#ifndef NAVIGATION_AGENT_2D_H
#define NAVIGATION_AGENT_2D_H
/*************************************************************************/
/*  navigation_agent_2d.h                                                */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
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/* a copy of this software and associated documentation files (the       */
/* "Software"), to deal in the Software without restriction, including   */
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/* distribute, sublicense, and/or sell copies of the Software, and to    */
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/* the following conditions:                                             */
/*                                                                       */
/* The above copyright notice and this permission notice shall be        */
/* included in all copies or substantial portions of the Software.       */
/*                                                                       */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
/*************************************************************************/

#include "scene/main/node.h"

class Node2D;
class Navigation2D;
class NavigationPathQueryParameters2D;
class NavigationPathQueryResult2D;

class NavigationAgent2D : public Node {
	GDCLASS(NavigationAgent2D, Node);

	Node2D *agent_parent;
	Navigation2D *navigation;

	RID agent;
	RID map_before_pause;
	RID map_override;

	bool avoidance_enabled;
	uint32_t avoidance_layers;
	uint32_t avoidance_mask;
	real_t avoidance_priority;
	uint32_t navigation_layers;
	int path_metadata_flags;

	real_t path_desired_distance;
	real_t target_desired_distance;
	real_t radius;
	real_t neighbor_distance;
	int max_neighbors;
	real_t time_horizon_agents;
	real_t time_horizon_obstacles;
	real_t max_speed;

	real_t path_max_distance;

	Vector2 target_position;
	Ref<NavigationPathQueryParameters2D> navigation_query;
	Ref<NavigationPathQueryResult2D> navigation_result;
	int nav_path_index;

	// the velocity result of the avoidance simulation step
	Vector2 safe_velocity;

	/// The submitted target velocity, sets the "wanted" rvo agent velocity on the next update
	// this velocity is not guaranteed, the simulation will try to fulfil it if possible
	// if other agents or obstacles interfere it will be changed accordingly
	Vector2 velocity;
	bool velocity_submitted;

	/// The submitted forced velocity, overrides the rvo agent velocity on the next update
	// should only be used very intentionally and not every frame as it interferes with the simulation stability
	Vector2 velocity_forced;
	bool velocity_forced_submitted;

	bool target_position_submitted;

	bool target_reached;
	bool navigation_finished;
	// No initialized on purpose
	uint32_t update_frame_id;

	bool debug_enabled;
	bool debug_path_dirty;
	RID debug_path_instance;
	float debug_path_custom_point_size;
	float debug_path_custom_line_width;
	bool debug_use_custom;
	Color debug_path_custom_color;

protected:
	static void _bind_methods();
	void _notification(int p_what);

public:
	NavigationAgent2D();
	virtual ~NavigationAgent2D();

	void set_navigation(Navigation2D *p_nav);
	const Navigation2D *get_navigation() const {
		return navigation;
	}

	void set_navigation_node(Node *p_nav);
	Node *get_navigation_node() const;

	RID get_rid() const {
		return agent;
	}

	void set_avoidance_enabled(bool p_enabled);
	bool get_avoidance_enabled() const;

	void set_agent_parent(Node *p_agent_parent);

	void set_navigation_layers(uint32_t p_navigation_layers);
	uint32_t get_navigation_layers() const;

	void set_navigation_layer_value(int p_layer_number, bool p_value);
	bool get_navigation_layer_value(int p_layer_number) const;

	void set_avoidance_layers(uint32_t p_layers);
	uint32_t get_avoidance_layers() const;

	void set_avoidance_mask(uint32_t p_mask);
	uint32_t get_avoidance_mask() const;

	void set_avoidance_layer_value(int p_layer_number, bool p_value);
	bool get_avoidance_layer_value(int p_layer_number) const;

	void set_avoidance_mask_value(int p_mask_number, bool p_value);
	bool get_avoidance_mask_value(int p_mask_number) const;

	void set_avoidance_priority(real_t p_priority);
	real_t get_avoidance_priority() const;

	void set_path_metadata_flags(const int p_flags);
	int get_path_metadata_flags() const;

	void set_navigation_map(RID p_navigation_map);
	RID get_navigation_map() const;

	void set_path_desired_distance(real_t p_dd);
	real_t get_path_desired_distance() const {
		return path_desired_distance;
	}

	void set_target_desired_distance(real_t p_dd);
	real_t get_target_desired_distance() const {
		return target_desired_distance;
	}

	void set_radius(real_t p_radius);
	real_t get_radius() const {
		return radius;
	}

	void set_neighbor_distance(real_t p_dist);
	real_t get_neighbor_distance() const {
		return neighbor_distance;
	}

	void set_max_neighbors(int p_count);
	int get_max_neighbors() const {
		return max_neighbors;
	}

	void set_time_horizon_agents(real_t p_time_horizon);
	real_t get_time_horizon_agents() const { return time_horizon_agents; }

	void set_time_horizon_obstacles(real_t p_time_horizon);
	real_t get_time_horizon_obstacles() const { return time_horizon_obstacles; }

	void set_max_speed(real_t p_max_speed);
	real_t get_max_speed() const {
		return max_speed;
	}

	void set_path_max_distance(real_t p_pmd);
	real_t get_path_max_distance();

	void set_target_position(Vector2 p_position);
	Vector2 get_target_position() const;

	Vector2 get_next_position();

	Ref<NavigationPathQueryResult2D> get_current_navigation_result() const;

	Vector<Vector2> get_current_navigation_path() const;

	int get_current_navigation_path_index() const {
		return nav_path_index;
	}

	real_t distance_to_target() const;
	bool is_target_reached() const;
	bool is_target_reachable();
	bool is_navigation_finished();
	Vector2 get_final_position();

	void set_velocity(const Vector2 p_velocity);
	Vector2 get_velocity() { return velocity; }

	void set_velocity_forced(const Vector2 p_velocity);
	
	void _avoidance_done(Vector3 p_new_velocity);

	virtual String get_configuration_warning() const;

	void set_debug_enabled(bool p_enabled);
	bool get_debug_enabled() const;

	void set_debug_use_custom(bool p_enabled);
	bool get_debug_use_custom() const;

	void set_debug_path_custom_color(Color p_color);
	Color get_debug_path_custom_color() const;

	void set_debug_path_custom_point_size(float p_point_size);
	float get_debug_path_custom_point_size() const;

	void set_debug_path_custom_line_width(float p_line_width);
	float get_debug_path_custom_line_width() const;

private:
	void update_navigation();
	void _request_repath();
	void _check_distance_to_target();

#ifdef DEBUG_ENABLED
	void _navigation_debug_changed();
	void _update_debug_path();
#endif // DEBUG_ENABLED
};

#endif
