115 lines
4.3 KiB
C#
115 lines
4.3 KiB
C#
// Copyright (c) CypherCore <http://github.com/CypherCore> All rights reserved.
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// Licensed under the GNU GENERAL PUBLIC LICENSE. See LICENSE file in the project root for full license information.
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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 "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.HasNpcFlag(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 MovementGenerator SelectMovementGenerator(Unit unit)
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{
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MovementGeneratorType type = unit.GetDefaultMovementType();
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Creature creature = unit.ToCreature();
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if (creature != null && creature.GetPlayerMovingMe() == null)
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type = creature.GetDefaultMovementType();
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return type switch
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{
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MovementGeneratorType.Random => new RandomMovementGenerator(),
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MovementGeneratorType.Waypoint => new WaypointMovementGenerator(),
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MovementGeneratorType.Idle => new IdleMovementGenerator(),
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_ => null,
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};
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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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return go.GetAIName() switch
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{
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"SmartGameObjectAI" => new SmartGameObjectAI(go),
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_ => new GameObjectAI(go),
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};
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}
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}
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}
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