/**
* eAdventure (formerly <e-Adventure> and <e-Game>) is a research project of the
* <e-UCM> research group.
*
* Copyright 2005-2010 <e-UCM> research group.
*
* You can access a list of all the contributors to eAdventure at:
* http://e-adventure.e-ucm.es/contributors
*
* <e-UCM> is a research group of the Department of Software Engineering
* and Artificial Intelligence at the Complutense University of Madrid
* (School of Computer Science).
*
* C Profesor Jose Garcia Santesmases sn,
* 28040 Madrid (Madrid), Spain.
*
* For more info please visit: <http://e-adventure.e-ucm.es> or
* <http://www.e-ucm.es>
*
* ****************************************************************************
*
* This file is part of eAdventure, version 2.0
*
* eAdventure is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* eAdventure 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 Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with eAdventure. If not, see <http://www.gnu.org/licenses/>.
*/
package es.eucm.ead.model.elements;
import es.eucm.ead.model.elements.effects.Effect;
import es.eucm.ead.model.elements.events.Event;
import es.eucm.ead.model.elements.events.SceneElementEv;
import es.eucm.ead.model.elements.events.enums.SceneElementEvType;
import es.eucm.ead.model.elements.extra.EAdList;
import es.eucm.ead.model.elements.extra.EAdMap;
import es.eucm.ead.model.interfaces.Param;
import es.eucm.ead.model.interfaces.features.Evented;
import es.eucm.ead.model.interfaces.features.WithBehavior;
import es.eucm.ead.model.params.guievents.EAdGUIEvent;
/**
* An abstract element with behavior, resources and events
*
*/
public abstract class AbstractElementWithBehavior extends BasicElement
implements Evented, WithBehavior {
/**
* Events associated with this element
*/
@Param
protected es.eucm.ead.model.elements.extra.EAdList<Event> events;
/**
* All behaviors contained by this bundle, associated with its events
*/
@Param
protected EAdMap<EAdList<Effect>> behavior;
/**
* Calculated attribute with all effects contained by the behavior. It must
* not be saved in the XML
*/
private transient EAdList<Effect> allEffects;
/**
* Initial event for this element. This attribute WILL NOT BE SERIALIZED by
* the any writer. It is a transient attribute
*/
private transient SceneElementEv initEvent;
/*
* (non-Javadoc)
*
* @see es.eucm.eadventure.common.model.EAdElement#getEvents()
*/
@Override
public EAdList<Event> getEvents() {
return events;
}
@Override
public void addEvent(Event e) {
if (events == null) {
events = new EAdList<Event>();
}
events.add(e);
}
public void setEvents(EAdList<Event> events) {
this.events = events;
}
public void addAddedEffect(Effect e) {
if (initEvent == null) {
initEvent = new SceneElementEv();
this.addEvent(initEvent);
}
initEvent.addEffect(SceneElementEvType.ADDED, e);
}
/**
* Adds an effect that will be executed only once when this scene element
* appears for the first time in the game
*
* @param e
* the effect
*/
public void addInitEffect(Effect e) {
if (initEvent == null) {
initEvent = new SceneElementEv();
this.addEvent(initEvent);
}
initEvent.addEffect(SceneElementEvType.INIT, e);
}
/**
* Adds an effect associated with an event
*
* @param event the event
* @param effect the effect associated
*/
public void addBehavior(EAdGUIEvent event, Effect effect) {
if (behavior == null) {
behavior = new EAdMap<EAdList<Effect>>();
}
EAdList<Effect> list = behavior.get(event.toString());
if (list == null) {
list = new EAdList<Effect>();
behavior.put(event.toString(), list);
}
list.add(effect);
}
/**
* Returns a list with the attached effects to the given event, if exists.
* If not, returns {@code null}
*
* @param event the GUI event
* @return a list with the attached effects to the given event, if exists.
* If not, returns {@code null}
*/
public EAdList<Effect> getEffects(EAdGUIEvent event) {
return behavior == null || event == null ? null : behavior.get(event
.toString());
}
/**
* Adds an effect associated with an event
*
* @param event the event
* @param effects a list of effects
*/
public void addBehavior(EAdGUIEvent event, EAdList<Effect> effects) {
for (int i = effects.size() - 1; i >= 0; i--)
addBehavior(event, effects.get(i));
}
/**
*
* @return
* Returns all the effects contained for this behavior. This list must NOT
* be modified
*/
public EAdList<Effect> getAllEffects() {
if (allEffects == null) {
allEffects = new EAdList<Effect>();
}
allEffects.clear();
if (behavior != null) {
for (EAdList<Effect> l : behavior.values()) {
allEffects.addAll(l);
}
}
return allEffects;
}
public EAdMap<EAdList<Effect>> getBehavior() {
return behavior;
}
public void setBehavior(EAdMap<EAdList<Effect>> behavior) {
this.behavior = behavior;
}
}