
#pragma once

#include "ItemHandler.h"
#include "../World.h"





class cItemArmorHandler :
	public cItemHandler
{
public:
	cItemArmorHandler(int a_ItemType) :
		cItemHandler(a_ItemType)
	{
	}

	/** Move the armor to the armor slot of the player's inventory */
	virtual bool OnItemUse(cWorld * a_World, cPlayer * a_Player, const cItem & a_Item, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_Dir) override
	{
		int SlotNum;
		if (ItemCategory::IsHelmet(a_Item.m_ItemType))
		{
			SlotNum = 0;
		}
		else if (ItemCategory::IsChestPlate(a_Item.m_ItemType))
		{
			SlotNum = 1;
		}
		else if (ItemCategory::IsLeggings(a_Item.m_ItemType))
		{
			SlotNum = 2;
		}
		else if (ItemCategory::IsBoots(a_Item.m_ItemType))
		{
			SlotNum = 3;
		}
		else
		{
			LOGWARNING("Used unknown armor: %i", a_Item.m_ItemType);
			return false;
		}
		
		if (!a_Player->GetInventory().GetArmorSlot(SlotNum).IsEmpty())
		{
			return false;
		}
		
		a_Player->GetInventory().SetArmorSlot(SlotNum, a_Item.CopyOne());
		
		cItem Item(a_Item);
		Item.m_ItemCount--;
		if (Item.m_ItemCount <= 0)
		{
			Item.Empty();
		}
		a_Player->GetInventory().SetHotbarSlot(a_Player->GetInventory().GetEquippedSlotNum(), Item);
		return true;
	}

	virtual bool CanRepairWithRawMaterial(short a_ItemType) override
	{
		switch (m_ItemType)
		{
			case E_ITEM_CHAIN_BOOTS:
			case E_ITEM_CHAIN_CHESTPLATE:
			case E_ITEM_CHAIN_HELMET:
			case E_ITEM_CHAIN_LEGGINGS:
			{
				return (a_ItemType == E_ITEM_IRON);
			}
			case E_ITEM_DIAMOND_BOOTS:
			case E_ITEM_DIAMOND_CHESTPLATE:
			case E_ITEM_DIAMOND_HELMET:
			case E_ITEM_DIAMOND_LEGGINGS:
			{
				return (a_ItemType == E_ITEM_DIAMOND);
			}
			case E_ITEM_IRON_BOOTS:
			case E_ITEM_IRON_CHESTPLATE:
			case E_ITEM_IRON_HELMET:
			case E_ITEM_IRON_LEGGINGS:
			{
				return (a_ItemType == E_ITEM_IRON);
			}
			case E_ITEM_GOLD_BOOTS:
			case E_ITEM_GOLD_CHESTPLATE:
			case E_ITEM_GOLD_HELMET:
			case E_ITEM_GOLD_LEGGINGS:
			{
				return (a_ItemType == E_ITEM_GOLD);
			}
			case E_ITEM_LEATHER_BOOTS:
			case E_ITEM_LEATHER_CAP:
			case E_ITEM_LEATHER_PANTS:
			case E_ITEM_LEATHER_TUNIC:
			{
				return (a_ItemType == E_ITEM_LEATHER);
			}
		}
		return false;
	}

} ;




