#include "mod_personal_isle.h"
#include "Chat.h"
#include "Config.h"
#include "Log.h"
#include "ScriptMgr.h"
using namespace Acore::ChatCommands;
// v0: hello-world stub. Proves the module loads, its config flag is readable, and a command
// registers and responds -- no island, no teleport, no map/DBC work yet. See PLAN.md for the
// actual roadmap (terrain, instancing, entry/exit points).
class PersonalIsleCommandScript : public CommandScript
{
public:
PersonalIsleCommandScript() : CommandScript("PersonalIsleCommandScript") { }
ChatCommandTable GetCommands() const override
{
static ChatCommandTable commandTable =
{
{ "isle", HandleIsleCommand, SEC_PLAYER, Console::No },
};
return commandTable;
}
static bool HandleIsleCommand(ChatHandler* handler)
{
if (!sConfigMgr->GetOption("PersonalIsle.Enable", true))
{
handler->PSendSysMessage("The Personal Isle module is currently disabled.");
return true;
}
handler->PSendSysMessage("A weathered chart shows an island... but there's no dock built yet.");
return true;
}
};
class PersonalIsle_World : public WorldScript
{
public:
PersonalIsle_World() : WorldScript("PersonalIsle_World") { }
void OnStartup() override
{
LOG_INFO("server.loading", "mod-personal-isle: loaded (v0 hello-world stub, enabled={}).",
sConfigMgr->GetOption("PersonalIsle.Enable", true));
}
};
void AddSC_mod_personal_isle()
{
new PersonalIsleCommandScript();
new PersonalIsle_World();
}