/*
* Copyright (C) 2008-2012 TrinityCore
* Copyright (C) 2005-2009 MaNGOS
*
* 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 "PassiveAI.h"
#include "ReactorAI.h"
#include "CombatAI.h"
#include "GuardAI.h"
#include "PetAI.h"
#include "TotemAI.h"
#include "CreatureEventAI.h"
#include "RandomMovementGenerator.h"
#include "MovementGeneratorImpl.h"
#include "CreatureAIRegistry.h"
#include "WaypointMovementGenerator.h"
#include "CreatureAIFactory.h"
#include "SmartAI.h"
//#include "CreatureAIImpl.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("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("EventAI"))->RegisterSelf();
(new CreatureAIFactory("VehicleAI"))->RegisterSelf();
(new CreatureAIFactory("SmartAI"))->RegisterSelf();
(new GameObjectAIFactory("GameObjectAI"))->RegisterSelf();
(new GameObjectAIFactory("SmartGameObjectAI"))->RegisterSelf();
(new MovementGeneratorFactory >(RANDOM_MOTION_TYPE))->RegisterSelf();
(new MovementGeneratorFactory >(WAYPOINT_MOTION_TYPE))->RegisterSelf();
}
}