/*
* 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.Collections;
import java.util.HashSet;
import java.util.List;
import java.util.Set;
import pcgen.base.lang.StringUtil;
import pcgen.cdom.base.ChoiceSet;
import pcgen.cdom.base.Constants;
import pcgen.cdom.base.PrimitiveChoiceSet;
import pcgen.cdom.enumeration.FactKey;
import pcgen.cdom.enumeration.GroupingState;
import pcgen.cdom.reference.CDOMGroupRef;
import pcgen.core.PCClass;
import pcgen.core.PlayerCharacter;
/**
* A SpellCasterChoiceSet contains references to PCClass Objects.
*
* The contents of a SpellCasterChoiceSet is defined at construction of the
* SpellCasterChoiceSet. The contents of a SpellCasterChoiceSet is fixed, and
* will not vary by the PlayerCharacter used to resolve the
* SpellCasterChoiceSet.
*/
public class SpellCasterChoiceSet extends ChoiceSet<PCClass> implements
PrimitiveChoiceSet<PCClass>
{
/**
* Caches the special case of an empty PrimitiveChoiceSet. This is used in
* order to avoid wasteful processing and memory in cases where a
* SpellCasterChoiceSet does not contain any Class-based items. (If it only
* contains spell types and spells [primitives], then this empty
* PrimitiveChoiceSet will be used.)
*/
private static final PrimitiveChoiceSet<PCClass> EMPTY_CHOICE_SET = new PrimitiveChoiceSet<PCClass>()
{
@Override
public Class<PCClass> getChoiceClass()
{
return PCClass.class;
}
@Override
public String getLSTformat(boolean useAny)
{
return Constants.EMPTY_STRING;
}
@Override
public Set<PCClass> getSet(PlayerCharacter pc)
{
return Collections.emptySet();
}
@Override
public GroupingState getGroupingState()
{
// CONSIDER throwing something here, never should be called?
return GroupingState.ANY;
}
};
/**
* Storage of all PCClass objects potentially available. This is effectively
* used as a cache to avoid a reference to the ReferenceContext during
* runtime. This is used to establish which Classes are available based on
* the String-based spell types provided at construction.
*/
private final CDOMGroupRef<PCClass> allClasses;
/**
* Contains a list of spell types that are contained in this
* SpellCasterChoiceSet
*/
private final List<String> spelltypes;
/**
* The underlying PrimitiveChoiceSet that contains the objects in this
* SpellCasterChoiceSet. This includes Group-based references to PCClasses.
*
* It is necessary to keep this separate from the individual references due
* to quirks in addition behavior of SpellCaster choices. If provided a
* group reference, then only items that the PlayerCharacter has levels in
* out of that group are available for selection. If items are provided as a
* primitive, then that item is universally added to the potential choices.
*
* CONSIDER is this separation good behavior or a bug?
*/
private final PrimitiveChoiceSet<PCClass> types;
/**
* The underlying PrimitiveChoiceSet that contains the objects in this
* SpellCasterChoiceSet. This includes individual references to (primitive)
* PCClasses.
*/
private final PrimitiveChoiceSet<PCClass> primitives;
/**
* Constructs a new SpellCasterChoiceSet 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 SpellCasterChoiceSet.
*
* This constructor is value-semantic, meaning that ownership of the List
* provided to this constructor is not transferred. Modification of the List
* (after this constructor completes) does not result in modifying the
* SpellCasterChoiceSet, and the SpellCasterChoiceSet will not modify the
* given List.
*
* @param allRef
* The "ALL" Reference for PCClass objects
* @param spelltype
* A List of spell types that this SpellCasterChoiceSet will
* allow to be used to select a PCClass
* @param typePCS
* A PrimitiveChoiceSet which defines the Set of objects
* contained within the SpellCasterChoiceSet that were referenced
* by group (e.g. TYPE=)
* @param primPCS
* A PrimitiveChoiceSet which defines the Set of primitive
* objects contained within the SpellCasterChoiceSet that were
* referenced by key
*/
public SpellCasterChoiceSet(CDOMGroupRef<PCClass> allRef,
List<String> spelltype, PrimitiveChoiceSet<PCClass> typePCS,
PrimitiveChoiceSet<PCClass> primPCS)
{
super("SPELLCASTER", typePCS == null ? EMPTY_CHOICE_SET : typePCS);
types = typePCS;
primitives = primPCS;
spelltypes = new ArrayList<>(spelltype);
allClasses = allRef;
}
/**
* Returns a representation of this SpellCasterChoiceSet, suitable for
* storing in an LST file.
*
* @return A representation of this SpellCasterChoiceSet, suitable for
* storing in an LST file.
*/
@Override
public String getLSTformat()
{
return getLSTformat(true);
}
/**
* Returns a representation of this SpellCasterChoiceSet, 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 SpellCasterChoiceSet, suitable for
* storing in an LST file.
*/
@Override
public String getLSTformat(boolean useAny)
{
List<String> list = new ArrayList<>();
if (primitives != null)
{
list.add(primitives.getLSTformat(useAny));
}
if (types != null)
{
list.add(types.getLSTformat(useAny));
}
if (!spelltypes.isEmpty())
{
list.addAll(spelltypes);
}
return StringUtil.join(list, Constants.COMMA);
}
/**
* The class of object this SpellCasterChoiceSet contains.
*
* The behavior of this method is undefined if the CDOMReference objects
* provided during the construction of this SpellCasterChoiceSet are not yet
* resolved.
*
* @return The class of object this SpellCasterChoiceSet contains.
*/
@Override
public Class<PCClass> getChoiceClass()
{
return PCClass.class;
}
/**
* Returns a Set containing the Objects which this SpellCasterChoiceSet
* contains. The contents of a SpellCasterChoiceSet is fixed, and will not
* vary by the PlayerCharacter used to resolve the SpellCasterChoiceSet.
*
* The behavior of this method is undefined if the CDOMReference objects
* provided during the construction of this SpellCasterChoiceSet 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 SpellCasterChoiceSet, and modifying the
* SpellCasterChoiceSet after the Set is returned should not modify the Set.
* However, modification of the PCClass objects contained within the
* returned set will result in modification of the PCClass objects contained
* within this SpellCasterChoiceSet.
*
* @param pc
* The PlayerCharacter for which the choices in this
* SpellCasterChoiceSet should be returned.
* @return A Set containing the Objects which this SpellCasterChoiceSet
* contains.
*/
@Override
public Set<PCClass> getSet(PlayerCharacter pc)
{
FactKey<String> fk = FactKey.valueOf("SpellType");
Set<PCClass> returnSet = new HashSet<>();
if (types != null)
{
for (PCClass pcc : types.getSet(pc))
{
if ((pcc.get(fk) != null)
&& (pc.getClassKeyed(pcc.getKeyName()) != null))
{
returnSet.add(pcc);
}
}
}
if (primitives != null)
{
returnSet.addAll(primitives.getSet(pc));
}
if (spelltypes != null)
{
for (PCClass pcc : allClasses.getContainedObjects())
{
TYPE: for (String type : spelltypes)
{
String spelltype = pcc.getResolved(fk);
if (type.equalsIgnoreCase(spelltype)
&& pc.getClassKeyed(pcc.getKeyName()) != null)
{
returnSet.add(pcc);
break TYPE;
}
}
}
}
return returnSet;
}
/**
* Returns the consistent-with-equals hashCode for this SpellCasterChoiceSet
*
* @see java.lang.Object#hashCode()
*/
@Override
public int hashCode()
{
return (types == null ? 0 : types.hashCode() * 29)
+ (primitives == null ? 0 : primitives.hashCode());
}
/**
* Returns true if this SpellCasterChoiceSet is equal to the given Object.
* Equality is defined as being another SpellCasterChoiceSet 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 SpellCasterChoiceSet)
{
SpellCasterChoiceSet other = (SpellCasterChoiceSet) obj;
if (types == null)
{
if (other.types != null)
{
return false;
}
}
else
{
if (!types.equals(other.types))
{
return false;
}
}
if (primitives == null)
{
return other.primitives == null;
}
return primitives.equals(other.primitives);
}
return false;
}
/**
* Returns the GroupingState for this SpellCasterChoiceSet. The
* GroupingState indicates how this SpellCasterChoiceSet can be combined
* with other PrimitiveChoiceSets.
*
* @return The GroupingState for this SpellCasterChoiceSet.
*/
@Override
public GroupingState getGroupingState()
{
GroupingState state = GroupingState.EMPTY;
if (primitives != null)
{
state = primitives.getGroupingState().add(state);
}
if (types != null)
{
state = types.getGroupingState().add(state);
}
if (!spelltypes.isEmpty())
{
state = GroupingState.ANY.add(state);
}
//TODO I think this needs state.compound(GroupingState.ALLOWS_UNION)??
return state;
}
}