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/*
   base/npc.h
   This file is part of the Osirion project and is distributed under
   the terms and conditions of the GNU General Public License version 2
*/

#ifndef __INCLUDED_BASE_NPC_H__
#define __INCLUDED_BASE_NPC_H__

#include "base/ship.h"

namespace game
{

class Patrol;

class NPC : public Ship {

public:
	/**
	 * @brief Defines the general moode of the NPC
	 * Wander	Wamder around
	 * Formation	Follow the leader in formation
	 * Attack	Attack at will
	 * */
	enum Mood { MoodWander = 0, MoodFormation = 1, MoodAttack = 2};
	
	NPC(const ShipModel *shipmodel);
	virtual ~NPC();
	
	/* ---- inspectors ----------------------------------------- */

	/**
	 * @brief returns the general moode of the NPC
	 * */
	inline const Mood mood() const
	{
		return npc_mood;
	}

	/**
	 * @brief returns this NPC's leader.
	 * */
	inline Ship *leader()
	{
		return npc_leader;
	}
	
	/**
	 * @brief returns this NPC's patrol.
	 * */
	inline Patrol *patrol()
	{
		return npc_patrol;
	}
	
	/* ---- mutators ------------------------------------------- */
	 
	/**
	 * @brief Set the general moode of the NPC
	 * */
	void set_mood(const Mood mood);
	
	/**
	 * @brief set the NPC's leader
	 * */
	void set_leader(Ship *leader);
	
	/**
	 * @brief set the NPC's patrol
	 * */
	void set_patrol(Patrol *patrol);
	
	/**
	 * @brief game frame
	 * */
	virtual void frame(const unsigned long elapsed);
	
	
	/**
	 * @brief factory function for wingman NPCs
	 * */
	static NPC *add_wingman(Ship *leader);
	
	/**
	 * @brief aim at closest enemy in range, returns target
	 * */
	Ship *target_closest_enemy();

private:
	Mood			npc_mood;
	
	Ship			*npc_leader;
	
	Patrol			*npc_patrol;
	
	unsigned long		npc_destroyed_timestamp;
	
}; // class NPC

} // namespace game

#endif // __INCLUDED_BASE_NPC_H__