////////////////////////////////////////////////////////////////////////////////
//    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_TankAI_hpp_INCLUDE__
#define __INCLUDE_TankAI_hpp_INCLUDE__

#include <engine/ScorchedCollisionIds.hpp>
#include <common/Vector.hpp>
#include <common/ToolTip.hpp>
#include <string>

class TankAIWeaponSets;
class Weapon;
class XMLNode;
class Tanket;

class TankAI
{
public:
	TankAI();

	virtual ~TankAI() {};

	// Instance init
	virtual TankAI* createCopy( Tanket* tanket ) = 0;

	// Onetime init
	virtual bool parseConfig( TankAIWeaponSets& sets, XMLNode* node );

	// Other
	// clang-format off
	// uncrustify off
	virtual const char* getName()        { return name_.c_str(); }
	virtual const char* getDescription() { return description_.c_str(); }
	virtual ToolTip*    getToolTip();
	// uncrustify on
	// clang-format on

	// Notification of actions to perform
	virtual void newMatch()                            = 0;
	virtual void newGame()                             = 0;
	virtual void playMove( unsigned int moveId )       = 0;
	virtual void buyAccessories( unsigned int moveId ) = 0;

	// Notification of actions happened
	virtual void tankHurt( Weapon* weapon, float damage, unsigned int damaged, unsigned int firer )                = 0;
	virtual void shotLanded( ScorchedCollisionId collision, Weapon* weapon, unsigned int firer, Vector& position ) = 0;

	// Indicates if this computer ai is available for choice by
	// the random tank ai type
	// clang-format off
	// uncrustify off
	virtual bool availableForRandom()  { return availableForRandom_; }
	virtual bool availableForPlayers() { return availableForPlayers_; }
	virtual bool removedPlayer()       { return false; }
	static bool& getTankAILogging()    { return tankAILogging_; }
	// uncrustify on
	// clang-format on

protected:
	static bool tankAILogging_;
	std::string name_, description_;
	bool        availableForRandom_;
	bool        availableForPlayers_;
	ToolTip     toolTip_;
};

#endif  // __INCLUDE_TankAI_hpp_INCLUDE__
