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feat(Agents): structure agents docs with progressive disclosure (#26946)
This commit is contained in:
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@@ -1,16 +1,17 @@
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# .agents
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Source of truth for this repo's agent skills and rules:
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Source of truth for this repo's agent skills, rules, and docs:
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- `skills/<name>/SKILL.md`
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- `rules/<name>.md`
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- `docs/` — task-scoped agent docs; taxonomy and placement policy in `docs/README.md`
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Agent-specific directories expose each via a relative symlink — for Claude Code:
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Agent-specific directories expose skills and rules via a relative symlink — for Claude Code:
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.claude/skills/<name> -> ../../.agents/skills/<name>
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.claude/rules/<name>.md -> ../../.agents/rules/<name>.md
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To add a skill or rule: create it here, then symlink it.
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To add a skill or rule: create it here, then symlink it. Docs need no symlinks — AGENTS.md references them by path.
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The skills in this repository often build on those from
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[agent-toolkit](https://github.com/eai-org/agent-toolkit/), invoking them when available.
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@@ -0,0 +1,20 @@
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# .agents/docs
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Task-scoped agent guidance, routed from AGENTS.md's "Mandatory reading per task". Keep every doc
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compact and agent-agnostic.
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## Taxonomy
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- Root — task-type docs (`build.md`, `cpp-guidelines.md`, `sql-guidelines.md`, …), kebab-case.
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`<lang>-<topic>.md` is reserved for language-scoped specializations (e.g. `cpp-scripts.md`).
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- `systems/` — cross-language subsystem docs, plain kebab-case subsystem names
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(e.g. `battleground.md`).
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## Placing new guidance
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- The most specific applicable doc wins.
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- Generic language lesson → the language doc (e.g. generic C++ → `cpp-guidelines.md`).
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- Subsystem-specific lesson → `systems/<subsystem>.md`; create it if missing.
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- Extend an existing doc before creating a new one.
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- A new doc REQUIRES adding its routing bullet to AGENTS.md's "Mandatory reading per task" in the
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same change.
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@@ -0,0 +1,14 @@
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# Build & tests
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Out-of-source build is required (in-source is blocked).
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```bash
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mkdir -p build && cd build
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cmake .. -DCMAKE_INSTALL_PREFIX=$HOME/azeroth-server -DCMAKE_BUILD_TYPE=RelWithDebInfo \
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-DSCRIPTS=static -DMODULES=static
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make -j$(nproc) && make install
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```
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C++20 required (`CMAKE_CXX_STANDARD 20`). Useful flags: `BUILD_TESTING=ON` (Google Test), `NOPCH=1` (disable precompiled headers). Full set in `conf/dist/config.cmake`. `compile_commands.json` is exported automatically.
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Tests (Google Test, in `src/test/`): configure `-DBUILD_TESTING=ON`, then `ctest` or `./src/test/unit_tests` from the build dir.
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@@ -0,0 +1,28 @@
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# C++ guidelines
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Run the linter before claiming a change is done: `python apps/codestyle/codestyle-cpp.py`
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## Code style
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Hard rules (also enforced by CI with `-Werror`, plus `cppcheck`):
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- Allman braces. No braces around single-line statements. `if (x)` — never `if(x)` or `if ( x )`.
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- `auto const&` (not `const auto&`); `Type const*` (not `const Type*`).
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- Use `{}` format specifiers (`fmt`-style), not `%u`/`%s`.
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- Use the typed helpers, not raw flag access:
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- `IsPlayer()`, `IsCreature()`, `IsItem()`, … instead of `GetTypeId() == TYPEID_*`.
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- `GetNpcFlags()`, `HasNpcFlag()`, `SetNpcFlag()`, `RemoveNpcFlag()`, `ReplaceAllNpcFlags()` instead of `*Flag(UNIT_NPC_FLAGS, …)`.
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- `IsRefundable()`, `IsBOPTradable()`, `IsWrapped()` instead of `HasFlag(ITEM_FIELD_FLAGS, …)`.
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- `HasFlag(ItemFlag)` / `HasFlag2(ItemFlag2)` / `HasFlagCu(ItemFlagsCustom)` instead of bitwise `Flags & ITEM_FLAG…`.
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- `ObjectGuid::ToString().c_str()` instead of `ObjectGuid::GetCounter()`.
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## Project conventions
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- **Logging**: `LOG_INFO("category.sub", "msg with {}", arg)` (also `LOG_WARN`/`ERROR`/`DEBUG`/`TRACE`). Categories are hierarchical, dot-separated (`server.loading`, `entities.player`, `sql.dev`). No `printf`-style, no `sLog->`, no `TC_LOG_*`. Macro in `src/common/Logging/Log.h`.
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- **Random**: use helpers in `src/common/Utilities/Random.h` — `urand`, `irand`, `frand`, `rand32`, `rand_chance`, `roll_chance_f`, `roll_chance_i`. Not `std::rand` or `<random>`.
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- **Strings**: `Acore::StringFormat(fmt, args...)` (`{}` placeholders) — `src/common/Utilities/StringFormat.h`.
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- **Config**: `sConfigMgr->GetOption<T>("Name", default)`.
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- **Namespace**: project-wide `Acore::` (no `Trinity::` remnants — rename when porting from upstream forks).
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- **Long-lived references**: don't store a raw `Player*` / `Creature*` / `Unit*` past the current call/tick — the object can be removed (logout, despawn, instance unload) and the pointer dangles. Store the `ObjectGuid` and resolve at use time via `ObjectAccessor::FindPlayer(guid)`, `Map::GetCreature(guid)`, etc.
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- **DB queries**: use `PreparedStatement` (via `WorldDatabase` / `CharacterDatabase` / `LoginDatabase` and the prepared-statement enums), not raw query strings. Non-blocking reads go async: `_queryProcessor.AddCallback(db.AsyncQuery(stmt).WithPreparedCallback(...))` (or `WithCallback`). Multi-statement writes wrap in `SQLTransaction` + `Execute` / `AppendPreparedStatement`.
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- **Timed actions in AI**: use `EventMap` (event id → delay; simple) or `TaskScheduler` (lambdas, repeats, cancellation), both members of `CreatureAI` — don't roll your own tick counters. See any boss script under `src/server/scripts/`.
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@@ -0,0 +1,14 @@
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# C++ scripts
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Scripts inherit from a `ScriptObject` subclass (`SpellScript`, `AuraScript`, `CreatureScript`, `InstanceMapScript`, `GameObjectScript`, `CommandScript`, …). Two registration styles coexist:
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- **Spell / aura scripts**: `RegisterSpellScript(ClassName)` (or `RegisterSpellAndAuraScriptPair(...)`) inside `AddSC_<name>()`.
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- **Creature scripts**: prefer `RegisterCreatureAI(ClassName)` for new code; legacy zones still use `new ClassName();`. Match the surrounding pattern.
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Then declare and call `AddSC_<name>()` from the regional loader (`Spells/spells_script_loader.cpp`, `EasternKingdoms/eastern_kingdoms_script_loader.cpp`, …).
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**SmartAI** (data-driven creature behaviour) lives in the world DB's `smart_scripts` table, not C++ (engine: `src/server/game/AI/SmartScripts/`). For new creature behaviour prefer SmartAI (via the SQL update workflow); reach for `CreatureScript` only when SmartAI's event/action vocabulary isn't enough.
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**Module hooks** (e.g. `OnPlayerLogin`, `OnWorldUpdate`, `OnSpellCast`) are declared in `src/server/game/Scripting/ScriptDefines/*.h`. Implement by inheriting the matching base (`PlayerScript`, `WorldScript`, …) and registering with `new MyClass();` (or its `RegisterXxxScript` macro) inside `AddSC_<name>()`. Full list: https://www.azerothcore.org/wiki/hooks-script.
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Custom (non-upstream) scripts go in `src/server/scripts/Custom/` (gitignored).
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@@ -0,0 +1,15 @@
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# SQL guidelines
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## Adding SQL updates
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1. `cd data/sql/updates/pending_db_world/` (or `pending_db_auth` / `pending_db_characters`).
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2. `./create_sql.sh` generates an empty `rev_<timestamp>.sql` to write into.
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3. Conventions (linted): every `INSERT` preceded by a matching `DELETE` (idempotency); no double semicolons; no multiple blank lines; InnoDB engine.
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Run the linter before claiming a change is done: `python apps/codestyle/codestyle-sql.py` (compares to origin/master).
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## The three databases
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- `acore_auth` — accounts, realm list, IP/account bans, session keys. Shared across all realms.
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- `acore_characters` — per-character state: characters, inventory, in-progress quests, mail, guilds, arena teams, achievements. One per realm.
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- `acore_world` — static game content: creature/gameobject/item/quest templates, spawn lists, loot tables, SmartAI scripts, gossip, conditions. Read-mostly; rebuilt from SQL.
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@@ -19,18 +19,19 @@ The PR Reviewer agent is configured to review pull requests with deep understand
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- Testing and validation requirements
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- Security and quality standards
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**Key Feature**: This agent always references `/AGENTS.md`, the C++ Code Standards wiki, and the SQL Standards wiki before reviewing any PR.
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**Key Feature**: This agent always references `/AGENTS.md`, the matching `.agents/docs/*.md` task guides, the C++ Code Standards wiki, and the SQL Standards wiki before reviewing any PR.
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## How It Works
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When an AI tool reviews a PR in this repository:
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1. The tool reads the appropriate agent configuration from this directory
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2. The agent configuration instructs it to read `/AGENTS.md` for full project context
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3. For C++ changes, the agent also references the [C++ Code Standards wiki](https://github.com/azerothcore/wiki/blob/master/docs/cpp-code-standards.md)
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4. For SQL changes, the agent also references the [SQL Standards wiki](https://github.com/azerothcore/wiki/blob/master/docs/sql-standards.md)
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5. The agent applies project-specific rules during review
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6. Feedback is provided following the project's conventions and standards
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2. The agent configuration instructs it to read `/AGENTS.md` for project context and per-task routing
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3. Per AGENTS.md's "Mandatory reading per task", it reads the `.agents/docs/*.md` guides matching what the PR touches
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4. For C++ changes, the agent also references the [C++ Code Standards wiki](https://github.com/azerothcore/wiki/blob/master/docs/cpp-code-standards.md)
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5. For SQL changes, the agent also references the [SQL Standards wiki](https://github.com/azerothcore/wiki/blob/master/docs/sql-standards.md)
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6. The agent applies project-specific rules during review
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7. Feedback is provided following the project's conventions and standards
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## For Contributors
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@@ -5,7 +5,8 @@ You are an expert code reviewer for the AzerothCore project. When reviewing pull
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## Required Reading
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Before reviewing any PR, you MUST read and follow the instructions in:
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- `/AGENTS.md` - Contains comprehensive project architecture, coding standards, build instructions, and PR requirements
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- `/AGENTS.md` - Slim index of agent rules, repository layout, and per-task routing to `.agents/docs/`
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- The `.agents/docs/*.md` guides matching what the PR's diff touches, per AGENTS.md's "Mandatory reading per task"
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- [C++ Code Standards](https://github.com/azerothcore/wiki/blob/master/docs/cpp-code-standards.md) - Detailed C++ coding conventions and style guide
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- [SQL Standards](https://github.com/azerothcore/wiki/blob/master/docs/sql-standards.md) - SQL query formatting and database standards
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@@ -54,6 +54,11 @@ CMakeLists.txt.user
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*.BASE.*
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*.LOCAL.*
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#
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# Agents
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#
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.agents/plans/**
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#
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# Claude
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#
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@@ -5,22 +5,20 @@ AzerothCore is a C++ MMORPG server emulator for World of Warcraft 3.3.5a (WotLK)
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## Agent rules
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- **Do not configure or build unless explicitly asked.** Builds are slow and rarely needed for code changes.
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- **Never edit SQL files outside `data/sql/updates/pending_db_*/` unless explicitly requested. ** `data/sql/base/`, `data/sql/archive/`, and `data/sql/updates/db_*/` are immutable.
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- **Never edit SQL files outside `data/sql/updates/pending_db_*/` unless explicitly requested.** `data/sql/base/`, `data/sql/archive/`, and `data/sql/updates/db_*/` are immutable.
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- Formatting follows `.editorconfig`: UTF-8, LF, max 120 cols, trailing newline, no trailing whitespace; 4-space indent for C++ (tabs forbidden), 2-space for JSON/YAML/sh/ts/js.
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## Build
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## Mandatory reading per task
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Out-of-source build is required (in-source is blocked).
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Read the matching doc(s) BEFORE starting the task:
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```bash
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mkdir -p build && cd build
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cmake .. -DCMAKE_INSTALL_PREFIX=$HOME/azeroth-server -DCMAKE_BUILD_TYPE=RelWithDebInfo \
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-DSCRIPTS=static -DMODULES=static
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make -j$(nproc) && make install
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```
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C++20 required (`CMAKE_CXX_STANDARD 20`). Useful flags: `BUILD_TESTING=ON` (Google Test), `NOPCH=1` (disable precompiled headers). Full set in `conf/dist/config.cmake`. `compile_commands.json` is exported automatically.
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Tests (Google Test, in `src/test/`): configure `-DBUILD_TESTING=ON`, then `ctest` or `./src/test/unit_tests` from the build dir.
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- Compiling, configuring, or running tests → `.agents/docs/build.md`
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- Writing or modifying C++ → `.agents/docs/cpp-guidelines.md`
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- Script work (under `src/server/scripts/`) → also `.agents/docs/cpp-scripts.md`
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- Creating or modifying SQL → `.agents/docs/sql-guidelines.md`
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- SmartAI work (`smart_scripts` data) → also `.agents/docs/cpp-scripts.md`
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- Touching a subsystem that has a doc in `.agents/docs/systems/` → read that doc too
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- Capturing a lesson or adding/updating agent docs → `.agents/docs/README.md`
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## Repository layout
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@@ -30,71 +28,17 @@ Tests (Google Test, in `src/test/`): configure `-DBUILD_TESTING=ON`, then `ctest
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- `src/server/database/` — DB abstraction and schema updater.
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- `src/server/shared/` — code shared by auth and world servers.
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- `src/server/apps/{authserver,worldserver}/` — entry points (ports 3724 and 8085).
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- `src/test/` — Google Test unit tests + mocks.
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- `data/sql/` — `base/` (historical schema), `updates/db_*/` (merged), `updates/pending_db_*/` (in-flight, **edit here**), `custom/` (gitignored).
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- `modules/` — external modules (each a subdir with its own `CMakeLists.txt`). Disable with `-DDISABLED_AC_MODULES="mod1;mod2"`. See `modules/how_to_make_a_module.md`.
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- `src/test/` — unit tests + mocks.
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- `data/sql/` — `base/` (historical schema), `updates/db_*/` (merged), `updates/pending_db_*/` (in-flight), `custom/` (gitignored).
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- `modules/` — external modules (see below).
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- `apps/` — helper scripts; `apps/codestyle/` holds the lint scripts.
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- `conf/dist/` — distributed config templates; `conf/*.conf` is gitignored.
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- `deps/` — vendored third-party dependencies.
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## Adding SQL updates
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## Modules
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1. `cd data/sql/updates/pending_db_world/` (or `pending_db_auth` / `pending_db_characters`).
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2. `./create_sql.sh` generates an empty `rev_<timestamp>.sql` to write into.
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3. Conventions enforced by `apps/codestyle/codestyle-sql.py`: every `INSERT` preceded by a matching `DELETE` (idempotency); no double semicolons; no multiple blank lines; InnoDB engine.
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External modules live in `modules/`, each a subdir with its own `CMakeLists.txt`. Disable with `-DDISABLED_AC_MODULES="mod1;mod2"`. See `modules/how_to_make_a_module.md`.
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The three databases:
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## Persisting lessons
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- `acore_auth` — accounts, realm list, IP/account bans, session keys. Shared across all realms.
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- `acore_characters` — per-character state: characters, inventory, in-progress quests, mail, guilds, arena teams, achievements. One per realm.
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- `acore_world` — static game content: creature/gameobject/item/quest templates, spawn lists, loot tables, SmartAI scripts, gossip, conditions. Read-mostly; rebuilt from SQL.
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## Code style
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Formatting (charset, indent width, line length, final newline, trailing whitespace) follows `.editorconfig`.
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Run the linters before claiming a change is done:
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```bash
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python apps/codestyle/codestyle-cpp.py # C++
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python apps/codestyle/codestyle-sql.py # SQL (compares to origin/master)
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```
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Hard rules (also enforced by CI with `-Werror`, plus `cppcheck`):
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- 4-space indent for C++ (tabs forbidden); 2-space for JSON/YAML/sh/ts/js. UTF-8, LF, max 120 cols, trailing newline.
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- Allman braces. No braces around single-line statements. `if (x)` — never `if(x)` or `if ( x )`.
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- `auto const&` (not `const auto&`); `Type const*` (not `const Type*`).
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- Use `{}` format specifiers (`fmt`-style), not `%u`/`%s`.
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||||
- Use the typed helpers, not raw flag access:
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- `IsPlayer()`, `IsCreature()`, `IsItem()`, … instead of `GetTypeId() == TYPEID_*`.
|
||||
- `GetNpcFlags()`, `HasNpcFlag()`, `SetNpcFlag()`, `RemoveNpcFlag()`, `ReplaceAllNpcFlags()` instead of `*Flag(UNIT_NPC_FLAGS, …)`.
|
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- `IsRefundable()`, `IsBOPTradable()`, `IsWrapped()` instead of `HasFlag(ITEM_FIELD_FLAGS, …)`.
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- `HasFlag(ItemFlag)` / `HasFlag2(ItemFlag2)` / `HasFlagCu(ItemFlagsCustom)` instead of bitwise `Flags & ITEM_FLAG…`.
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- `ObjectGuid::ToString().c_str()` instead of `ObjectGuid::GetCounter()`.
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## Project conventions
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- **Logging**: `LOG_INFO("category.sub", "msg with {}", arg)` (also `LOG_WARN`/`ERROR`/`DEBUG`/`TRACE`). Categories are hierarchical, dot-separated (`server.loading`, `entities.player`, `sql.dev`). No `printf`-style, no `sLog->`, no `TC_LOG_*`. Macro in `src/common/Logging/Log.h`.
|
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- **Random**: use helpers in `src/common/Utilities/Random.h` — `urand`, `irand`, `frand`, `rand32`, `rand_chance`, `roll_chance_f`, `roll_chance_i`. Not `std::rand` or `<random>`.
|
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- **Strings**: `Acore::StringFormat(fmt, args...)` (`{}` placeholders) — `src/common/Utilities/StringFormat.h`.
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- **Config**: `sConfigMgr->GetOption<T>("Name", default)`.
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- **Namespace**: project-wide `Acore::` (no `Trinity::` remnants — rename when porting from upstream forks).
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- **Long-lived references**: don't store a raw `Player*` / `Creature*` / `Unit*` past the current call/tick — the object can be removed (logout, despawn, instance unload) and the pointer dangles. Store the `ObjectGuid` and resolve at use time via `ObjectAccessor::FindPlayer(guid)`, `Map::GetCreature(guid)`, etc.
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- **DB queries**: use `PreparedStatement` (via `WorldDatabase` / `CharacterDatabase` / `LoginDatabase` and the prepared-statement enums), not raw query strings. Non-blocking reads go async: `_queryProcessor.AddCallback(db.AsyncQuery(stmt).WithPreparedCallback(...))` (or `WithCallback`). Multi-statement writes wrap in `SQLTransaction` + `Execute` / `AppendPreparedStatement`.
|
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- **Timed actions in AI**: use `EventMap` (event id → delay; simple) or `TaskScheduler` (lambdas, repeats, cancellation), both members of `CreatureAI` — don't roll your own tick counters. See any boss script under `src/server/scripts/`.
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## Scripting registration
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Scripts inherit from a `ScriptObject` subclass (`SpellScript`, `AuraScript`, `CreatureScript`, `InstanceMapScript`, `GameObjectScript`, `CommandScript`, …). Two registration styles coexist:
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|
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- **Spell / aura scripts**: `RegisterSpellScript(ClassName)` (or `RegisterSpellAndAuraScriptPair(...)`) inside `AddSC_<name>()`.
|
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- **Creature scripts**: prefer `RegisterCreatureAI(ClassName)` for new code; legacy zones still use `new ClassName();`. Match the surrounding pattern.
|
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Then declare and call `AddSC_<name>()` from the regional loader (`Spells/spells_script_loader.cpp`, `EasternKingdoms/eastern_kingdoms_script_loader.cpp`, …).
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|
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**SmartAI** (data-driven creature behaviour) lives in the world DB's `smart_scripts` table, not C++ (engine: `src/server/game/AI/SmartScripts/`). For new creature behaviour prefer SmartAI (via the SQL update workflow); reach for `CreatureScript` only when SmartAI's event/action vocabulary isn't enough.
|
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|
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**Module hooks** (e.g. `OnPlayerLogin`, `OnWorldUpdate`, `OnSpellCast`) are declared in `src/server/game/Scripting/ScriptDefines/*.h`. Implement by inheriting the matching base (`PlayerScript`, `WorldScript`, …) and registering with `new MyClass();` (or its `RegisterXxxScript` macro) inside `AddSC_<name>()`. Full list: https://www.azerothcore.org/wiki/hooks-script.
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Custom (non-upstream) scripts go in `src/server/scripts/Custom/` (gitignored).
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When a user correction reveals a lesson that generalizes, offer to persist it into these docs (placement per `.agents/docs/README.md`): use the `/self-improve` skill if installed, otherwise suggest the user to install it and read this page: https://www.azerothcore.org/wiki/agentic-engineering
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Reference in New Issue
Block a user