// Fill out your copyright notice in the Description page of Project Settings.


#include "ItemDataAsset.h"

#include "Components/StaticMeshComponent.h"

#if WITH_EDITOR
#include "Misc/DataValidation.h"
#endif

#define LOCTEXT_NAMESPACE "ItemData"

void UItemDataAsset::ApplyWorldVisualsTo(UStaticMeshComponent* Component) const
{
	if (!Component)
	{
		return;
	}

	Component->SetStaticMesh(WorldMesh);

	// SetMaterial(0, nullptr) ne "retire" pas le materiau, il pose un slot vide
	// et le mesh devient gris damier. Sans override, on ne touche a rien et le
	// mesh garde le sien.
	if (WorldMeshMaterial)
	{
		Component->SetMaterial(0, WorldMeshMaterial);
	}
}

#if WITH_EDITOR
EDataValidationResult UItemDataAsset::IsDataValid(FDataValidationContext& Context) const
{
	EDataValidationResult Result = Super::IsDataValid(Context);

	if (bCanBeCooked && !CookedResult)
	{
		Context.AddError(LOCTEXT("CookNoResult", "'Can Be Cooked' is checked but no 'Cooked Result' is assigned: this item would sit on the fire forever without ever changing."));
		Result = EDataValidationResult::Invalid;
	}

	if (bCanBurn && !BurntResult)
	{
		Context.AddError(LOCTEXT("BurnNoResult", "'Can Burn' is checked but no 'Burnt Result' is assigned."));
		Result = EDataValidationResult::Invalid;
	}

	// Une chaine qui reboucle sur elle-meme ne plante pas, elle tourne : la
	// station re-arme un timer identique a chaque etape et le joueur voit un
	// objet qui ne finit jamais de cuire. Impossible a diagnostiquer en jeu.
	if (CookedResult == this)
	{
		Context.AddError(LOCTEXT("CookSelfResult", "'Cooked Result' points back to this asset: the item would cook into itself, endlessly."));
		Result = EDataValidationResult::Invalid;
	}

	if (BurntResult == this)
	{
		Context.AddError(LOCTEXT("BurnSelfResult", "'Burnt Result' points back to this asset: the item would burn into itself, endlessly."));
		Result = EDataValidationResult::Invalid;
	}

	// Un objet a charges ne s'empile pas (voir GetEffectiveMaxStack). Le poser
	// sur le feu reste possible, mais la charge entamee suit l'exemplaire et le
	// resultat en herite : autant que ce soit un choix, pas une surprise.
	if (MaxUses > 1 && bCanBeCooked)
	{
		Context.AddWarning(LOCTEXT("CookableWithCharges", "This item has multiple uses AND can be cooked. The remaining charges follow the item through cooking, which is rarely what you want for food."));
	}

	return Result;
}
#endif

#undef LOCTEXT_NAMESPACE
