/* * Copyright (C) 2016+ AzerothCore , released under GNU GPL v2 license: http://github.com/azerothcore/azerothcore-wotlk/LICENSE-GPL2 * Copyright (C) 2008-2016 TrinityCore * Copyright (C) 2005-2009 MaNGOS */ #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(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(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)); } }