/*
* Copyright (c) 2008 Tom Parker <thpr@users.sourceforge.net>
*
* This program 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 program 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.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
package plugin.lsttokens.pcclass;
import java.util.Collection;
import java.util.List;
import java.util.StringTokenizer;
import pcgen.cdom.base.CDOMObject;
import pcgen.cdom.base.CDOMReference;
import pcgen.cdom.base.ChoiceSet;
import pcgen.cdom.base.ConcretePersistentTransitionChoice;
import pcgen.cdom.base.Constants;
import pcgen.cdom.base.FormulaFactory;
import pcgen.cdom.base.PersistentChoiceActor;
import pcgen.cdom.base.PersistentTransitionChoice;
import pcgen.cdom.choiceset.ReferenceChoiceSet;
import pcgen.cdom.enumeration.ListKey;
import pcgen.cdom.reference.ReferenceUtilities;
import pcgen.core.PCClass;
import pcgen.core.PlayerCharacter;
import pcgen.core.WeaponProf;
import pcgen.rules.context.Changes;
import pcgen.rules.context.LoadContext;
import pcgen.rules.persistence.TokenUtilities;
import pcgen.rules.persistence.token.AbstractTokenWithSeparator;
import pcgen.rules.persistence.token.CDOMPrimaryToken;
import pcgen.rules.persistence.token.DeferredToken;
import pcgen.rules.persistence.token.ParseResult;
/**
* Class deals with WEAPONBONUS Token
*/
public class WeaponbonusToken extends AbstractTokenWithSeparator<PCClass>
implements CDOMPrimaryToken<PCClass>, DeferredToken<PCClass>,
PersistentChoiceActor<WeaponProf>
{
private static final Class<WeaponProf> WEAPONPROF_CLASS = WeaponProf.class;
@Override
public String getTokenName()
{
return "WEAPONBONUS";
}
@Override
protected char separator()
{
return '|';
}
@Override
protected ParseResult parseTokenWithSeparator(LoadContext context,
PCClass pcc, String value)
{
StringTokenizer tok = new StringTokenizer(value, Constants.PIPE);
boolean foundAny = false;
boolean foundOther = false;
while (tok.hasMoreTokens())
{
String tokText = tok.nextToken();
if (Constants.LST_ALL.equals(tokText))
{
foundAny = true;
CDOMReference<WeaponProf> ref =
context.getReferenceContext().getCDOMAllReference(WEAPONPROF_CLASS);
context.getObjectContext().addToList(pcc, ListKey.WEAPONBONUS, ref);
}
else
{
foundOther = true;
CDOMReference<WeaponProf> ref =
TokenUtilities.getTypeOrPrimitive(context,
WEAPONPROF_CLASS, tokText);
if (ref == null)
{
return new ParseResult.Fail(
" Error was encountered while parsing "
+ getTokenName(), context);
}
context.getObjectContext().addToList(pcc, ListKey.WEAPONBONUS, ref);
}
}
if (foundAny && foundOther)
{
return new ParseResult.Fail("Non-sensical " + getTokenName()
+ ": Contains ANY and a specific reference: " + value, context);
}
return ParseResult.SUCCESS;
}
@Override
public String[] unparse(LoadContext context, PCClass pcc)
{
Changes<CDOMReference<WeaponProf>> changes =
context.getObjectContext().getListChanges(pcc,
ListKey.WEAPONBONUS);
Collection<CDOMReference<WeaponProf>> added = changes.getAdded();
if (added == null || added.isEmpty())
{
// Zero indicates no add
return null;
}
return new String[]{ReferenceUtilities.joinLstFormat(added,
Constants.PIPE)};
}
@Override
public Class<PCClass> getTokenClass()
{
return PCClass.class;
}
@Override
public boolean process(LoadContext context, PCClass obj)
{
List<CDOMReference<WeaponProf>> weaponbonus =
obj.getListFor(ListKey.WEAPONBONUS);
if (weaponbonus != null)
{
ReferenceChoiceSet<WeaponProf> rcs =
new ReferenceChoiceSet<>(weaponbonus);
ChoiceSet<WeaponProf> cs =
new ChoiceSet<>(getTokenName(), rcs);
cs.setTitle("Bonus WeaponProf Choice");
PersistentTransitionChoice<WeaponProf> tc =
new ConcretePersistentTransitionChoice<>(cs,
FormulaFactory.ONE);
context.getObjectContext().addToList(obj, ListKey.ADD, tc);
tc.setChoiceActor(this);
}
return true;
}
@Override
public Class<PCClass> getDeferredTokenClass()
{
return PCClass.class;
}
@Override
public void applyChoice(CDOMObject owner, WeaponProf choice,
PlayerCharacter pc)
{
pc.addWeaponBonus(owner, choice);
}
@Override
public boolean allow(WeaponProf item, PlayerCharacter pc, boolean allowStack)
{
return true;
}
@Override
public String encodeChoice(WeaponProf choice)
{
return choice.getKeyName();
}
@Override
public WeaponProf decodeChoice(LoadContext context, String s)
{
return context.getReferenceContext().silentlyGetConstructedCDOMObject(
WeaponProf.class, s);
}
@Override
public void restoreChoice(PlayerCharacter pc, CDOMObject owner,
WeaponProf choice)
{
pc.addWeaponBonus(owner, choice);
}
@Override
public void removeChoice(PlayerCharacter pc, CDOMObject owner,
WeaponProf choice)
{
pc.removeWeaponBonus(owner, choice);
}
}