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#include "gfCGameInventoryComponent.h"

#include <fsAppCore/src/components/fsCNameComponent.h>
#include <fsAppCore/src/fsCAppMessageDispatcher.h>
#include <fsAppCore/src/fsCProfileManager.h>
#include <fsRenderer/src/components/fsCSpriteComponent.h>
#include <fsRenderer/src/fsCBrushManager.h>

#include <fsCore/fsIFile.h>
#include <fsCore/src/fsCUserSavedData.h>

#include <gfComponents/components/gfCVisibilityStateComponent.h>
#include <gfComponents/components/gfICollectableComponent.h>
#include <gfComponents/components/gfCDraggableKeyComponent.h>

#include <gfGameCore/components/gfCInventoryComponent.h>

const fsCUniqueId gfCGameInventoryComponent::mTypeId("gfCInventory");
const fsStr gfCGameInventoryComponent::mInventorySavedDataKey("inventoryData");
const fsCUniqueId gfCGameInventoryComponent::mInventoryCollectedMsg("inventoryCollected");


fsStr gfCGameInventoryComponent::inventoryDataGet() const
{
	fsStr invData;
	for (const fsStr& itemName : mInventory)
	{
		invData += itemName + ",";<--- Consider using std::accumulate algorithm instead of a raw loop.
	}
	return invData;
}

void gfCGameInventoryComponent::serialiseState()
{	//Using save data store not normal level data as inventory needs to exist across levels
	fsCProfileManager::instanceGet()->userSavedDataGet()->strSet(mInventorySavedDataKey, inventoryDataGet());
}

void gfCGameInventoryComponent::deserialiseState()
{
	fsStr loadStr = fsCProfileManager::instanceGet()->userSavedDataGet()->strGet(mInventorySavedDataKey);
	if (loadStr.emptyGet())
	{
		return;
	}
	selectionsRecreate(loadStr);
}

void gfCGameInventoryComponent::selectionsRecreate(fsStr& pLoadStr)
{
	while (!pLoadStr.emptyGet())
	{
		fsStr inventoryEntityName = pLoadStr.chomp(",");
		inventoryItemCreate(inventoryEntityName);
	}
}

void gfCGameInventoryComponent::listenersDeregisterDo()
{
	fsCAppMessageDispatcher::instanceGet()->listenerDeregister(gfCVisibilityStateComponent::mLockBrokenMsg, this);
	fsCAppMessageDispatcher::instanceGet()->listenerDeregister(gfICollectableComponent::mCollectionEndMsg, this);
	fsIMessageListenerComponent::listenersDeregisterDo();
}

void gfCGameInventoryComponent::listenersRegisterDo()
{
	fsCAppMessageDispatcher::instanceGet()->listenerRegister(gfCVisibilityStateComponent::mLockBrokenMsg, this);
	fsCAppMessageDispatcher::instanceGet()->listenerRegister(gfICollectableComponent::mCollectionEndMsg, this);
	fsIMessageListenerComponent::listenersRegisterDo();
}

fsBool gfCGameInventoryComponent::inventoryItemCreate(const fsStr& pEntityName)
{
	const fsStr strippedName(fsCNameComponent::nameSansPrefixCalculate(pEntityName));
	const fsCResourceName invIconName(gfCDraggableKeyComponent::useInventoryIconNameGet(strippedName),
	                                  fsCResourceName::eRES_LOCATION_ASSETS);
	if (fsIFile::fileExistsGet(invIconName))
	{
		mInventory.push_back(pEntityName);
		return true;
	}
	return false;
}

fsBool gfCGameInventoryComponent::messageProcessDo(const fsCUniqueId& pMessageType,
                                         const fsIMessageDispatcher::sMessageParameters& pParam)
{
	if (gfICollectableComponent::mCollectionEndMsg == pMessageType)
	{
		const gfICollectableComponent::sEntityCollectedParam& msgParams = static_cast<const
			gfICollectableComponent::sEntityCollectedParam&>(pParam);
		if (msgParams.mEnt->componentGet<gfCInventoryComponent>())
		{
			if (inventoryItemCreate(fsCNameComponent::get(msgParams.mEnt)->nameSansSuffixGet()))
			{
				serialiseState();
				fsCProfileManager::instanceGet()->allDataSave(true);

				fsIMessageDispatcher::sMessageParameters p;
				fsCAppMessageDispatcher::instanceGet()->messageDispatch(gfCGameInventoryComponent::mInventoryCollectedMsg, p);
			}
		} // allow the message to propagate
	}
	return false;
}


fsIComponent* gfCGameInventoryComponent::create(fsCEntity* pParent)
{
	auto inst = new gfCGameInventoryComponent(pParent);
	inst->deserialiseState();
	return inst;
}

gfCGameInventoryComponent::gfCGameInventoryComponent(fsCEntity* const pParent):
	fsIMessageListenerComponent(pParent)
{
}

gfCGameInventoryComponent::~gfCGameInventoryComponent()
{
	serialiseState();
}