/*
 * This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
 *
 * 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 2 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 .
 */
#include "CreatureAIFactory.h"
#include "GameObjectAIFactory.h"
#include "CombatAI.h"
#include "GuardAI.h"
#include "PassiveAI.h"
#include "PetAI.h"
#include "ReactorAI.h"
#include "SmartAI.h"
#include "TotemAI.h"
#include "ObjectMgr.h"
#include "MovementGenerator.h"
namespace AIRegistry
{
    void Initialize()
    {
        (new CreatureAIFactory("NullCreatureAI"))->RegisterSelf();
        (new CreatureAIFactory("TriggerAI"))->RegisterSelf();
        (new CreatureAIFactory("AggressorAI"))->RegisterSelf();
        (new CreatureAIFactory("ReactorAI"))->RegisterSelf();
        (new CreatureAIFactory("PassiveAI"))->RegisterSelf();
        (new CreatureAIFactory("PossessedAI"))->RegisterSelf();
        (new CreatureAIFactory("CritterAI"))->RegisterSelf();
        (new CreatureAIFactory("GuardAI"))->RegisterSelf();
        (new CreatureAIFactory("PetAI"))->RegisterSelf();
        (new CreatureAIFactory("TotemAI"))->RegisterSelf();
        (new CreatureAIFactory("CombatAI"))->RegisterSelf();
        (new CreatureAIFactory("ArcherAI"))->RegisterSelf();
        (new CreatureAIFactory("TurretAI"))->RegisterSelf();
        (new CreatureAIFactory("VehicleAI"))->RegisterSelf();
        (new CreatureAIFactory("SmartAI"))->RegisterSelf();
        (new GameObjectAIFactory("NullGameObjectAI"))->RegisterSelf();
        (new GameObjectAIFactory("GameObjectAI"))->RegisterSelf();
        (new GameObjectAIFactory("SmartGameObjectAI"))->RegisterSelf();
        (new IdleMovementFactory())->RegisterSelf();
        (new RandomMovementFactory())->RegisterSelf();
        (new WaypointMovementFactory())->RegisterSelf();
        (void)sObjectMgr->GetScriptId("NullAreaTriggerAI", false);
    }
}