AVANT : 4 boss etaient des coquilles vides de 28-33 lignes (Hote affige, Jeune fille de vigilance, Sassz ine, KIL JAEDEN le boss final) et AUCUN boss n etait binde en DB (ScriptName vides sauf Goroth) -> le raid entier etait decoratif malgre 978 spawns. APRES : module lignee uwow complet (12 161 lignes, 12 fichiers) transcrit vers nos APIs en 7 passes de compatibilite (~880 erreurs de compilation resorbees) : instance script complet (portes, frames, graveyards), 9 encounters scriptes, trash/evenements, 74 bindings de sorts, ~60 ScriptName de creatures, ATs. Ajouts CORE reutilisables (compat DestinyCoreNew, prepareront le futur port Antorus) : - UnitAI : DoCastTopAggro, GetObjectData, hooks no-op (SpellFinishCast, OnApplyOrRemoveAura, OnRemoveAuraTarget, OnAreaTriggerDespawn/Cast, OnInterruptCast, IsDisableGenerateLoot, GetModifyedData) - CreatureAI : Talk(guid), Talk(liste aleatoire), ZoneTalk - ScriptedAI : CheckHomeDistToEvade + alias IsHeroicRaid/IsMythicRaid/IsLfrRaid/ IsNormalRaid/IsHeroicPlusRaid ; SummonList::GetCreature - Unit : GetAnyOwner, CastSpellDelay x2 ; Creature : SetReactState(delay), StopAttack - Map : ApplyOnEveryPlayer, IsHeroicPlusRaid ; GameObject : AddDelayedEvent (m_Events) - Position : SimplePosXYRelocationByAngle, GenerateNonDuplicatePoints, IsLinesCross (reecrit sans G3D::LineSegment2D, absent de notre g3dlite) - MotionMaster : MoveSmoothFlyPath x2 ; AreaTrigger : GetRadius/SetSphereScale(no-op)/ isMoving/Despawn/GetProgressCompat ; AreaTriggerAI : IsValidTarget/CalculateSpline Degradations douces assumees (documentees en commentaire dans le code) : filtrage de cibles des ATs (IsValidTarget jamais appele par notre moteur), scale dynamique des zones de Kil jaeden, conversations cinematiques, distribution de loot personnelle, hooks d interruption/notification d aura, quelques approximations de roles (SoloQ->ROLE_TANK) et de type de degats. SQL : sql/sylvania/tomb_of_sargeras_bindings.sql (applique en DB). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
DestinyCore
🚀 Build Status
| Windows | GCC | Clang |
|---|---|---|
📖 Introduction
DestinyCore is a modern, modular MMORPG server framework written in C++ that supports multiple platforms (Windows, Linux, macOS) and builds cleanly with GCC, Clang, and MSVC.
It is designed to be lightweight, scalable, and extensible, providing developers and server administrators with a stable foundation for World of Warcraft® (Legion 7.3.5) and beyond.
Key goals of DestinyCore:
- ⚡ Modern C++ design (C++20+)
- 🔌 Modular architecture (authserver, worldserver, shared libs)
- 🤖 Integrated PlayerBots system
- 🌍 Multi-database support (auth, characters, world)
- 🛠️ Easy build system (CMake + GitHub Actions CI)
- 🎮 MMO-ready networking with scalability in mind
🛠️ Requirements
DestinyCore depends on modern development tools and libraries:
- CMake 3.31+
- Boost 1.84.0
- MySQL 8.0
- OpenSSL 3.x
- GCC / Clang / MSVC (Visual Studio 2022 recommended)
📦 Installation
-
Clone the repository:
git clone https://github.com/slash-design/DestinyCore.git cd DestinyCore -
Create a build directory:
cmake -S . -B build -DTOOLS=ON cmake --build build -
Configure your databases (
auth,characters,world) and import the SQL structures provided in/sql/base. -
Start the servers:
./bin/worldserver ./bin/bnetserver
🤝 Contributing
We welcome all contributions!
Whether you’re fixing a bug, improving documentation, or adding new features — PRs are always appreciated.
- Fork the repo
- Create a feature branch
- Submit a pull request
🐛 Reporting Issues
Issues can be reported directly via the GitHub Issue Tracker.
Before creating a new one, please check for existing reports to avoid duplicates.
📜 License
This project is licensed under GPL v2.0.
See the LICENSE file for details.
🌐 Links
⭐ If you like DestinyCore, consider giving the project a star on GitHub!