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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>
63 lines
1.0 KiB
C++
63 lines
1.0 KiB
C++
#ifndef EQEMU_LUA_ENTITY_H
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#define EQEMU_LUA_ENTITY_H
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#ifdef LUA_EQEMU
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#include "lua_ptr.h"
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class Entity;
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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_Mob;
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struct Lua_HateList;
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class Lua_Item;
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class Lua_ItemInst;
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class Lua_Corpse;
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class Lua_Object;
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class Lua_Door;
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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();
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class Lua_Entity : public Lua_Ptr<Entity>
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{
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typedef Entity NativeType;
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public:
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Lua_Entity() : Lua_Ptr(nullptr) { }
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Lua_Entity(Entity *d) : Lua_Ptr(d) { }
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virtual ~Lua_Entity() { }
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operator Entity*() {
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return reinterpret_cast<Entity*>(GetLuaPtrData());
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}
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bool IsClient();
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bool IsNPC();
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bool IsMob();
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bool IsMerc();
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bool IsCorpse();
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bool IsPlayerCorpse();
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bool IsNPCCorpse();
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bool IsObject();
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bool IsDoor();
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bool IsTrap();
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bool IsBeacon();
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bool IsEncounter();
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bool IsBot();
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int GetID();
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Lua_Client CastToClient();
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Lua_NPC CastToNPC();
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Lua_Mob CastToMob();
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Lua_Corpse CastToCorpse();
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Lua_Object CastToObject();
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Lua_Door CastToDoor();
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Lua_Bot CastToBot();
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};
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#endif
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#endif
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