/
etc/
lib/
src/Abilities/
src/Abilities/Skills/
src/Abilities/Spells/
src/Abilities/Spells/Enums/
src/Affects/
src/ArtheaConsole/
src/ArtheaConsole/Properties/
src/ArtheaGUI/Properties/
src/Clans/Enums/
src/Commands/Communication/
src/Commands/ItemCommands/
src/Connections/
src/Connections/Colors/
src/Connections/Enums/
src/Connections/Players/
src/Connections/Players/Enums/
src/Continents/
src/Continents/Areas/
src/Continents/Areas/Characters/
src/Continents/Areas/Characters/Enums/
src/Continents/Areas/Items/
src/Continents/Areas/Items/Enums/
src/Continents/Areas/Rooms/
src/Continents/Areas/Rooms/Enums/
src/Continents/Areas/Rooms/Exits/
src/Creation/
src/Creation/Attributes/
src/Creation/Interfaces/
src/Database/
src/Database/Interfaces/
src/Environment/
src/Properties/
src/Scripts/Enums/
src/Scripts/Interfaces/
#region Arthea License

/***********************************************************************
*  Arthea MUD by R. Jennings (2007)      http://arthea.googlecode.com/ *
*  By using this code you comply with the Artistic and GPLv2 Licenses. *
***********************************************************************/

#endregion

using System.Xml.Serialization;
using Arthea.Affects;
using Arthea.Connections.Players;
using Arthea.Continents.Areas.Characters.Enums;
using Arthea.Creation.Attributes;
using Arthea.Database.Interfaces;
using Arthea.Environment;
using Arthea.Interfaces;
using Arthea.Races;
using Arthea.Scripts;

namespace Arthea.Continents.Areas.Characters
{
    /// <summary>
    /// Implements a character index as a basis for duplicate characters
    /// </summary>
    public class CharIndex : Scriptable, Indexed
    {
        #region [rgn] Fields (16)

        private const int defautVitals = 100;
        private AffectList affects = new AffectList();
        [EditShow] private Area area;
        private string description;
        [EditShow] private uint id;
        private byte level;
        private int maxHit = defautVitals;
        private int maxMana = defautVitals;
        private int maxMove = defautVitals;
        private string name;
        private Position position = Position.Standing;
        private Race race = new HumanRace();
        private string roomDescr;
        private ScriptList scripts = new ScriptList();
        private Sex sex;
        private string shortDescr;

        #endregion [rgn]

        #region [rgn] Constructors (3)

        /// <summary>
        /// Initializes a new instance of the <see cref="CharIndex"/> class.
        /// </summary>
        /// <param name="area">The area.</param>
        /// <param name="id">The id.</param>
        /// <param name="level">The level.</param>
        /// <param name="name">The name.</param>
        /// <param name="shortDescr">The short descr.</param>
        /// <param name="roomDescr">The room descr.</param>
        public CharIndex(Area area, uint id, byte level, string name, string shortDescr, string roomDescr)
        {
            this.area = area;
            this.id = id;
            this.level = level;
            this.name = name;
            this.shortDescr = shortDescr;
            this.roomDescr = roomDescr;
        }

        /// <summary>
        /// Initializes a new instance of the <see cref="CharIndex"/> class.
        /// </summary>
        /// <param name="level">The level.</param>
        /// <param name="name">The name.</param>
        public CharIndex(byte level, string name)
        {
            this.level = level;
            this.name = name;
        }

        /// <summary>
        /// Initializes a new instance of the <see cref="CharIndex"/> class.
        /// </summary>
        public CharIndex()
        {
        }

        #endregion [rgn]

        #region [rgn] Properties (17)

        /// <summary>
        /// Gets or sets the affects.
        /// </summary>
        /// <value>The affects.</value>
        public AffectList Affects
        {
            get { return affects; }
            set { affects = value; }
        }

        /// <summary>
        /// Gets or sets the area.
        /// </summary>
        /// <value>The area.</value>
        [XmlIgnore]
        public Area Area
        {
            get { return area; }
            set { area = value; }
        }

        /// <summary>
        /// Gets or sets the description.
        /// </summary>
        /// <value>The description.</value>
        public string Description
        {
            get { return description; }
            set { description = value; }
        }

        /// <summary>
        /// Gets or sets the level.
        /// </summary>
        /// <value>The level.</value>
        public byte Level
        {
            get { return level; }
            set { level = value; }
        }

        /// <summary>
        /// Gets or sets the max hit.
        /// </summary>
        /// <value>The max hit.</value>
        public int MaxHit
        {
            get { return maxHit; }
            set { maxHit = value; }
        }

        /// <summary>
        /// Gets or sets the max mana.
        /// </summary>
        /// <value>The max mana.</value>
        public int MaxMana
        {
            get { return maxMana; }
            set { maxMana = value; }
        }

        /// <summary>
        /// Gets or sets the max move.
        /// </summary>
        /// <value>The max move.</value>
        public int MaxMove
        {
            get { return maxMove; }
            set { maxMove = value; }
        }

        /// <summary>
        /// Gets or sets the position.
        /// </summary>
        /// <value>The position.</value>
        public Position Position
        {
            get { return position; }
            set { position = value; }
        }

        /// <summary>
        /// Gets or sets the race.
        /// </summary>
        /// <value>The race.</value>
        [XmlIgnore]
        public Race Race
        {
            get { return race; }
            set { race = value; }
        }

        /// <summary>
        /// Gets or sets the room descr.
        /// </summary>
        /// <value>The room descr.</value>
        public string RoomDescr
        {
            get { return roomDescr; }
            set { roomDescr = value; }
        }

        /// <summary>
        /// Gets or sets the scripts.
        /// </summary>
        /// <value>The scripts.</value>
        public ScriptList Scripts
        {
            get { return scripts; }
            set { scripts = value; }
        }

        /// <summary>
        /// Gets or sets the sex.
        /// </summary>
        /// <value>The sex.</value>
        public Sex Sex
        {
            get { return sex; }
            set { sex = value; }
        }

        /// <summary>
        /// Gets the size.
        /// </summary>
        /// <value>The size.</value>
        public Size Size
        {
            get { return race == null ? Size.Medium : race.Size; }
        }

        /// <summary>
        /// Gets or sets the race as a string.
        /// </summary>
        /// <value>The race as a string.</value>
        [XmlElement("Race")]
        public string XmlRace
        {
            get { return race.Name; }
            set { race = Lists.Races.FindName(value); }
        }

        #region Indexed Members

        /// <summary>
        /// Gets or sets the id.
        /// </summary>
        /// <value>The id.</value>
        public uint Id
        {
            get { return id; }
            set { id = value; }
        }

        #endregion

        #region Scriptable Members

        /// <summary>
        /// Gets or sets the name.
        /// </summary>
        /// <value>The name.</value>
        public string Name
        {
            get { return name; }
            set { name = value; }
        }

        /// <summary>
        /// Gets or sets the short descr.
        /// </summary>
        /// <value>The short descr.</value>
        public string ShortDescr
        {
            get { return shortDescr; }
            set { shortDescr = value; }
        }

        #endregion

        #endregion [rgn]

        #region [rgn] Methods (4)

        // [rgn] Public Methods (4)

        /// <summary>
        /// Attaches this instance to applicable lists.
        /// </summary>
        public void Attach()
        {
            if (area != null)
                area.Characters.Add(this);
            Lists.CharIndexes.Add(this);

            foreach (Script script in scripts)
            {
                script.Code.Attach();
            }
        }

        /// <summary>
        /// Creates an instance for editing by a player.
        /// </summary>
        /// <param name="player">The player.</param>
        /// <param name="argument">The argument.</param>
        public static void Create(Player player, String argument)
        {
            uint id = player.Room.Area.GetNextCharId();

            if (id == 0)
            {
                player.WriteLine("No more characters available in this area.");
                return;
            }

            CharIndex index = new CharIndex();

            index.Name = index.ShortDescr = argument;
            index.RoomDescr = string.Format("{0} is here.", index.Name);
            index.Area = player.Room.Area;

            index.Id = id;

            index.Attach();

            player.WriteLine("Character created.");

            player.Connection.Edit(index);
        }

        /// <summary>
        /// Releases this instance from applicable lists.
        /// </summary>
        public void Release()
        {
            if (area != null)
                area.Characters.Remove(this);
            Lists.CharIndexes.Remove(this);
        }

        /// <summary>
        /// Returns a <see cref="T:System.String"></see> that represents the current <see cref="T:System.Object"></see>.
        /// </summary>
        /// <returns>
        /// A <see cref="T:System.String"></see> that represents the current <see cref="T:System.Object"></see>.
        /// </returns>
        public override string ToString()
        {
            return id.ToString();
        }

        #endregion [rgn]

        #region Scriptable Members

        /// <summary>
        /// Creates a script of proper type.
        /// </summary>
        /// <returns></returns>
        public Script CreateScript(ScriptCode code, String trigger)
        {
            return new CharScript(code, trigger);
        }

        #endregion
    }
}