//BSD License  
//DXGfx® - http://www.eteractions.com
//Copyright (c) 2005
//by Guillaume Randon
//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, TORT OR OTHERWISE, ARISING FROM, 
//OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
using System;
using System.Collections.Generic;
using System.Text;
using DXGfxLib;
using Microsoft.DirectX;

namespace Game
{
    public class Animal : WorldEntity, ICanMove
    {
        private Action currentAction = new Action();

        public Action CurrentAction
        {
            get { return currentAction; }
            set 
            {
                currentAction = value;
                if (mission != null)
                {
                    currentAction.completed += new ActionCompletedHandler(mission.ActionComplete);
                }
            }
        }

        public float speed = 0;

        public Mission mission;

        public void UpdateAI(double appTime, float elapsedTime)
        {
            if (!currentAction.iamdone)
            {
                currentAction.Update(appTime, elapsedTime);
            }
        }

        public void Move(Vector3 direction, float elapsedTime)
        {
            Matrix trans = Matrix.Translation(Vector3.Multiply(direction, speed*elapsedTime));
            sceneObj.ApplyWorldTransform(trans);
        }
    }
}
