annotate API/Objects/Requirement/UnitRequiresNUnitsForMUnitsRequirement.cs @ 456:52baffdd2ab9

Re #379: Fix validation of requirements to check for unit * Default to not being applicable - make requirements say when they are * Fix UnitRequiresNUnitsForMUnitsRequirement to not be applicable when adding unrelated units (even if army itself fails the rule) * Fix type casting issues in equality check
author IBBoard <dev@ibboard.co.uk>
date Sat, 25 Feb 2012 16:35:31 +0000
parents afc6410e4efc
children 8e01c3174cc3
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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
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8 namespace IBBoard.WarFoundry.API.Objects.Requirement
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9 {
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10 /// <summary>
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11 /// A requirement where N of a UnitType can only be taken if there are M of a unit type in the army.
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12 /// </summary>
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13 public class UnitRequiresNUnitsForMUnitsRequirement : RequiresNUnitsForMObjectsRequirement<UnitType>
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14 {
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15 //Note: We're sticking with the old requirement name to prevent breakage
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16 public static readonly string REQUIREMENT_ID = "RequiresNUnitsForMUnits";
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17
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18 public UnitRequiresNUnitsForMUnitsRequirement(UnitType requirementOn, params UnitType[] requiredUnitTypes) : base(requirementOn, requiredUnitTypes)
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19 {
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20 //Do nothing
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21 }
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22
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23 /// <summary>
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24 /// Checks whether the supplied WarFoundryObject can be added to the supplied army.
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25 /// </summary>
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26 /// <returns>
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27 /// A <code>Validation</code> enum to show the result of the validation
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28 /// </returns>
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29 /// <param name='wfObject'>
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30 /// 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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31 /// </param>
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32 /// <param name='toArmy'>
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33 /// The army to add the object to.
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34 /// </param>
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35 public override Validation AllowsAdding(IWarFoundryObject wfObject, Army toArmy)
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36 {
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37 return IsApplicable(wfObject, toArmy) ? base.AllowsAdding(wfObject, toArmy) : Validation.NotApplicable;
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38 }
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39
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40 protected override bool IsApplicable(IWarFoundryObject toObject, Army toArmy)
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41 {
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42 return IsApplicable(toObject) || IsApplicableForRequiredType(toObject, toArmy);
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43 }
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44
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45 protected override bool IsApplicable(IWarFoundryObject toObject)
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46 {
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47 return AllowedObject.Equals(toObject) || (toObject is Unit && AllowedObject.Equals(((Unit)toObject).UnitType));
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48 }
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49
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50 private bool IsApplicableForRequiredType(IWarFoundryObject toObject, Army toArmy)
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51 {
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52 bool isApplicable = false;
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53 UnitType addedType = toObject as UnitType;
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54
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55 if (addedType == null)
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56 {
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57 addedType = (toObject is Unit) ? ((Unit)toObject).UnitType : null;
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58 }
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59
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60 if (addedType != null && toArmy.GetUnitTypeCount(AllowedObject) > 0)
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61 {
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62 foreach (UnitCountRequirementData limit in RequiredTypes)
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63 {
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64 if (Arrays.Contains(limit.UnitTypes, addedType))
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65 {
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66 isApplicable = true;
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67 break;
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68 }
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69 }
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70 }
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71
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72 return isApplicable;
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73 }
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74
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75 public override string RequirementID
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76 {
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77 get
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78 {
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79 return REQUIREMENT_ID;
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80 }
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81 }
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82
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83 protected override int GetObjectCountFromArmy(Army toArmy)
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84 {
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85 return GetObjectCountFromArmy(toArmy, AllowedObject);
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86 }
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87
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88 protected override int GetObjectCountFromArmy(Army toArmy, UnitType unitType)
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89 {
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90 return toArmy.GetUnitTypeCount(unitType);
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91 }
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92
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93 protected override int GetAllowedObjectCount(Army army)
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94 {
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95 return army.GetUnitTypeCount(AllowedObject);
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96 }
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97 }
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98 }
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99