/*
* 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 silentium.gameserver.ai;
import silentium.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
{
/**
* @return the character this AI serves
*/
L2Character getActor();
/**
* @return current intention
*/
CtrlIntention getIntention();
/**
* @return current ATTACK target
*/
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);
}