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Initial project location adjustment
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123
src/game/Object/CreatureAISelector.cpp
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123
src/game/Object/CreatureAISelector.cpp
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/**
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* MaNGOS is a full featured server for World of Warcraft, supporting
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* the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8
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*
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* Copyright (C) 2005-2014 MaNGOS project <http://getmangos.eu>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* World of Warcraft, and all World of Warcraft or Warcraft art, images,
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* and lore are copyrighted by Blizzard Entertainment, Inc.
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*/
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#include "CreatureAISelector.h"
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#include "Creature.h"
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#include "CreatureAIImpl.h"
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#include "NullCreatureAI.h"
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#include "Policies/Singleton.h"
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#include "MovementGenerator.h"
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#include "ScriptMgr.h"
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#include "Pet.h"
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INSTANTIATE_SINGLETON_1(CreatureAIRegistry);
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INSTANTIATE_SINGLETON_1(MovementGeneratorRegistry);
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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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// Allow scripting AI for normal creatures and not controlled pets (guardians and mini-pets)
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if ((!creature->IsPet() || !((Pet*)creature)->isControlled()) && !creature->isCharmed())
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if (CreatureAI* scriptedAI = sScriptMgr.GetCreatureAI(creature))
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return scriptedAI;
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CreatureAIRegistry& ai_registry(CreatureAIRepository::Instance());
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const CreatureAICreator* ai_factory = NULL;
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std::string ainame = creature->GetAIName();
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// select by NPC flags _first_ - otherwise EventAI might be choosen for pets/totems
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// excplicit check for isControlled() and owner type to allow guardian, mini-pets and pets controlled by NPCs to be scripted by EventAI
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Unit* owner = NULL;
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if ((creature->IsPet() && ((Pet*)creature)->isControlled() &&
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((owner = creature->GetOwner()) && owner->GetTypeId() == TYPEID_PLAYER)) || creature->isCharmed())
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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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// select by script name
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if (!ai_factory && !ainame.empty())
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ai_factory = ai_registry.GetRegistryItem(ainame.c_str());
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if (!ai_factory && creature->IsGuard())
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ai_factory = ai_registry.GetRegistryItem("GuardAI");
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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 = PERMIT_BASE_NO;
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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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MANGOS_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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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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ainame = (ai_factory == NULL) ? "NullCreatureAI" : ai_factory->key();
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DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "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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MANGOS_ASSERT(creature->GetCreatureInfo() != NULL);
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MovementGeneratorCreator const* mv_factory = mv_registry.GetRegistryItem(
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creature->GetOwnerGuid().IsPlayer() ? FOLLOW_MOTION_TYPE : 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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std::vector<std::string> l;
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mv_registry.GetRegisteredItems(l);
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for( std::vector<std::string>::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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}
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