rearranged core files
--HG-- branch : trunk
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/*
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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/>
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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 "CreatureAISelector.h"
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#include "PassiveAI.h"
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#include "Policies/SingletonImp.h"
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#include "MovementGenerator.h"
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#include "Pet.h"
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#include "TemporarySummon.h"
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#include "CreatureAIFactory.h"
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#include "ScriptMgr.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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const CreatureAICreator *ai_factory = NULL;
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CreatureAIRegistry &ai_registry(CreatureAIRepository::Instance());
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if (creature->isPet())
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ai_factory = ai_registry.GetRegistryItem("PetAI");
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//scriptname in db
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if (!ai_factory)
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if (CreatureAI* scriptedAI = sScriptMgr.GetAI(creature))
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return scriptedAI;
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// AIname in db
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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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{
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if (creature->IsVehicle())
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ai_factory = ai_registry.GetRegistryItem("VehicleAI");
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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())
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ai_factory = ai_registry.GetRegistryItem("GuardAI");
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else if (creature->HasUnitTypeMask(UNIT_MASK_CONTROLABLE_GUARDIAN))
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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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else if (creature->isTrigger())
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{
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if (creature->m_spells[0])
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ai_factory = ai_registry.GetRegistryItem("TriggerAI");
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else
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ai_factory = ai_registry.GetRegistryItem("NullCreatureAI");
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}
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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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}
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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 = -1;
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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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