TrinityCore
CreatureAIRegistry.cpp
Go to the documentation of this file.
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/*
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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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}
CombatAI.h
CreatureAIFactory.h
GameObjectAIFactory.h
GuardAI.h
MovementGenerator.h
ObjectMgr.h
sObjectMgr
#define sObjectMgr
Definition:
ObjectMgr.h:1979
PassiveAI.h
PetAI.h
ReactorAI.h
ScheduledChangeAI.h
SmartAI.h
TotemAI.h
AIRegistry
Definition:
CreatureAIRegistry.cpp:34
AIRegistry::Initialize
void Initialize()
Definition:
CreatureAIRegistry.cpp:35
CreatureAIFactory
Definition:
CreatureAIFactory.h:30
GameObjectAIFactory
Definition:
GameObjectAIFactory.h:28
IdleMovementFactory
Definition:
MovementGenerator.h:129
RandomMovementFactory
Definition:
MovementGenerator.h:136
WaypointMovementFactory
Definition:
MovementGenerator.h:143
server
game
AI
CreatureAIRegistry.cpp
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