/* * This file is part of the Illarion project. * * Copyright © 2015 - Illarion e.V. * * Illarion is free software: you can redistribute it and/or modify * it under the terms of the GNU Affero General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * Illarion 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. */ package illarion.client.world.movement; import illarion.common.types.ServerCoordinate; import javax.annotation.Nonnull; import javax.annotation.Nullable; /** * This is the main interface of a movement handler. All movement systems have to use this one. * * @author Martin Karing <nitram@illarion.org> */ public interface MovementHandler { /** * Check if this movement handler is currently active. * * @return {@code true} in case this movement is currently active */ boolean isActive(); /** * Calling this function causes this handler to take over control over the movement. */ void assumeControl(); /** * Calling this function causes the handler to stop handling movement. * * @param transferAllowed {@code true} in case its okay to transfer the control to another handler right away. */ void disengage(boolean transferAllowed); /** * Get the next step generated by this movement handler. * * @param currentLocation the current location of the player character once this next step takes effect * @return the next step or {@code null} in case no step is to be done */ @Nullable StepData getNextStep(@Nonnull ServerCoordinate currentLocation); }