Files
azerothcore-wotlk/src/server/game/Scripting/ScriptMgr.cpp
Kargatum 5969df4e30 refactor(Core/Logging): switch to fmt style for LOG_ (#10366)
* feat(Core/Common): add support fmt style for ASSERT and ABORT

* correct CheckCompactArrayMaskOverflow

* 1

* Update src/server/game/Spells/Spell.cpp

* rework logging

* add fmt replace logs

* logging

* FMT_LOG_

* settings

* fix startup

* 1

* 2

* 3

* 4

* 5

* fmt::print

* to fmt
2022-01-27 16:44:41 +01:00

646 lines
22 KiB
C++

/*
* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU Affero General Public License as published by the
* Free Software Foundation; either version 3 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "ScriptMgr.h"
#include "InstanceScript.h"
#include "ScriptSystem.h"
#include "SmartAI.h"
#include "SpellMgr.h"
#include "UnitAI.h"
namespace
{
template<typename T>
inline void SCR_CLEAR()
{
for (auto const& [scriptID, script] : ScriptRegistry<T>::ScriptPointerList)
{
delete script;
}
ScriptRegistry<T>::ScriptPointerList.clear();
}
}
struct TSpellSummary
{
uint8 Targets; // set of enum SelectTarget
uint8 Effects; // set of enum SelectEffect
}*SpellSummary;
ScriptMgr::ScriptMgr()
: _scriptCount(0),
_scheduledScripts(0),
_script_loader_callback(nullptr),
_modules_loader_callback(nullptr) { }
ScriptMgr::~ScriptMgr() { }
ScriptMgr* ScriptMgr::instance()
{
static ScriptMgr instance;
return &instance;
}
void ScriptMgr::Initialize()
{
LOG_INFO("server.loading", "> Loading C++ scripts");
LOG_INFO("server.loading", " ");
AddSC_SmartScripts();
ASSERT(_script_loader_callback,
"Script loader callback wasn't registered!");
ASSERT(_modules_loader_callback,
"Modules loader callback wasn't registered!");
_script_loader_callback();
_modules_loader_callback();
}
void ScriptMgr::Unload()
{
SCR_CLEAR<AccountScript>();
SCR_CLEAR<AchievementCriteriaScript>();
SCR_CLEAR<AchievementScript>();
SCR_CLEAR<AllCreatureScript>();
SCR_CLEAR<AllGameObjectScript>();
SCR_CLEAR<AllItemScript>();
SCR_CLEAR<AllMapScript>();
SCR_CLEAR<AreaTriggerScript>();
SCR_CLEAR<ArenaScript>();
SCR_CLEAR<ArenaTeamScript>();
SCR_CLEAR<AuctionHouseScript>();
SCR_CLEAR<BGScript>();
SCR_CLEAR<BattlegroundMapScript>();
SCR_CLEAR<BattlegroundScript>();
SCR_CLEAR<CommandSC>();
SCR_CLEAR<CommandScript>();
SCR_CLEAR<ConditionScript>();
SCR_CLEAR<CreatureScript>();
SCR_CLEAR<DatabaseScript>();
SCR_CLEAR<DynamicObjectScript>();
SCR_CLEAR<ElunaScript>();
SCR_CLEAR<FormulaScript>();
SCR_CLEAR<GameEventScript>();
SCR_CLEAR<GameObjectScript>();
SCR_CLEAR<GlobalScript>();
SCR_CLEAR<GroupScript>();
SCR_CLEAR<GuildScript>();
SCR_CLEAR<InstanceMapScript>();
SCR_CLEAR<ItemScript>();
SCR_CLEAR<LootScript>();
SCR_CLEAR<MailScript>();
SCR_CLEAR<MiscScript>();
SCR_CLEAR<MovementHandlerScript>();
SCR_CLEAR<OutdoorPvPScript>();
SCR_CLEAR<PetScript>();
SCR_CLEAR<PlayerScript>();
SCR_CLEAR<ServerScript>();
SCR_CLEAR<SpellSC>();
SCR_CLEAR<SpellScriptLoader>();
SCR_CLEAR<TransportScript>();
SCR_CLEAR<UnitScript>();
SCR_CLEAR<VehicleScript>();
SCR_CLEAR<WeatherScript>();
SCR_CLEAR<WorldMapScript>();
SCR_CLEAR<WorldObjectScript>();
SCR_CLEAR<WorldScript>();
delete[] SpellSummary;
}
void ScriptMgr::LoadDatabase()
{
uint32 oldMSTime = getMSTime();
sScriptSystemMgr->LoadScriptWaypoints();
// Add all scripts that must be loaded after db/maps
ScriptRegistry<WorldMapScript>::AddALScripts();
ScriptRegistry<BattlegroundMapScript>::AddALScripts();
ScriptRegistry<InstanceMapScript>::AddALScripts();
ScriptRegistry<SpellScriptLoader>::AddALScripts();
ScriptRegistry<ItemScript>::AddALScripts();
ScriptRegistry<CreatureScript>::AddALScripts();
ScriptRegistry<GameObjectScript>::AddALScripts();
ScriptRegistry<AreaTriggerScript>::AddALScripts();
ScriptRegistry<BattlegroundScript>::AddALScripts();
ScriptRegistry<OutdoorPvPScript>::AddALScripts();
ScriptRegistry<WeatherScript>::AddALScripts();
ScriptRegistry<ConditionScript>::AddALScripts();
ScriptRegistry<TransportScript>::AddALScripts();
ScriptRegistry<AchievementCriteriaScript>::AddALScripts();
FillSpellSummary();
CheckIfScriptsInDatabaseExist();
LOG_INFO("server.loading", ">> Loaded {} C++ scripts in {} ms", GetScriptCount(), GetMSTimeDiffToNow(oldMSTime));
LOG_INFO("server.loading", " ");
}
void ScriptMgr::CheckIfScriptsInDatabaseExist()
{
for (auto const& scriptName : sObjectMgr->GetScriptNames())
{
if (uint32 sid = sObjectMgr->GetScriptId(scriptName.c_str()))
{
if (!ScriptRegistry<SpellScriptLoader>::GetScriptById(sid) &&
!ScriptRegistry<ServerScript>::GetScriptById(sid) &&
!ScriptRegistry<WorldScript>::GetScriptById(sid) &&
!ScriptRegistry<FormulaScript>::GetScriptById(sid) &&
!ScriptRegistry<WorldMapScript>::GetScriptById(sid) &&
!ScriptRegistry<InstanceMapScript>::GetScriptById(sid) &&
!ScriptRegistry<BattlegroundMapScript>::GetScriptById(sid) &&
!ScriptRegistry<ItemScript>::GetScriptById(sid) &&
!ScriptRegistry<CreatureScript>::GetScriptById(sid) &&
!ScriptRegistry<GameObjectScript>::GetScriptById(sid) &&
!ScriptRegistry<AreaTriggerScript>::GetScriptById(sid) &&
!ScriptRegistry<BattlegroundScript>::GetScriptById(sid) &&
!ScriptRegistry<OutdoorPvPScript>::GetScriptById(sid) &&
!ScriptRegistry<CommandScript>::GetScriptById(sid) &&
!ScriptRegistry<WeatherScript>::GetScriptById(sid) &&
!ScriptRegistry<AuctionHouseScript>::GetScriptById(sid) &&
!ScriptRegistry<ConditionScript>::GetScriptById(sid) &&
!ScriptRegistry<VehicleScript>::GetScriptById(sid) &&
!ScriptRegistry<DynamicObjectScript>::GetScriptById(sid) &&
!ScriptRegistry<TransportScript>::GetScriptById(sid) &&
!ScriptRegistry<AchievementCriteriaScript>::GetScriptById(sid) &&
!ScriptRegistry<PlayerScript>::GetScriptById(sid) &&
!ScriptRegistry<GuildScript>::GetScriptById(sid) &&
!ScriptRegistry<BGScript>::GetScriptById(sid) &&
!ScriptRegistry<AchievementScript>::GetScriptById(sid) &&
!ScriptRegistry<ArenaTeamScript>::GetScriptById(sid) &&
!ScriptRegistry<SpellSC>::GetScriptById(sid) &&
!ScriptRegistry<MiscScript>::GetScriptById(sid) &&
!ScriptRegistry<PetScript>::GetScriptById(sid) &&
!ScriptRegistry<CommandSC>::GetScriptById(sid) &&
!ScriptRegistry<ArenaScript>::GetScriptById(sid) &&
!ScriptRegistry<GroupScript>::GetScriptById(sid) &&
!ScriptRegistry<DatabaseScript>::GetScriptById(sid))
{
LOG_ERROR("sql.sql", "Script named '{}' is assigned in the database, but has no code!", scriptName);
}
}
}
}
void ScriptMgr::FillSpellSummary()
{
UnitAI::FillAISpellInfo();
SpellSummary = new TSpellSummary[sSpellMgr->GetSpellInfoStoreSize()];
SpellInfo const* pTempSpell;
for (uint32 i = 0; i < sSpellMgr->GetSpellInfoStoreSize(); ++i)
{
SpellSummary[i].Effects = 0;
SpellSummary[i].Targets = 0;
pTempSpell = sSpellMgr->GetSpellInfo(i);
// This spell doesn't exist.
if (!pTempSpell)
continue;
for (uint32 j = 0; j < MAX_SPELL_EFFECTS; ++j)
{
// Spell targets self.
if (pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_UNIT_CASTER)
SpellSummary[i].Targets |= 1 << (SELECT_TARGET_SELF - 1);
// Spell targets a single enemy.
if (pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_UNIT_TARGET_ENEMY ||
pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_DEST_TARGET_ENEMY)
SpellSummary[i].Targets |= 1 << (SELECT_TARGET_SINGLE_ENEMY - 1);
// Spell targets AoE at enemy.
if (pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_UNIT_SRC_AREA_ENEMY ||
pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_UNIT_DEST_AREA_ENEMY ||
pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_SRC_CASTER ||
pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_DEST_DYNOBJ_ENEMY)
SpellSummary[i].Targets |= 1 << (SELECT_TARGET_AOE_ENEMY - 1);
// Spell targets an enemy.
if (pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_UNIT_TARGET_ENEMY ||
pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_DEST_TARGET_ENEMY ||
pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_UNIT_SRC_AREA_ENEMY ||
pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_UNIT_DEST_AREA_ENEMY ||
pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_SRC_CASTER ||
pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_DEST_DYNOBJ_ENEMY)
SpellSummary[i].Targets |= 1 << (SELECT_TARGET_ANY_ENEMY - 1);
// Spell targets a single friend (or self).
if (pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_UNIT_CASTER ||
pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_UNIT_TARGET_ALLY ||
pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_UNIT_TARGET_PARTY)
SpellSummary[i].Targets |= 1 << (SELECT_TARGET_SINGLE_FRIEND - 1);
// Spell targets AoE friends.
if (pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_UNIT_CASTER_AREA_PARTY ||
pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_UNIT_LASTTARGET_AREA_PARTY ||
pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_SRC_CASTER)
SpellSummary[i].Targets |= 1 << (SELECT_TARGET_AOE_FRIEND - 1);
// Spell targets any friend (or self).
if (pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_UNIT_CASTER ||
pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_UNIT_TARGET_ALLY ||
pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_UNIT_TARGET_PARTY ||
pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_UNIT_CASTER_AREA_PARTY ||
pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_UNIT_LASTTARGET_AREA_PARTY ||
pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_SRC_CASTER)
SpellSummary[i].Targets |= 1 << (SELECT_TARGET_ANY_FRIEND - 1);
// Make sure that this spell includes a damage effect.
if (pTempSpell->Effects[j].Effect == SPELL_EFFECT_SCHOOL_DAMAGE ||
pTempSpell->Effects[j].Effect == SPELL_EFFECT_INSTAKILL ||
pTempSpell->Effects[j].Effect == SPELL_EFFECT_ENVIRONMENTAL_DAMAGE ||
pTempSpell->Effects[j].Effect == SPELL_EFFECT_HEALTH_LEECH)
SpellSummary[i].Effects |= 1 << (SELECT_EFFECT_DAMAGE - 1);
// Make sure that this spell includes a healing effect (or an apply aura with a periodic heal).
if (pTempSpell->Effects[j].Effect == SPELL_EFFECT_HEAL ||
pTempSpell->Effects[j].Effect == SPELL_EFFECT_HEAL_MAX_HEALTH ||
pTempSpell->Effects[j].Effect == SPELL_EFFECT_HEAL_MECHANICAL ||
(pTempSpell->Effects[j].Effect == SPELL_EFFECT_APPLY_AURA && pTempSpell->Effects[j].ApplyAuraName == 8))
SpellSummary[i].Effects |= 1 << (SELECT_EFFECT_HEALING - 1);
// Make sure that this spell applies an aura.
if (pTempSpell->Effects[j].Effect == SPELL_EFFECT_APPLY_AURA)
SpellSummary[i].Effects |= 1 << (SELECT_EFFECT_AURA - 1);
}
}
}
///-
AllMapScript::AllMapScript(const char* name)
: ScriptObject(name)
{
ScriptRegistry<AllMapScript>::AddScript(this);
}
AllCreatureScript::AllCreatureScript(const char* name)
: ScriptObject(name)
{
ScriptRegistry<AllCreatureScript>::AddScript(this);
}
UnitScript::UnitScript(const char* name, bool addToScripts)
: ScriptObject(name)
{
if (addToScripts)
ScriptRegistry<UnitScript>::AddScript(this);
}
MovementHandlerScript::MovementHandlerScript(const char* name)
: ScriptObject(name)
{
ScriptRegistry<MovementHandlerScript>::AddScript(this);
}
SpellScriptLoader::SpellScriptLoader(const char* name)
: ScriptObject(name)
{
ScriptRegistry<SpellScriptLoader>::AddScript(this);
}
ServerScript::ServerScript(const char* name)
: ScriptObject(name)
{
ScriptRegistry<ServerScript>::AddScript(this);
}
WorldScript::WorldScript(const char* name)
: ScriptObject(name)
{
ScriptRegistry<WorldScript>::AddScript(this);
}
FormulaScript::FormulaScript(const char* name)
: ScriptObject(name)
{
ScriptRegistry<FormulaScript>::AddScript(this);
}
WorldMapScript::WorldMapScript(const char* name, uint32 mapId)
: ScriptObject(name), MapScript<Map>(mapId)
{
ScriptRegistry<WorldMapScript>::AddScript(this);
}
InstanceMapScript::InstanceMapScript(const char* name, uint32 mapId)
: ScriptObject(name), MapScript<InstanceMap>(mapId)
{
ScriptRegistry<InstanceMapScript>::AddScript(this);
}
BattlegroundMapScript::BattlegroundMapScript(const char* name, uint32 mapId)
: ScriptObject(name), MapScript<BattlegroundMap>(mapId)
{
ScriptRegistry<BattlegroundMapScript>::AddScript(this);
}
ItemScript::ItemScript(const char* name)
: ScriptObject(name)
{
ScriptRegistry<ItemScript>::AddScript(this);
}
CreatureScript::CreatureScript(const char* name)
: ScriptObject(name)
{
ScriptRegistry<CreatureScript>::AddScript(this);
}
GameObjectScript::GameObjectScript(const char* name)
: ScriptObject(name)
{
ScriptRegistry<GameObjectScript>::AddScript(this);
}
AreaTriggerScript::AreaTriggerScript(const char* name)
: ScriptObject(name)
{
ScriptRegistry<AreaTriggerScript>::AddScript(this);
}
bool OnlyOnceAreaTriggerScript::OnTrigger(Player* player, AreaTrigger const* trigger)
{
uint32 const triggerId = trigger->entry;
if (InstanceScript* instance = player->GetInstanceScript())
{
if (instance->IsAreaTriggerDone(triggerId))
{
return true;
}
else
{
instance->MarkAreaTriggerDone(triggerId);
}
}
return _OnTrigger(player, trigger);
}
void OnlyOnceAreaTriggerScript::ResetAreaTriggerDone(InstanceScript* script, uint32 triggerId)
{
script->ResetAreaTriggerDone(triggerId);
}
void OnlyOnceAreaTriggerScript::ResetAreaTriggerDone(Player const* player, AreaTrigger const* trigger)
{
if (InstanceScript* instance = player->GetInstanceScript())
{
ResetAreaTriggerDone(instance, trigger->entry);
}
}
BattlegroundScript::BattlegroundScript(const char* name)
: ScriptObject(name)
{
ScriptRegistry<BattlegroundScript>::AddScript(this);
}
OutdoorPvPScript::OutdoorPvPScript(const char* name)
: ScriptObject(name)
{
ScriptRegistry<OutdoorPvPScript>::AddScript(this);
}
CommandScript::CommandScript(const char* name)
: ScriptObject(name)
{
ScriptRegistry<CommandScript>::AddScript(this);
}
WeatherScript::WeatherScript(const char* name)
: ScriptObject(name)
{
ScriptRegistry<WeatherScript>::AddScript(this);
}
AuctionHouseScript::AuctionHouseScript(const char* name)
: ScriptObject(name)
{
ScriptRegistry<AuctionHouseScript>::AddScript(this);
}
ConditionScript::ConditionScript(const char* name)
: ScriptObject(name)
{
ScriptRegistry<ConditionScript>::AddScript(this);
}
VehicleScript::VehicleScript(const char* name)
: ScriptObject(name)
{
ScriptRegistry<VehicleScript>::AddScript(this);
}
DynamicObjectScript::DynamicObjectScript(const char* name)
: ScriptObject(name)
{
ScriptRegistry<DynamicObjectScript>::AddScript(this);
}
TransportScript::TransportScript(const char* name)
: ScriptObject(name)
{
ScriptRegistry<TransportScript>::AddScript(this);
}
AchievementCriteriaScript::AchievementCriteriaScript(const char* name)
: ScriptObject(name)
{
ScriptRegistry<AchievementCriteriaScript>::AddScript(this);
}
PlayerScript::PlayerScript(const char* name)
: ScriptObject(name)
{
ScriptRegistry<PlayerScript>::AddScript(this);
}
AccountScript::AccountScript(const char* name)
: ScriptObject(name)
{
ScriptRegistry<AccountScript>::AddScript(this);
}
GuildScript::GuildScript(const char* name)
: ScriptObject(name)
{
ScriptRegistry<GuildScript>::AddScript(this);
}
GroupScript::GroupScript(const char* name)
: ScriptObject(name)
{
ScriptRegistry<GroupScript>::AddScript(this);
}
GlobalScript::GlobalScript(const char* name)
: ScriptObject(name)
{
ScriptRegistry<GlobalScript>::AddScript(this);
}
BGScript::BGScript(char const* name)
: ScriptObject(name)
{
ScriptRegistry<BGScript>::AddScript(this);
}
ArenaTeamScript::ArenaTeamScript(const char* name)
: ScriptObject(name)
{
ScriptRegistry<ArenaTeamScript>::AddScript(this);
}
SpellSC::SpellSC(char const* name)
: ScriptObject(name)
{
ScriptRegistry<SpellSC>::AddScript(this);
}
ModuleScript::ModuleScript(const char* name)
: ScriptObject(name)
{
ScriptRegistry<ModuleScript>::AddScript(this);
}
GameEventScript::GameEventScript(const char* name)
: ScriptObject(name)
{
ScriptRegistry<GameEventScript>::AddScript(this);
}
MailScript::MailScript(const char* name)
: ScriptObject(name)
{
ScriptRegistry<MailScript>::AddScript(this);
}
AchievementScript::AchievementScript(const char* name)
: ScriptObject(name)
{
ScriptRegistry<AchievementScript>::AddScript(this);
}
PetScript::PetScript(const char* name)
: ScriptObject(name)
{
ScriptRegistry<PetScript>::AddScript(this);
}
ArenaScript::ArenaScript(const char* name)
: ScriptObject(name)
{
ScriptRegistry<ArenaScript>::AddScript(this);
}
MiscScript::MiscScript(const char* name)
: ScriptObject(name)
{
ScriptRegistry<MiscScript>::AddScript(this);
}
CommandSC::CommandSC(const char* name)
: ScriptObject(name)
{
ScriptRegistry<CommandSC>::AddScript(this);
}
DatabaseScript::DatabaseScript(const char* name) : ScriptObject(name)
{
ScriptRegistry<DatabaseScript>::AddScript(this);
}
WorldObjectScript::WorldObjectScript(const char* name) : ScriptObject(name)
{
ScriptRegistry<WorldObjectScript>::AddScript(this);
}
LootScript::LootScript(const char* name) : ScriptObject(name)
{
ScriptRegistry<LootScript>::AddScript(this);
}
ElunaScript::ElunaScript(const char* name) : ScriptObject(name)
{
ScriptRegistry<ElunaScript>::AddScript(this);
}
AllItemScript::AllItemScript(const char* name) : ScriptObject(name)
{
ScriptRegistry<AllItemScript>::AddScript(this);
}
AllGameObjectScript::AllGameObjectScript(const char* name) : ScriptObject(name)
{
ScriptRegistry<AllGameObjectScript>::AddScript(this);
}
// Specialize for each script type class like so:
template class AC_GAME_API ScriptRegistry<AccountScript>;
template class AC_GAME_API ScriptRegistry<AchievementCriteriaScript>;
template class AC_GAME_API ScriptRegistry<AchievementScript>;
template class AC_GAME_API ScriptRegistry<AllCreatureScript>;
template class AC_GAME_API ScriptRegistry<AllGameObjectScript>;
template class AC_GAME_API ScriptRegistry<AllItemScript>;
template class AC_GAME_API ScriptRegistry<AllMapScript>;
template class AC_GAME_API ScriptRegistry<AreaTriggerScript>;
template class AC_GAME_API ScriptRegistry<ArenaScript>;
template class AC_GAME_API ScriptRegistry<ArenaTeamScript>;
template class AC_GAME_API ScriptRegistry<AuctionHouseScript>;
template class AC_GAME_API ScriptRegistry<BGScript>;
template class AC_GAME_API ScriptRegistry<BattlegroundMapScript>;
template class AC_GAME_API ScriptRegistry<BattlegroundScript>;
template class AC_GAME_API ScriptRegistry<CommandSC>;
template class AC_GAME_API ScriptRegistry<CommandScript>;
template class AC_GAME_API ScriptRegistry<ConditionScript>;
template class AC_GAME_API ScriptRegistry<CreatureScript>;
template class AC_GAME_API ScriptRegistry<DatabaseScript>;
template class AC_GAME_API ScriptRegistry<DynamicObjectScript>;
template class AC_GAME_API ScriptRegistry<ElunaScript>;
template class AC_GAME_API ScriptRegistry<FormulaScript>;
template class AC_GAME_API ScriptRegistry<GameEventScript>;
template class AC_GAME_API ScriptRegistry<GameObjectScript>;
template class AC_GAME_API ScriptRegistry<GlobalScript>;
template class AC_GAME_API ScriptRegistry<GroupScript>;
template class AC_GAME_API ScriptRegistry<GuildScript>;
template class AC_GAME_API ScriptRegistry<InstanceMapScript>;
template class AC_GAME_API ScriptRegistry<ItemScript>;
template class AC_GAME_API ScriptRegistry<LootScript>;
template class AC_GAME_API ScriptRegistry<MailScript>;
template class AC_GAME_API ScriptRegistry<MiscScript>;
template class AC_GAME_API ScriptRegistry<MovementHandlerScript>;
template class AC_GAME_API ScriptRegistry<OutdoorPvPScript>;
template class AC_GAME_API ScriptRegistry<PetScript>;
template class AC_GAME_API ScriptRegistry<PlayerScript>;
template class AC_GAME_API ScriptRegistry<ServerScript>;
template class AC_GAME_API ScriptRegistry<SpellSC>;
template class AC_GAME_API ScriptRegistry<SpellScriptLoader>;
template class AC_GAME_API ScriptRegistry<TransportScript>;
template class AC_GAME_API ScriptRegistry<UnitScript>;
template class AC_GAME_API ScriptRegistry<VehicleScript>;
template class AC_GAME_API ScriptRegistry<WeatherScript>;
template class AC_GAME_API ScriptRegistry<WorldMapScript>;
template class AC_GAME_API ScriptRegistry<WorldObjectScript>;
template class AC_GAME_API ScriptRegistry<WorldScript>;