/** * MaNGOS is a full featured server for World of Warcraft, supporting * the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8 * * Copyright (C) 2005-2019 MaNGOS project * * 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 * * World of Warcraft, and all World of Warcraft or Warcraft art, images, * and lore are copyrighted by Blizzard Entertainment, Inc. */ #include "CreatureAISelector.h" #include "Creature.h" #include "CreatureAIImpl.h" #include "NullCreatureAI.h" #include "Policies/Singleton.h" #include "MovementGenerator.h" #include "ScriptMgr.h" #include "Pet.h" #include "Log.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)); } }