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/*
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*
* Copyright (C) 2008-2009 Trinity <http://www.trinitycore.org/>
*
* 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, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#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 "CreatureAIImpl.h"
namespace AIRegistry
{
void Initialize()
{
(new CreatureAIFactory<NullCreatureAI>("NullCreatureAI"))->RegisterSelf();
(new CreatureAIFactory<TriggerAI>("TriggerAI"))->RegisterSelf();
(new CreatureAIFactory<AggressorAI>("AggressorAI"))->RegisterSelf();
(new CreatureAIFactory<ReactorAI>("ReactorAI"))->RegisterSelf();
(new CreatureAIFactory<PassiveAI>("PassiveAI"))->RegisterSelf();
(new CreatureAIFactory<CritterAI>("CritterAI"))->RegisterSelf();
(new CreatureAIFactory<GuardAI>("GuardAI"))->RegisterSelf();
(new CreatureAIFactory<PetAI>("PetAI"))->RegisterSelf();
(new CreatureAIFactory<TotemAI>("TotemAI"))->RegisterSelf();
(new CreatureAIFactory<CombatAI>("CombatAI"))->RegisterSelf();
(new CreatureAIFactory<ArchorAI>("ArchorAI"))->RegisterSelf();
(new CreatureAIFactory<TurretAI>("TurretAI"))->RegisterSelf();
(new CreatureAIFactory<CreatureEventAI>("EventAI"))->RegisterSelf();
(new MovementGeneratorFactory<RandomMovementGenerator<Creature> >(RANDOM_MOTION_TYPE))->RegisterSelf();
(new MovementGeneratorFactory<WaypointMovementGenerator<Creature> >(WAYPOINT_MOTION_TYPE))->RegisterSelf();
}
}
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