eqemu-server/zone/lua_parser_events.h
Kinglykrab 856aa51cb8
[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
2022-11-16 21:02:16 -06:00

293 lines
15 KiB
C++

#ifndef _EQE_LUA_PARSER_EVENTS_H
#define _EQE_LUA_PARSER_EVENTS_H
#ifdef LUA_EQEMU
typedef void(*NPCArgumentHandler)(QuestInterface*, lua_State*, NPC*, Mob*, std::string, uint32, std::vector<std::any>*);
typedef void(*PlayerArgumentHandler)(QuestInterface*, lua_State*, Client*, std::string, uint32, std::vector<std::any>*);
typedef void(*ItemArgumentHandler)(QuestInterface*, lua_State*, Client*, EQ::ItemInstance*, Mob*, std::string, uint32, std::vector<std::any>*);
typedef void(*SpellArgumentHandler)(QuestInterface*, lua_State*, Mob*, Client*, uint32, std::string, uint32, std::vector<std::any>*);
typedef void(*EncounterArgumentHandler)(QuestInterface*, lua_State*, Encounter* encounter, std::string, uint32, std::vector<std::any>*);
#ifdef BOTS
typedef void(*BotArgumentHandler)(QuestInterface*, lua_State*, Bot*, Mob*, std::string, uint32, std::vector<std::any>*);
#endif
//NPC
void handle_npc_event_say(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data,
std::vector<std::any> *extra_pointers);
void handle_npc_event_trade(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data,
std::vector<std::any> *extra_pointers);
void handle_npc_event_hp(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data,
std::vector<std::any> *extra_pointers);
void handle_npc_single_mob(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data,
std::vector<std::any> *extra_pointers);
void handle_npc_single_client(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data,
std::vector<std::any> *extra_pointers);
void handle_npc_single_npc(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data,
std::vector<std::any> *extra_pointers);
void handle_npc_task_accepted(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data,
std::vector<std::any> *extra_pointers);
void handle_npc_popup(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data,
std::vector<std::any> *extra_pointers);
void handle_npc_waypoint(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data,
std::vector<std::any> *extra_pointers);
void handle_npc_hate(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data,
std::vector<std::any> *extra_pointers);
void handle_npc_signal(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data,
std::vector<std::any> *extra_pointers);
void handle_npc_timer(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data,
std::vector<std::any> *extra_pointers);
void handle_npc_death(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data,
std::vector<std::any> *extra_pointers);
void handle_npc_cast(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data,
std::vector<std::any> *extra_pointers);
void handle_npc_area(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data,
std::vector<std::any> *extra_pointers);
void handle_npc_null(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data,
std::vector<std::any> *extra_pointers);
void handle_npc_loot_zone(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data,
std::vector<std::any> *extra_pointers);
void handle_npc_spawn_zone(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data,
std::vector<std::any> *extra_pointers);
//Player
void handle_player_say(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
std::vector<std::any> *extra_pointers);
void handle_player_environmental_damage(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
std::vector<std::any> *extra_pointers);
void handle_player_death(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
std::vector<std::any> *extra_pointers);
void handle_player_timer(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
std::vector<std::any> *extra_pointers);
void handle_player_discover_item(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
std::vector<std::any> *extra_pointers);
void handle_player_fish_forage_success(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
std::vector<std::any> *extra_pointers);
void handle_player_click_object(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
std::vector<std::any> *extra_pointers);
void handle_player_click_door(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
std::vector<std::any> *extra_pointers);
void handle_player_signal(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
std::vector<std::any> *extra_pointers);
void handle_player_popup_response(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
std::vector<std::any> *extra_pointers);
void handle_player_pick_up(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
std::vector<std::any> *extra_pointers);
void handle_player_cast(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
std::vector<std::any> *extra_pointers);
void handle_player_task_fail(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
std::vector<std::any> *extra_pointers);
void handle_player_zone(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
std::vector<std::any> *extra_pointers);
void handle_player_duel_win(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
std::vector<std::any> *extra_pointers);
void handle_player_duel_loss(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
std::vector<std::any> *extra_pointers);
void handle_player_loot(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
std::vector<std::any> *extra_pointers);
void handle_player_task_stage_complete(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
std::vector<std::any> *extra_pointers);
void handle_player_task_update(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
std::vector<std::any> *extra_pointers);
void handle_player_command(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
std::vector<std::any> *extra_pointers);
void handle_player_combine(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
std::vector<std::any> *extra_pointers);
void handle_player_feign(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
std::vector<std::any> *extra_pointers);
void handle_player_area(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
std::vector<std::any> *extra_pointers);
void handle_player_respawn(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
std::vector<std::any> *extra_pointers);
void handle_player_packet(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
std::vector<std::any> *extra_pointers);
void handle_player_null(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
std::vector<std::any> *extra_pointers);
void handle_player_use_skill(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
std::vector<std::any> *extra_pointers);
void handle_test_buff(QuestInterface* parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
std::vector<std::any>* extra_pointers);
void handle_player_combine_validate(QuestInterface* parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
std::vector<std::any>* extra_pointers);
void handle_player_bot_command(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
std::vector<std::any> *extra_pointers);
void handle_player_warp(QuestInterface* parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
std::vector<std::any>* extra_pointers);
void handle_player_quest_combine(QuestInterface* parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
std::vector<std::any>* extra_pointers);
void handle_player_consider(QuestInterface* parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
std::vector<std::any>* extra_pointers);
void handle_player_consider_corpse(QuestInterface* parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
std::vector<std::any>* extra_pointers);
void handle_player_equip_item(QuestInterface* parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
std::vector<std::any>* extra_pointers);
void handle_player_skill_up(QuestInterface* parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
std::vector<std::any>* extra_pointers);
void handle_player_language_skill_up(QuestInterface* parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
std::vector<std::any>* extra_pointers);
void handle_player_alt_currency_merchant(QuestInterface* parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
std::vector<std::any>* extra_pointers);
void handle_player_merchant(QuestInterface* parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
std::vector<std::any>* extra_pointers);
void handle_player_inspect(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
std::vector<std::any> *extra_pointers);
void handle_player_aa_buy(QuestInterface* parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
std::vector<std::any>* extra_pointers);
void handle_player_aa_gain(QuestInterface* parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
std::vector<std::any>* extra_pointers);
//Item
void handle_item_click(QuestInterface *parse, lua_State* L, Client* client, EQ::ItemInstance* item, Mob *mob, std::string data, uint32 extra_data,
std::vector<std::any> *extra_pointers);
void handle_item_timer(QuestInterface *parse, lua_State* L, Client* client, EQ::ItemInstance* item, Mob *mob, std::string data, uint32 extra_data,
std::vector<std::any> *extra_pointers);
void handle_item_proc(QuestInterface *parse, lua_State* L, Client* client, EQ::ItemInstance* item, Mob *mob, std::string data, uint32 extra_data,
std::vector<std::any> *extra_pointers);
void handle_item_loot(QuestInterface *parse, lua_State* L, Client* client, EQ::ItemInstance* item, Mob *mob, std::string data, uint32 extra_data,
std::vector<std::any> *extra_pointers);
void handle_item_equip(QuestInterface *parse, lua_State* L, Client* client, EQ::ItemInstance* item, Mob *mob, std::string data, uint32 extra_data,
std::vector<std::any> *extra_pointers);
void handle_item_augment(QuestInterface *parse, lua_State* L, Client* client, EQ::ItemInstance* item, Mob *mob, std::string data, uint32 extra_data,
std::vector<std::any> *extra_pointers);
void handle_item_augment_insert(QuestInterface *parse, lua_State* L, Client* client, EQ::ItemInstance* item, Mob *mob, std::string data, uint32 extra_data,
std::vector<std::any> *extra_pointers);
void handle_item_augment_remove(QuestInterface *parse, lua_State* L, Client* client, EQ::ItemInstance* item, Mob *mob, std::string data, uint32 extra_data,
std::vector<std::any> *extra_pointers);
void handle_item_null(QuestInterface *parse, lua_State* L, Client* client, EQ::ItemInstance* item, Mob *mob, std::string data, uint32 extra_data,
std::vector<std::any> *extra_pointers);
//Spell
void handle_spell_event(QuestInterface *parse, lua_State* L, Mob* mob, Client* client, uint32 spell_id, std::string data, uint32 extra_data,
std::vector<std::any> *extra_pointers);
void handle_translocate_finish(QuestInterface *parse, lua_State* L, Mob* mob, Client* client, uint32 spell_id, std::string data, uint32 extra_data,
std::vector<std::any> *extra_pointers);
void handle_spell_null(QuestInterface *parse, lua_State* L, Mob* mob, Client* client, uint32 spell_id, std::string data, uint32 extra_data,
std::vector<std::any> *extra_pointers);
//Encounter
void handle_encounter_timer(QuestInterface *parse, lua_State* L, Encounter* encounter, std::string data, uint32 extra_data,
std::vector<std::any> *extra_pointers);
void handle_encounter_load(QuestInterface *parse, lua_State* L, Encounter* encounter, std::string data, uint32 extra_data,
std::vector<std::any> *extra_pointers);
void handle_encounter_unload(QuestInterface *parse, lua_State* L, Encounter* encounter, std::string data, uint32 extra_data,
std::vector<std::any> *extra_pointers);
void handle_encounter_null(QuestInterface *parse, lua_State* L, Encounter* encounter, std::string data, uint32 extra_data,
std::vector<std::any> *extra_pointers);
#ifdef BOTS
void handle_bot_null(
QuestInterface *parse,
lua_State* L,
Bot* bot,
Mob* init,
std::string data,
uint32 extra_data,
std::vector<std::any> *extra_pointers
);
void handle_bot_cast(
QuestInterface *parse,
lua_State* L,
Bot* bot,
Mob* init,
std::string data,
uint32 extra_data,
std::vector<std::any> *extra_pointers
);
void handle_bot_combat(
QuestInterface *parse,
lua_State* L,
Bot* bot,
Mob* init,
std::string data,
uint32 extra_data,
std::vector<std::any> *extra_pointers
);
void handle_bot_death(
QuestInterface *parse,
lua_State* L,
Bot* bot,
Mob* init,
std::string data,
uint32 extra_data,
std::vector<std::any> *extra_pointers
);
void handle_bot_popup_response(
QuestInterface *parse,
lua_State* L,
Bot* bot,
Mob* init,
std::string data,
uint32 extra_data,
std::vector<std::any> *extra_pointers
);
void handle_bot_say(
QuestInterface *parse,
lua_State* L,
Bot* bot,
Mob* init,
std::string data,
uint32 extra_data,
std::vector<std::any> *extra_pointers
);
void handle_bot_signal(
QuestInterface *parse,
lua_State* L,
Bot* bot,
Mob* init,
std::string data,
uint32 extra_data,
std::vector<std::any> *extra_pointers
);
void handle_bot_slay(
QuestInterface *parse,
lua_State* L,
Bot* bot,
Mob *init,
std::string data,
uint32 extra_data,
std::vector<std::any> *extra_pointers
);
void handle_bot_target_change(
QuestInterface *parse,
lua_State* L,
Bot* bot,
Mob* init,
std::string data,
uint32 extra_data,
std::vector<std::any> *extra_pointers
);
void handle_bot_timer(
QuestInterface *parse,
lua_State* L,
Bot* bot,
Mob* init,
std::string data,
uint32 extra_data,
std::vector<std::any> *extra_pointers
);
void handle_bot_use_skill(
QuestInterface *parse,
lua_State* L,
Bot* bot,
Mob* init,
std::string data,
uint32 extra_data,
std::vector<std::any> *extra_pointers
);
#endif
#endif
#endif