mirror of
https://github.com/TrinityCore/TrinityCore.git
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64 lines
2.7 KiB
C++
64 lines
2.7 KiB
C++
/*
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* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
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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 "CreatureAIFactory.h"
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#include "GameObjectAIFactory.h"
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#include "CombatAI.h"
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#include "GuardAI.h"
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#include "PassiveAI.h"
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#include "PetAI.h"
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#include "ReactorAI.h"
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#include "ScheduledChangeAI.h"
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#include "SmartAI.h"
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#include "TotemAI.h"
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#include "ObjectMgr.h"
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#include "MovementGenerator.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<PossessedAI, false>("PossessedAI"))->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, false>("PetAI"))->RegisterSelf();
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(new CreatureAIFactory<TotemAI, false>("TotemAI"))->RegisterSelf();
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(new CreatureAIFactory<CombatAI>("CombatAI"))->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 CreatureAIFactory<ScheduledChangeAI, false>("ScheduledChangeAI"))->RegisterSelf();
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(new GameObjectAIFactory<NullGameObjectAI>("NullGameObjectAI"))->RegisterSelf();
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(new GameObjectAIFactory<GameObjectAI>("GameObjectAI"))->RegisterSelf();
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(new GameObjectAIFactory<SmartGameObjectAI>("SmartGameObjectAI"))->RegisterSelf();
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(new IdleMovementFactory())->RegisterSelf();
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(new RandomMovementFactory())->RegisterSelf();
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(new WaypointMovementFactory())->RegisterSelf();
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(void)sObjectMgr->GetScriptId("NullAreaTriggerAI", false);
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}
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}
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