/* * Copyright (C) 2005-2009 MaNGOS * * Copyright (C) 2008-2009 Trinity * * 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, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include "Creature.h" #include "CreatureAISelector.h" #include "PassiveAI.h" #include "Policies/SingletonImp.h" #include "MovementGenerator.h" #include "ScriptCalls.h" #include "Pet.h" #include "TemporarySummon.h" #include "CreatureAIFactory.h" INSTANTIATE_SINGLETON_1(CreatureAIRegistry); INSTANTIATE_SINGLETON_1(MovementGeneratorRegistry); namespace FactorySelector { CreatureAI* selectAI(Creature *creature) { const CreatureAICreator *ai_factory = NULL; CreatureAIRegistry &ai_registry(CreatureAIRepository::Instance()); if(creature->isPet()) ai_factory = ai_registry.GetRegistryItem("PetAI"); //scriptname in db if(!ai_factory) if(CreatureAI* scriptedAI = Script->GetAI(creature)) return scriptedAI; // AIname in db std::string ainame=creature->GetAIName(); if(!ai_factory && !ainame.empty()) ai_factory = ai_registry.GetRegistryItem( ainame.c_str() ); // select by NPC flags if(!ai_factory) { if(creature->HasUnitTypeMask(UNIT_MASK_CONTROLABLE_GUARDIAN) && ((Guardian*)creature)->GetOwner()->GetTypeId() == TYPEID_PLAYER) ai_factory = ai_registry.GetRegistryItem("PetAI"); else if(creature->IsVehicle() || 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->GetCreatureType() == CREATURE_TYPE_CRITTER && !creature->HasUnitTypeMask(UNIT_MASK_GUARDIAN)) ai_factory = ai_registry.GetRegistryItem("CritterAI"); } if(!ai_factory) { for (uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i) { if(creature->m_spells[i]) { ai_factory = ai_registry.GetRegistryItem("CombatAI"); break; } } } // 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(factory); assert( p != NULL ); int val = p->Permit(creature); if( val > best_val ) { best_val = val; ai_factory = p; } } } // select NullCreatureAI if not another cases ainame = (ai_factory == NULL) ? "NullCreatureAI" : ai_factory->key(); DEBUG_LOG("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->GetCreatureInfo() != NULL ); const MovementGeneratorCreator *mv_factory = mv_registry.GetRegistryItem( creature->GetDefaultMovementType()); /* if( mv_factory == NULL ) { int best_val = -1; std::vector l; mv_registry.GetRegisteredItems(l); for (std::vector::iterator iter = l.begin(); iter != l.end(); ++iter) { const MovementGeneratorCreator *factory = mv_registry.GetRegistryItem((*iter).c_str()); const SelectableMovement *p = dynamic_cast(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) ); } }