mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
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155 lines
6.1 KiB
C++
155 lines
6.1 KiB
C++
/*
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* Copyright (C)
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* Copyright (C)
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "Creature.h"
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#include "CreatureAISelector.h"
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#include "PassiveAI.h"
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#include "MovementGenerator.h"
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#include "Pet.h"
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#include "TemporarySummon.h"
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#include "CreatureAIFactory.h"
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#include "ScriptMgr.h"
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namespace FactorySelector
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{
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CreatureAI* selectAI(Creature* creature)
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{
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const CreatureAICreator* ai_factory = NULL;
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CreatureAIRegistry& ai_registry(*CreatureAIRepository::instance());
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// xinef: if we have controlable guardian, define petai for players as they can steer him, otherwise db / normal ai
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// xinef: dont remember why i changed this qq commented out as may break some quests
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if (creature->IsPet()/* || (creature->HasUnitTypeMask(UNIT_MASK_CONTROLABLE_GUARDIAN) && ((Guardian*)creature)->GetOwner()->GetTypeId() == TYPEID_PLAYER)*/)
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ai_factory = ai_registry.GetRegistryItem("PetAI");
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//scriptname in db
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if (!ai_factory)
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if (CreatureAI* scriptedAI = sScriptMgr->GetCreatureAI(creature))
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return scriptedAI;
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// AIname in db
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std::string ainame=creature->GetAIName();
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if (!ai_factory && !ainame.empty())
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ai_factory = ai_registry.GetRegistryItem(ainame);
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// select by NPC flags
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if (!ai_factory)
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{
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if (creature->IsVehicle())
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ai_factory = ai_registry.GetRegistryItem("VehicleAI");
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else if (creature->HasUnitTypeMask(UNIT_MASK_CONTROLABLE_GUARDIAN) && ((Guardian*)creature)->GetOwner()->GetTypeId() == TYPEID_PLAYER)
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ai_factory = ai_registry.GetRegistryItem("PetAI");
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else if (creature->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK))
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ai_factory = ai_registry.GetRegistryItem("NullCreatureAI");
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else if (creature->IsGuard())
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ai_factory = ai_registry.GetRegistryItem("GuardAI");
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else if (creature->HasUnitTypeMask(UNIT_MASK_CONTROLABLE_GUARDIAN))
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ai_factory = ai_registry.GetRegistryItem("PetAI");
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else if (creature->IsTotem())
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ai_factory = ai_registry.GetRegistryItem("TotemAI");
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else if (creature->IsTrigger())
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{
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if (creature->m_spells[0])
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ai_factory = ai_registry.GetRegistryItem("TriggerAI");
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else
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ai_factory = ai_registry.GetRegistryItem("NullCreatureAI");
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}
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else if (creature->IsCritter() && !creature->HasUnitTypeMask(UNIT_MASK_GUARDIAN))
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ai_factory = ai_registry.GetRegistryItem("CritterAI");
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}
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// select by permit check
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if (!ai_factory)
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{
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int best_val = -1;
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typedef CreatureAIRegistry::RegistryMapType RMT;
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RMT const& l = ai_registry.GetRegisteredItems();
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for (RMT::const_iterator iter = l.begin(); iter != l.end(); ++iter)
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{
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const CreatureAICreator* factory = iter->second;
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const SelectableAI* p = dynamic_cast<const SelectableAI*>(factory);
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ASSERT(p);
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int val = p->Permit(creature);
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if (val > best_val)
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{
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best_val = val;
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ai_factory = p;
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}
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}
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}
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// select NullCreatureAI if not another cases
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// xinef: unused
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// ainame = (ai_factory == NULL) ? "NullCreatureAI" : ai_factory->key();
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;//sLog->outDebug(LOG_FILTER_TSCR, "Creature %u used AI is %s.", creature->GetGUIDLow(), ainame.c_str());
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return (ai_factory == NULL ? new NullCreatureAI(creature) : ai_factory->Create(creature));
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}
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MovementGenerator* selectMovementGenerator(Creature* creature)
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{
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MovementGeneratorRegistry& mv_registry(*MovementGeneratorRepository::instance());
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ASSERT(creature->GetCreatureTemplate());
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const MovementGeneratorCreator* mv_factory = mv_registry.GetRegistryItem(creature->GetDefaultMovementType());
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/* if (mv_factory == NULL)
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{
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int best_val = -1;
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StringVector l;
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mv_registry.GetRegisteredItems(l);
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for (StringVector::iterator iter = l.begin(); iter != l.end(); ++iter)
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{
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const MovementGeneratorCreator *factory = mv_registry.GetRegistryItem((*iter).c_str());
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const SelectableMovement *p = dynamic_cast<const SelectableMovement *>(factory);
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ASSERT(p != NULL);
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int val = p->Permit(creature);
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if (val > best_val)
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{
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best_val = val;
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mv_factory = p;
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}
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}
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}*/
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return (mv_factory == NULL ? NULL : mv_factory->Create(creature));
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}
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GameObjectAI* SelectGameObjectAI(GameObject* go)
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{
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const GameObjectAICreator* ai_factory = NULL;
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GameObjectAIRegistry& ai_registry(*GameObjectAIRepository::instance());
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if (GameObjectAI* scriptedAI = sScriptMgr->GetGameObjectAI(go))
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return scriptedAI;
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ai_factory = ai_registry.GetRegistryItem(go->GetAIName());
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//future goAI types go here
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// xinef: unused
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//std::string ainame = (ai_factory == NULL || go->GetScriptId()) ? "NullGameObjectAI" : ai_factory->key();
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;//sLog->outDebug(LOG_FILTER_TSCR, "GameObject %u used AI is %s.", go->GetGUIDLow(), ainame.c_str());
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return (ai_factory == NULL ? new NullGameObjectAI(go) : ai_factory->Create(go));
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}
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}
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