#include "stdafx.h"
#include "net.minecraft.world.entity.h"
#include "net.minecraft.world.entity.ai.control.h"
#include "net.minecraft.world.entity.ai.navigation.h"
#include "net.minecraft.world.entity.ai.util.h"
#include "net.minecraft.world.phys.h"
#include "SharedConstants.h"
#include "RandomStrollGoal.h"

RandomStrollGoal::RandomStrollGoal(PathfinderMob *mob, float speed)
{
	this->mob = mob;
	this->speed = speed;
	setRequiredControlFlags(Control::MoveControlFlag | Control::LookControlFlag);
}

bool RandomStrollGoal::canUse()
{
	// 4J - altered a little so we can do some more random strolling when appropriate, to try and move any animals that aren't confined to a fenced-off region far enough to determine we can despawn them
	if (mob->getNoActionTime() < SharedConstants::TICKS_PER_SECOND * 5)
	{
		if (mob->getRandom()->nextInt(120) == 0)
		{
			Vec3 *pos = RandomPos::getPos(dynamic_pointer_cast<PathfinderMob>(mob->shared_from_this()), 10, 7);
			if (pos == NULL) return false;
			wantedX = pos->x;
			wantedY = pos->y;
			wantedZ = pos->z;
			return true;
		}
	}
	else
	{
		// This entity wouldn't normally be randomly strolling. However, if our management system says that it should do, then do. Don't
		// bother waiting for random conditions to be met before picking a direction though as the point here is to see if it is possible to
		// stroll out of a given area and so waiting around is just wasting time

		if( mob->isExtraWanderingEnabled() )
		{
			Vec3 *pos = RandomPos::getPos(dynamic_pointer_cast<PathfinderMob>(mob->shared_from_this()), 10, 7,mob->getWanderingQuadrant());
			if (pos == NULL) return false;
			wantedX = pos->x;
			wantedY = pos->y;
			wantedZ = pos->z;
			return true;
		}

	}
	return false;
}

bool RandomStrollGoal::canContinueToUse()
{
	return !mob->getNavigation()->isDone();
}

void RandomStrollGoal::start()
{
	mob->getNavigation()->moveTo(wantedX, wantedY, wantedZ, speed);
}