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class ConstructionActionData
{
	Object m_Target;
	
	//base building
	ref array<ConstructionPart> 	m_BuildParts;
	ref array<ConstructionPart>	 	m_BuildPartsNoTool;
	
	int 							m_PartIndex; //used on client only, action synchronizes it to server to avoid mismatch
	string 							m_MainPartName;
	string 							m_MainPartNameNoTool;
	ref ConstructionPart 			m_TargetPart;
	
	//combination lock
	CombinationLock 				m_CombinationLock;
	
	//attaching
	int 							m_SlotId;
	PlayerBase 						m_ActionInitiator;
	//detaching
	ref array<EntityAI> 			m_Attachments;
	
	protected ActionVariantManager	m_ActionVariantManager;
	protected ActionVariantManager	m_ActionNoToolVariantManager;

	int 							m_AttachmentsIndex;

	void ConstructionActionData()
	{
		m_BuildParts = new ref array<ConstructionPart>;
		m_BuildPartsNoTool = new ref array<ConstructionPart>;
		m_PartIndex = 0;
		
		m_Attachments = new ref array<EntityAI>;
		m_AttachmentsIndex = 0;

		if ( GetGame().IsClient() || !GetGame().IsMultiplayer() )
		{
			m_ActionVariantManager = ActionManagerClient.GetVariantManager( ActionBuildPart );
			m_ActionVariantManager.GetOnUpdateInvoker().Clear();
			m_ActionVariantManager.GetOnUpdateInvoker().Insert(OnUpdateActions);
				
			m_ActionNoToolVariantManager = ActionManagerClient.GetVariantManager( ActionBuildShelter );
			m_ActionNoToolVariantManager.GetOnUpdateInvoker().Clear();
			m_ActionNoToolVariantManager.GetOnUpdateInvoker().Insert(OnUpdateActionsNoTool);
		}
	}
	
	//************************************************/
	//  Base building
	//************************************************/
	string GetMainPartName()
	{
		return m_MainPartName;
	}
	
	string GetMainPartNameNoTool()
	{
		return m_MainPartNameNoTool;
	}
	
	void SetTarget( Object target )
	{
		m_Target = target;
	}
	
	Object GetTarget()
	{
		return m_Target;
	}
	
	void SetTargetPart( ConstructionPart target_part )
	{
		m_TargetPart = target_part;
	}

	ConstructionPart GetTargetPart()
	{
		return m_TargetPart;
	}
	
	void SetSlotId( int slot_id )
	{
		m_SlotId = slot_id;
	}
	
	int GetSlotId()
	{
		return m_SlotId;
	}
	
	void SetActionInitiator( PlayerBase action_initiator )
	{
		m_ActionInitiator = action_initiator;
	}
	
	PlayerBase GetActionInitiator()
	{
		return m_ActionInitiator;
	}
	
	// deprecated
	void SetNextIndex()
	{
	}
	
	// deprecated
	void RefreshPartsToBuild( string main_part_name, ItemBase tool, bool use_tool = true )
	{

	}
	
	void OnUpdateActions( Object item, Object target, int component_index )
	{
		ItemBase tool = ItemBase.Cast( item );
		if ( tool )
		{
			BaseBuildingBase base_building_object = BaseBuildingBase.Cast( target );
			if ( base_building_object )
			{
				string main_part_name = target.GetActionComponentName( component_index );
				base_building_object.GetConstruction().GetConstructionPartsToBuild( main_part_name, m_BuildParts, tool, m_MainPartName, true );
				m_ActionVariantManager.SetActionVariantCount(m_BuildParts.Count());
			}
			else
			{
				m_BuildParts.Clear();
				m_ActionVariantManager.Clear();
			}

		}
		else
		{
			m_BuildParts.Clear();
			m_ActionVariantManager.Clear();
		}		
		//not needed
		//m_Target = target;
	}
	
	void OnUpdateActionsNoTool( Object item, Object target, int component_index )
	{
		BaseBuildingBase base_building_object = BaseBuildingBase.Cast( target );
		if ( base_building_object )
		{
			string main_part_name = target.GetActionComponentName( component_index );
			base_building_object.GetConstruction().GetConstructionPartsToBuild( main_part_name, m_BuildPartsNoTool, null, m_MainPartNameNoTool, false );
			m_ActionNoToolVariantManager.SetActionVariantCount(m_BuildPartsNoTool.Count());
		}
		else
		{
			m_BuildPartsNoTool.Clear();
			m_ActionNoToolVariantManager.Clear();
		}	
	}
	
	int GetConstructionPartsCount()
	{
		return m_BuildParts.Count();
	}
	
	// deprecated
	ConstructionPart GetCurrentBuildPart()
	{
		return null;
	}
	
	ConstructionPart GetBuildPartAtIndex(int idx)
	{
		if( m_BuildParts.Count() > idx )
		{
			return m_BuildParts.Get( idx );
		}
		return null;
	}
	
	ConstructionPart GetBuildPartNoToolAtIndex(int idx)
	{
		if( m_BuildPartsNoTool.Count() > idx )
		{
			return m_BuildPartsNoTool.Get( idx );
		}
		return null;
	}

	//************************************************/
	//  Combination lock
	//************************************************/	
	CombinationLock GetCombinationLock()
	{
		return m_CombinationLock;
	}
	
	void SetCombinationLock( CombinationLock combination_lock )
	{
		m_CombinationLock = CombinationLock.Cast( combination_lock );
	}

	string GetDialNumberText()
	{
		string dial_text;
		
		if ( m_CombinationLock )
		{
			string combination_text = m_CombinationLock.GetCombination().ToString();
			
			//insert zeros to dials with 0 value
			int length_diff = m_CombinationLock.GetLockDigits() - combination_text.Length();
			for ( int i = 0; i < length_diff; ++i )
			{
				combination_text = "0" + combination_text;
			}
			
			//assemble the whole combination with selected part
			for ( int j = 0; j < m_CombinationLock.GetLockDigits(); ++j )
			{
				if ( j == m_CombinationLock.GetDialIndex() )
				{
					dial_text += string.Format( "[%1]", combination_text.Get( j ) );
				}
				else
				{
					dial_text += string.Format( " %1 ", combination_text.Get( j ) );
				}
			}
		}

		return dial_text;
	}
	
	//************************************************/
	//  Attach/Detach actions
	//************************************************/	
	int GetAttachmentSlotFromSelection( PlayerBase player, EntityAI target, ItemBase item_to_attach, string selection )
	{
		string cfg_path = "cfgVehicles" + " " + target.GetType() + " "+ "GUIInventoryAttachmentsProps";
		
		if ( GetGame().ConfigIsExisting( cfg_path ) )
		{
			int	child_count = GetGame().ConfigGetChildrenCount( cfg_path );
			
			for ( int i = 0; i < child_count; i++ )
			{
				string child_name;
				GetGame().ConfigGetChildName( cfg_path, i, child_name );
				
				string child_selection;
				GetGame().ConfigGetText( cfg_path + " " + child_name + " " + "selection", child_selection );
				
				if ( selection == child_selection )
				{
					ref array<string> attachment_slots = new array<string>;
					GetGame().ConfigGetTextArray( cfg_path + " " + child_name + " " + "attachmentSlots", attachment_slots );
					
					for ( int j = 0; j < attachment_slots.Count(); ++j )
					{
						int target_slot_id = InventorySlots.GetSlotIdFromString( attachment_slots.Get( j ) );
						int item_slot_count = item_to_attach.GetInventory().GetSlotIdCount();
						
						for ( int k = 0; k < item_slot_count; ++k )
						{
							int item_slot_id = item_to_attach.GetInventory().GetSlotId( k );
							ItemBase attachment_item = ItemBase.Cast( target.GetInventory().FindAttachment( item_slot_id ) );
							
							if ( target_slot_id == item_slot_id )
							{
								if (  target.GetInventory().CanAddAttachmentEx( item_to_attach, item_slot_id ) && target.CanReceiveAttachment( item_to_attach, item_slot_id ) || attachment_item && attachment_item.CanBeCombined( item_to_attach ) )
								{
									if(target.CanDisplayAttachmentSlot(target_slot_id))
										return item_slot_id;
									else
										return -1;
								}								
							}
						}
					}
				}
			}
		}
		
		return -1;
	}
	
	void GetAttachmentsFromSelection( EntityAI target, string selection, out array<EntityAI> attachments )
	{
		attachments.Clear();		//clear output
		
		string cfg_path = "cfgVehicles" + " " + target.GetType() + " "+ "GUIInventoryAttachmentsProps";
		if ( GetGame().ConfigIsExisting( cfg_path ) )
		{
			int	child_count = GetGame().ConfigGetChildrenCount( cfg_path );
			
			for ( int i = 0; i < child_count; i++ )
			{
				string child_name;
				GetGame().ConfigGetChildName( cfg_path, i, child_name );
				
				string child_selection;
				GetGame().ConfigGetText( cfg_path + " " + child_name + " " + "selection", child_selection );
				
				if ( selection == child_selection )
				{
					ref array<string> attachment_slots = new array<string>;
					GetGame().ConfigGetTextArray( cfg_path + " " + child_name + " " + "attachmentSlots", attachment_slots );
					
					for ( int j = 0; j < attachment_slots.Count(); ++j )
					{
						int target_slot_id = InventorySlots.GetSlotIdFromString( attachment_slots.Get( j ) );
						
						//is attached and can be detached
						EntityAI attachment = target.GetInventory().FindAttachment( target_slot_id );
						if ( attachment && target.GetInventory().CanRemoveAttachmentEx( attachment, target_slot_id ) && !target.GetInventory().GetSlotLock( target_slot_id ) )
						{
							attachments.Insert( attachment );
						}
					}
				}
			}
		}
	}
	
	void CombineItems( ItemBase target, ItemBase item )
	{
		if ( target.ConfigGetBool( "canBeSplit" ) && item && !target.IsFullQuantity() )
		{
			int quantity_used = target.ComputeQuantityUsed( item, true );
			if( quantity_used != 0 )
			{
				target.AddQuantity( quantity_used );
				item.AddQuantity( -quantity_used );
			}
		}
	}
	
	void RefreshAttachmentsToDetach( EntityAI target, string main_part_name )
	{
		GetAttachmentsFromSelection( target, main_part_name, m_Attachments );
	}
	
	void SetNextAttachmentIndex()
	{
		if ( GetAttachmentsToDetachCount() > 1 )
		{
			if ( m_AttachmentsIndex <= GetAttachmentsToDetachCount() - 2 )
			{
				m_AttachmentsIndex++;
			}
			else if ( m_AttachmentsIndex >= GetAttachmentsToDetachCount() >  - 1 )
			{
				m_AttachmentsIndex = 0;
			}
		}
		else
		{
			m_AttachmentsIndex = 0;
		}
	}
		
	int GetAttachmentsToDetachCount()
	{
		return m_Attachments.Count();
	}	
		
	EntityAI GetActualAttachmentToDetach()
	{
		if ( GetAttachmentsToDetachCount() > 0 )
		{
			m_AttachmentsIndex = Math.Clamp( m_AttachmentsIndex, 0, GetAttachmentsToDetachCount() - 1 );
			
			if ( m_Attachments && GetAttachmentsToDetachCount() > ( m_AttachmentsIndex ) )
			{
				return m_Attachments.Get( m_AttachmentsIndex );
			}		
		}

		return NULL;
	}
	
	//************************************************/
	//  Common
	//************************************************/
	void ResetActionIndexes()
	{
		m_PartIndex = 0;
		m_AttachmentsIndex = 0;
	}
}