191 lines
6.2 KiB
C++
191 lines
6.2 KiB
C++
/*
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* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "AIException.h"
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#include "AreaTrigger.h"
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#include "Creature.h"
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#include "CreatureAISelector.h"
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#include "CreatureAIFactory.h"
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#include "Log.h"
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#include "MovementGenerator.h"
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#include "GameObject.h"
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#include "GameObjectAIFactory.h"
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#include "AreaTriggerAI.h"
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#include "ScriptMgr.h"
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namespace FactorySelector
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{
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template <class T, class Value>
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inline int32 GetPermitFor(T const* obj, Value const& value)
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{
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Permissible<T> const* const p = ASSERT_NOTNULL(dynamic_cast<Permissible<T> const*>(value.second.get()));
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return p->Permit(obj);
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}
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template <class T>
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struct PermissibleOrderPred
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{
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public:
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PermissibleOrderPred(T const* obj) : _obj(obj) { }
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template <class Value>
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bool operator()(Value const& left, Value const& right) const
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{
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return GetPermitFor(_obj, left) < GetPermitFor(_obj, right);
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}
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private:
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T const* const _obj;
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};
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template <class AI, class T>
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inline FactoryHolder<AI, T> const* SelectFactory(T const* obj)
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{
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static_assert(std::is_same<AI, CreatureAI>::value || std::is_same<AI, GameObjectAI>::value, "Invalid template parameter");
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static_assert(std::is_same<AI, CreatureAI>::value == std::is_same<T, Creature>::value, "Incompatible AI for type");
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static_assert(std::is_same<AI, GameObjectAI>::value == std::is_same<T, GameObject>::value, "Incompatible AI for type");
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using AIRegistry = typename FactoryHolder<AI, T>::FactoryHolderRegistry;
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// AIName in db
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std::string const& aiName = obj->GetAIName();
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if (!aiName.empty())
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return AIRegistry::instance()->GetRegistryItem(aiName);
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// select by permit check
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typename AIRegistry::RegistryMapType const& items = AIRegistry::instance()->GetRegisteredItems();
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auto itr = std::max_element(items.begin(), items.end(), PermissibleOrderPred<T>(obj));
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if (itr != items.end() && GetPermitFor(obj, *itr) >= 0)
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return itr->second.get();
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// should _never_ happen, Null AI types defined as PERMIT_BASE_IDLE, it must've been found
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ABORT();
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return nullptr;
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}
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CreatureAI* SelectAI(Creature* creature)
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{
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// special pet case, if a tamed creature uses AIName (example SmartAI) we need to override it
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if (creature->IsPet())
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return ASSERT_NOTNULL(sCreatureAIRegistry->GetRegistryItem("PetAI"))->Create(creature);
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// scriptname in db
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try
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{
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if (CreatureAI* scriptedAI = sScriptMgr->GetCreatureAI(creature))
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return scriptedAI;
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}
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catch (InvalidAIException const& e)
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{
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TC_LOG_ERROR("entities.unit", "Exception trying to assign script '{}' to Creature (Entry: {}), this Creature will have a default AI. Exception message: {}",
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creature->GetScriptName(), creature->GetEntry(), e.what());
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}
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return SelectFactory<CreatureAI>(creature)->Create(creature);
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}
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uint32 GetSelectedAIId(Creature const* creature)
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{
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if (creature->IsPet())
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{
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auto const* registry = ASSERT_NOTNULL(sCreatureAIRegistry->GetRegistryItem("PetAI"));
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auto const* factory = dynamic_cast<SelectableAI<Creature, CreatureAI> const*>(registry);
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ASSERT(factory);
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return factory->GetScriptId();
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}
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if (uint32 id = creature->GetScriptId())
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{
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if (sScriptMgr->CanCreateCreatureAI(id))
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{
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return id;
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}
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}
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auto const* factory = dynamic_cast<SelectableAI<Creature, CreatureAI> const*>(SelectFactory<CreatureAI>(creature));
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ASSERT(factory);
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return factory->GetScriptId();
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}
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MovementGenerator* SelectMovementGenerator(Unit* unit)
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{
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MovementGeneratorType type = unit->GetDefaultMovementType();
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if (Creature* creature = unit->ToCreature())
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if (!creature->GetPlayerMovingMe())
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type = creature->GetDefaultMovementType();
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MovementGeneratorCreator const* mv_factory = sMovementGeneratorRegistry->GetRegistryItem(type);
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return ASSERT_NOTNULL(mv_factory)->Create(unit);
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}
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GameObjectAI* SelectGameObjectAI(GameObject* go)
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{
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// scriptname in db
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if (GameObjectAI* scriptedAI = sScriptMgr->GetGameObjectAI(go))
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return scriptedAI;
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return SelectFactory<GameObjectAI>(go)->Create(go);
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}
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uint32 GetSelectedAIId(GameObject const* go)
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{
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if (uint32 id = go->GetScriptId())
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{
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if (sScriptMgr->CanCreateGameObjectAI(id))
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{
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return id;
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}
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}
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auto const* factory = dynamic_cast<SelectableAI<GameObject, GameObjectAI> const*>(SelectFactory<GameObjectAI>(go));
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ASSERT(factory);
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return factory->GetScriptId();
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}
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static uint32 GetNullAreaTriggerAIScriptId()
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{
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return sObjectMgr->GetScriptId("NullAreaTriggerAI", false);
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}
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AreaTriggerAI* SelectAreaTriggerAI(AreaTrigger* at)
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{
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if (AreaTriggerAI* ai = sScriptMgr->GetAreaTriggerAI(at))
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return ai;
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else
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return new NullAreaTriggerAI(at, GetNullAreaTriggerAIScriptId());
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}
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uint32 GetSelectedAIId(AreaTrigger const* at)
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{
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if (uint32 id = at->GetScriptId())
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{
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if (sScriptMgr->CanCreateAreaTriggerAI(id))
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{
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return id;
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}
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}
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return GetNullAreaTriggerAIScriptId();
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}
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}
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