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#include "situation.h"

#include "astbranch.h"
#include "gamestate.h"

#include <bu/formatter.h>

Situation::Situation( const Bu::String &sName, InputType tInput ) :
	sName( sName ),
	tInput( tInput ),
	pAstSetup( NULL ),
	pAstEnter( NULL )
{
}

Situation::~Situation()
{
	delete pAstSetup;
	delete pAstEnter;
}

void Situation::setAst( class AstBranch *pAst, Situation::Mode m )
{
	switch( m )
	{
		case modeSetup:
			pAstSetup = pAst;
			break;

		case modeEnter:
			pAstEnter = pAst;
			break;
	}
}

void Situation::exec( class GameState &gState, Situation::Mode m )
{
	switch( m )
	{
		case modeSetup:
			if( pAstSetup )
				gState.parse( pAstSetup );
			break;

		case modeEnter:
			if( pAstEnter )
				gState.parse( pAstEnter );
			break;
	}
}

void Situation::addCommand( Command *pCmd )
{
	csLocal.addCommand( pCmd );
}

bool Situation::execCommand( class GameState &gState,
		const Bu::StringList &lCmd )
{
	return csLocal.dispatch( gState, lCmd );
}

void Situation::execOption( class GameState &gState, int idx )
{
	csLocal.exec( gState, idx );
}

Bu::Formatter &operator<<( Bu::Formatter &f, Situation::Mode m )
{
	switch( m )
	{
		case Situation::modeSetup:
			return f << "Setup";

		case Situation::modeEnter:
			return f << "Enter";
	}

	return f << "**ERROR**";
}