eqemu-server/zone/bot_structs.h
Alex King 3335cacac1
[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>
2023-01-20 12:35:33 -06:00

107 lines
2.4 KiB
C++

/* EQEMu: Everquest Server Emulator
Copyright (C) 2001-2016 EQEMu Development Team (http://eqemulator.org)
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; version 2 of the License.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY except by those people which sell it, which
are required to give you total support for your newly bought product;
without even the implied warranty of MERCHANTABILITY or FITNESS FOR
A PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef BOT_STRUCTS
#define BOT_STRUCTS
#include "../common/types.h"
#include <sstream>
struct BotsAvailableList {
uint32 ID;
char Name[64];
uint16 Class;
uint8 Level;
uint16 Race;
uint8 Gender;
char Owner[64];
uint32 Owner_ID;
};
struct BotGroup {
uint32 BotGroupID;
uint32 BotID;
};
struct BotGroupList {
std::string BotGroupName;
std::string BotGroupLeaderName;
};
struct SpawnedBotsList {
char BotName[64];
char ZoneName[64];
uint32 BotLeaderCharID;
};
struct BotSpell {
uint16 SpellId;
int SpellIndex;
int16 ManaCost;
};
struct BotSpell_wPriority : public BotSpell {
uint8 Priority;
};
struct BotCastingRoles {
bool GroupHealer;
bool GroupSlower;
bool GroupNuker;
bool GroupDoter;
//bool RaidHealer;
//bool RaidSlower;
//bool RaidNuker;
//bool RaidDoter;
};
struct BotAA {
uint32 aa_id;
uint8 req_level;
uint8 total_levels;
};
struct BotSpellSetting {
int16 priority;
uint8 min_level;
uint8 max_level;
int8 min_hp;
int8 max_hp;
bool is_enabled = true;
};
struct BotSpells_Struct {
uint32 type; // 0 = never, must be one (and only one) of the defined values
int16 spellid; // <= 0 = no spell
int16 manacost; // -1 = use spdat, -2 = no cast time
uint32 time_cancast; // when we can cast this spell next
int32 recast_delay;
int16 priority;
int16 resist_adjust;
uint8 minlevel;
uint8 maxlevel;
int16 min_hp; // >0 won't cast if HP is below
int16 max_hp; // >0 won't cast if HP is above
std::string bucket_name;
std::string bucket_value;
uint8 bucket_comparison;
};
#endif // BOT_STRUCTS