#ifndef NAVIGATION_AGENT_H
#define NAVIGATION_AGENT_H
/*************************************************************************/
/*  navigation_agent.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).   */
/*                                                                       */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the       */
/* "Software"), to deal in the Software without restriction, including   */
/* without limitation the rights to use, copy, modify, merge, publish,   */
/* distribute, sublicense, and/or sell copies of the Software, and to    */
/* permit persons to whom the Software is furnished to do so, subject to */
/* 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,       */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
/*************************************************************************/

#include "core/vector.h"
#include "scene/main/node.h"

class Spatial;
class Navigation;

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

	Spatial *agent_parent;
	Navigation *navigation;

	RID agent;
	RID map_before_pause;
	RID map_override;

	bool avoidance_enabled;
	uint32_t navigation_layers;

	real_t path_desired_distance;
	real_t target_desired_distance;
	real_t radius;
	real_t navigation_height_offset;
	bool ignore_y;
	real_t neighbor_dist;
	int max_neighbors;
	real_t time_horizon;
	real_t max_speed;

	real_t path_max_distance;

	Vector3 target_location;
	Vector<Vector3> navigation_path;
	int nav_path_index;
	bool velocity_submitted;
	Vector3 prev_safe_velocity;
	/// The submitted target velocity
	Vector3 target_velocity;
	bool target_reached;
	bool navigation_finished;
	// No initialized on purpose
	uint32_t update_frame_id;

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

public:
	NavigationAgent();
	virtual ~NavigationAgent();

	void set_navigation(Navigation *p_nav);
	const Navigation *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_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_agent_height_offset(real_t p_hh);
	real_t get_agent_height_offset() const {
		return navigation_height_offset;
	}

	void set_ignore_y(bool p_ignore_y);
	bool get_ignore_y() const {
		return ignore_y;
	}

	void set_neighbor_dist(real_t p_dist);
	real_t get_neighbor_dist() const {
		return neighbor_dist;
	}

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

	void set_time_horizon(real_t p_time);
	real_t get_time_horizon() const {
		return time_horizon;
	}

	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_location(Vector3 p_location);
	Vector3 get_target_location() const;

	Vector3 get_next_location();

	Vector<Vector3> get_nav_path() const {
		return navigation_path;
	}

	int get_nav_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();
	Vector3 get_final_location();

	void set_velocity(Vector3 p_velocity);
	void _avoidance_done(Vector3 p_new_velocity);

	virtual String get_configuration_warning() const;

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

#endif