client GetRandomClient(float x, float y, float z, float distance, Lua_Client exclude_client);
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Lua_Mob GetRandomMob();
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Lua_Mob GetRandomMob(float x, float y, float z, float distance);
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Lua_Mob GetRandomMob(float x, float y, float z, float distance, Lua_Mob exclude_mob);
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Lua_NPC GetRandomNPC();
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Lua_NPC GetRandomNPC(float x, float y, float z, float distance);
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Lua_NPC GetRandomNPC(float x, float y, float z, float distance, Lua_NPC exclude_npc);
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Lua_Mob_List GetMobList();
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Lua_Client_List GetClientList();
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Lua_Client_List GetShuffledClientList();
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Lua_NPC_List GetNPCList();
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Lua_Corpse_List GetCorpseList();
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Lua_Object_List GetObjectList();
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Lua_Doors_List GetDoorsList();
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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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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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Lua_Client GetBotOwnerByBotID(uint32 bot_id);
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Lua_Bot_List GetBotList();
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Lua_Bot_List GetBotListByCharacterID(uint32 character_id);
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Lua_Bot_List GetBotListByCharacterID(uint32 character_id, uint8 class_id);
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Lua_Bot_List GetBotListByClientName(std::string client_name);
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Lua_Bot_List GetBotListByClientName(std::string client_name, uint8 class_id);
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Lua_Bot GetRandomBot();
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Lua_Bot GetRandomBot(float x, float y, float z, float distance);
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Lua_Bot GetRandomBot(float x, float y, float z, float distance, Lua_Bot exclude_bot);
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void SignalAllBotsByOwnerCharacterID(uint32 character_id, int signal_id);
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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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};
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#endif
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#endif
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