Files
CypherCore/Game/AI/AISelector.cs
T
2017-07-21 23:08:32 -04:00

133 lines
4.9 KiB
C#

/*
* Copyright (C) 2012-2017 CypherCore <http://github.com/CypherCore>
*
* 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 3 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, see <http://www.gnu.org/licenses/>.
*/
using Framework.Constants;
using Game.Entities;
using Game.Movement;
using System.Collections.Generic;
using Game.Scripting;
using Game.Spells;
namespace Game.AI
{
public class AISelector
{
public static CreatureAI SelectAI(Creature creature)
{
if (creature.IsPet())
return new PetAI(creature);
//scriptname in db
CreatureAI scriptedAI = Global.ScriptMgr.GetCreatureAI(creature);
if (scriptedAI != null)
return scriptedAI;
switch (creature.GetCreatureTemplate().AIName)
{
case "AggressorAI":
return new AggressorAI(creature);
case "ArcherAI":
return new ArcherAI(creature);
case "CombatAI":
return new CombatAI(creature);
case "CritterAI":
return new CritterAI(creature);
case "GuardAI":
return new GuardAI(creature);
case "NullCreatureAI":
return new NullCreatureAI(creature);
case "PassiveAI":
return new PassiveAI(creature);
case "PetAI":
return new PetAI(creature);
case "ReactorAI":
return new ReactorAI(creature);
case "SmartAI":
return new SmartAI(creature);
case "TotemAI":
return new TotemAI(creature);
case "TriggerAI":
return new TriggerAI(creature);
case "TurretAI":
return new TurretAI(creature);
case "VehicleAI":
return new VehicleAI(creature);
}
// select by NPC flags
if (creature.IsVehicle())
return new VehicleAI(creature);
else if (creature.HasUnitTypeMask(UnitTypeMask.ControlableGuardian) && ((Guardian)creature).GetOwner().IsTypeId(TypeId.Player))
return new PetAI(creature);
else if (creature.HasFlag64(UnitFields.NpcFlags, NPCFlags.SpellClick))
return new NullCreatureAI(creature);
else if (creature.IsGuard())
return new GuardAI(creature);
else if (creature.HasUnitTypeMask(UnitTypeMask.ControlableGuardian))
return new PetAI(creature);
else if (creature.IsTotem())
return new TotemAI(creature);
else if (creature.IsTrigger())
{
if (creature.m_spells[0] != 0)
return new TriggerAI(creature);
else
return new NullCreatureAI(creature);
}
else if (creature.IsCritter() && !creature.HasUnitTypeMask(UnitTypeMask.Guardian))
return new CritterAI(creature);
if (!creature.IsCivilian() && !creature.IsNeutralToAll())
return new AggressorAI(creature);
if (creature.IsCivilian() || creature.IsNeutralToAll())
return new ReactorAI(creature);
return new NullCreatureAI(creature);
}
public static IMovementGenerator SelectMovementAI(Creature creature)
{
switch (creature.m_defaultMovementType)
{
case MovementGeneratorType.Random:
return new RandomMovementGenerator<Creature>();
case MovementGeneratorType.Waypoint:
return new WaypointMovementGenerator<Creature>();
}
return null;
}
public static GameObjectAI SelectGameObjectAI(GameObject go)
{
// scriptname in db
GameObjectAI scriptedAI = Global.ScriptMgr.GetGameObjectAI(go);
if (scriptedAI != null)
return scriptedAI;
switch (go.GetAIName())
{
case "GameObjectAI":
return new GameObjectAI(go);
case "SmartGameObjectAI":
return new SmartGameObjectAI(go);
}
return new NullGameObjectAI(go);
}
}
}