/*
 * Copyright 2010-2016 OpenXcom Developers.
 *
 * This file is part of OpenXcom.
 *
 * OpenXcom 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 3 of the License, or
 * (at your option) any later version.
 *
 * OpenXcom 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 OpenXcom.  If not, see <http://www.gnu.org/licenses/>.
 */
#include "Node.h"
 
namespace OpenXcom
{
 
 
Node::Node() : _id(0), _segment(0), _type(0), _rank(0), _flags(0), _reserved(0), _priority(0), _allocated(false), _dummy(false)
{
 
}
 
/**
 * Initializes a Node.
 * @param id
 * @param pos
 * @param segment
 * @param type
 * @param rank
 * @param flags
 * @param reserved
 * @param priority
 */
Node::Node(int id, Position pos, int segment, int type, int rank, int flags, int reserved, int priority) : _id(id), _pos(pos), _segment(segment), _type(type), _rank(rank), _flags(flags), _reserved(reserved), _priority(priority), _allocated(false), _dummy(false)
{
}
 
/**
 * clean up node.
 */
Node::~Node()
{
}
 
 
 
 
/* following data is the order in which certain alien ranks spawn on certain node ranks */
/* note that they all can fall back to rank 0 nodes - which is scout (outside ufo) */
const int Node::nodeRank[8][7] = {
	{ 4, 3, 5, 8, 7, 2, 0 }, //commander
	{ 4, 3, 5, 8, 7, 2, 0 }, //leader
	{ 5, 4, 3, 2, 7, 8, 0 }, //engineer
	{ 7, 6, 2, 8, 3, 4, 0 }, //medic
	{ 3, 4, 5, 2, 7, 8, 0 }, //navigator
	{ 2, 5, 3, 4, 6, 8, 0 }, //soldier
	{ 2, 5, 3, 4, 6, 8, 0 }, //terrorist
	{ 2, 5, 3, 4, 6, 8, 0 }  }; //also terrorist
 
 
 
/**
 * Loads the UFO from a YAML file.
 * @param node YAML node.
 */
void Node::load(const YAML::Node &node)
{
	_id = node["id"].as<int>(_id);
	_pos = node["position"].as<Position>(_pos);
	//_segment = node["segment"].as<int>(_segment);
	_type = node["type"].as<int>(_type);
	_rank = node["rank"].as<int>(_rank);
	_flags = node["flags"].as<int>(_flags);
	_reserved = node["reserved"].as<int>(_reserved);
	_priority = node["priority"].as<int>(_priority);
	_allocated = node["allocated"].as<bool>(_allocated);
	_nodeLinks = node["links"].as< std::vector<int> >(_nodeLinks);
	_dummy = node["dummy"].as<bool>(_dummy);
}
 
/**
 * Saves the UFO to a YAML file.
 * @return YAML node.
 */
YAML::Node Node::save() const
{
	YAML::Node node;
	node["id"] = _id;
	node["position"] = _pos;
	//node["segment"] = _segment;
	node["type"] = _type;
	node["rank"] = _rank;
	node["flags"] = _flags;
	node["reserved"] = _reserved;
	node["priority"] = _priority;
	node["allocated"] = _allocated;
	node["links"] = _nodeLinks;
	node["dummy"] = _dummy;
	return node;
}
 
/**
 * Get the node's id
 * @return unique id
 */
int Node::getID() const
{
	return _id;
}
 
/**
 * Get the rank of units that can spawn on this node.
 * @return noderank
 */
NodeRank Node::getRank() const
{
	return (NodeRank)_rank;
}
 
/**
 * Get the priority of this spawnpoint.
 * @return priority
 */
int Node::getPriority() const
{
	return _priority;
}
 
/**
 * Gets the Node's position.
 * @return position
 */
Position Node::getPosition() const
{
	return _pos;
}
 
/**
 * Gets the Node's segment.
 * @return segment
 */
int Node::getSegment() const
{
	return _segment;
}
 
/// get the node's paths
std::vector<int> *Node::getNodeLinks()
{
	return &_nodeLinks;
}
 
/**
 * Gets the Node's type.
 * @return type
 */
int Node::getType() const
{
	return _type;
}
 
bool Node::isAllocated() const
{
	return _allocated;
}
 
void Node::allocateNode()
{
	_allocated = true;
}
 
void Node::freeNode()
{
	_allocated = false;
}
 
bool Node::isTarget() const
{
	return _reserved == 5;
}
 
void Node::setType(int type)
{
	_type = type;
}
 
void Node::setDummy(bool dummy)
{
	_dummy = dummy;
}
 
bool Node::isDummy() const
{
	return _dummy;
}
 
}

V832 It's better to use '= default;' syntax instead of empty destructor body.