/*
* Copyright (C) 2005-2008 MaNGOS
*
* Copyright (C) 2008 Trinity
*
* 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
*/
#include "Creature.h"
#include "CreatureAIImpl.h"
#include "CreatureAISelector.h"
#include "NullCreatureAI.h"
#include "Policies/SingletonImp.h"
#include "MovementGenerator.h"
#include "ScriptCalls.h"
#include "Pet.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 = Script->GetAI(creature))
return scriptedAI;
CreatureAIRegistry &ai_registry(CreatureAIRepository::Instance());
assert( creature->GetCreatureInfo() != NULL );
CreatureInfo const *cinfo=creature->GetCreatureInfo();
const CreatureAICreator *ai_factory = NULL;
std::string ainame=cinfo->AIName;
// select by script name
if( !ainame.empty())
ai_factory = ai_registry.GetRegistryItem( ainame.c_str() );
// select by NPC flags
if(!ai_factory)
{
if( creature->isGuard() )
ai_factory = ai_registry.GetRegistryItem("GuardAI");
else if(creature->isPet() || (creature->isCharmed() && !creature->isPossessed()))
ai_factory = ai_registry.GetRegistryItem("PetAI");
else if(creature->isTotem())
ai_factory = ai_registry.GetRegistryItem("TotemAI");
else if(creature->GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_TRIGGER)
ai_factory = ai_registry.GetRegistryItem("NullCreatureAI");
else if(creature->isPossessed())
creature->InitPossessedAI();
}
// select by permit check
if(!ai_factory)
{
int best_val = -1;
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(factory);
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_LOG("Creature %u used AI is %s.", creature->GetGUIDLow(), ainame.c_str() );
return ( ai_factory == NULL ? new NullCreatureAI : ai_factory->Create(creature) );
}
MovementGenerator* selectMovementGenerator(Creature *creature)
{
MovementGeneratorRegistry &mv_registry(MovementGeneratorRepository::Instance());
assert( creature->GetCreatureInfo() != NULL );
const MovementGeneratorCreator *mv_factory = mv_registry.GetRegistryItem( creature->GetDefaultMovementType());
/* if( mv_factory == NULL )
{
int best_val = -1;
std::vector l;
mv_registry.GetRegisteredItems(l);
for( std::vector::iterator iter = l.begin(); iter != l.end(); ++iter)
{
const MovementGeneratorCreator *factory = mv_registry.GetRegistryItem((*iter).c_str());
const SelectableMovement *p = dynamic_cast(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) );
}
}