//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------

#ifndef _AIPLAYER_H_
#define _AIPLAYER_H_

#ifndef _PLAYER_H_
#include "T3D/player.h"
#endif


class AIPlayer : public Player {

	typedef Player Parent;

public:
	enum MoveState {
		ModeStop,                       // AI has stopped moving.
		ModeMove,                       // AI is currently moving.
		ModeStuck,                      // AI is stuck, but wants to move.
      ModeSlowing,                    // AI is slowing down as it reaches it's destination.
	};

private:
   MoveState mMoveState;
   F32 mMoveSpeed;
   F32 mMoveTolerance;                 // Distance from destination before we stop
   Point3F mMoveDestination;           // Destination for movement
   Point3F mLastLocation;              // For stuck check
   F32 mMoveStuckTolerance;            // Distance tolerance on stuck check
   S32 mMoveStuckTestDelay;            // The number of ticks to wait before checking if the AI is stuck
   S32 mMoveStuckTestCountdown;        // The current countdown until at AI starts to check if it is stuck
   bool mMoveSlowdown;                 // Slowdown as we near the destination

   SimObjectPtr<GameBase> mAimObject; // Object to point at, overrides location
   bool mAimLocationSet;               // Has an aim location been set?
   Point3F mAimLocation;               // Point to look at
   bool mTargetInLOS;                  // Is target object visible?

   Point3F mAimOffset;

   // Utility Methods
   void throwCallback( const char *name );

public:
   DECLARE_CONOBJECT( AIPlayer );

   AIPlayer();
   ~AIPlayer();

   static void initPersistFields();

   bool onAdd();

   virtual bool getAIMove( Move *move );

   // Targeting and aiming sets/gets
   void setAimObject( GameBase *targetObject );
   void setAimObject( GameBase *targetObject, Point3F offset );
   GameBase* getAimObject() const  { return mAimObject; }
   void setAimLocation( const Point3F &location );
   Point3F getAimLocation() const { return mAimLocation; }
   void clearAim();

   // Movement sets/gets
   void setMoveSpeed( const F32 speed );
   F32 getMoveSpeed() const { return mMoveSpeed; }
   void setMoveTolerance( const F32 tolerance );
   F32 getMoveTolerance() const { return mMoveTolerance; }
   void setMoveDestination( const Point3F &location, bool slowdown );
   Point3F getMoveDestination() const { return mMoveDestination; }
   void stopMove();
};

#endif
