annotate api/Util/UnitEquipmentUtil.cs @ 206:0ca96143aa03

Re #211: Swapping from percentage to numeric selection doesn't remove old selection * Use Unit's "RemoveEquipmentItem" method instead of just removing from the equipment list and not the slot list
author IBBoard <dev@ibboard.co.uk>
date Mon, 09 Nov 2009 12:20:34 +0000
parents df4e56e2ee71
children 1cde49671c8b
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1 // This file (UnitEquipmentUtil.cs) is a part of the IBBoard.WarFoundry.API project and is copyright 2009 IBBoard.
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2 //
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3 // The file and the library/program it is in are licensed and distributed, without warranty, under the GNU Affero GPL license, either version 3 of the License or (at your option) any later version. Please see COPYING for more information and the full license.
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4
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5 using System;
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6 using System.Collections.Generic;
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7 using System.Text;
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8 using IBBoard.CustomMath;
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9 using IBBoard.Limits;
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10 using IBBoard.WarFoundry.API.Objects;
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11
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12 namespace IBBoard.WarFoundry.API.Util
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13 {
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14 public class UnitEquipmentUtil
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15 {
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16 /// <summary>
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17 /// Gets an array of allowed <see cref="UnitEquipmentItem"/>s based on the current selections of the unit, taking in to account Mutex groups and other limits.
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18 /// </summary>
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19 /// <param name="unit">The <see cref="Unit"/> to get equipment items for</param>
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20 /// <returns>The array of allowed <see cref="UnitEquipmentItem"/>s</returns>
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21 public static UnitEquipmentItem[] GetAllowedEquipmentItems(Unit unit)
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22 {
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23 List<UnitEquipmentItem> list = new List<UnitEquipmentItem>();
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24 UnitEquipmentItem[] currItems = unit.GetEquipment();
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25
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26 foreach (UnitEquipmentItem item in GetAllEquipmentItems(unit))
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27 {
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28 bool allowed = IsAllowedByMutex(item, currItems);
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29
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30 if (allowed)
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31 {
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32 list.Add(item);
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33 }
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34 }
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35
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36 return list.ToArray();
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37 }
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38
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39 private static bool IsAllowedByMutex(UnitEquipmentItem item, UnitEquipmentItem[] currItems)
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40 {
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41 bool allowed = true;
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42
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43 foreach (UnitEquipmentItem currItem in currItems)
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44 {
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45 if (ItemsAreMutuallyExclusive(currItem, item))
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46 {
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47 allowed = false;
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48 break;
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49 }
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50 }
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51
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52 return allowed;
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53 }
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54
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55 /// <summary>
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56 /// Gets a list of all <see cref="UnitEquipmentItem"/>s that would stop the unit taking <code>item</code> because of mutex groups.
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57 /// </summary>
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58 /// <param name="unit">The unit that wants to take the equipment item</param>
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59 /// <param name="item">The item to check blocking items for</param>
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60 /// <returns>a list of all <see cref="UnitEquipmentItem"/>s that would stop the unit taking <code>item</code></returns>
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61 public static List<UnitEquipmentItem> GetBlockingEquipmentItems(Unit unit, UnitEquipmentItem item)
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62 {
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63 List<UnitEquipmentItem> items = new List<UnitEquipmentItem>();
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64 UnitEquipmentItem[] currItems = unit.GetEquipment();
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65
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66 foreach (UnitEquipmentItem unitItem in currItems)
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67 {
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68 if (ItemsAreMutuallyExclusive(unitItem, item))
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69 {
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70 items.Add(unitItem);
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71 }
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72 }
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73
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74 return items;
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75 }
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76
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77 public static UnitEquipmentItem[] GetAllEquipmentItems(Unit unit)
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78 {
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79 return unit.UnitType.GetEquipmentItems();
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80 }
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81
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82 public static bool ItemsAreMutuallyExclusive(UnitEquipmentItem item1, UnitEquipmentItem item2)
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83 {
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84 bool areMutex = false;
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85 string[] item1mutex = item1.MutexGroups;
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86 string[] item2mutex = item2.MutexGroups;
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87
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88 foreach (string mutex in item1mutex)
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89 {
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90 foreach (string otherMutex in item2mutex)
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91 {
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92 if (mutex.Equals(otherMutex))
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93 {
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94 areMutex = true;
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95 goto postLoop;
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96 }
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97 }
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98 }
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99 postLoop:
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100
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101 return areMutex;
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102 }
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103
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104 public static int GetMaxEquipmentCount (Unit unit, UnitEquipmentItem equip)
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105 {
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106 return GetEquipmentCountLimit (unit, equip.MaxLimit.GetLimit(unit.Size), equip);
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107 }
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108
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109 private static int GetEquipmentCountLimit (Unit unit, int currLimit, UnitEquipmentItem equip)
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110 {
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111 int newLimit = currLimit;
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112 AbstractLimit limit = GetSlotLimitForItem(unit, equip);
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113
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114 if (!(limit is UnlimitedLimit))
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115 {
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116 int slotMax = limit.GetLimit (unit.Size) - unit.GetEquipmentAmountInSlotExcludingItem(equip);
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117 newLimit = Math.Min (slotMax, newLimit);
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118 }
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119
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120 return newLimit;
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121 }
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122
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123 private static AbstractLimit GetSlotLimitForItem(Unit unit, UnitEquipmentItem equip)
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124 {
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125 return unit.UnitType.GetEquipmentSlotLimit(equip.SlotName);
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126 }
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127
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128
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129 public static int GetMinEquipmentCount (Unit unit, UnitEquipmentItem equip)
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130 {
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131 return GetEquipmentCountLimit (unit, equip.MinLimit.GetLimit(unit.Size), equip);
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132 }
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133
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134 public static bool IsEquipmentRatioLimited(Unit unit, UnitEquipmentItem equip)
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135 {
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136 AbstractLimit limit = GetSlotLimitForItem(unit, equip);
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137 return equip.IsRatioLimit && (limit is IPercentageLimit || limit is UnlimitedLimit);
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138 }
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139
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140 public static double GetMaxEquipmentPercentage(Unit unit, UnitEquipmentItem equip)
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141 {
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142 double limitMax = GetMinOfSlotLimitAndEquipmentLimit(equip, equip.MaxLimit, unit);
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143 double countMax = GetPercentageOfUnitSize(GetMaxEquipmentCount(unit, equip), unit);
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144 return Math.Max(limitMax, countMax);
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145 }
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146
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147 private static double GetPercentageOfUnitSize(int number, Unit unit)
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148 {
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149 return IBBMath.Percentage(number, unit.Size);
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150 }
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151
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152 private static double GetMinOfSlotLimitAndEquipmentLimit(UnitEquipmentItem equip, AbstractLimit equipLimit, Unit unit)
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153 {
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154 double limit = 0;
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155 AbstractLimit slotLimit = GetSlotLimitForItem(unit, equip);
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156
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157 if (slotLimit is IPercentageLimit)
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158 {
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159 limit = ((IPercentageLimit)slotLimit).Percentage - GetPercentageOfUnitSize(unit.GetEquipmentAmountInSlotExcludingItem(equip), unit);
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160 }
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161 else
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162 {
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163 int remaining = slotLimit.GetLimit(unit.Size) - unit.GetEquipmentAmountInSlotExcludingItem(equip);
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164 limit = GetPercentageOfUnitSize(remaining, unit);
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165 }
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166
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167 if (equip.IsRatioLimit)
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168 {
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169 limit = Math.Min(limit, ((IPercentageLimit)equipLimit).Percentage);
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170 }
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171 else
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172 {
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173 limit = Math.Min(limit, GetPercentageOfUnitSize(equipLimit.GetLimit(unit.Size), unit));
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174 }
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175
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176 return limit;
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177 }
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178
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179 public static double GetMinEquipmentPercentage(Unit unit, UnitEquipmentItem equip)
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180 {
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181 double limitMin = GetMinOfSlotLimitAndEquipmentLimit(equip, equip.MinLimit, unit);
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182 double countMin = GetPercentageOfUnitSize(GetMinEquipmentCount(unit, equip), unit);
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183 return Math.Min(limitMin, countMin);
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184 }
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185 }
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186 }