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117 lines
4.6 KiB
C++
117 lines
4.6 KiB
C++
/*
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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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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#include "Creature.h"
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#include "CreatureAIImpl.h"
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#include "CreatureAISelector.h"
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#include "NullCreatureAI.h"
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#include "Policies/SingletonImp.h"
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#include "MovementGenerator.h"
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#include "ScriptCalls.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 = Script->GetAI(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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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_LOG("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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assert( creature->GetCreatureInfo() != NULL );
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const MovementGeneratorCreator *mv_factory = mv_registry.GetRegistryItem( 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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