/*
* 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 3 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, see <http://www.gnu.org/licenses/>.
*/
package com.l2jserver.gameserver.ai;
import com.l2jserver.gameserver.model.actor.L2Character;
/**
* Interface of AI and client state.
*
* To correctly send messages to client we need it's state.
* For example, if we've sent 'StartAutoAttack' message, we need to
* send 'StopAutoAttack' message before any other action. Or
* if we've sent 'MoveToPawn', we need to send 'StopMove' when
* the movement of a character is canceled (by Root spell or
* any other reason). Thus, we need to know the state of
* client, i.e. which messages we've sent and how the client
* will show the scene.
*
* Close to this task is the task of AI.
* If a player's character is attacking a mob, his ATTACK may be
* iterrupted by an event, that temporary disable attacking.
* But when the possibility to ATTACK will be enabled, the
* character must continue the ATTACK. For mobs it may be
* more complex, since we want them to decide when to use magic,
* or when to follow the player for physical combat, or when to escape,
* to help another mob, etc.
*
* This interface is hiding complexity of server<->client
* interaction and multiple states of a character. It allows to
* set a desired, simple "wish" of a character, and the implementation
* of this interface will take care about the rest.
* The goal of a character may be like "ATTACK", "random walk" and so on.
* To reach the goal inplementation will split it into several small
* actions, several steps (possibly repeatable). Like "run to target"
* then "hit it", then if target is not dead - repeat.
* This flow of simplier steps may be interrupted by incoming events.
* Like a character's movement was disabled (by Root spell, for instance).
* Depending on character's ability AI may choose to wait, or to use
* magic ATTACK and so on.
* Additionally incoming events are compared with client's state
* of the character, and required network messages are sent to
* client's, i.e. if we have incoming event that character's movement
* was disabled, it causes changing if its behavour, and if client's
* state for the character is "moving" we send messages to clients
* to stop the avatar/mob.
*
*/
public interface Ctrl
{
/**
* the character this AI serves
* @return
*/
L2Character getActor();
/**
* get current intention
* @return
*/
CtrlIntention getIntention();
/**
* get current ATTACK target
* @return
*/
L2Character getAttackTarget();
/**
* Set general state/intention for AI, with optional data
* @param intention
*/
void setIntention(CtrlIntention intention);
void setIntention(CtrlIntention intention, Object arg0);
void setIntention(CtrlIntention intention, Object arg0, Object arg1);
/**
* Event, that notifies about previous step result, or user command,
* that does not change current general intention
* @param evt
*/
void notifyEvent(CtrlEvent evt);
void notifyEvent(CtrlEvent evt, Object arg0);
void notifyEvent(CtrlEvent evt, Object arg0, Object arg1);
}