/* * Copyright 2013 MovingBlocks * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package org.terasology.logic.characters; import org.terasology.entitySystem.entity.EntityRef; /** * A CharacterMover is responsible for calculating character movement and generating related events. * The events that can be generated by movement include: * <ul> * <li> OnEnterLiquidEvent </li> * <li> OnLeaveLiquidEvent </li> * <li> MovedEvent </li> * <li> VerticalCollisionEvent </li> * <li> FootstepEvent </li> * <li> SwimStrokeEvent </li> * <li> JumpEvent </li> * <li> HorizontalCollisionEvent </li> * </ul> * */ @FunctionalInterface public interface CharacterMover { /** * Calculate the new state of a character based on the previous state and * the input. Note that input is not always player input. Input can also be * for an AI character. * * @param initial The initial state to start from * @param input The input driving the movement change * @param entity The character * @return The new state of the character */ CharacterStateEvent step(CharacterStateEvent initial, CharacterMoveInputEvent input, EntityRef entity); }