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/*
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package org.spongepowered.api.entity.ai.goal;

import org.spongepowered.api.entity.living.Agent;
import org.spongepowered.api.registry.BuilderProvider;

import java.util.Objects;
import java.util.Optional;

/**
 * An abstract implementation of a {@link Goal} that a {@link GoalExecutor} can run.
 *
 * 

It is required for anyone wanting to write their own logic that a Goal can * run to utilize this class. If you desire to use the builtin AI included with * Minecraft, use {@link BuilderProvider#provide(Class)} and pass a builder to * it instead.

* *

At the beginning of every "AI" tick, all {@link Goal}s that are added to * the parent {@link GoalExecutor} are iterated through. If a {@link Goal} is already * marked as "in use", that goal's {@link #continueUpdating()} is checked for * {@code true}. If {@link #continueUpdating()} is {@code false}, {@link #reset()} * is invoked, and the {@link Goal} is "flagged" as unused for the parent {@link GoalExecutor}. * If {@link #continueUpdating()} is {@code true}, {@link #update()} is invoked * to perform any major logic.

* *

If an {@link Goal} is not currently flagged as "in use", then {@link #shouldUpdate()} * is invoked. If {@link #shouldUpdate()} is {@code true}, the {@link Goal} is * marked as "in use", and {@link #start()} is invoked. After {@link #start()} * is called, {@link #update()} will be invoked to be used for the first time * in this "AI tick".

* *

Regardless whether the {@link Goal} was "in use" or not, if the {@link Goal} * is now "in use", {@link #continueUpdating()} is called to verify the validity of the * task. If {@link #continueUpdating()} is {@code false}, {@link #reset()} is called * to clean up the {@link Goal}.

* * @param The type of Agent */ public abstract class AbstractGoal implements Goal { private final GoalType type; /** * Creates a new {@link AbstractGoal} with the provided * {@link Goal}. * * @param type The type */ protected AbstractGoal(final GoalType type) { Objects.requireNonNull(type); this.type = type; } @Override public final GoalType type() { return this.type; } @Override public final Optional> executor() { // Assigned by implementation return Optional.empty(); } /** * Invoked when the goal is "started". A "start" of a goal occurs at the * "start" of the "AI" is "ticking". Depending on the case where * {@link #shouldUpdate()} returns {@code false}, an {@link Goal} is * NOT going to be called, so this method would not be * called at the "start" of the tick to "prepare" for {@link #update()}. */ public abstract void start(); /** * Determines whether this {@link Goal} should be considered for "ticking" * or {@link #start()}, {@link #update()}, and {@link #reset()} are called * for that "AI" tick. * * @return Whether this goal should be marked for use in the current tick */ public abstract boolean shouldUpdate(); /** * Performs any customary logic for this goal to modify the parent * {@link Agent} in any way, including navigation, health, potion effects, * etc. Only called when {@link #shouldUpdate()} returns {@code true}, * and after {@link #start()} has completed. Likewise, if * {@link #continueUpdating()} */ public abstract void update(); /** * Called to verify that this {@link Goal} needs to {@link #update()} * in this tick. If this returns {@code false}, this goal is removed from use * and {@link #reset()} is called. * * @return Whether this task should update this "tick" or not */ public abstract boolean continueUpdating(); /** * Performs any reset necessary for this goal during the current tick. * *

Note that this may be called during any state during {@link #start()} * or {@link #update()} such that the goal is removed from use for the * current "AI" tick.

*/ public abstract void reset(); }




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