////////////////////////////////////////////////////////////////////////////////
//    Scorched3D (c) 2000-2011, 2026
//
//    This file is part of Scorched3D.
//
//    Scorched3D is free software; you can redistribute it and/or modify
//    it under the terms of the GNU General Public License as published by
//    the Free Software Foundation; either version 2 of the License, or
//    (at your option) any later version.
//
//    Scorched3D is distributed in the hope that it will be useful,
//    but WITHOUT ANY WARRANTY; without even the implied warranty of
//    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
//    GNU General Public License for more details.
//
//    You should have received a copy of the GNU General Public License along
//    with this program; if not, write to the Free Software Foundation, Inc.,
//    51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
////////////////////////////////////////////////////////////////////////////////

#ifndef __INCLUDE_TankAIWeaponSets_hpp_INCLUDE__
#define __INCLUDE_TankAIWeaponSets_hpp_INCLUDE__

#include <tanket/TanketAccessories.hpp>

#include <vector>
#include <map>
#include <string>

class XMLNode;

class TankAIWeaponSets
{
public:
	TankAIWeaponSets();
	virtual ~TankAIWeaponSets();

	bool parseConfig();

	class WeaponSetAccessories
	{
	public:
		WeaponSetAccessories( Tanket* tanket );

		int               tankMoney;
		unsigned int      tankId;
		TanketAccessories tankAccessories;
	};

	class WeaponSetEntry
	{
	public:
		Accessory*  accessory;
		int         buymin, buymax;
		int         moneymin, moneymax;
		int         prioritybuy, priorityuse;
		std::string type;

		bool        parseConfig( XMLNode* node );
		bool        weaponValid( WeaponSetAccessories& tankAccessories, bool lastRound );
		static bool checkType( const char* type );
	};

	class WeaponSet
	{
	public:
		std::string                   name;
		std::vector< WeaponSetEntry > weapons;

		bool       parseConfig( XMLNode* node );
		void       buyWeapons( WeaponSetAccessories& tankAccessories, bool lastRound );
		Accessory* getTankAccessoryByType( Tanket* tanket, const char* type );
	};

	WeaponSet* getWeaponSet( const char* name );

protected:
	std::map< std::string, WeaponSet > weaponSets_;
};

#endif  // __INCLUDE_TankAIWeaponSets_hpp_INCLUDE__
