/**
* 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.effects;
import es.eucm.ead.model.interfaces.Param;
import es.eucm.ead.model.elements.ConditionedElement;
import es.eucm.ead.model.elements.extra.EAdList;
/**
* <p>
* Abstract implementation of an effect which includes the basic methods
* </p>
*
*
*/
public abstract class Effect extends ConditionedElement {
/**
* Sets if the effect must be conserved when the scene changes and the
* effects is still running
*/
@Param
private boolean persistent;
@Param
private EAdList<Effect> nextEffects;
@Param
private EAdList<Effect> simultaneousEffects;
@Param
private boolean nextEffectsAlways;
/**
* Creates an non-blocking and non-opaque effect with next effects list
* empty
*
*/
public Effect() {
super();
nextEffectsAlways = false;
nextEffects = new EAdList<Effect>();
simultaneousEffects = new EAdList<Effect>();
}
/**
* Returns the effects to be launched when this effect ends
*
* @return
*/
public EAdList<Effect> getNextEffects() {
return nextEffects;
}
/**
* Adds a effect to be executed when this effect ends
*
* @param e
* next effect
*/
public void addNextEffect(Effect e) {
nextEffects.add(e);
}
/**
* Returns the effects to be launched when this effect is launched
*
* @return
*/
public EAdList<Effect> getSimultaneousEffects() {
return simultaneousEffects;
}
/**
* Adds an effect to be launched just before this effect is launched
*
* @param e
*/
public void addSimultaneousEffect(Effect e) {
simultaneousEffects.add(e);
}
/**
* Sets if the effects in the next effects list are launched even when the
* condition for the event is not fulfilled
*
* @param always
*/
public void setNextEffectsAlways(boolean always) {
this.nextEffectsAlways = always;
}
/**
* Returns if the effects in the next effects list must be launched when the
* effect's conditions is not fulfilled
*
* @return
*/
public boolean isNextEffectsAlways() {
return nextEffectsAlways;
}
/**
* Indicates if the effect must be conserved when the scene changes and the
* effects is still running
*/
public boolean isPersistent() {
return persistent;
}
/**
* Sets if the effect must be conserved when the scene changes and the
* effects is still running
*/
public void setPersistent(boolean persistent) {
this.persistent = persistent;
}
public void setNextEffects(EAdList<Effect> nextEffects) {
this.nextEffects = nextEffects;
}
public void setSimultaneousEffects(EAdList<Effect> simultaneousEffects) {
this.simultaneousEffects = simultaneousEffects;
}
}