/* * Copyright 2006 (C) Tom Parker <thpr@users.sourceforge.net> * * This library 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 2.1 of the License, or (at your option) * any later version. * * This library 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 this library; if not, write to the Free Software Foundation, Inc., * 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * Created on October 29, 2006. * * $Date: 2006-06-22 21:22:44 -0400 (Thu, 22 Jun 2006) $ */ package pcgen.cdom.choiceset; import java.util.ArrayList; import java.util.Collection; import java.util.HashSet; import java.util.LinkedHashSet; import java.util.List; import java.util.Set; import java.util.TreeSet; import pcgen.cdom.base.CDOMReference; import pcgen.cdom.base.ChooseInformation; import pcgen.cdom.base.Constants; import pcgen.cdom.base.PrimitiveChoiceSet; import pcgen.cdom.content.CNAbilityFactory; import pcgen.cdom.enumeration.GroupingState; import pcgen.cdom.enumeration.ListKey; import pcgen.cdom.enumeration.Nature; import pcgen.cdom.enumeration.ObjectKey; import pcgen.cdom.helper.CNAbilitySelection; import pcgen.cdom.reference.CDOMSingleRef; import pcgen.cdom.reference.ReferenceUtilities; import pcgen.core.Ability; import pcgen.core.AbilityCategory; import pcgen.core.Deity; import pcgen.core.PlayerCharacter; import pcgen.core.WeaponProf; /** * A AbilityRefChoiceSet contains references to AbilityRef Objects. * * The contents of a AbilityRefChoiceSet is defined at construction of the * AbilityRefChoiceSet. The contents of a AbilityRefChoiceSet is fixed, and will * not vary by the PlayerCharacter used to resolve the AbilityRefChoiceSet. */ public class AbilityRefChoiceSet implements PrimitiveChoiceSet<CNAbilitySelection> { /** * The underlying Set of CDOMReferences that contain the objects in this * AbilityRefChoiceSet */ private final Set<CDOMReference<Ability>> abilityRefSet; /** * The underlying Ability Category for this AbilityRefChoiceSet. */ private final CDOMSingleRef<AbilityCategory> category; /** * The underlying Ability Nature for this AbilityRefChoiceSet. */ private final Nature nature; /** * Constructs a new AbilityRefChoiceSet which contains the Set of objects * contained within the given CDOMReferences. The CDOMReferences do not need * to be resolved at the time of construction of the AbilityRefChoiceSet. * * This constructor is reference-semantic and value-semantic, meaning that * ownership of the Collection provided to this constructor is not * transferred. Modification of the Collection (after this constructor * completes) does not result in modifying the AbilityRefChoiceSet, and the * AbilityRefChoiceSet will not modify the given Collection. However, strong * references are kept to the AbilityRef objects contained within the given * Collection. * * @param cat * The Ability Category of Ability objects that this * AbilityRefChoiceSet refers to. * @param arCollection * A Collection of AbilityRefs which define the Set of objects * contained within the AbilityRefChoiceSet * @param nat * The Ability Nature of the Ability objects as they should be * applied to a PlayerCharacter * @throws IllegalArgumentException * if the given Collection is null or empty. */ public AbilityRefChoiceSet(CDOMSingleRef<AbilityCategory> cat, Collection<? extends CDOMReference<Ability>> arCollection, Nature nat) { super(); if (arCollection == null) { throw new IllegalArgumentException( "Choice Collection cannot be null"); } if (arCollection.isEmpty()) { throw new IllegalArgumentException( "Choice Collection cannot be empty"); } abilityRefSet = new HashSet<>(arCollection); if (nat == null) { throw new IllegalArgumentException("Choice Nature cannot be null"); } nature = nat; if (cat == null) { throw new IllegalArgumentException("Choice Category cannot be null"); } category = cat; } /** * Returns a representation of this AbilityRefChoiceSet, suitable for * storing in an LST file. * * @param useAny * use "ANY" for the global "ALL" reference when creating the LST * format * @return A representation of this AbilityRefChoiceSet, suitable for * storing in an LST file. */ @Override public String getLSTformat(boolean useAny) { Set<CDOMReference<?>> sortedSet = new TreeSet<>( ReferenceUtilities.REFERENCE_SORTER); for (CDOMReference<Ability> ar : abilityRefSet) { sortedSet.add(ar); } return ReferenceUtilities.joinLstFormat(sortedSet, Constants.COMMA, useAny); } /** * The class of object this AbilityRefChoiceSet contains. * * The behavior of this method is undefined if the CDOMReference objects * provided during the construction of this AbilityRefChoiceSet are not yet * resolved. * * @return The class of object this AbilityRefChoiceSet contains. */ @Override public Class<CNAbilitySelection> getChoiceClass() { return CNAbilitySelection.class; } /** * Returns a Set containing the Objects which this AbilityRefChoiceSet * contains. The contents of a AbilityRefChoiceSet is fixed, and will not * vary by the PlayerCharacter used to resolve the AbilityRefChoiceSet. * * The behavior of this method is undefined if the CDOMReference objects * provided during the construction of this AbilityRefChoiceSet are not yet * resolved. * * Ownership of the Set returned by this method will be transferred to the * calling object. Modification of the returned Set should not result in * modifying the AbilityRefChoiceSet, and modifying the AbilityRefChoiceSet * after the Set is returned should not modify the Set. * * @param pc * The PlayerCharacter for which the choices in this * AbilityRefChoiceSet should be returned. * @return A Set containing the Objects which this AbilityRefChoiceSet * contains. */ @Override public Set<CNAbilitySelection> getSet(PlayerCharacter pc) { Set<CNAbilitySelection> returnSet = new LinkedHashSet<>(); for (CDOMReference<Ability> ref : abilityRefSet) { for (Ability a : ref.getContainedObjects()) { if (a.getSafe(ObjectKey.MULTIPLE_ALLOWED).booleanValue()) { returnSet.addAll(addMultiplySelectableAbility(pc, a, ref .getChoice())); } else { returnSet.add(new CNAbilitySelection(CNAbilityFactory.getCNAbility( category.get(), nature, a))); } } } return returnSet; } private Collection<CNAbilitySelection> addMultiplySelectableAbility( final PlayerCharacter aPC, Ability ability, String subName) { boolean isPattern = false; String nameRoot = null; if (subName != null) { final int percIdx = subName.indexOf('%'); if (percIdx > -1) { isPattern = true; nameRoot = subName.substring(0, percIdx); } else if (!subName.isEmpty()) { nameRoot = subName; } } ChooseInformation<?> chooseInfo = ability.get(ObjectKey.CHOOSE_INFO); final List<String> availableList = getAvailableList(aPC, chooseInfo); // Remove any that don't match /* * TODO Need a general solution for this special assignment in parens */ if ("DEITYWEAPON".equals(nameRoot) && (chooseInfo != null) && chooseInfo.getClassIdentity().getChoiceClass() .equals(WeaponProf.class)) { Deity deity = aPC.getDeity(); if (deity == null) { availableList.clear(); } else { List<CDOMReference<WeaponProf>> dwp = deity .getSafeListFor(ListKey.DEITYWEAPON); Set<String> set = new HashSet<>(); for (CDOMReference<WeaponProf> ref : dwp) { for (WeaponProf wp : ref.getContainedObjects()) { set.add(wp.getKeyName()); } } availableList.retainAll(set); } } else if (nameRoot != null && !nameRoot.isEmpty()) { for (int n = availableList.size() - 1; n >= 0; --n) { final String aString = availableList.get(n); if (!aString.startsWith(nameRoot)) { availableList.remove(n); } } // Example: ADD:FEAT(Skill Focus(Craft (Basketweaving))) If you // have no ranks in Craft (Basketweaving), the available list will // be empty // // Make sure that the specified feat is available, even though it // does not meet the prerequisite if (isPattern && !availableList.isEmpty()) { availableList.add(nameRoot); } } List<CNAbilitySelection> returnList = new ArrayList<>( availableList.size()); for (String s : availableList) { returnList.add(new CNAbilitySelection(CNAbilityFactory.getCNAbility(category.get(), nature, ability), s)); } return returnList; } private <T> List<String> getAvailableList(final PlayerCharacter aPC, ChooseInformation<T> chooseInfo) { final List<String> availableList = new ArrayList<>(); Collection<? extends T> tempAvailList = chooseInfo.getSet(aPC); // chooseInfo may have sent us back weaponprofs, abilities or // strings, so we have to do a conversion here for (T o : tempAvailList) { availableList.add(chooseInfo.encodeChoice(o)); } return availableList; } /** * Returns the consistent-with-equals hashCode for this AbilityRefChoiceSet * * @see java.lang.Object#hashCode() */ @Override public int hashCode() { return abilityRefSet.size(); } /** * Returns true if this AbilityRefChoiceSet is equal to the given Object. * Equality is defined as being another AbilityRefChoiceSet object with * equal underlying contents. * * @see java.lang.Object#equals(java.lang.Object) */ @Override public boolean equals(Object obj) { if (obj == this) { return true; } if (obj instanceof AbilityRefChoiceSet) { AbilityRefChoiceSet other = (AbilityRefChoiceSet) obj; return abilityRefSet.equals(other.abilityRefSet); } return false; } /** * Returns the underlying Ability Category for this AbilityRefChoiceSet * * @return The underlying Ability Category for this AbilityRefChoiceSet */ public CDOMSingleRef<AbilityCategory> getCategory() { return category; } /** * Returns the underlying Ability Nature for this AbilityRefChoiceSet * * @return The underlying Ability Nature for this AbilityRefChoiceSet */ public Nature getNature() { return nature; } /** * Returns the GroupingState for this AbilityRefChoiceSet. The GroupingState * indicates how this AbilityRefChoiceSet can be combined with other * PrimitiveChoiceSets. * * @return The GroupingState for this AbilityRefChoiceSet. */ @Override public GroupingState getGroupingState() { GroupingState state = GroupingState.EMPTY; for (CDOMReference<Ability> ref : abilityRefSet) { state = state.add(ref.getGroupingState()); } return state; } }