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TCPlayerbotCore/src/server/game/AI/CreatureAISelector.cpp
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/*
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* Copyright (C) 2008-2010 Trinity <http://www.trinitycore.org/>
*
* 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
*/
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#include "Creature.h"
#include "CreatureAISelector.h"
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#include "PassiveAI.h"
#include "MovementGenerator.h"
#include "Pet.h"
#include "TemporarySummon.h"
#include "CreatureAIFactory.h"
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#include "ScriptMgr.h"
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namespace FactorySelector
{
CreatureAI* selectAI(Creature *creature)
{
const CreatureAICreator *ai_factory = NULL;
CreatureAIRegistry& ai_registry(*CreatureAIRepository::instance());
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if (creature->isPet())
ai_factory = ai_registry.GetRegistryItem("PetAI");
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//scriptname in db
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if (!ai_factory)
if (CreatureAI* scriptedAI = sScriptMgr.GetAI(creature))
return scriptedAI;
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// AIname in db
std::string ainame=creature->GetAIName();
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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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// select by NPC flags
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if (!ai_factory)
{
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if (creature->IsVehicle())
ai_factory = ai_registry.GetRegistryItem("VehicleAI");
else if (creature->HasUnitTypeMask(UNIT_MASK_CONTROLABLE_GUARDIAN) && ((Guardian*)creature)->GetOwner()->GetTypeId() == TYPEID_PLAYER)
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ai_factory = ai_registry.GetRegistryItem("PetAI");
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else if (creature->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK))
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ai_factory = ai_registry.GetRegistryItem("NullCreatureAI");
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else if (creature->isGuard())
ai_factory = ai_registry.GetRegistryItem("GuardAI");
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else if (creature->HasUnitTypeMask(UNIT_MASK_CONTROLABLE_GUARDIAN))
ai_factory = ai_registry.GetRegistryItem("PetAI");
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else if (creature->isTotem())
ai_factory = ai_registry.GetRegistryItem("TotemAI");
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else if (creature->isTrigger())
{
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if (creature->m_spells[0])
ai_factory = ai_registry.GetRegistryItem("TriggerAI");
else
ai_factory = ai_registry.GetRegistryItem("NullCreatureAI");
}
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else if (creature->GetCreatureType() == CREATURE_TYPE_CRITTER && !creature->HasUnitTypeMask(UNIT_MASK_GUARDIAN))
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ai_factory = ai_registry.GetRegistryItem("CritterAI");
}
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// select by permit check
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if (!ai_factory)
{
int best_val = -1;
typedef CreatureAIRegistry::RegistryMapType RMT;
RMT const &l = ai_registry.GetRegisteredItems();
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for (RMT::const_iterator iter = l.begin(); iter != l.end(); ++iter)
{
const CreatureAICreator *factory = iter->second;
const SelectableAI *p = dynamic_cast<const SelectableAI *>(factory);
ASSERT(p != NULL);
int val = p->Permit(creature);
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if (val > best_val)
{
best_val = val;
ai_factory = p;
}
}
}
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// select NullCreatureAI if not another cases
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());
return (ai_factory == NULL ? new NullCreatureAI(creature) : ai_factory->Create(creature));
}
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MovementGenerator* selectMovementGenerator(Creature *creature)
{
MovementGeneratorRegistry& mv_registry(*MovementGeneratorRepository::instance());
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)
{
int best_val = -1;
std::vector<std::string> l;
mv_registry.GetRegisteredItems(l);
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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);
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if (val > best_val)
{
best_val = val;
mv_factory = p;
}
}
}*/
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return (mv_factory == NULL ? NULL : mv_factory->Create(creature));
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}
}
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