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#pragma once

#include <unordered_map>
#include <string>
#include <memory>
#include <vector>

#include "backend/WeaponObject.h"
#include "backend/ArmorObject.h"

class Dungeon;
class Location;

enum FollowupAction {
	NONE,
	UPDATE,
	EXIT,
	RESTART,
};

class Player {
	typedef FollowupAction Cmd(std::string &);

private:
	std::string name;
	unsigned int health_points = 20;
	float attack_chance = 0.4;
	unsigned int gold = 0;
	std::unique_ptr<WeaponObject> weapon = nullptr;
	std::unique_ptr<ArmorObject> armor = nullptr;
	Location & location;
	bool cheating = false;
	std::vector<std::unique_ptr<Object>> inventory = {};

public:
	Player(Dungeon & dungeon);
	virtual ~Player() = default;

public:
	FollowupAction cmd(std::string &);

public:
	void take_damage(unsigned int dmg);
	float get_attack() const;
	unsigned get_health() const;
	Location & get_location() const;

private:
	void cmdset_default();
	void cmdset_death();

private:
	std::unordered_map<std::string, FollowupAction(Player::*)(std::string &)> cmds;
	Cmd cmd_query;
	Cmd cmd_search;
	Cmd cmd_go;
	Cmd cmd_get;
	Cmd cmd_put;
	Cmd cmd_view;
	Cmd cmd_hit;
	Cmd cmd_equip;
	Cmd cmd_wait;
	Cmd cmd_use;
	Cmd cmd_help;
	Cmd cmd_cheat;
	Cmd cmd_quit;
	Cmd cmd_restart;

private:
	Dungeon & dungeon;
};