fix(agents): make the project agent-agnostic (#26646)

This commit is contained in:
Francesco Borzì
2026-07-16 09:56:04 +02:00
committed by GitHub
parent cde7b196f4
commit e89d2ba887
5 changed files with 113 additions and 112 deletions

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@@ -1,5 +1,5 @@
# yaml-language-server: $schema=https://coderabbit.ai/integrations/schema.v2.json
# CodeRabbit review config. Mirrors the hard rules in CLAUDE.md so the AI
# CodeRabbit review config. Mirrors the hard rules in AGENTS.md so the AI
# reviewer enforces project conventions on every PR.
language: en-US
@@ -74,10 +74,10 @@ reviews:
knowledge_base:
code_guidelines:
enabled: true
# CLAUDE.md is in CodeRabbit's defaults, but list it explicitly so the project's
# AGENTS.md is in CodeRabbit's defaults, but list it explicitly so the project's
# full guideline doc is always pulled into review context.
filePatterns:
- "CLAUDE.md"
- "AGENTS.md"
chat:
auto_reply: true

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@@ -19,14 +19,14 @@ The PR Reviewer agent is configured to review pull requests with deep understand
- Testing and validation requirements
- Security and quality standards
**Key Feature**: This agent always references `/CLAUDE.md`, the C++ Code Standards wiki, and the SQL Standards wiki before reviewing any PR.
**Key Feature**: This agent always references `/AGENTS.md`, the C++ Code Standards wiki, and the SQL Standards wiki before reviewing any PR.
## How It Works
When an AI tool reviews a PR in this repository:
1. The tool reads the appropriate agent configuration from this directory
2. The agent configuration instructs it to read `/CLAUDE.md` for full project context
2. The agent configuration instructs it to read `/AGENTS.md` for full project context
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)
4. For SQL changes, the agent also references the [SQL Standards wiki](https://github.com/azerothcore/wiki/blob/master/docs/sql-standards.md)
5. The agent applies project-specific rules during review
@@ -36,7 +36,7 @@ When an AI tool reviews a PR in this repository:
If you're using AI tools to assist with contributions:
1. Familiarize yourself with `/CLAUDE.md` - it contains essential project knowledge
1. Familiarize yourself with `/AGENTS.md` - it contains essential project knowledge
2. Review the [C++ Code Standards](https://github.com/azerothcore/wiki/blob/master/docs/cpp-code-standards.md) for C++ contributions
3. Review the [SQL Standards](https://github.com/azerothcore/wiki/blob/master/docs/sql-standards.md) for database contributions
4. The AI agents will help ensure your changes follow project standards
@@ -47,13 +47,13 @@ If you're using AI tools to assist with contributions:
To update agent configurations:
1. Edit the relevant `.md` file in this directory
2. Ensure any changes align with documentation in `/CLAUDE.md` and the wiki standards
2. Ensure any changes align with documentation in `/AGENTS.md` and the wiki standards
3. Test the updated configuration with a sample PR review
4. Commit changes following the project's commit message format
## References
- Project guidelines: `/CLAUDE.md`
- Project guidelines: `/AGENTS.md`
- C++ standards: [C++ Code Standards](https://github.com/azerothcore/wiki/blob/master/docs/cpp-code-standards.md)
- SQL standards: [SQL Standards](https://github.com/azerothcore/wiki/blob/master/docs/sql-standards.md)
- PR template: `/pull_request_template.md`

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@@ -5,13 +5,13 @@ You are an expert code reviewer for the AzerothCore project. When reviewing pull
## Required Reading
Before reviewing any PR, you MUST read and follow the instructions in:
- `/CLAUDE.md` - Contains comprehensive project architecture, coding standards, build instructions, and PR requirements
- `/AGENTS.md` - Contains comprehensive project architecture, coding standards, build instructions, and PR requirements
- [C++ Code Standards](https://github.com/azerothcore/wiki/blob/master/docs/cpp-code-standards.md) - Detailed C++ coding conventions and style guide
- [SQL Standards](https://github.com/azerothcore/wiki/blob/master/docs/sql-standards.md) - SQL query formatting and database standards
## Key Review Focus Areas
Based on CLAUDE.md, always verify:
Based on AGENTS.md, always verify:
### 1. Commit Message Format
- Uses Conventional Commits: `Type(Scope/Subscope): Short description`
@@ -95,7 +95,7 @@ Based on CLAUDE.md, always verify:
## Review Process
1. Read CLAUDE.md to understand project context
1. Read AGENTS.md to understand project context
2. Review C++ Code Standards wiki for C++ changes
3. Review SQL Standards wiki for database changes
4. Check commit message format
@@ -108,7 +108,7 @@ Based on CLAUDE.md, always verify:
## Feedback Style
- Be constructive and educational
- Reference specific sections of CLAUDE.md, C++ Code Standards, or SQL Standards when applicable
- Reference specific sections of AGENTS.md, C++ Code Standards, or SQL Standards when applicable
- Suggest specific fixes with code examples if necessary
- Highlight both issues and good practices
- For C++ issues, cite specific rule from C++ Code Standards wiki

100
AGENTS.md Normal file
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@@ -0,0 +1,100 @@
# AGENTS.md
AzerothCore is a C++ MMORPG server emulator for World of Warcraft 3.3.5a (WotLK), built with CMake, backed by MySQL.
## Agent rules
- **Do not configure or build unless explicitly asked.** Builds are slow and rarely needed for code changes.
- **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.
## Build
Out-of-source build is required (in-source is blocked).
```bash
mkdir -p build && cd build
cmake .. -DCMAKE_INSTALL_PREFIX=$HOME/azeroth-server -DCMAKE_BUILD_TYPE=RelWithDebInfo \
-DSCRIPTS=static -DMODULES=static
make -j$(nproc) && make install
```
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.
Tests (Google Test, in `src/test/`): configure `-DBUILD_TESTING=ON`, then `ctest` or `./src/test/unit_tests` from the build dir.
## Repository layout
- `src/common/` — networking (Asio), crypto, config, logging, shared utilities.
- `src/server/game/` — core gameplay; compiled into worldserver.
- `src/server/scripts/` — content scripts grouped by region (`EasternKingdoms/`, `Northrend/`, …), class (`Spells/spell_mage.cpp`, …), and domain (`Commands/`, `Pet/`, `OutdoorPvP/`, `World/`).
- `src/server/database/` — DB abstraction and schema updater.
- `src/server/shared/` — code shared by auth and world servers.
- `src/server/apps/{authserver,worldserver}/` — entry points (ports 3724 and 8085).
- `src/test/` — Google Test unit tests + mocks.
- `data/sql/``base/` (historical schema), `updates/db_*/` (merged), `updates/pending_db_*/` (in-flight, **edit here**), `custom/` (gitignored).
- `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`.
- `apps/` — helper scripts; `apps/codestyle/` holds the lint scripts.
- `conf/dist/` — distributed config templates; `conf/*.conf` is gitignored.
- `deps/` — vendored third-party dependencies.
## Adding SQL updates
1. `cd data/sql/updates/pending_db_world/` (or `pending_db_auth` / `pending_db_characters`).
2. `./create_sql.sh` generates an empty `rev_<timestamp>.sql` to write into.
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.
The three databases:
- `acore_auth` — accounts, realm list, IP/account bans, session keys. Shared across all realms.
- `acore_characters` — per-character state: characters, inventory, in-progress quests, mail, guilds, arena teams, achievements. One per realm.
- `acore_world` — static game content: creature/gameobject/item/quest templates, spawn lists, loot tables, SmartAI scripts, gossip, conditions. Read-mostly; rebuilt from SQL.
## Code style
Formatting (charset, indent width, line length, final newline, trailing whitespace) follows `.editorconfig`.
Run the linters before claiming a change is done:
```bash
python apps/codestyle/codestyle-cpp.py # C++
python apps/codestyle/codestyle-sql.py # SQL (compares to origin/master)
```
Hard rules (also enforced by CI with `-Werror`, plus `cppcheck`):
- 4-space indent for C++ (tabs forbidden); 2-space for JSON/YAML/sh/ts/js. UTF-8, LF, max 120 cols, trailing newline.
- Allman braces. No braces around single-line statements. `if (x)` — never `if(x)` or `if ( x )`.
- `auto const&` (not `const auto&`); `Type const*` (not `const Type*`).
- Use `{}` format specifiers (`fmt`-style), not `%u`/`%s`.
- Use the typed helpers, not raw flag access:
- `IsPlayer()`, `IsCreature()`, `IsItem()`, … instead of `GetTypeId() == TYPEID_*`.
- `GetNpcFlags()`, `HasNpcFlag()`, `SetNpcFlag()`, `RemoveNpcFlag()`, `ReplaceAllNpcFlags()` instead of `*Flag(UNIT_NPC_FLAGS, …)`.
- `IsRefundable()`, `IsBOPTradable()`, `IsWrapped()` instead of `HasFlag(ITEM_FIELD_FLAGS, …)`.
- `HasFlag(ItemFlag)` / `HasFlag2(ItemFlag2)` / `HasFlagCu(ItemFlagsCustom)` instead of bitwise `Flags & ITEM_FLAG…`.
- `ObjectGuid::ToString().c_str()` instead of `ObjectGuid::GetCounter()`.
## Project conventions
- **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`.
- **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>`.
- **Strings**: `Acore::StringFormat(fmt, args...)` (`{}` placeholders) — `src/common/Utilities/StringFormat.h`.
- **Config**: `sConfigMgr->GetOption<T>("Name", default)`.
- **Namespace**: project-wide `Acore::` (no `Trinity::` remnants — rename when porting from upstream forks).
- **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.
- **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`.
- **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/`.
## Scripting registration
Scripts inherit from a `ScriptObject` subclass (`SpellScript`, `AuraScript`, `CreatureScript`, `InstanceMapScript`, `GameObjectScript`, `CommandScript`, …). Two registration styles coexist:
- **Spell / aura scripts**: `RegisterSpellScript(ClassName)` (or `RegisterSpellAndAuraScriptPair(...)`) inside `AddSC_<name>()`.
- **Creature scripts**: prefer `RegisterCreatureAI(ClassName)` for new code; legacy zones still use `new ClassName();`. Match the surrounding pattern.
Then declare and call `AddSC_<name>()` from the regional loader (`Spells/spells_script_loader.cpp`, `EasternKingdoms/eastern_kingdoms_script_loader.cpp`, …).
**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.
**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.
Custom (non-upstream) scripts go in `src/server/scripts/Custom/` (gitignored).

101
CLAUDE.md
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@@ -1,100 +1 @@
# CLAUDE.md
AzerothCore is a C++ MMORPG server emulator for World of Warcraft 3.3.5a (WotLK), built with CMake, backed by MySQL.
## Agent rules
- **Do not configure or build unless explicitly asked.** Builds are slow and rarely needed for code changes.
- **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.
## Build
Out-of-source build is required (in-source is blocked).
```bash
mkdir -p build && cd build
cmake .. -DCMAKE_INSTALL_PREFIX=$HOME/azeroth-server -DCMAKE_BUILD_TYPE=RelWithDebInfo \
-DSCRIPTS=static -DMODULES=static
make -j$(nproc) && make install
```
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.
Tests (Google Test, in `src/test/`): configure `-DBUILD_TESTING=ON`, then `ctest` or `./src/test/unit_tests` from the build dir.
## Repository layout
- `src/common/` — networking (Asio), crypto, config, logging, shared utilities.
- `src/server/game/` — core gameplay; compiled into worldserver.
- `src/server/scripts/` — content scripts grouped by region (`EasternKingdoms/`, `Northrend/`, …), class (`Spells/spell_mage.cpp`, …), and domain (`Commands/`, `Pet/`, `OutdoorPvP/`, `World/`).
- `src/server/database/` — DB abstraction and schema updater.
- `src/server/shared/` — code shared by auth and world servers.
- `src/server/apps/{authserver,worldserver}/` — entry points (ports 3724 and 8085).
- `src/test/` — Google Test unit tests + mocks.
- `data/sql/``base/` (historical schema), `updates/db_*/` (merged), `updates/pending_db_*/` (in-flight, **edit here**), `custom/` (gitignored).
- `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`.
- `apps/` — helper scripts; `apps/codestyle/` holds the lint scripts.
- `conf/dist/` — distributed config templates; `conf/*.conf` is gitignored.
- `deps/` — vendored third-party dependencies.
## Adding SQL updates
1. `cd data/sql/updates/pending_db_world/` (or `pending_db_auth` / `pending_db_characters`).
2. `./create_sql.sh` generates an empty `rev_<timestamp>.sql` to write into.
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.
The three databases:
- `acore_auth` — accounts, realm list, IP/account bans, session keys. Shared across all realms.
- `acore_characters` — per-character state: characters, inventory, in-progress quests, mail, guilds, arena teams, achievements. One per realm.
- `acore_world` — static game content: creature/gameobject/item/quest templates, spawn lists, loot tables, SmartAI scripts, gossip, conditions. Read-mostly; rebuilt from SQL.
## Code style
Formatting (charset, indent width, line length, final newline, trailing whitespace) follows `.editorconfig`.
Run the linters before claiming a change is done:
```bash
python apps/codestyle/codestyle-cpp.py # C++
python apps/codestyle/codestyle-sql.py # SQL (compares to origin/master)
```
Hard rules (also enforced by CI with `-Werror`, plus `cppcheck`):
- 4-space indent for C++ (tabs forbidden); 2-space for JSON/YAML/sh/ts/js. UTF-8, LF, max 120 cols, trailing newline.
- Allman braces. No braces around single-line statements. `if (x)` — never `if(x)` or `if ( x )`.
- `auto const&` (not `const auto&`); `Type const*` (not `const Type*`).
- Use `{}` format specifiers (`fmt`-style), not `%u`/`%s`.
- Use the typed helpers, not raw flag access:
- `IsPlayer()`, `IsCreature()`, `IsItem()`, … instead of `GetTypeId() == TYPEID_*`.
- `GetNpcFlags()`, `HasNpcFlag()`, `SetNpcFlag()`, `RemoveNpcFlag()`, `ReplaceAllNpcFlags()` instead of `*Flag(UNIT_NPC_FLAGS, …)`.
- `IsRefundable()`, `IsBOPTradable()`, `IsWrapped()` instead of `HasFlag(ITEM_FIELD_FLAGS, …)`.
- `HasFlag(ItemFlag)` / `HasFlag2(ItemFlag2)` / `HasFlagCu(ItemFlagsCustom)` instead of bitwise `Flags & ITEM_FLAG…`.
- `ObjectGuid::ToString().c_str()` instead of `ObjectGuid::GetCounter()`.
## Project conventions
- **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`.
- **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>`.
- **Strings**: `Acore::StringFormat(fmt, args...)` (`{}` placeholders) — `src/common/Utilities/StringFormat.h`.
- **Config**: `sConfigMgr->GetOption<T>("Name", default)`.
- **Namespace**: project-wide `Acore::` (no `Trinity::` remnants — rename when porting from upstream forks).
- **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.
- **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`.
- **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/`.
## Scripting registration
Scripts inherit from a `ScriptObject` subclass (`SpellScript`, `AuraScript`, `CreatureScript`, `InstanceMapScript`, `GameObjectScript`, `CommandScript`, …). Two registration styles coexist:
- **Spell / aura scripts**: `RegisterSpellScript(ClassName)` (or `RegisterSpellAndAuraScriptPair(...)`) inside `AddSC_<name>()`.
- **Creature scripts**: prefer `RegisterCreatureAI(ClassName)` for new code; legacy zones still use `new ClassName();`. Match the surrounding pattern.
Then declare and call `AddSC_<name>()` from the regional loader (`Spells/spells_script_loader.cpp`, `EasternKingdoms/eastern_kingdoms_script_loader.cpp`, …).
**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.
**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.
Custom (non-upstream) scripts go in `src/server/scripts/Custom/` (gitignored).
@AGENTS.md