////////////////////////////////////////////////////////////////////////////////
//    Scorched3D (c) 2000-2011, 2026
//
//    This file is part of Scorched3D.
//
//    Scorched3D 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.
//
//    Scorched3D 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, write to the Free Software Foundation, Inc.,
//    51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
////////////////////////////////////////////////////////////////////////////////

#ifndef __INCLUDE_Boid2_hpp_INCLUDE__
#define __INCLUDE_Boid2_hpp_INCLUDE__

#include <common/FixedVector.hpp>
#include <target/TargetState.hpp>
#include <vector>

class ScorchedContext;
class TargetMovementEntryBoids;
class Target;

class Boid2 : public TargetStateMovement
{
public:
	Boid2( ScorchedContext& context, Target* target, TargetMovementEntryBoids* world );
	~Boid2();

	void update( fixed frameTime, std::vector< Boid2* >& boidSet, bool complexUpdate );
	void clearTarget();

protected:
	ScorchedContext&          context_;
	Target*                   target_;
	TargetMovementEntryBoids* world_;

	FixedVector  checkGrouping( std::vector< Boid2* >& boidSet );
	bool         checkCollision( FixedVector& normal );
	FixedVector& getPosition();
	FixedVector& getVelocity();

	fixed       directionMag_;
	FixedVector direction_;
};

#endif  // __INCLUDE_Boid2_hpp_INCLUDE__
