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* Copyright 2012 BetaSteward_at_googlemail.com. All rights reserved.
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*/
package mage.abilities.effects;

import mage.Constants;
import mage.abilities.Ability;
import mage.game.Game;

import java.util.*;

/**
 *
 * @author BetaSteward_at_googlemail.com
 */
public class ContinuousEffectsList<T extends ContinuousEffect> extends ArrayList<T> {

    private final Map<UUID, Ability> abilityMap = new HashMap<UUID, Ability>();

    public ContinuousEffectsList() { }

    public ContinuousEffectsList(final ContinuousEffectsList<T> effects) {
        this.ensureCapacity(effects.size());
        for (ContinuousEffect cost: effects) {
            this.add((T)cost.copy());
        }
        for (Map.Entry<UUID, Ability> entry: effects.abilityMap.entrySet()) {
            abilityMap.put(entry.getKey(), entry.getValue().copy());
        }
    }

    public ContinuousEffectsList copy() {
        return new ContinuousEffectsList(this);
    }

    public void removeEndOfTurnEffects() {
        for (Iterator<T> i = this.iterator(); i.hasNext();) {
            T entry = i.next();
            if (entry.getDuration() == Constants.Duration.EndOfTurn) {
                i.remove();
                abilityMap.remove(entry.getId());
            }
        }
    }

    public void removeInactiveEffects(Game game) {
        for (Iterator<T> i = this.iterator(); i.hasNext();) {
            T entry = i.next();
            if (isInactive(entry, game)) {
                i.remove();
                abilityMap.remove(entry.getId());
            }
        }
    }

    private boolean isInactive(T effect, Game game) {
        Ability ability = abilityMap.get(effect.getId());
        if (ability == null)
            return true;

        if (effect.isDiscarded())
            return true;

        switch(effect.getDuration()) {
            case WhileOnBattlefield:
                if (game.getObject(ability.getSourceId()) == null) {//TODO: does this really works?? object is returned across the game
                    return (true);                                 // LevelX2: I guess it's not used, because effects stay the whole game
                }
            case OneUse:
                return effect.isUsed();
            case Custom:
                return effect.isInactive(abilityMap.get(effect.getId()), game);
        }
        return false;
    }

    public void addEffect(T effect, Ability source) {
        if (abilityMap.containsKey(effect.getId()))
            return;
        this.add(effect);
        this.abilityMap.put(effect.getId(), source);
    }

    public Ability getAbility(UUID effectId) {
        return abilityMap.get(effectId);
    }

    public void removeEffect(T effect) {
        for (Iterator<T> i = this.iterator(); i.hasNext();) {
            T entry = i.next();
            if (entry.equals(effect)) {
                i.remove();
                if (abilityMap.containsKey(effect.getId())) {
                    abilityMap.remove(effect.getId());
                }
            }
        }
    }

    @Override
    public void clear() {
        super.clear();
        abilityMap.clear();
    }
}
