//////////////////////////////////////////////////////////////////////////////
// This file is part of the Journey MMORPG client                           //
// Copyright © 2015-2016 Daniel Allendorf                                   //
//                                                                          //
// This program is free software: you can redistribute it and/or modify     //
// it under the terms of the GNU Affero General Public License as           //
// published by the Free Software Foundation, either version 3 of the       //
// License, or (at your option) any later version.                          //
//                                                                          //
// This program 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 Affero General Public License for more details.                      //
//                                                                          //
// You should have received a copy of the GNU Affero General Public License //
// along with this program.  If not, see <http://www.gnu.org/licenses/>.    //
//////////////////////////////////////////////////////////////////////////////
#pragma once
#include "EquipStat.h"
#include "Inventory/Weapon.h"

#include <cstdint>
#include <string>

namespace jrc
{
    class Job
    {
    public:
        enum Level : uint16_t
        {
            BEGINNER,
            FIRST,
            SECOND,
            THIRD,
            FOURTH
        };

        static Level get_next_level(Level level)
        {
            switch (level)
            {
            case BEGINNER:
                return FIRST;
            case FIRST:
                return SECOND;
            case SECOND:
                return THIRD;
            default:
                return FOURTH;
            }
        }

        Job(uint16_t id);
        Job();

        void change_job(uint16_t id);
        bool is_sub_job(uint16_t subid) const;
        bool can_use(int32_t skill_id) const;
        uint16_t get_id() const;
        uint16_t get_subjob(Level level) const;
        Level get_level() const;
        const std::string& get_name() const;
        Equipstat::Id get_primary(Weapon::Type weapontype) const;
        Equipstat::Id get_secondary(Weapon::Type weapontype) const;

    private:
        std::string get_name(uint16_t id) const;

        std::string name;
        uint16_t id;
        Level level;
    };
}
