/*
* This file is part of the Pandaria 5.4.8 Project. See THANKS file for Copyright information
*
* 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 2 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/>.
*/

#ifndef TRINITY_COMBATAI_H
#define TRINITY_COMBATAI_H

#include "CreatureAI.h"
#include "CreatureAIImpl.h"
#include "ConditionMgr.h"

class Creature;

class AggressorAI : public CreatureAI
{
    public:
        explicit AggressorAI(Creature* c) : CreatureAI(c) { }

        void UpdateAI(uint32);
        static int Permissible(const Creature*);
};

typedef std::vector<uint32> SpellVct;

class CombatAI : public CreatureAI
{
    public:
        explicit CombatAI(Creature* c) : CreatureAI(c) { }

        void InitializeAI();
        void Reset();
        void EnterCombat(Unit* who);
        void JustDied(Unit* killer);
        void UpdateAI(uint32 diff);
        void SpellInterrupted(uint32 spellId, uint32 unTimeMs);
        static int Permissible(const Creature*);
    protected:
        EventMap events;
        SpellVct spells;
};

class CasterAI : public CombatAI
{
    public:
        explicit CasterAI(Creature* c) : CombatAI(c) { m_attackDist = MELEE_RANGE; }
        void InitializeAI();
        void AttackStart(Unit* victim) { AttackStartCaster(victim, m_attackDist); }
        void UpdateAI(uint32 diff);
        void EnterCombat(Unit* /*who*/);
    private:
        float m_attackDist;
};

struct ArcherAI : public CreatureAI
{
    public:
        explicit ArcherAI(Creature* c);
        void AttackStart(Unit* who);
        void UpdateAI(uint32 diff);

        static int Permissible(const Creature*);
    protected:
        float m_minRange;
};

struct TurretAI : public CreatureAI
{
    public:
        explicit TurretAI(Creature* c);
        bool CanAIAttack(const Unit* who) const;
        void AttackStart(Unit* who);
        void UpdateAI(uint32 diff);

        static int Permissible(const Creature*);
    protected:
        float m_minRange;
};

struct VehicleAI : public CreatureAI, private VehicleAIBase
{
    public:
        explicit VehicleAI(Creature* c) : CreatureAI(c), VehicleAIBase(c) { }

        void UpdateAI(uint32 diff) { VehicleAIBase::UpdateAI(diff); }
        static int Permissible(const Creature*);
        void Reset() { VehicleAIBase::Reset(); }
        void MoveInLineOfSight(Unit* who) { VehicleAIBase::MoveInLineOfSight(who); }
        void AttackStart(Unit* who) { VehicleAIBase::AttackStart(who); }
        void OnCharmed(bool apply) { VehicleAIBase::OnCharmed(apply); }
};

#endif
