Core/AI: implemented SmartScripts System (still beta) not 100% complete

WARNING: Use scripts at own risk. You were warned.
NOTE0: creature, gameobject, areatrigger type scripts should be fully functional
NOTE1: has no effect on any core related stuff if not using any SmartScript
NOTE2: all event/action/etc descriptions can be found in SmartScriptMgr.h

SmartScripts is a reloadable DB-Sript system, with full control for special scripting,
like escorting, following, complex combat handling, pre-stored AI templates(caster, turret, etc) and much more
with a total of 66 events, 78 actions, 22 target types, and can be easily extended

--HG--
branch : trunk
This commit is contained in:
Rat
2010-10-27 21:01:47 +02:00
parent c9fba03da9
commit 5cb119e617
26 changed files with 5496 additions and 560 deletions
+9
View File
@@ -59,6 +59,7 @@
#include "ScriptMgr.h"
#include "LFGMgr.h"
#include "CreatureTextMgr.h"
#include "SmartAI.h"
//reload commands
bool ChatHandler::HandleReloadAllCommand(const char*)
@@ -1177,6 +1178,14 @@ bool ChatHandler::HandleReloadCreatureText(const char* /*args*/)
return true;
}
bool ChatHandler::HandleReloadSmartAI(const char* /*args*/)
{
sLog.outString("Re-Loading SmartAI Scripts...");
sSmartScriptMgr.LoadSmartAIFromDB();
SendGlobalGMSysMessage("SmartAI Scripts reloaded.");
return true;
}
bool ChatHandler::HandleAccountSetGmLevelCommand(const char *args)
{
if (!*args)