annotate API/Objects/Requirement/RequiresAtLeastNUnitsRequirement.cs @ 427:3882b533d99d

Re #27: Define unit requirements * Add ID to requirements so that it isn't just defined in factories * Make factory use ID from requirement class to avoid duplication and possible mismatch
author IBBoard <dev@ibboard.co.uk>
date Sun, 30 Oct 2011 20:31:43 +0000
parents 71fceea2725b
children b671085871b7
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1 // This file (UnitRequiresAtLeastNUnitsRequirement.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 IBBoard.WarFoundry.API.Objects;
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7 using System.Text;
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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 /// <summary>
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12 /// A requirement where a WarFoundryObject requires at least N units of any of the specified unit types before any number of that object can be taken in an army.
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13 ///
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14 /// The definition for how this requirement is built from a data file is defined in the <see cref="UnitRequiresAtLeastNUnitsRequirementFactory"/> class.
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15 /// </summary>
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16 public class RequiresAtLeastNUnitsRequirement : AbstractRequirement
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17 {
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18 public static readonly string REQUIREMENT_ID = "RequiresAtLeastNUnits";
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19 private List<UnitCountRequirementData> requiredTypes;
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20
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21 public RequiresAtLeastNUnitsRequirement(params UnitType[] requiredUnitTypes)
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22 {
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23 FailureStringPrefix = "Army must contain: ";
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24 requiredTypes = new List<UnitCountRequirementData>();
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25
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26 foreach (UnitType unitType in requiredUnitTypes)
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27 {
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28 AddUnitTypeRequirement(unitType);
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29 }
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30 }
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31
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32
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33 public override string RequirementID
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34 {
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35 get
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36 {
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37 return REQUIREMENT_ID;
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38 }
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39 }
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40
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41 protected override bool TypeEquals (object obj)
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42 {
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43 RequiresAtLeastNUnitsRequirement otherReq = (RequiresAtLeastNUnitsRequirement)obj;
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44 if (!Collections.Collections.AreEqual(requiredTypes, otherReq.requiredTypes))
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45 {
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46 return false;
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47 }
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48 else
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49 {
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50 return true;
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51 }
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52 }
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53
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54 public override int GetHashCode()
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55 {
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56 int hash = 0;
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57
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58 foreach (UnitCountRequirementData req in requiredTypes)
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59 {
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60 hash += req.UnitType.GetHashCode();
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61 }
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62
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63 return hash;
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64 }
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65
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66 /// <summary>
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67 /// Checks whether the supplied WarFoundryObject can be added to the supplied army.
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68 /// </summary>
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69 /// <returns>
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70 /// A <code>Validation</code> enum to show the result of the validation
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71 /// </returns>
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72 /// <param name='wfObject'>
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73 /// The object that we want to add. This may be involved in the check, or it may not affect the evaluation of the requirement
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74 /// </param>
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75 /// <param name='toArmy'>
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76 /// The army to add the object to.
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77 /// </param>
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78 public override Validation AllowsAdding(WarFoundryObject wfObject, Army toArmy)
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79 {
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80 return IsApplicable(wfObject, toArmy) ? CheckAllowsAdding(wfObject, toArmy) : Validation.NotApplicable;
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81 }
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82
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83 protected override bool IsApplicable(Army toArmy)
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84 {
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85 return false;
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86 }
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87
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88 protected override bool IsApplicable(WarFoundryObject toObject)
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89 {
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90 bool isApplicable = false;
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91 UnitType unitType = GetUnitTypeFromObject(toObject);
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92
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93 if (unitType != null)
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94 {
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95 isApplicable = IsApplicable(unitType);
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96 }
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97
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98 return isApplicable;
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99 }
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100
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101 protected UnitType GetUnitTypeFromObject (WarFoundryObject toObject)
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102 {
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103 UnitType unitType = null;
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104
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105 if (toObject is UnitType)
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106 {
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107 unitType = (UnitType)toObject;
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108 }
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109 else if (toObject is Unit)
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110 {
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111 unitType = ((Unit)toObject).UnitType;
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112 }
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113
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114 return unitType;
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115 }
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116
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117 private bool IsApplicable (UnitType unitType)
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118 {
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119 bool isApplicable = false;
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120 foreach (UnitCountRequirementData requirement in requiredTypes)
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121 {
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122 if (requirement.UnitType.Equals(unitType))
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123 {
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124 isApplicable = true;
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125 break;
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126 }
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127 }
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128 return isApplicable;
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129 }
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130
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131 private Validation CheckAllowsAdding(WarFoundryObject wfObject, Army toArmy)
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132 {
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133 Validation isValid = Validation.Passed;
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134
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135 foreach (UnitCountRequirementData requirement in requiredTypes)
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136 {
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137 if (GetUnitTypeCount(toArmy, requirement.UnitType, wfObject) < requirement.Count)
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138 {
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139 isValid = Validation.Failed;
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140 break;
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141 }
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142 }
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143
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144 return isValid;
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145 }
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146
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147 private int GetUnitTypeCount(Army toArmy, UnitType unitType, WarFoundryObject wfObject)
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148 {
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149 return toArmy.GetUnitTypeCount(unitType) + GetCountFromObject(wfObject, unitType);
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150 }
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151
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152 private int GetCountFromObject(WarFoundryObject wfObject, UnitType limitedType)
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153 {
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154 return (limitedType.Equals(wfObject) || (wfObject is Unit && ((Unit)wfObject).UnitType.Equals(limitedType))) ? 1 : 0;
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155 }
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156
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157 /// <summary>
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158 /// Adds a requirement for there to be at least minCount of a given UnitType
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159 /// </summary>
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160 /// <param name='unitType'>
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161 /// The unit type to require.
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162 /// </param>
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163 /// <param name='minCount'>
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164 /// The minimum number of that type that must exist.
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165 /// </param>
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166 public void AddUnitTypeRequirement(UnitType unitType, int minCount)
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167 {
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168 requiredTypes.Add(new UnitCountRequirementData(unitType, minCount));
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169 }
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170
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171 /// <summary>
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172 /// Adds a requirement for there to be one or more of a given UnitType
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173 /// </summary>
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174 /// <param name='unitType'>
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175 /// The unit type to require.
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176 /// </param>
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177 public void AddUnitTypeRequirement (UnitType unitType)
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178 {
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179 AddUnitTypeRequirement(unitType, 1);
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180 }
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181
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182 /// <summary>
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183 /// Checks whether the supplied army is currently valid according to this requirement.
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184 /// </summary>
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185 /// <returns>
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186 /// A <code>Validation</code> enum to show the result of the validation
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187 /// </returns>
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188 /// <param name='toValidate'>
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189 /// The army to validate
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190 /// </param>
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191 public override Validation ValidatesArmy(Army toValidate)
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192 {
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193 Validation isValid = Validation.Passed;
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194
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195 foreach (UnitCountRequirementData requirement in requiredTypes)
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196 {
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197 if (toValidate.GetUnitTypeCount(requirement.UnitType) < requirement.Count)
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198 {
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199 isValid = Validation.Failed;
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200 break;
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201 }
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202 }
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203
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204 return isValid;
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205 }
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206
360
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207 protected string FailureStringPrefix { get; set; }
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208
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209 protected override string GetValidationFailedMessage(Army army)
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210 {
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211 StringBuilder sb = new StringBuilder();
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212 sb.Append(FailureStringPrefix);
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213 sb.Append(String.Join("; ", GetFailedRequirements(army).ToArray()));
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214 sb.Append(".");
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215 return sb.ToString();
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216 }
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217
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218 private List<string> GetFailedRequirements(Army army)
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219 {
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220 List<string> failures = new List<string>();
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221
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222 foreach (UnitCountRequirementData requirement in requiredTypes)
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223 {
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224 int unitCount = army.GetUnitTypeCount(requirement.UnitType);
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225
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226 if (unitCount < requirement.Count)
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227 {
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228 failures.Add(requirement.Count + " × " + requirement.UnitType.Name + " (have " + unitCount + ")");
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229 }
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230 }
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231
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232 return failures;
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233 }
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234
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235 protected override string GetAllowsAddingFailedMessage(UnitType toAdd, Army toArmy)
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236 {
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237 StringBuilder sb = new StringBuilder();
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238 sb.Append(FailureStringPrefix);
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239 sb.Append(String.Join("; ", GetFailedAddingRequirements(toAdd, toArmy).ToArray()));
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240 sb.Append(".");
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241 return sb.ToString();
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242 }
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243
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244 private List<string> GetFailedAddingRequirements(UnitType unitType, Army army)
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245 {
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246 List<string> failures = new List<string>();
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247
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248 foreach (UnitCountRequirementData requirement in requiredTypes)
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249 {
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250 int unitCount = GetUnitTypeCount(army, requirement.UnitType, unitType);
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251
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252 if (unitCount < requirement.Count)
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253 {
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254 failures.Add(requirement.Count + " × " + requirement.UnitType.Name + " (would have " + unitCount + ")");
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255 }
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256 }
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257
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258 return failures;
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259 }
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260 }
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261 }
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262