#ifndef GAME_MWCLASS_ARMOR_H
#define GAME_MWCLASS_ARMOR_H

#include "../mwworld/registeredclass.hpp"

namespace MWClass
{
    class Armor : public MWWorld::RegisteredClass<Armor>
    {
        friend MWWorld::RegisteredClass<Armor>;

        Armor();

        MWWorld::Ptr copyToCellImpl(const MWWorld::ConstPtr& ptr, MWWorld::CellStore& cell) const override;

    public:
        float getWeight(const MWWorld::ConstPtr& ptr) const override;

        void insertObjectRendering(const MWWorld::Ptr& ptr, const std::string& model,
            MWRender::RenderingInterface& renderingInterface) const override;
        ///< Add reference into a cell for rendering

        std::string_view getName(const MWWorld::ConstPtr& ptr) const override;
        ///< \return name or ID; can return an empty string.

        bool isItem(const MWWorld::ConstPtr&) const override { return true; }

        std::unique_ptr<MWWorld::Action> activate(const MWWorld::Ptr& ptr, const MWWorld::Ptr& actor) const override;
        ///< Generate action for activation

        bool hasItemHealth(const MWWorld::ConstPtr& ptr) const override;
        ///< \return Item health data available?

        int getItemMaxHealth(const MWWorld::ConstPtr& ptr) const override;
        ///< Return item max health or throw an exception, if class does not have item health

        ESM::RefId getScript(const MWWorld::ConstPtr& ptr) const override;
        ///< Return name of the script attached to ptr

        std::pair<std::vector<int>, bool> getEquipmentSlots(const MWWorld::ConstPtr& ptr) const override;
        ///< \return first: Return IDs of the slot this object can be equipped in; second: can object
        /// stay stacked when equipped?

        ESM::RefId getEquipmentSkill(const MWWorld::ConstPtr& ptr) const override;

        MWGui::ToolTipInfo getToolTipInfo(const MWWorld::ConstPtr& ptr, int count) const override;
        ///< @return the content of the tool tip to be displayed. raises exception if the object has no tooltip.

        int getValue(const MWWorld::ConstPtr& ptr) const override;
        ///< Return trade value of the object. Throws an exception, if the object can't be traded.

        const ESM::RefId& getUpSoundId(const MWWorld::ConstPtr& ptr) const override;
        ///< Return the pick up sound Id

        const ESM::RefId& getDownSoundId(const MWWorld::ConstPtr& ptr) const override;
        ///< Return the put down sound Id

        const std::string& getInventoryIcon(const MWWorld::ConstPtr& ptr) const override;
        ///< Return name of inventory icon.

        ESM::RefId getEnchantment(const MWWorld::ConstPtr& ptr) const override;
        ///< @return the enchantment ID if the object is enchanted, otherwise an empty string

        const ESM::RefId& applyEnchantment(const MWWorld::ConstPtr& ptr, const ESM::RefId& enchId, int enchCharge,
            const std::string& newName) const override;
        ///< Creates a new record using \a ptr as template, with the given name and the given enchantment applied to it.

        std::pair<int, std::string_view> canBeEquipped(
            const MWWorld::ConstPtr& ptr, const MWWorld::Ptr& npc) const override;
        ///< Return 0 if player cannot equip item. 1 if can equip. 2 if it's twohanded weapon. 3 if twohanded weapon
        ///< conflicts with that. \n
        ///  Second item in the pair specifies the error message

        std::unique_ptr<MWWorld::Action> use(const MWWorld::Ptr& ptr, bool force = false) const override;
        ///< Generate action for using via inventory menu

        std::string getModel(const MWWorld::ConstPtr& ptr) const override;

        int getEnchantmentPoints(const MWWorld::ConstPtr& ptr) const override;

        bool canSell(const MWWorld::ConstPtr& item, int npcServices) const override;

        /// Get the effective armor rating, factoring in the actor's skills, for the given armor.
        float getEffectiveArmorRating(const MWWorld::ConstPtr& armor, const MWWorld::Ptr& actor) const override;
    };
}

#endif