a968772bad
Port From (https://github.com/TrinityCore/TrinityCore/commit/426f9f2f92b26fbb68e7cda9290ccbd586c6af4e)
131 lines
4.9 KiB
C#
131 lines
4.9 KiB
C#
/*
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* Copyright (C) 2012-2020 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.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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