mangos/src/game/Object/CreatureAISelector.cpp

125 lines
5.0 KiB
C++

/**
* 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 <https://getmangos.eu>
*
* 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<const SelectableAI*>(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<std::string> l;
mv_registry.GetRegisteredItems(l);
for( std::vector<std::string>::iterator iter = l.begin(); iter != l.end(); ++iter)
{
const MovementGeneratorCreator *factory = mv_registry.GetRegistryItem((*iter).c_str());
const SelectableMovement *p = dynamic_cast<const SelectableMovement *>(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));
}
}