Ported .Net Core commits:
hondacrx: - Initial commit: Switch to .Net Core 2.0 - Fix build and removed not needed files Fabi: - Updated solution platforms. - Changed folder structure. - Change library target framework to netstandard2.0. - Updated solution platforms again... - Removed windows specific kernel32 function usage (Ctrl-C handler).
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/*
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* Copyright (C) 2012-2017 CypherCore <http://github.com/CypherCore>
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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 3 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, see <http://www.gnu.org/licenses/>.
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*/
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using Framework.Constants;
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using Game.Entities;
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using Game.Movement;
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namespace Game.AI
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{
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public class AISelector
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{
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public static CreatureAI SelectAI(Creature creature)
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{
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if (creature.IsPet())
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return new PetAI(creature);
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//scriptname in db
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CreatureAI scriptedAI = Global.ScriptMgr.GetCreatureAI(creature);
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if (scriptedAI != null)
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return scriptedAI;
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switch (creature.GetCreatureTemplate().AIName)
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{
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case "AggressorAI":
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return new AggressorAI(creature);
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case "ArcherAI":
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return new ArcherAI(creature);
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case "CombatAI":
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return new CombatAI(creature);
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case "CritterAI":
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return new CritterAI(creature);
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case "GuardAI":
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return new GuardAI(creature);
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case "NullCreatureAI":
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return new NullCreatureAI(creature);
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case "PassiveAI":
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return new PassiveAI(creature);
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case "PetAI":
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return new PetAI(creature);
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case "ReactorAI":
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return new ReactorAI(creature);
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case "SmartAI":
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return new SmartAI(creature);
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case "TotemAI":
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return new TotemAI(creature);
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case "TriggerAI":
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return new TriggerAI(creature);
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case "TurretAI":
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return new TurretAI(creature);
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case "VehicleAI":
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return new VehicleAI(creature);
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}
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// select by NPC flags
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if (creature.IsVehicle())
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return new VehicleAI(creature);
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else if (creature.HasUnitTypeMask(UnitTypeMask.ControlableGuardian) && ((Guardian)creature).GetOwner().IsTypeId(TypeId.Player))
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return new PetAI(creature);
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else if (creature.HasFlag64(UnitFields.NpcFlags, NPCFlags.SpellClick))
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return new NullCreatureAI(creature);
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else if (creature.IsGuard())
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return new GuardAI(creature);
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else if (creature.HasUnitTypeMask(UnitTypeMask.ControlableGuardian))
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return new PetAI(creature);
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else if (creature.IsTotem())
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return new TotemAI(creature);
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else if (creature.IsTrigger())
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{
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if (creature.m_spells[0] != 0)
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return new TriggerAI(creature);
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else
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return new NullCreatureAI(creature);
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}
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else if (creature.IsCritter() && !creature.HasUnitTypeMask(UnitTypeMask.Guardian))
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return new CritterAI(creature);
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if (!creature.IsCivilian() && !creature.IsNeutralToAll())
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return new AggressorAI(creature);
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if (creature.IsCivilian() || creature.IsNeutralToAll())
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return new ReactorAI(creature);
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return new NullCreatureAI(creature);
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}
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public static IMovementGenerator SelectMovementAI(Creature creature)
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{
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switch (creature.m_defaultMovementType)
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{
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case MovementGeneratorType.Random:
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return new RandomMovementGenerator<Creature>();
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case MovementGeneratorType.Waypoint:
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return new WaypointMovementGenerator<Creature>();
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}
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return null;
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}
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public static GameObjectAI SelectGameObjectAI(GameObject go)
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{
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// scriptname in db
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GameObjectAI scriptedAI = Global.ScriptMgr.GetGameObjectAI(go);
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if (scriptedAI != null)
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return scriptedAI;
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switch (go.GetAIName())
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{
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case "GameObjectAI":
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return new GameObjectAI(go);
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case "SmartGameObjectAI":
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return new SmartGameObjectAI(go);
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}
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return new NullGameObjectAI(go);
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}
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}
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}
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