/*
 *   ORXONOX - the hottest 3D action shooter ever to exist
 *                    > www.orxonox.net <
 *
 *
 *   License notice:
 *
 *   This program 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.
 *
 *   This program 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.
 *
 *
 *  Created on: Oct 8, 2012
 *      Author: purgham
 */

#ifndef SPACERACECONTROLLER_H_
#define SPACERACECONTROLLER_H_

#include "gametypes/GametypesPrereqs.h"
#include "controllers/ArtificialController.h"
#include "gametypes/Gametype.h"
#include "gametypes/RaceCheckPoint.h"
#include "util/Math.h"

namespace orxonox
{
    /**
     * Conventions:
     * -first Checkpoint has index 0
     * -staticCheckPoint= static Point (see def over = constructor)
     *@todo:
     *  tICK KORRIGIEREN
     */
    class _GametypesExport SpaceRaceController: public ArtificialController,
            public Tickable
    {
        public:
            SpaceRaceController(Context* context);
            virtual ~SpaceRaceController();
            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode) override;
            virtual void tick(float dt) override;

        private:
            float recCalculateDistance(RaceCheckPoint*, const Vector3& currentPosition);
            float distanceSpaceshipToCheckPoint(RaceCheckPoint*);
            RaceCheckPoint* nextPointFind(RaceCheckPoint*);
            RaceCheckPoint* adjustNextPoint();
            std::vector<RaceCheckPoint*> findStaticCheckpoints(RaceCheckPoint*, const std::vector<RaceCheckPoint*>&);
            std::vector<RaceCheckPoint*> staticCheckpoints();
            int rekSimulationCheckpointsReached(RaceCheckPoint*, std::map<RaceCheckPoint*, int>&);
            // same as SpaceRaceManager, but needed to add virtuell Checkpoints ( Checkpoints which don't exist but needed to avoid collisions with big Objects)
            RaceCheckPoint* findCheckpoint(int index) const;
            //RaceCheckPoint * addVirtualCheckPoint(RaceCheckPoint*, int , const Vector3&);
            //void placeVirtualCheckpoints(RaceCheckPoint*, RaceCheckPoint*);
            bool vergleicheQuader(const Vector3&, const Vector3&);
            bool directLinePossible(RaceCheckPoint*, RaceCheckPoint*, const std::vector<StaticEntity*>&);
            //void computeVirtualCheckpoint(RaceCheckPoint*, RaceCheckPoint*, const std::vector<StaticEntity*>&);

            std::vector<RaceCheckPoint*> staticRacePoints_;
            RaceCheckPoint* nextRaceCheckpoint_; // checkpoint that should be reached
            RaceCheckPoint* currentRaceCheckpoint_; // last checkPoint (already reached)
            std::vector<RaceCheckPoint*> checkpoints_;
            Vector3 lastPositionSpaceship;
            int virtualCheckPointIndex;
    };

}

#endif /* SPACERACECONTROLLER_H_ */
