/*
 * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
 *
 * Copyright (C) 2008 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 "CreatureAIRegistry.h"
#include "NullCreatureAI.h"
#include "ReactorAI.h"
#include "AggressorAI.h"
#include "GuardAI.h"
#include "PetAI.h"
#include "PossessedAI.h"
#include "TotemAI.h"
#include "OutdoorPvPObjectiveAI.h"
#include "RandomMovementGenerator.h"
#include "CreatureAIImpl.h"
#include "MovementGeneratorImpl.h"
#include "MapManager.h"
#include "CreatureAIRegistry.h"
#include "WaypointMovementGenerator.h"

namespace AIRegistry
{
    void Initialize()
    {
        (new CreatureAIFactory<NullCreatureAI>("NullCreatureAI"))->RegisterSelf();
        (new CreatureAIFactory<AggressorAI>("AggressorAI"))->RegisterSelf();
        (new CreatureAIFactory<ReactorAI>("ReactorAI"))->RegisterSelf();
        (new CreatureAIFactory<GuardAI>("GuardAI"))->RegisterSelf();
        (new CreatureAIFactory<PetAI>("PetAI"))->RegisterSelf();
        (new CreatureAIFactory<TotemAI>("TotemAI"))->RegisterSelf();
        (new CreatureAIFactory<OutdoorPvPObjectiveAI>("OutdoorPvPObjectiveAI"))->RegisterSelf();
        (new CreatureAIFactory<PossessedAI>("PossessedAI"))->RegisterSelf();

        (new MovementGeneratorFactory<RandomMovementGenerator<Creature> >(RANDOM_MOTION_TYPE))->RegisterSelf();
        (new MovementGeneratorFactory<WaypointMovementGenerator<Creature> >(WAYPOINT_MOTION_TYPE))->RegisterSelf();
    }
}
