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Various Cleanups (game C-E)
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parent
f80629e307
commit
c5c09cee3c
40 changed files with 1826 additions and 1818 deletions
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@ -30,31 +30,31 @@ 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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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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CreatureAIRegistry& ai_registry(CreatureAIRepository::Instance());
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const CreatureAICreator *ai_factory = NULL;
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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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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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((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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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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@ -64,14 +64,14 @@ namespace FactorySelector
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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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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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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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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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@ -82,16 +82,16 @@ namespace FactorySelector
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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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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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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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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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@ -112,7 +112,7 @@ namespace FactorySelector
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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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return (mv_factory == NULL ? NULL : mv_factory->Create(creature));
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}
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}
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