/*
 * 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 net.sf.l2j.gameserver.ai;

import net.sf.l2j.gameserver.model.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 */
	L2Character getActor();
	
	/** get current intention */
	CtrlIntention getIntention();
	
	/** get current ATTACK target */
	L2Character getAttackTarget();
	
	/** Set general state/intention for AI, with optional data */
	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 */
	void notifyEvent(CtrlEvent evt);
	
	void notifyEvent(CtrlEvent evt, Object arg0);
	
	void notifyEvent(CtrlEvent evt, Object arg0, Object arg1);
}
