mirror of
https://github.com/araxiaonline/TrinityCore.git
synced 2026-06-16 21:20:01 -04:00
- Get rid of fugly void pointers - Streamlined AI selection code, using Permissible as it should've been instead of harcoded checks on the selector code - Moved IdleMovementGenerator singleton to factory code
118 lines
4.0 KiB
C++
118 lines
4.0 KiB
C++
/*
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* Copyright (C) 2008-2017 TrinityCore <http://www.trinitycore.org/>
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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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 "Creature.h"
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#include "CreatureAISelector.h"
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#include "CreatureAIFactory.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 "ScriptMgr.h"
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namespace FactorySelector
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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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Permissible<T> const* leftPermit = ASSERT_NOTNULL(dynamic_cast<Permissible<T> const*>(left.second.get()));
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Permissible<T> const* rightPermit = ASSERT_NOTNULL(dynamic_cast<Permissible<T> const*>(right.second.get()));
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return leftPermit->Permit(_obj) < rightPermit->Permit(_obj);
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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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CreatureAI* SelectAI(Creature* creature)
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{
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CreatureAICreator const* ai_factory = nullptr;
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// scriptname in db
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if (!ai_factory)
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if (CreatureAI* scriptedAI = sScriptMgr->GetCreatureAI(creature))
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return scriptedAI;
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// AIname in db
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std::string const& aiName = creature->GetAIName();
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if (!ai_factory && !aiName.empty())
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ai_factory = sCreatureAIRegistry->GetRegistryItem(aiName);
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// select by permit check
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if (!ai_factory)
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{
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CreatureAIRegistry::RegistryMapType const& items = sCreatureAIRegistry->GetRegisteredItems();
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auto itr = std::max_element(items.begin(), items.end(), PermissibleOrderPred<Creature>(creature));
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if (itr != items.end())
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ai_factory = itr->second.get();
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}
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if (!ai_factory)
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ai_factory = sCreatureAIRegistry->GetRegistryItem("NullCreatureAI");
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return ASSERT_NOTNULL(ai_factory)->Create(creature);
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}
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MovementGenerator* SelectMovementGenerator(Unit* unit)
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{
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MovementGeneratorType type = IDLE_MOTION_TYPE;
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if (unit->GetTypeId() == TYPEID_UNIT)
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type = unit->ToCreature()->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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GameObjectAICreator const* ai_factory = nullptr;
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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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// AIname in db
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std::string const& aiName = go->GetAIName();
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if (!ai_factory && !aiName.empty())
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ai_factory = sGameObjectAIRegistry->GetRegistryItem(aiName);
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// select by permit check
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if (!ai_factory)
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{
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GameObjectAIRegistry::RegistryMapType const& items = sGameObjectAIRegistry->GetRegisteredItems();
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auto itr = std::max_element(items.begin(), items.end(), PermissibleOrderPred<GameObject>(go));
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if (itr != items.end())
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ai_factory = itr->second.get();
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}
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if (!ai_factory)
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ai_factory = sGameObjectAIRegistry->GetRegistryItem("NullGameObjectAI");
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return ASSERT_NOTNULL(ai_factory)->Create(go);
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}
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}
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