package revert.AI;

import revert.Entities.Actor;

public interface EnemyAi {

	/**
	 * AI to be invoked when an actor is told to attack
	 */
	public void attack(Actor a);
	
	/**
	 * AI to be invoked when an actor enters the enemy's view
	 * @param a
	 */
	public void inView(Actor a);
	
	/**
	 * AI to be invoked when an actor exits the enemy's view
	 * @param a
	 */
	public void outOfView(Actor a);
	
	/**
	 * AI definition of how to act with actors when in an aggressive state
	 */
	public void aggress(Actor a);
}

@@ -510,10 +510,279 @@
 tor a);%0A
+%09%0A%09/**%0A%09 * Get the distance that the ai is capable of seeing things%0A%09 * @return%0A%09 */%0A%09public float viewRange();%0A%09%0A%09/**%0A%09 * Get distance and which the ai is able to follow at while being aggressive after%0A%09 * something enters its range%0A%09 */%0A%09public float aggressRange();%0A
 %7D%0A

Add ranges necessary for AI interaction