annotate API/Objects/Requirement/RequiresNUnitsForMObjectsRequirement.cs @ 462:159dc9be36c2

Re #379: Fix requirements * Move equality and hashcode up to AbstractUnitRequirement for consistency
author IBBoard <dev@ibboard.co.uk>
date Tue, 06 Mar 2012 20:31:31 +0000
parents 680db2462e34
children 59e1fb8a476a
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1 // This file(RequiresNUnitsForMUnitsRequirement.cs) is a part of the IBBoard.WarFoundry.API project and is copyright 2011 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 using System;
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5 using System.Collections.Generic;
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6 using System.Text;
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7
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8 namespace IBBoard.WarFoundry.API.Objects.Requirement
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9 {
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10 public abstract class RequiresNUnitsForMObjectsRequirement<OBJECT_TYPE> : AbstractUnitRequirement<OBJECT_TYPE> where OBJECT_TYPE : IWarFoundryObject
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11 {
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12 public RequiresNUnitsForMObjectsRequirement(OBJECT_TYPE allowedObject, params UnitType[] requiredUnitTypes) : base(allowedObject, requiredUnitTypes)
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13 {
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14 //Do nothing
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15 }
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16
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17 public override int GetHashCode()
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18 {
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19 int hash = 0;
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20
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21 foreach (UnitCountRequirementData req in ConstraintTypes)
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22 {
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23 hash += req.UnitType.GetHashCode();
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24 }
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25
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26 return hash;
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27 }
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28
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29 protected override string GetFailedAddingRequirementsString(IWarFoundryObject toAdd, Army toArmy)
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30 {
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31 return String.Join("; ", GetFailedAddingRequirements(toAdd, toArmy).ToArray());
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32 }
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33
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34 private List<string> GetFailedAddingRequirements(IWarFoundryObject obj, Army toArmy)
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35 {
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36 List<string> failures = new List<string>();
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37 int allowedObjectCount = GetAllowedObjectCount(toArmy, AllowedObject, obj);
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38
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39 foreach (UnitCountRequirementData limit in ConstraintTypes)
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40 {
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41 int limitedTypeCount = GetUnitTypesCount(toArmy, limit.UnitTypes, obj);
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42
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43 if (!IsValidByRequirement(obj, toArmy, limit, allowedObjectCount))
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44 {
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45 string unitTypeList = GetUnitTypeList(limit);
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46 failures.Add(String.Format("{0} × {1} for every {2} × {3} (would have {4} for {5})", limit.Count, unitTypeList, limit.AllowsCount, AllowedObject.Name, limitedTypeCount, allowedObjectCount));
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47 }
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48 }
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49
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50 return failures;
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51 }
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52
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53 private string GetUnitTypeList(UnitCountRequirementData limit)
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54 {
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55 List<String> namesList = new List<String>();
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56
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57 foreach (UnitType unitType in limit.UnitTypes)
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58 {
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59 namesList.Add(unitType.Name);
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60 }
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61
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62 string[] names = namesList.ToArray();
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63 return String.Join(" or ", names);
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64 }
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65
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66 private bool IsValidByRequirement(IWarFoundryObject wfObject, Army toArmy, UnitCountRequirementData limit, int allowedTypeCount)
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67 {
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68 int limitedTypeCount = GetUnitTypesCount(toArmy, limit.UnitTypes, wfObject);
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69 return IsValidByRequirement(limit, allowedTypeCount, limitedTypeCount);
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70 }
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71
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72 private bool IsValidByRequirement(UnitCountRequirementData limit, int allowedTypeCount, int limitedTypeCount)
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73 {
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74 int wholeNumLimited = (limitedTypeCount / limit.Count);
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75 double allowedRatio = (limit.AllowsCount / (limit.Count * 1.0));
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76 return allowedRatio * wholeNumLimited >= allowedTypeCount;
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77 }
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78
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79 public override Validation AllowsAdding(IWarFoundryObject wfObject, Army toArmy)
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80 {
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81 Validation canAdd = Validation.NotApplicable;
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82 UnitType addedUnitType = (wfObject is Unit) ? ((Unit)wfObject).UnitType : wfObject as UnitType;
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83 bool typeFound = (wfObject == (IWarFoundryObject)AllowedObject || addedUnitType == (IWarFoundryObject)AllowedObject);
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84 int allowedTypeCount = GetAllowedObjectCount(toArmy, AllowedObject, wfObject);
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85
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86 foreach (UnitCountRequirementData limit in ConstraintTypes)
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87 {
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88 typeFound |= (addedUnitType == limit.UnitType);
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89
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90 if (!IsValidByRequirement(wfObject, toArmy, limit, allowedTypeCount))
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91 {
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92 canAdd = Validation.Failed;
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93 break;
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94 }
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95 }
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96
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97 if (typeFound && canAdd == Validation.NotApplicable)
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98 {
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99 canAdd = Validation.Passed;
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100 }
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101
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102 return canAdd;
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103 }
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104
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105 private int GetUnitTypesCount(Army toArmy, UnitType[] unitTypes, IWarFoundryObject wfObject)
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106 {
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107 int count = 0;
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108
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109 foreach (UnitType unitType in unitTypes)
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110 {
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111 count += GetUnitTypeCount(toArmy, unitType, wfObject);
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112 }
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113
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114 return count;
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115 }
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116
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117 private int GetAllowedObjectCount(Army toArmy, OBJECT_TYPE obj, IWarFoundryObject wfObject)
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118 {
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119 return GetObjectCountFromArmy(toArmy, obj) + GetCountFromObject(wfObject, obj);
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120 }
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121
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122 private int GetCountFromObject(IWarFoundryObject wfObject, OBJECT_TYPE limitedType)
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123 {
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124 return (limitedType.Equals(wfObject) || (wfObject is Unit && ((Unit)wfObject).UnitType.Equals(limitedType))) ? 1 : 0;
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125 }
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126
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127 public override Validation ValidatesArmy(Army army)
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128 {
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129 Validation canAdd;
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130 int allowedTypeCount = GetObjectCountFromArmy(army, AllowedObject);
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131
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132 if (allowedTypeCount > 0)
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133 {
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134 canAdd = Validation.Passed;
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135
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136 foreach (UnitCountRequirementData limit in ConstraintTypes)
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137 {
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138 int limitedTypeCount = GetUnitTypesCount(army, limit.UnitTypes);
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139
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140 if (!IsValidByRequirement(limit, allowedTypeCount, limitedTypeCount))
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141 {
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142 canAdd = Validation.Failed;
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143 break;
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144 }
455
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145 }
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146 }
456
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147 else
455
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148 {
456
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149 canAdd = Validation.NotApplicable;
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150 }
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151
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152 return canAdd;
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153 }
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154
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155 protected override string GetFailedRequirementsString(Army army)
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156 {
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157 return String.Join("; ", GetFailedValidationRequirements(army).ToArray());
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158 }
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159
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160 private List<string> GetFailedValidationRequirements(Army army)
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161 {
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162 List<string> failures = new List<string>();
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163 int allowedTypeCount = GetAllowedObjectCount(army);
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164
457
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165 foreach (UnitCountRequirementData limit in ConstraintTypes)
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166 {
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167 int limitedTypeCount = GetUnitTypesCount(army, limit.UnitTypes);
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168
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169 if (!IsValidByRequirement(limit, allowedTypeCount, limitedTypeCount))
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170 {
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171 string unitTypeList = GetUnitTypeList(limit);
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172 failures.Add(String.Format("{0} × {1} for every {2} × {3} (have {4} for {5})", limit.Count, unitTypeList, limit.AllowsCount, AllowedObject.Name, limitedTypeCount, allowedTypeCount));
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173 }
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174 }
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175
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176 return failures;
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177 }
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178
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179 protected abstract int GetAllowedObjectCount(Army army);
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180
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181 private int GetUnitTypesCount(Army army, UnitType[] unitTypes)
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182 {
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183 return GetUnitTypesCount(army, unitTypes, null);
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184 }
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185
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186 /// <summary>
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187 /// Adds a requirement for there to be at least minCount of a given UnitType, allowing allowedCount of this UnitType
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188 /// </summary>
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189 /// <param name='unitType'>
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190 /// The unit type to require.
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191 /// </param>
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192 /// <param name='minCount'>
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193 /// The minimum number of that type that must exist.
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194 /// </param>
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195 /// <param name='allowedCount'>
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196 /// The number of units allowed for every minCount units of the supplied unit type.
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197 /// </param>
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198 public void AddUnitTypeRequirement(UnitType unitType, int minCount, int allowedCount)
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199 {
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200 ConstraintTypes.Add(new UnitCountRequirementData(unitType, minCount, allowedCount));
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201 }
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202
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203 /// <summary>
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204 /// Adds a requirement for there to be at least one of a given UnitType, allowing allowedCount of this UnitType
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205 /// </summary>
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206 /// <param name='unitType'>
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207 /// The unit type to require.
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208 /// </param>
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209 /// <param name='allowedCount'>
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210 /// The number of units allowed for each unit of the supplied unit type.
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211 /// </param>
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212 public void AddUnitTypeRequirement(UnitType unitType, int allowedCount)
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213 {
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214 AddUnitTypeRequirement(allowedCount, unitType);
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215 }
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216
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217 public override void AddUnitTypeRequirement(UnitType unitType)
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218 {
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219 AddUnitTypeRequirement(1, unitType);
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220 }
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221
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222 /// <summary>
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223 /// Adds a requirement for there to be one or more of the given UnitTypes, allowing one of this UnitType. If multiple unit types
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224 /// are supplied here then the number is additive (so 1 x unitType1 and 1 x unitType2 allows two of this UnitType).
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225 /// </summary>
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226 /// <param name='unitType'>
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227 /// The unit type or types to require.
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228 /// </param>
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229 public void AddUnitTypeRequirement(params UnitType[] unitTypes)
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230 {
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231 AddUnitTypeRequirement(1, unitTypes);
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232 }
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233
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234 /// <summary>
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235 /// Adds a requirement for there to be one or more of the given UnitTypes, allowing allowsAmount of this UnitType. If multiple unit types
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236 /// are supplied here then the number is additive (so 1 x unitType1 and 1 x unitType2 allows two of this UnitType).
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237 /// </summary>
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238 /// <param name="allowsAmount">
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239 /// The number of units to be allowed for each 1 of unitType
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240 /// </param>
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241 /// <param name='unitType'>
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242 /// The unit type or types to require.
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243 /// </param>
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244 public void AddUnitTypeRequirement(int allowsAmount, params UnitType[] unitTypes)
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245 {
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246 ConstraintTypes.Add(new UnitCountRequirementData(unitTypes, 1, allowsAmount));
455
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247 }
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248
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249 /// <summary>
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250 /// Adds a requirement for there to be minCount or more of the given UnitTypes, allowing allowsAmount of this UnitType. If multiple unit types
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251 /// are supplied here then the number is additive (so 1 x unitType1 and 1 x unitType2 allows two of this UnitType).
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252 /// </summary>
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253 /// <param name='minCount'>
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254 /// The minimum number of that type that must exist.
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255 /// </param>
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256 /// <param name="allowsAmount">
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257 /// The number of units to be allowed for each 1 of unitType
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258 /// </param>
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259 /// <param name='unitType'>
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260 /// The unit type or types to require.
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261 /// </param>
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262 public void AddUnitTypeRequirement(int minCount, int allowsAmount, params UnitType[] unitTypes)
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263 {
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264 ConstraintTypes.Add(new UnitCountRequirementData(unitTypes, minCount, allowsAmount));
455
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265 }
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266 }
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267 }
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268