Mercurial > repos > IBBoard.WarFoundry.API
annotate API/Util/UnitEquipmentUtil.cs @ 414:3f297a60db1e
Re #101: Make army names and sizes modifiable after creation
* Add "size changed" event
author | IBBoard <dev@ibboard.co.uk> |
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date | Mon, 29 Aug 2011 20:57:47 +0100 |
parents | 3c4a6403a88c |
children | c8002429ab45 |
rev | line source |
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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 ILimit 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 ILimit 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 ILimit 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 return GetMinOfSlotLimitAndEquipmentLimit(equip, equip.MaxLimit, unit); |
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143 } |
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144 |
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145 private static double GetPercentageOfUnitSize(int number, Unit unit) |
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146 { |
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147 return IBBMath.Percentage(number, unit.Size); |
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148 } |
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149 |
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150 private static double GetMinOfSlotLimitAndEquipmentLimit(UnitEquipmentItem equip, ILimit equipLimit, Unit unit) |
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151 { |
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152 double limit = 0; |
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153 ILimit slotLimit = GetSlotLimitForItem(unit, equip); |
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154 |
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155 if (slotLimit is IPercentageLimit) |
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156 { |
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157 limit = ((IPercentageLimit)slotLimit).Percentage - GetPercentageOfUnitSize(unit.GetEquipmentAmountInSlotExcludingItem(equip), unit); |
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158 } |
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159 else |
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160 { |
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161 int remaining = slotLimit.GetLimit(unit.Size) - unit.GetEquipmentAmountInSlotExcludingItem(equip); |
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162 limit = GetPercentageOfUnitSize(remaining, unit); |
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163 } |
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164 |
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165 if (equip.IsRatioLimit) |
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166 { |
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167 limit = Math.Min(limit, ((IPercentageLimit)equipLimit).Percentage); |
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168 } |
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169 else |
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170 { |
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171 limit = Math.Min(limit, GetPercentageOfUnitSize(equipLimit.GetLimit(unit.Size), unit)); |
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172 } |
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173 |
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174 return limit; |
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175 } |
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176 |
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177 public static double GetMinEquipmentPercentage(Unit unit, UnitEquipmentItem equip) |
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178 { |
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179 return GetMinOfSlotLimitAndEquipmentLimit(equip, equip.MinLimit, unit); |
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180 } |
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181 |
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182 public static double GetEquipmentAmount(Unit unit, UnitEquipmentItem item) |
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183 { |
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184 double amount = 0; |
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185 AbstractUnitEquipmentItemSelection selection = unit.GetEquipmentSelection(item); |
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186 |
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187 if (selection != null) |
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188 { |
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189 amount = selection.AmountTaken; |
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190 } |
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191 |
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192 return amount; |
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193 } |
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194 |
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195 public static bool GetEquipmentAmountIsRatio(Unit unit, UnitEquipmentItem item) |
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196 { |
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197 return (unit.GetEquipmentSelection(item) is UnitEquipmentRatioSelection); |
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198 } |
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199 |
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200 public static int GetEquipmentAmountTaken(Unit unit, UnitEquipmentItem item) |
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201 { |
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202 AbstractUnitEquipmentItemSelection selection = unit.GetEquipmentSelection(item); |
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203 return (selection == null ? 0 : selection.NumberTaken); |
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204 } |
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205 |
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206 public static bool CanEditEquipmentAmount(Unit unit, UnitEquipmentItem item) |
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207 { |
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208 return item !=null && (item.MaxLimit.GetLimit(unit.Size) != item.MinLimit.GetLimit(unit.Size)); |
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209 } |
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210 } |
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211 } |