Mercurial > repos > IBBoard.WarFoundry.API
annotate API/Objects/Requirement/RequiresNUnitsForMObjectsRequirement.cs @ 487:248df19652f9
Re #410: Create "N units per M models in parent unit" requirement
* Add null adding context
* Add initial skeleton of "N units per M models in parent unit" requirement
* Update use of context
* Standardise some of "is applicable" testing
author | IBBoard <dev@ibboard.co.uk> |
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date | Fri, 27 Jul 2012 20:31:12 +0100 |
parents | e0641e0eb86c |
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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 using IBBoard.WarFoundry.API.Objects.Requirement.Context; |
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8 |
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9 namespace IBBoard.WarFoundry.API.Objects.Requirement |
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10 { |
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11 public abstract class RequiresNUnitsForMObjectsRequirement<OBJECT_TYPE> : AbstractUnitRequirement<OBJECT_TYPE> where OBJECT_TYPE : IWarFoundryObject |
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12 { |
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13 public RequiresNUnitsForMObjectsRequirement(OBJECT_TYPE allowedObject, params UnitType[] requiredUnitTypes) : base(allowedObject, requiredUnitTypes) |
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14 { |
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15 //Do nothing |
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16 } |
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17 |
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18 public override int GetHashCode() |
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19 { |
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20 int hash = 0; |
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21 |
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22 foreach (UnitCountRequirementData req in ConstraintTypes) |
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23 { |
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24 hash += req.UnitType.GetHashCode(); |
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25 } |
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26 |
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27 return hash; |
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28 } |
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29 |
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30 protected override string GetFailedAddingRequirementsString(IWarFoundryObject toAdd, Army toArmy, AddingContext context) |
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31 { |
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32 return String.Join("; ", GetFailedAddingRequirements(toAdd, toArmy).ToArray()); |
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33 } |
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34 |
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35 private List<string> GetFailedAddingRequirements(IWarFoundryObject obj, Army toArmy) |
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36 { |
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37 List<string> failures = new List<string>(); |
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38 int allowedObjectCount = GetAllowedObjectCount(toArmy, AllowedObject, obj); |
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39 |
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40 foreach (UnitCountRequirementData limit in ConstraintTypes) |
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41 { |
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42 int limitedTypeCount = GetUnitTypesCount(toArmy, limit.UnitTypes, obj); |
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43 |
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44 if (!IsValidByRequirement(obj, toArmy, limit, allowedObjectCount)) |
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45 { |
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46 string unitTypeList = GetUnitTypeList(limit); |
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47 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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48 } |
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49 } |
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50 |
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51 return failures; |
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52 } |
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53 |
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54 private bool IsValidByRequirement(IWarFoundryObject wfObject, Army toArmy, UnitCountRequirementData limit, int allowedTypeCount) |
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55 { |
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56 int limitedTypeCount = GetUnitTypesCount(toArmy, limit.UnitTypes, wfObject); |
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57 return IsValidByRequirement(limit, allowedTypeCount, limitedTypeCount); |
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58 } |
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59 |
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60 private bool IsValidByRequirement(UnitCountRequirementData limit, int allowedTypeCount, int limitedTypeCount) |
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61 { |
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62 //Round down limited units to get only whole amounts |
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63 double normalisedLimited = Math.Floor(limitedTypeCount / (limit.Count * 1.0)); |
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64 double normalisedAllowed = allowedTypeCount / (limit.AllowsCount * 1.0); |
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65 return normalisedLimited >= 1 && normalisedAllowed <= normalisedLimited; |
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66 } |
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67 |
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68 protected override Validation CheckAllowsAdding(IWarFoundryObject wfObject, Army toArmy, AddingContext context) |
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69 { |
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70 Validation canAdd = Validation.NotApplicable; |
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71 UnitType addedUnitType = (wfObject is Unit) ? ((Unit)wfObject).UnitType : wfObject as UnitType; |
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72 bool typeFound = (wfObject == (IWarFoundryObject)AllowedObject || addedUnitType == (IWarFoundryObject)AllowedObject); |
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73 int allowedTypeCount = GetAllowedObjectCount(toArmy, AllowedObject, wfObject); |
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74 |
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75 foreach (UnitCountRequirementData limit in ConstraintTypes) |
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76 { |
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77 typeFound |= (addedUnitType == limit.UnitType); |
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78 |
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79 if (!IsValidByRequirement(wfObject, toArmy, limit, allowedTypeCount)) |
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80 { |
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81 canAdd = Validation.Failed; |
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82 break; |
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83 } |
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84 } |
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85 |
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86 if (typeFound && canAdd == Validation.NotApplicable) |
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87 { |
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88 canAdd = Validation.Passed; |
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89 } |
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90 |
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91 return canAdd; |
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92 } |
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93 |
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94 private int GetAllowedObjectCount(Army toArmy, OBJECT_TYPE obj, IWarFoundryObject wfObject) |
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95 { |
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96 return GetObjectCountFromArmy(toArmy, obj) + GetCountFromObject(wfObject, obj); |
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97 } |
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98 |
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99 private int GetCountFromObject(IWarFoundryObject wfObject, OBJECT_TYPE limitedType) |
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100 { |
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101 return (limitedType.Equals(wfObject) || (wfObject is Unit && ((Unit)wfObject).UnitType.Equals(limitedType))) ? 1 : 0; |
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102 } |
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103 |
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104 public override Validation ValidatesArmy(Army army) |
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105 { |
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106 Validation canAdd; |
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107 int allowedTypeCount = GetObjectCountFromArmy(army, AllowedObject); |
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108 |
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109 if (allowedTypeCount > 0) |
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110 { |
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111 canAdd = Validation.Passed; |
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112 |
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113 foreach (UnitCountRequirementData limit in ConstraintTypes) |
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114 { |
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115 int limitedTypeCount = GetUnitTypesCount(army, limit.UnitTypes); |
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116 |
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117 if (!IsValidByRequirement(limit, allowedTypeCount, limitedTypeCount)) |
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118 { |
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119 canAdd = Validation.Failed; |
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120 break; |
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121 } |
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122 } |
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123 } |
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124 else |
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125 { |
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126 canAdd = Validation.NotApplicable; |
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127 } |
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128 |
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129 return canAdd; |
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130 } |
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131 |
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132 protected override string GetFailedRequirementsString(Army army) |
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133 { |
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134 return String.Join("; ", GetFailedValidationRequirements(army).ToArray()); |
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135 } |
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136 |
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137 private List<string> GetFailedValidationRequirements(Army army) |
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138 { |
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139 List<string> failures = new List<string>(); |
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140 int allowedTypeCount = GetAllowedObjectCount(army); |
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141 |
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142 foreach (UnitCountRequirementData limit in ConstraintTypes) |
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143 { |
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144 int limitedTypeCount = GetUnitTypesCount(army, limit.UnitTypes); |
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145 |
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146 if (!IsValidByRequirement(limit, allowedTypeCount, limitedTypeCount)) |
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147 { |
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148 string unitTypeList = GetUnitTypeList(limit); |
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149 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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150 } |
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151 } |
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152 |
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153 return failures; |
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154 } |
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155 |
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156 protected abstract int GetAllowedObjectCount(Army army); |
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157 |
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158 /// <summary> |
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159 /// Adds a requirement for there to be at least minCount of a given UnitType, allowing allowedCount of this UnitType |
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160 /// </summary> |
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161 /// <param name='unitType'> |
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162 /// The unit type to require. |
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163 /// </param> |
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164 /// <param name='minCount'> |
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165 /// The minimum number of that type that must exist. |
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166 /// </param> |
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167 /// <param name='allowedCount'> |
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168 /// The number of units allowed for every minCount units of the supplied unit type. |
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169 /// </param> |
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170 public void AddUnitTypeRequirement(UnitType unitType, int minCount, int allowedCount) |
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171 { |
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172 ConstraintTypes.Add(new UnitCountRequirementData(unitType, minCount, allowedCount)); |
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173 } |
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174 |
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175 /// <summary> |
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176 /// Adds a requirement for there to be at least one of a given UnitType, allowing allowedCount of this UnitType |
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177 /// </summary> |
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178 /// <param name='unitType'> |
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179 /// The unit type to require. |
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180 /// </param> |
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181 /// <param name='allowedCount'> |
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182 /// The number of units allowed for each unit of the supplied unit type. |
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183 /// </param> |
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184 public void AddUnitTypeRequirement(UnitType unitType, int allowedCount) |
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185 { |
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186 AddUnitTypeRequirement(allowedCount, unitType); |
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187 } |
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188 |
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189 public override void AddUnitTypeRequirement(UnitType unitType) |
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190 { |
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191 AddUnitTypeRequirement(1, unitType); |
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192 } |
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193 |
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194 /// <summary> |
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195 /// 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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196 /// 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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197 /// </summary> |
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198 /// <param name='unitType'> |
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199 /// The unit type or types to require. |
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200 /// </param> |
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201 public void AddUnitTypeRequirement(params UnitType[] unitTypes) |
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202 { |
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203 AddUnitTypeRequirement(1, unitTypes); |
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204 } |
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205 |
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206 /// <summary> |
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207 /// 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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208 /// 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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209 /// </summary> |
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210 /// <param name="allowsAmount"> |
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211 /// The number of units to be allowed for each 1 of unitType |
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212 /// </param> |
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213 /// <param name='unitType'> |
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214 /// The unit type or types to require. |
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215 /// </param> |
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216 public void AddUnitTypeRequirement(int allowsAmount, params UnitType[] unitTypes) |
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217 { |
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218 ConstraintTypes.Add(new UnitCountRequirementData(unitTypes, 1, allowsAmount)); |
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219 } |
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220 |
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221 /// <summary> |
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222 /// 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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223 /// 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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224 /// </summary> |
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225 /// <param name='minCount'> |
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226 /// The minimum number of that type that must exist. |
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227 /// </param> |
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228 /// <param name="allowsAmount"> |
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229 /// The number of units to be allowed for each 1 of unitType |
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230 /// </param> |
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231 /// <param name='unitType'> |
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232 /// The unit type or types to require. |
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233 /// </param> |
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234 public void AddUnitTypeRequirement(int minCount, int allowsAmount, params UnitType[] unitTypes) |
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235 { |
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236 ConstraintTypes.Add(new UnitCountRequirementData(unitTypes, minCount, allowsAmount)); |
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237 } |
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238 } |
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239 } |
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240 |