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https://github.com/mod-playerbots/azerothcore-wotlk.git
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feat(Core/Scripting): move all script objects to separated files (#17860)
* feat(Core/Scripts): move all script objects to separated files
* Apply 5bfeabde81
* try gcc build
* again
This commit is contained in:
114
src/server/game/Scripting/ScriptObject.h
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114
src/server/game/Scripting/ScriptObject.h
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/*
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* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU Affero General Public License as published by the
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* Free Software Foundation; either version 3 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef _SCRIPT_OBJECT_H_
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#define _SCRIPT_OBJECT_H_
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#include "DatabaseEnvFwd.h"
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#include "ScriptObjectFwd.h"
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#include <string_view>
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//#include "Duration.h"
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//#include "LFG.h"
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//#include "ObjectGuid.h"
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//#include "SharedDefines.h"
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//#include "Tuples.h"
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//#include "Types.h"
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// Check out our guide on how to create new hooks in our wiki! https://www.azerothcore.org/wiki/hooks-script
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/*
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TODO: Add more script type classes.
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SessionScript
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CollisionScript
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ArenaTeamScript
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*/
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constexpr auto VISIBLE_RANGE = 166.0f; //MAX visible range (size of grid)
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class ScriptObject
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{
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friend class ScriptMgr;
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public:
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// Do not override this in scripts; it should be overridden by the various script type classes. It indicates
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// whether or not this script type must be assigned in the database.
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[[nodiscard]] virtual bool IsDatabaseBound() const { return false; }
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[[nodiscard]] virtual bool isAfterLoadScript() const { return IsDatabaseBound(); }
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virtual void checkValidity() { }
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[[nodiscard]] const std::string& GetName() const { return _name; }
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protected:
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ScriptObject(const char* name) : _name(std::string(name))
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{
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}
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virtual ~ScriptObject() = default;
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private:
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const std::string _name;
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};
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template<class TObject>
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class UpdatableScript
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{
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protected:
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UpdatableScript() = default;
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public:
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virtual void OnUpdate(TObject* /*obj*/, uint32 /*diff*/) { }
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};
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template<class TMap>
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class MapScript : public UpdatableScript<TMap>
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{
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MapEntry const* _mapEntry;
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uint32 _mapId;
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protected:
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explicit MapScript(uint32 mapId) : _mapId(mapId) { }
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public:
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void checkMap();
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// Gets the MapEntry structure associated with this script. Can return nullptr.
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MapEntry const* GetEntry() { return _mapEntry; }
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// Called when the map is created.
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virtual void OnCreate(TMap* /*map*/) { }
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// Called just before the map is destroyed.
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virtual void OnDestroy(TMap* /*map*/) { }
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// Called when a grid map is loaded.
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virtual void OnLoadGridMap(TMap* /*map*/, GridMap* /*gmap*/, uint32 /*gx*/, uint32 /*gy*/) { }
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// Called when a grid map is unloaded.
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virtual void OnUnloadGridMap(TMap* /*map*/, GridMap* /*gmap*/, uint32 /*gx*/, uint32 /*gy*/) { }
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// Called when a player enters the map.
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virtual void OnPlayerEnter(TMap* /*map*/, Player* /*player*/) { }
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// Called when a player leaves the map.
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virtual void OnPlayerLeave(TMap* /*map*/, Player* /*player*/) { }
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// Called on every map update tick.
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void OnUpdate(TMap* /*map*/, uint32 /*diff*/) override { }
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};
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#endif //_SCRIPT_OBJECT_H_
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