Files
CypherCore/Source/Game/AI/AISelector.cs
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C#

/*
* Copyright (C) 2012-2020 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;
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.HasNpcFlag(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 MovementGenerator SelectMovementGenerator(Unit unit)
{
MovementGeneratorType type = unit.GetDefaultMovementType();
Creature creature = unit.ToCreature();
if (creature != null && creature.GetPlayerMovingMe() == null)
type = creature.GetDefaultMovementType();
return type switch
{
MovementGeneratorType.Random => new RandomMovementGenerator(),
MovementGeneratorType.Waypoint => new WaypointMovementGenerator(),
MovementGeneratorType.Idle => new IdleMovementGenerator(),
_ => null,
};
}
public static GameObjectAI SelectGameObjectAI(GameObject go)
{
// scriptname in db
GameObjectAI scriptedAI = Global.ScriptMgr.GetGameObjectAI(go);
if (scriptedAI != null)
return scriptedAI;
return go.GetAIName() switch
{
"SmartGameObjectAI" => new SmartGameObjectAI(go),
_ => new GameObjectAI(go),
};
}
}
}