/**
* Copyright (c) 2005-2017, KoLmafia development team
* http://kolmafia.sourceforge.net/
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
*
* [1] Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* [2] Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in
* the documentation and/or other materials provided with the
* distribution.
* [3] Neither the name "KoLmafia" nor the names of its contributors may
* be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
* FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
* COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
* CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
* ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*/
package net.sourceforge.kolmafia.session;
import java.util.ArrayList;
import net.sourceforge.kolmafia.AdventureResult;
import net.sourceforge.kolmafia.FamiliarData;
import net.sourceforge.kolmafia.KoLCharacter;
import net.sourceforge.kolmafia.KoLConstants;
import net.sourceforge.kolmafia.KoLmafia;
import net.sourceforge.kolmafia.RequestThread;
import net.sourceforge.kolmafia.objectpool.ItemPool;
import net.sourceforge.kolmafia.persistence.FamiliarDatabase;
import net.sourceforge.kolmafia.preferences.Preferences;
import net.sourceforge.kolmafia.request.ClosetRequest;
import net.sourceforge.kolmafia.request.EquipmentRequest;
import net.sourceforge.kolmafia.request.FamiliarRequest;
import net.sourceforge.kolmafia.request.GenericRequest;
import net.sourceforge.kolmafia.request.StorageRequest;
import net.sourceforge.kolmafia.utilities.AdventureResultArray;
public abstract class FamiliarManager
{
public static void equipAllFamiliars()
{
KoLmafia.updateDisplay( "Equipping familiars..." );
FamiliarData current = KoLCharacter.getFamiliar();
boolean useCloset = Preferences.getBoolean( "autoSatisfyWithCloset" );
boolean useStorage = KoLCharacter.canInteract();
AdventureResultArray closetItems = new AdventureResultArray();
AdventureResultArray storageItems = new AdventureResultArray();
ArrayList<GenericRequest> requests = new ArrayList<GenericRequest>();
for ( FamiliarData familiar : KoLCharacter.getFamiliarList() )
{
int itemId = FamiliarDatabase.getFamiliarItemId( familiar.getId() );
// If this familiar has no specific item of its own, skip it
if (itemId == -1 )
{
continue;
}
// If this familiar is already wearing its item, skip it
AdventureResult currentItem = familiar.getItem();
if ( currentItem.getItemId() == itemId )
{
continue;
}
AdventureResult item = ItemPool.get( itemId, 1 );
if ( item.getCount( KoLConstants.inventory ) > 0 )
{
// Use one from inventory
}
else if ( useCloset && item.getCount( KoLConstants.closet ) > 0 )
{
// Use one from the closet
closetItems.add( item );
}
else if ( useStorage && item.getCount( KoLConstants.storage ) > 0 )
{
// Use one from storage
storageItems.add( item );
}
else
{
continue;
}
GenericRequest req =
familiar.equals( current ) ?
new EquipmentRequest( item ) :
new FamiliarRequest( familiar, item );
requests.add( req );
}
// If nothing to do, do nothing!
if ( requests.size() == 0 )
{
return;
}
// Pull all items that are in storage but not inventory or the closet
if ( storageItems.size() > 0 )
{
RequestThread.postRequest( new StorageRequest( StorageRequest.STORAGE_TO_INVENTORY, storageItems.toArray(), true ) );
}
// If you do a "pull all", some items can end up in the
// closet. Can that happen with a normal "pull"?
//
// Just in case, if the item is now in the closet but not
// inventory, add it to closetItems
for ( AdventureResult item : storageItems )
{
if ( item.getCount( KoLConstants.inventory ) == 0 &&
item.getCount( KoLConstants.closet ) > 0 )
{
// Use one from the closet
closetItems.add( item );
}
}
// Move all items that are in the closet into inventory
if ( closetItems.size() > 0 )
{
// *** We'd like to do this transfer without adding the
// *** items to the session tally
RequestThread.postRequest( new ClosetRequest( ClosetRequest.CLOSET_TO_INVENTORY, closetItems.toArray() ) );
}
// Equip all familiars with equipment from inventory
for ( GenericRequest request : requests )
{
RequestThread.postRequest( request );
}
// Leave original familiar as current familiar
RequestThread.postRequest( new FamiliarRequest( current ) );
KoLmafia.updateDisplay( "Familiars equipped." );
}
}