text: /*
   * Copyright (c) 2014 empirer <empirer64@gmail.com>
   *
   * 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.
   *
   */
  
  #ifndef ENEMY_H
  #define ENEMY_H
  
  #include <Urho3D/Scene/LogicComponent.h>
  #include <Urho3D/Container/List.h>
  
  #include "../Map/NavigationNode.h"
  
  using namespace Urho3D;
  
  class Enemy : public LogicComponent
  {
  public:
      Enemy(Context* context);
      ~Enemy();
      
      /// Register object factory and attributes.
      static void RegisterObject(Context* context);
      // loads the model, textures ... of this object
      void CreateNode(Node *node);
      
      /// Handle startup. Called by LogicComponent base class.
      virtual void Start();
      /// Handle physics world update. Called by LogicComponent base class.
      virtual void FixedUpdate(float timeStep);
      
      // function for finding path between two points
      void FindPath();
      // this functions checks if the enemy sees any of the players
      void SearchEnemy();
      
  private:
      /// Handle physics collision event.
      void HandleNodeCollision(StringHash eventType, VariantMap& eventData);
      
      List<NavigationNode*> navigationMap;
  };
  
  #endif // ENEMY_H
  