/* * Copyright (C) 2005-2011 MaNGOS * * 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 "CreatureAISelector.h" #include "Creature.h" #include "CreatureAIImpl.h" #include "NullCreatureAI.h" #include "Policies/SingletonImp.h" #include "MovementGenerator.h" #include "ScriptMgr.h" #include "Pet.h" INSTANTIATE_SINGLETON_1(CreatureAIRegistry); INSTANTIATE_SINGLETON_1(MovementGeneratorRegistry); namespace FactorySelector { CreatureAI* selectAI(Creature *creature) { // Allow scripting AI for normal creatures and not controlled pets (guardians and mini-pets) if ((!creature->IsPet() || !((Pet*)creature)->isControlled()) && !creature->isCharmed()) if (CreatureAI* scriptedAI = sScriptMgr.GetCreatureAI(creature)) return scriptedAI; CreatureAIRegistry &ai_registry(CreatureAIRepository::Instance()); const CreatureAICreator *ai_factory = NULL; std::string ainame=creature->GetAIName(); // select by NPC flags _first_ - otherwise EventAI might be choosen for pets/totems // excplicit check for isControlled() and owner type to allow guardian, mini-pets and pets controlled by NPCs to be scripted by EventAI Unit *owner=NULL; if ((creature->IsPet() && ((Pet*)creature)->isControlled() && ((owner=creature->GetOwner()) && owner->GetTypeId()==TYPEID_PLAYER)) || creature->isCharmed()) ai_factory = ai_registry.GetRegistryItem("PetAI"); else if (creature->IsTotem()) ai_factory = ai_registry.GetRegistryItem("TotemAI"); // select by script name if (!ai_factory && !ainame.empty()) ai_factory = ai_registry.GetRegistryItem( ainame.c_str() ); if (!ai_factory && creature->isGuard() ) ai_factory = ai_registry.GetRegistryItem("GuardAI"); // select by permit check if (!ai_factory) { int best_val = PERMIT_BASE_NO; 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); MANGOS_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_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "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()); MANGOS_ASSERT( creature->GetCreatureInfo() != NULL ); MovementGeneratorCreator const * mv_factory = mv_registry.GetRegistryItem( creature->GetOwnerGuid().IsPlayer() ? FOLLOW_MOTION_TYPE : 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) ); } }