/
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.Collections.Generic;
using System.Text;
using Arthea.Connections.Players;
using Arthea.Continents.Areas.Characters;
using Arthea.Continents.Areas.Items;
using Arthea.Continents.Areas.Rooms;
using Arthea.Creation;
using Arthea.Environment;
using Arthea.Interfaces;

namespace Arthea.Continents.Areas.Resets
{
    /// <summary>
    /// Implementation of a reset list.
    /// </summary>
    public class ResetList : List<Reset>, CustomEditType
    {
        #region [rgn] Methods (3)

        // [rgn] Public Methods (3)

        /// <summary>
        /// Sets the value.
        /// </summary>
        /// <param name="player">The player.</param>
        /// <param name="editer">Editer information.</param>
        /// <param name="argument">The argument.</param>
        public void CustomEdit(Player player, OlcField editer, String argument)
        {
            player.WriteLine("Function not implemented yet.");
        }

        /// <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()
        {
            StringBuilder buf = new StringBuilder();

            buf.AppendLine();
            buf.AppendLine("-----------------------------");
            foreach (Reset reset in this)
            {
                buf.AppendLine(reset.ToString());
            }

            return buf.ToString();
        }

        /// <summary>
        /// Updates this instance.
        /// </summary>
        public void Update()
        {
            foreach (Reset reset in this)
            {
                Room room = Lists.Rooms[reset.Room];

                if (room == null)
                {
                    Log.Fatal("Bad reset for non existant room {0}.", reset.Room);
                    System.Environment.Exit(1);
                }

                if (reset is ItemReset)
                {
                    ItemReset ireset = reset as ItemReset;
                    ItemIndex item = Lists.ItemIndexes[ireset.Item];

                    if (item == null)
                    {
                        Log.Fatal("Bad reset for non existant item {0}.", ireset.Item);
                        System.Environment.Exit(1);
                    }

                    if (
                        room.Items.FindAll(delegate(Item obj) { return item.Id == obj.Id; }).Count >=
                        ireset.Count)
                        continue;

                    Item instance = new Item(item);
                    instance.Attach();
                    instance.Room = room;
                }
                else if (reset is CharReset)
                {
                    CharReset areset = reset as CharReset;
                    CharIndex ch = Lists.CharIndexes[areset.Character];

                    if (ch == null)
                    {
                        Log.Fatal("Bad reset for non existant character {0}.", areset.Character);
                        System.Environment.Exit(1);
                    }
                    if (room.Characters.FindAll(
                            delegate(Character a) { return ch.Id == a.Id; }).Count >=
                        areset.Count)
                        continue;

                    Character instance = new Character(ch);
                    instance.Attach();
                    instance.Room = room;
                }
            }
        }

        #endregion [rgn]
    }
}