content: /**
   * This file is part of Aion-Lightning <aion-lightning.org>.
   *
   *  Aion-Lightning 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.
   *
   *  Aion-Lightning 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 Aion-Lightning.
   *  If not, see <http://www.gnu.org/licenses/>.
   */
  package com.aionemu.gameserver.model.gameobjects.player.npcFaction;
  
  import com.aionemu.gameserver.dataholders.DataManager;
  import com.aionemu.gameserver.model.gameobjects.PersistentState;
  
  /**
   * @author MrPoke
   */
  public class NpcFaction {
  
  	private int id;
  	private int time;
  	private boolean active;
  	private boolean mentor;
  	private ENpcFactionQuestState state;
  	private int questId;
  	private PersistentState persistentState;
  
  	/**
  	 * @param id
  	 * @param time
  	 * @param active
  	 * @param persistentState
  	 * @param mentor
  	 * @param state
  	 */
  	public NpcFaction(int id, int time, boolean active, ENpcFactionQuestState state, int questId) {
  		this.id = id;
  		this.time = time;
  		this.active = active;
  		this.state = state;
  		this.mentor = DataManager.NPC_FACTIONS_DATA.getNpcFactionById(id).isMentor();
  		this.questId = questId;
  		this.persistentState = PersistentState.NEW;
  	}
  
  	/**
  	 * @return the id
  	 */
  	public int getId() {
  		return id;
  	}
  
  	/**
  	 * @return the time
  	 */
  	public int getTime() {
  		return time;
  	}
  
  	/**
  	 * @return the active
  	 */
  	public boolean isActive() {
  		return active;
  	}
  
  	/**
  	 * @return the mentor
  	 */
  	public boolean isMentor() {
  		return mentor;
  	}
  
  	/**
  	 * @return the state
  	 */
  	public ENpcFactionQuestState getState() {
  		return state;
  	}
  
  	/**
  	 * @param time
  	 *            the time to set
  	 */
  	public void setTime(int time) {
  		this.time = time;
  		this.setPersistentState(PersistentState.UPDATE_REQUIRED);
  	}
  
  	/**
  	 * @param active
  	 *            the active to set
  	 */
  	public void setActive(boolean active) {
  		this.active = active;
  		this.setPersistentState(PersistentState.UPDATE_REQUIRED);
  	}
  
  	/**
  	 * @param state
  	 *            the state to set
  	 */
  	public void setState(ENpcFactionQuestState state) {
  		this.setPersistentState(PersistentState.UPDATE_REQUIRED);
  		this.state = state;
  	}
  
  	/**
  	 * @return the questId
  	 */
  	public int getQuestId() {
  		return questId;
  	}
  
  	/**
  	 * @param questId
  	 *            the questId to set
  	 */
  	public void setQuestId(int questId) {
  		this.questId = questId;
  		this.setPersistentState(PersistentState.UPDATE_REQUIRED);
  	}
  
  	/**
  	 * @return the persistentState
  	 */
  	public PersistentState getPersistentState() {
  		return persistentState;
  	}
  
  	/**
  	 * @param persistentState
  	 *            the persistentState to set
  	 */
  	public void setPersistentState(PersistentState persistentState) {
  		switch (persistentState) {
  			case DELETED:
  				if (this.persistentState == PersistentState.NEW) {
  					this.persistentState = PersistentState.NOACTION;
  				}
  				else {
  					this.persistentState = PersistentState.DELETED;
  				}
  				break;
  			case UPDATE_REQUIRED:
  				if (this.persistentState != PersistentState.NEW) {
  					this.persistentState = PersistentState.UPDATE_REQUIRED;
  				}
  				break;
  			case NOACTION:
  				break;
  			default:
  				this.persistentState = persistentState;
  		}
  	}
  }
  