Files
azerothcore-wotlk/src/game/AI/CreatureAISelector.cpp
2016-08-12 02:38:26 +02:00

155 lines
6.1 KiB
C++

/*
* Copyright (C)
* Copyright (C)
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 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 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 "Creature.h"
#include "CreatureAISelector.h"
#include "PassiveAI.h"
#include "MovementGenerator.h"
#include "Pet.h"
#include "TemporarySummon.h"
#include "CreatureAIFactory.h"
#include "ScriptMgr.h"
namespace FactorySelector
{
CreatureAI* selectAI(Creature* creature)
{
const CreatureAICreator* ai_factory = NULL;
CreatureAIRegistry& ai_registry(*CreatureAIRepository::instance());
// xinef: if we have controlable guardian, define petai for players as they can steer him, otherwise db / normal ai
// xinef: dont remember why i changed this qq commented out as may break some quests
if (creature->IsPet()/* || (creature->HasUnitTypeMask(UNIT_MASK_CONTROLABLE_GUARDIAN) && ((Guardian*)creature)->GetOwner()->GetTypeId() == TYPEID_PLAYER)*/)
ai_factory = ai_registry.GetRegistryItem("PetAI");
//scriptname in db
if (!ai_factory)
if (CreatureAI* scriptedAI = sScriptMgr->GetCreatureAI(creature))
return scriptedAI;
// AIname in db
std::string ainame=creature->GetAIName();
if (!ai_factory && !ainame.empty())
ai_factory = ai_registry.GetRegistryItem(ainame);
// select by NPC flags
if (!ai_factory)
{
if (creature->IsVehicle())
ai_factory = ai_registry.GetRegistryItem("VehicleAI");
else if (creature->HasUnitTypeMask(UNIT_MASK_CONTROLABLE_GUARDIAN) && ((Guardian*)creature)->GetOwner()->GetTypeId() == TYPEID_PLAYER)
ai_factory = ai_registry.GetRegistryItem("PetAI");
else if (creature->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK))
ai_factory = ai_registry.GetRegistryItem("NullCreatureAI");
else if (creature->IsGuard())
ai_factory = ai_registry.GetRegistryItem("GuardAI");
else if (creature->HasUnitTypeMask(UNIT_MASK_CONTROLABLE_GUARDIAN))
ai_factory = ai_registry.GetRegistryItem("PetAI");
else if (creature->IsTotem())
ai_factory = ai_registry.GetRegistryItem("TotemAI");
else if (creature->IsTrigger())
{
if (creature->m_spells[0])
ai_factory = ai_registry.GetRegistryItem("TriggerAI");
else
ai_factory = ai_registry.GetRegistryItem("NullCreatureAI");
}
else if (creature->IsCritter() && !creature->HasUnitTypeMask(UNIT_MASK_GUARDIAN))
ai_factory = ai_registry.GetRegistryItem("CritterAI");
}
// select by permit check
if (!ai_factory)
{
int best_val = -1;
typedef CreatureAIRegistry::RegistryMapType RMT;
RMT const& l = ai_registry.GetRegisteredItems();
for (RMT::const_iterator iter = l.begin(); iter != l.end(); ++iter)
{
const CreatureAICreator* factory = iter->second;
const SelectableAI* p = dynamic_cast<const SelectableAI*>(factory);
ASSERT(p);
int val = p->Permit(creature);
if (val > best_val)
{
best_val = val;
ai_factory = p;
}
}
}
// select NullCreatureAI if not another cases
// xinef: unused
// ainame = (ai_factory == NULL) ? "NullCreatureAI" : ai_factory->key();
;//sLog->outDebug(LOG_FILTER_TSCR, "Creature %u used AI is %s.", creature->GetGUIDLow(), ainame.c_str());
return (ai_factory == NULL ? new NullCreatureAI(creature) : ai_factory->Create(creature));
}
MovementGenerator* selectMovementGenerator(Creature* creature)
{
MovementGeneratorRegistry& mv_registry(*MovementGeneratorRepository::instance());
ASSERT(creature->GetCreatureTemplate());
const MovementGeneratorCreator* mv_factory = mv_registry.GetRegistryItem(creature->GetDefaultMovementType());
/* if (mv_factory == NULL)
{
int best_val = -1;
StringVector l;
mv_registry.GetRegisteredItems(l);
for (StringVector::iterator iter = l.begin(); iter != l.end(); ++iter)
{
const MovementGeneratorCreator *factory = mv_registry.GetRegistryItem((*iter).c_str());
const SelectableMovement *p = dynamic_cast<const SelectableMovement *>(factory);
ASSERT(p != NULL);
int val = p->Permit(creature);
if (val > best_val)
{
best_val = val;
mv_factory = p;
}
}
}*/
return (mv_factory == NULL ? NULL : mv_factory->Create(creature));
}
GameObjectAI* SelectGameObjectAI(GameObject* go)
{
const GameObjectAICreator* ai_factory = NULL;
GameObjectAIRegistry& ai_registry(*GameObjectAIRepository::instance());
if (GameObjectAI* scriptedAI = sScriptMgr->GetGameObjectAI(go))
return scriptedAI;
ai_factory = ai_registry.GetRegistryItem(go->GetAIName());
//future goAI types go here
// xinef: unused
//std::string ainame = (ai_factory == NULL || go->GetScriptId()) ? "NullGameObjectAI" : ai_factory->key();
;//sLog->outDebug(LOG_FILTER_TSCR, "GameObject %u used AI is %s.", go->GetGUIDLow(), ainame.c_str());
return (ai_factory == NULL ? new NullGameObjectAI(go) : ai_factory->Create(go));
}
}