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Conflicts: dep/libmpq/CMakeLists.txt src/server/game/AI/EventAI/CreatureEventAI.cpp src/server/game/AI/EventAI/CreatureEventAI.h src/server/game/AI/EventAI/CreatureEventAIMgr.cpp src/server/game/AI/EventAI/CreatureEventAIMgr.h src/server/game/Entities/Creature/Creature.h src/server/game/Entities/Item/ItemPrototype.h src/server/game/Entities/Object/ObjectDefines.h src/server/game/Entities/Player/Player.cpp src/server/game/Handlers/ReferAFriendHandler.cpp src/server/game/Movement/Spline/MoveSplineInit.h src/server/game/World/World.h src/server/scripts/EasternKingdoms/ZulGurub/boss_arlokk.cpp src/server/scripts/EasternKingdoms/ZulGurub/boss_gahzranka.cpp src/server/scripts/EasternKingdoms/ZulGurub/boss_grilek.cpp src/server/scripts/EasternKingdoms/ZulGurub/boss_hakkar.cpp src/server/scripts/EasternKingdoms/ZulGurub/boss_hazzarah.cpp src/server/scripts/EasternKingdoms/ZulGurub/boss_jeklik.cpp src/server/scripts/EasternKingdoms/ZulGurub/boss_jindo.cpp src/server/scripts/EasternKingdoms/ZulGurub/boss_mandokir.cpp src/server/scripts/EasternKingdoms/ZulGurub/boss_marli.cpp src/server/scripts/EasternKingdoms/ZulGurub/boss_renataki.cpp src/server/scripts/EasternKingdoms/ZulGurub/boss_thekal.cpp src/server/scripts/EasternKingdoms/ZulGurub/boss_wushoolay.cpp src/server/scripts/EasternKingdoms/ZulGurub/instance_zulgurub.cpp src/server/scripts/EasternKingdoms/ZulGurub/zulgurub.h src/server/scripts/EasternKingdoms/boss_kruul.cpp src/server/scripts/OutdoorPvP/OutdoorPvPEP.cpp src/server/scripts/OutdoorPvP/OutdoorPvPEP.h src/server/shared/Database/Implementation/CharacterDatabase.cpp src/server/shared/Database/Implementation/CharacterDatabase.h src/server/shared/Database/Implementation/WorldDatabase.cpp
59 lines
2.5 KiB
C++
59 lines
2.5 KiB
C++
/*
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* Copyright (C) 2008-2013 TrinityCore <http://www.trinitycore.org/>
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "PassiveAI.h"
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#include "ReactorAI.h"
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#include "CombatAI.h"
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#include "GuardAI.h"
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#include "PetAI.h"
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#include "TotemAI.h"
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#include "RandomMovementGenerator.h"
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#include "MovementGeneratorImpl.h"
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#include "CreatureAIRegistry.h"
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#include "WaypointMovementGenerator.h"
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#include "CreatureAIFactory.h"
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#include "SmartAI.h"
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namespace AIRegistry
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{
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void Initialize()
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{
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(new CreatureAIFactory<NullCreatureAI>("NullCreatureAI"))->RegisterSelf();
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(new CreatureAIFactory<TriggerAI>("TriggerAI"))->RegisterSelf();
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(new CreatureAIFactory<AggressorAI>("AggressorAI"))->RegisterSelf();
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(new CreatureAIFactory<ReactorAI>("ReactorAI"))->RegisterSelf();
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(new CreatureAIFactory<PassiveAI>("PassiveAI"))->RegisterSelf();
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(new CreatureAIFactory<CritterAI>("CritterAI"))->RegisterSelf();
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(new CreatureAIFactory<GuardAI>("GuardAI"))->RegisterSelf();
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(new CreatureAIFactory<PetAI>("PetAI"))->RegisterSelf();
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(new CreatureAIFactory<TotemAI>("TotemAI"))->RegisterSelf();
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(new CreatureAIFactory<CombatAI>("CombatAI"))->RegisterSelf();
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(new CreatureAIFactory<ArcherAI>("ArcherAI"))->RegisterSelf();
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(new CreatureAIFactory<TurretAI>("TurretAI"))->RegisterSelf();
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(new CreatureAIFactory<VehicleAI>("VehicleAI"))->RegisterSelf();
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(new CreatureAIFactory<SmartAI>("SmartAI"))->RegisterSelf();
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(new GameObjectAIFactory<GameObjectAI>("GameObjectAI"))->RegisterSelf();
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(new GameObjectAIFactory<SmartGameObjectAI>("SmartGameObjectAI"))->RegisterSelf();
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(new MovementGeneratorFactory<RandomMovementGenerator<Creature> >(RANDOM_MOTION_TYPE))->RegisterSelf();
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(new MovementGeneratorFactory<WaypointMovementGenerator<Creature> >(WAYPOINT_MOTION_TYPE))->RegisterSelf();
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}
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}
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