Core/AI: restore old check forcing PetAI on Pets using SmartAI

includes more template love
This commit is contained in:
Aokromes
2018-01-01 15:12:08 +01:00
parent 0d6bdb39c8
commit bf6ff1b2b4
3 changed files with 31 additions and 43 deletions

View File

@@ -31,7 +31,7 @@ int32 AggressorAI::Permissible(Creature const* creature)
{
// have some hostile factions, it will be selected by IsHostileTo check at MoveInLineOfSight
if (!creature->IsCivilian() && !creature->IsNeutralToAll())
return PERMIT_BASE_PROACTIVE;
return PERMIT_BASE_REACTIVE;
return PERMIT_BASE_NO;
}

View File

@@ -31,9 +31,6 @@
int32 PetAI::Permissible(Creature const* creature)
{
if (creature->IsPet())
return PERMIT_BASE_SPECIAL;
if (creature->HasUnitTypeMask(UNIT_MASK_CONTROLABLE_GUARDIAN))
{
if (reinterpret_cast<Guardian const*>(creature)->GetOwner()->GetTypeId() == TYPEID_PLAYER)

View File

@@ -52,32 +52,42 @@ namespace FactorySelector
T const* const _obj;
};
template <class AI, class T>
inline FactoryHolder<AI, T> const* SelectFactory(T* obj)
{
static_assert(std::is_same<AI, CreatureAI>::value || std::is_same<AI, GameObjectAI>::value, "Invalid template parameter");
static_assert(std::is_same<AI, CreatureAI>::value == std::is_same<T, Creature>::value, "Incompatible AI for type");
static_assert(std::is_same<AI, GameObjectAI>::value == std::is_same<T, GameObject>::value, "Incompatible AI for type");
using AIRegistry = typename FactoryHolder<AI, T>::FactoryHolderRegistry;
// AIName in db
std::string const& aiName = obj->GetAIName();
if (!aiName.empty())
return AIRegistry::instance()->GetRegistryItem(aiName);
// select by permit check
typename AIRegistry::RegistryMapType const& items = AIRegistry::instance()->GetRegisteredItems();
auto itr = std::max_element(items.begin(), items.end(), PermissibleOrderPred<T>(obj));
if (itr != items.end() && GetPermitFor(obj, *itr) >= 0)
return itr->second.get();
// should _never_ happen, Null AI types defined as PERMIT_BASE_IDLE, it must've been found
ABORT();
return nullptr;
}
CreatureAI* SelectAI(Creature* creature)
{
CreatureAICreator const* ai_factory = nullptr;
// special pet case, if a tamed creature uses AIName (example SmartAI) we need to override it
if (creature->IsPet())
return ASSERT_NOTNULL(sCreatureAIRegistry->GetRegistryItem("PetAI"))->Create(creature);
// scriptname in db
if (CreatureAI* scriptedAI = sScriptMgr->GetCreatureAI(creature))
return scriptedAI;
// AIname in db
std::string const& aiName = creature->GetAIName();
if (!ai_factory && !aiName.empty())
ai_factory = sCreatureAIRegistry->GetRegistryItem(aiName);
// select by permit check
if (!ai_factory)
{
CreatureAIRegistry::RegistryMapType const& items = sCreatureAIRegistry->GetRegisteredItems();
auto itr = std::max_element(items.begin(), items.end(), PermissibleOrderPred<Creature>(creature));
if (itr != items.end() && GetPermitFor(creature, *itr) >= 0)
ai_factory = itr->second.get();
}
if (!ai_factory)
ai_factory = sCreatureAIRegistry->GetRegistryItem("NullCreatureAI");
return ASSERT_NOTNULL(ai_factory)->Create(creature);
return SelectFactory<CreatureAI>(creature)->Create(creature);
}
MovementGenerator* SelectMovementGenerator(Unit* unit)
@@ -92,29 +102,10 @@ namespace FactorySelector
GameObjectAI* SelectGameObjectAI(GameObject* go)
{
GameObjectAICreator const* ai_factory = nullptr;
// scriptname in db
if (GameObjectAI* scriptedAI = sScriptMgr->GetGameObjectAI(go))
return scriptedAI;
// AIname in db
std::string const& aiName = go->GetAIName();
if (!ai_factory && !aiName.empty())
ai_factory = sGameObjectAIRegistry->GetRegistryItem(aiName);
// select by permit check
if (!ai_factory)
{
GameObjectAIRegistry::RegistryMapType const& items = sGameObjectAIRegistry->GetRegisteredItems();
auto itr = std::max_element(items.begin(), items.end(), PermissibleOrderPred<GameObject>(go));
if (itr != items.end() && GetPermitFor(go, *itr) >= 0)
ai_factory = itr->second.get();
}
if (!ai_factory)
ai_factory = sGameObjectAIRegistry->GetRegistryItem("NullGameObjectAI");
return ASSERT_NOTNULL(ai_factory)->Create(go);
return SelectFactory<GameObjectAI>(go)->Create(go);
}
}