////////////////////////////////////////////////////////////////////////////////
//    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_TargetMovementEntryBoids_hpp_INCLUDE__
#define __INCLUDE_TargetMovementEntryBoids_hpp_INCLUDE__

#include <common/FixedVector.hpp>
#include <movement/TargetMovementEntry.hpp>
#include <map>
#include <vector>

class ObjectGroupEntry;
class ObjectGroup;
class Obstacle;
class Boid2;

class TargetMovementEntryBoids : public TargetMovementEntry
{
public:
	TargetMovementEntryBoids();
	virtual ~TargetMovementEntryBoids();

	// clang-format off
	// uncrustify off
	fixed        getCruiseDistance()  { return cruiseDistance_; }
	fixed        getCruiseVelocity()  { return cruiseVelocity_; }
	fixed        getMaxVelocity()     { return maxVelocity_; }
	fixed        getMaxAcceleration() { return maxAcceleration_; }
	FixedVector& getMinBounds()       { return minBounds_; }
	FixedVector& getMaxBounds()       { return maxBounds_; }
	// uncrustify on
	// clang-format on

	// Overridden from TargetMovementEntry
	virtual void generate( ScorchedContext& context, RandomGenerator& random, LandscapeMovementType* movementType );
	virtual void simulate( ScorchedContext& context, fixed frameTime );
	virtual void draw();
	virtual void reset();

protected:
	ObjectGroup* objectGroup_;

	unsigned int movementNumber_;
	FixedVector  minBounds_, maxBounds_;
	fixed        cruiseDistance_;
	fixed        maxVelocity_, cruiseVelocity_;
	fixed        maxAcceleration_;

	void makeBoids( ScorchedContext& context, RandomGenerator& random, FixedVector& maxBounds, FixedVector& minBounds );
	Boid2* makeBoid( ScorchedContext& context, ObjectGroupEntry* entry );
	void   processSet( fixed frameTime, std::vector< Boid2* >& boidSet );
};

#endif  // __INCLUDE_TargetMovementEntryBoids_hpp_INCLUDE__
