Mercurial > repos > IBBoard.WarFoundry.API
annotate API/Objects/UnitType.cs @ 493:6b0ca39025ed
Re #423: Support nested units in GTK UI
* Swap order of removing unit from parent so that we validation at the appropriate time
author | IBBoard <dev@ibboard.co.uk> |
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date | Mon, 06 Aug 2012 20:44:26 +0100 |
parents | 248df19652f9 |
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rev | line source |
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1 // This file (UnitType.cs) is a part of the IBBoard.WarFoundry.API project and is copyright 2007, 2008, 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 using System; |
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5 using System.Collections.Generic; |
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6 using System.Xml; |
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7 using IBBoard.Limits; |
348 | 8 using IBBoard.WarFoundry.API.Objects.Requirement; |
337
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9 |
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10 namespace IBBoard.WarFoundry.API.Objects |
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11 { |
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12 /// <summary> |
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13 /// A UnitType is a type for a <see cref=" Unit"/>, normally relating to an entry in an army list. The UnitType defines the name, cost, minimum and maximum limits of a unit, and the equipment units of the type can take. |
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14 /// </summary> |
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15 public class UnitType : WarFoundryObject |
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16 { |
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17 private Category mainCat; |
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18 private Race race; |
356 | 19 private int min = 0; |
20 private int max = WarFoundryCore.INFINITY; | |
21 private int baseSize = 0; | |
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22 private int minSize = 1; |
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23 private int maxSize = WarFoundryCore.INFINITY; |
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24 private double baseUnitCost; |
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25 private double costPerTrooper; |
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26 private Stats stats; |
348 | 27 private List<IRequirement> requirements = new List<IRequirement>(); |
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28 private Dictionary<string, UnitEquipmentItem> equipment = new Dictionary<string, UnitEquipmentItem>(); |
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29 private Dictionary<string, List<UnitEquipmentItem>> equipmentExclusionGroups = new Dictionary<string, List<UnitEquipmentItem>>(); |
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30 private List<string> equipmentKeyOrder = new List<string>(); |
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31 private Dictionary<string, Ability> requiredAbilities = new Dictionary<string, Ability>(); |
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32 private Dictionary<string, Ability> optionalAbilities = new Dictionary<string, Ability>(); |
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33 private String notes = ""; |
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34 private List<UnitType> containedTypes = new List<UnitType>(); |
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35 private Dictionary<string, string> extraData = new Dictionary<string, string>(); |
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36 private Dictionary<string, ILimit> slotLimits = new Dictionary<string, ILimit>(); |
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37 private Dictionary<string, UnitMemberType> unitMemberTypes = new Dictionary<string, UnitMemberType>(); |
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38 private List<Category> cats = new List<Category>(); |
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39 |
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40 public UnitType(string id, string typeName, Race parentRace) : base(id, typeName) |
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41 { |
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42 race = parentRace; |
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43 } |
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44 |
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45 public override bool Equals(object obj) |
357 | 46 { |
47 if (obj == null) | |
48 { | |
49 return false; | |
50 } | |
51 else if (!(obj is UnitType)) | |
52 { | |
53 return false; | |
54 } | |
55 else | |
56 { | |
57 UnitType other = (UnitType)obj; | |
58 | |
59 if (!ID.Equals(other.ID) || !Name.Equals(other.Name) || !Race.Equals(other.Race)) | |
60 { | |
61 return false; | |
62 } | |
63 else | |
64 { | |
65 return true; | |
66 } | |
67 } | |
68 } | |
69 | |
419 | 70 public override int GetHashCode() |
71 { | |
72 return Race.GetHashCode() + ID.GetHashCode() + Name.GetHashCode(); | |
73 } | |
74 | |
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75 public GameSystem GameSystem |
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76 { |
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77 get { return Race.GameSystem; } |
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78 } |
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79 |
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80 /// <value> |
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81 /// Gets the <see cref=" Race"/> that this unit belongs to. |
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82 /// </value> |
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83 public Race Race |
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84 { |
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85 get { return race; } |
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86 } |
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87 |
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88 /// <value> |
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89 /// Gets or sets the default <see cref=" Category"/> that this unit type is a member of. |
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90 /// If it is not already in the collection of categories then it will be added. |
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91 /// </value> |
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92 public virtual Category MainCategory |
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93 { |
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94 get |
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95 { |
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96 return mainCat; |
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97 } |
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98 set |
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99 { |
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100 mainCat = value; |
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101 AddCategory(value); |
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102 } |
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103 } |
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104 /// <summary> |
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105 /// Gets the collection of <see cref="Category"/> objects that this UnitType can be a member of |
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106 /// </summary> |
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107 public Category[] Categories |
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108 { |
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109 get |
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110 { |
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111 return cats.ToArray(); |
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112 } |
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113 } |
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114 |
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115 /// <summary> |
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116 /// Adds a category to the set of categories that this unit can be taken from. The first category added will automatically become the MainCategory. |
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117 /// </summary> |
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118 /// <param name="cat"> |
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119 /// A <see cref="Category"/> that this unit can be taken from |
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120 /// </param> |
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121 public void AddCategory(Category cat) |
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122 { |
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123 if (!cats.Contains(cat)) |
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124 { |
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125 cats.Add(cat); |
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126 |
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127 if (MainCategory == null) |
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128 { |
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129 MainCategory = cat; |
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130 } |
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131 } |
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132 } |
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133 |
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134 /// <value> |
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135 /// Gets or sets the minimum size of each unit of this type. Note: This should be set AFTER MaxSize, otherwise an unintended default value may be set for the minimum |
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136 /// </value> |
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137 public int MinSize |
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138 { |
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139 get { return minSize; } |
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140 set |
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141 { |
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142 minSize = (value >= 0 ? value : 0); |
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143 CheckMinimumSize(); |
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144 } |
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145 } |
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146 |
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147 /// <value> |
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148 /// Gets or sets the maximum size of each unit of this type. Note: This should be set BEFORE MinSize, otherwise an unintended default value may be set for the minimum |
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149 /// </value> |
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150 public int MaxSize |
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151 { |
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152 get { return maxSize; } |
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153 set |
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154 { |
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155 maxSize = (value >= 0 ? value : WarFoundryCore.INFINITY); |
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156 CheckMinimumSize(); |
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157 } |
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158 } |
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159 |
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160 /// <value> |
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161 /// Gets or sets the minimum number of units of this type that must be taken in an army. Note: This should be set AFTER MaxNumber, otherwise an unintended default value may be set for the minimum |
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162 /// </value> |
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163 public int MinNumber |
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164 { |
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165 get { return min; } |
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166 set |
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167 { |
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168 min = (value >= 0 ? value : 0); |
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169 CheckMinimumNumber(); |
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170 } |
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171 } |
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172 |
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173 /// <value> |
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174 /// Gets or sets the maximum number of units of this type that can be taken in an army. Note: This should be set BEFORE MinNumber, otherwise an unintended default value may be set for the minimum |
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175 /// </value> |
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176 public int MaxNumber |
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177 { |
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178 get { return max; } |
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179 set |
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180 { |
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181 max = (value >= 0 ? value : WarFoundryCore.INFINITY); |
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182 CheckMinimumNumber(); |
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183 } |
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184 } |
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185 |
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186 /// <summary> |
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187 /// Makes sure that the minimum number isn't more than the maximum number, hence the warning on the properties |
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188 /// </summary> |
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189 private void CheckMinimumNumber() |
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190 { |
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191 if (MinNumber > MaxNumber && MaxNumber != WarFoundryCore.INFINITY) |
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192 { |
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193 MinNumber = MaxNumber; |
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194 } |
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195 } |
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196 |
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197 /// <summary> |
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198 /// Makes sure that the minimum unit size isn't more than the maximum unit size, hence the warning on the properties |
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199 /// </summary> |
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200 private void CheckMinimumSize() |
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201 { |
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202 if (MinSize > MaxSize && MaxSize != WarFoundryCore.INFINITY) |
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203 { |
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204 MinSize = MaxSize; |
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205 } |
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206 } |
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207 |
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208 //// <value> |
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209 /// Gets or sets the "base size" of a unit, which is the number of troopers the unit has in it for its "base cost". For a lot of units this value will be 0 as the cost is worked out based on the total number of members. |
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210 /// </value> |
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211 public int BaseSize |
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212 { |
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213 get { return baseSize; } |
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214 set { baseSize = (value >= 0 ? value : 0); } |
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215 } |
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216 |
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217 /// <value> |
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218 /// The number of points that a "base unit" of <code>BaseSize</code> models costs. Additional models are charged at <code>CostPerTrooper</code> each. |
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219 /// </value> |
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220 public double BaseUnitCost |
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221 { |
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222 get { return baseUnitCost; } |
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223 set { baseUnitCost = (value >= 0 ? value : 0); } |
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224 } |
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225 |
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226 //// <value> |
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227 /// The cost of an individual trooper. This value is the cost for a basic trooper without weapons, which are added on top of the cost before calculating a unit cost. |
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228 /// </value> |
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229 public double CostPerTrooper |
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230 { |
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231 get { return costPerTrooper; } |
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232 set { costPerTrooper = (value >= 0 ? value : 0); } |
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233 } |
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234 |
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235 protected override string DefaultName() |
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236 { |
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237 throw new InvalidOperationException("Unit type with id " + id + " did not have a name specified"); |
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238 } |
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239 |
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240 /// <value> |
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241 /// The array of <see cref="Stat"/>s for each of the unit's stat lines |
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242 /// </value> |
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243 public Stat[][] UnitStatsArrays |
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244 { |
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245 get |
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246 { |
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247 Stat[][] statsArray; |
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248 |
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249 if (stats != null) |
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250 { |
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251 statsArray = new Stat[][]{ stats.StatsArray }; |
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252 } |
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253 else if (unitMemberTypes.Count > 0) |
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254 { |
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255 int memTypeCount = unitMemberTypes.Count; |
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256 statsArray = new Stat[memTypeCount][]; |
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257 int i = 0; |
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258 |
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259 foreach (UnitMemberType memType in unitMemberTypes.Values) |
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260 { |
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261 statsArray[i] = memType.StatsArray; |
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262 i++; |
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263 } |
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264 } |
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265 else |
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266 { |
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267 SystemStats systemStats = GameSystem.StandardSystemStats; |
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268 Stats tempStats = new Stats(systemStats); |
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269 statsArray = new Stat[][]{ tempStats.StatsArray }; |
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270 } |
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271 |
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272 return statsArray; |
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273 } |
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274 } |
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275 |
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276 public string[] UnitStatsArrayIDs |
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277 { |
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278 get |
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279 { |
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280 string[] ids; |
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281 |
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282 if (stats != null) |
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283 { |
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284 ids = new string[]{ stats.StatsID }; |
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285 } |
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286 else if (unitMemberTypes.Count > 0) |
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287 { |
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288 ids = new string[unitMemberTypes.Count]; |
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289 int i = 0; |
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290 |
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291 foreach (UnitMemberType memType in unitMemberTypes.Values) |
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292 { |
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293 ids[i] = memType.StatsID; |
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294 i++; |
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295 } |
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296 } |
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297 else |
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298 { |
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299 ids = new string[]{ GameSystem.StandardSystemStatsID }; |
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300 } |
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301 |
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302 return ids; |
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303 } |
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304 } |
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305 |
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306 //// <value> |
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307 /// The array of <see cref="Stat"/>s for each of the unit's stat lines including an additional column that contains the unit type name |
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308 /// </value> |
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309 public Stat[][] UnitStatsArraysWithName |
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310 { |
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311 get |
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312 { |
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313 Stat[][] statsArray; |
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314 |
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315 if (stats != null) |
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316 { |
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317 statsArray = new Stat[][]{ ExtendStatsArrayWithName(stats.StatsArray) }; |
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318 } |
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319 else if (unitMemberTypes.Count > 0) |
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320 { |
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321 int memTypeCount = unitMemberTypes.Count; |
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322 statsArray = new Stat[memTypeCount][]; |
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323 int i = 0; |
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324 |
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325 foreach (UnitMemberType memType in unitMemberTypes.Values) |
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326 { |
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327 statsArray[i] = memType.StatsArrayWithName; |
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328 i++; |
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329 } |
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330 } |
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331 else |
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332 { |
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333 SystemStats systemStats = GameSystem.StandardSystemStats; |
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334 Stats tempStats = new Stats(systemStats); |
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335 statsArray = new Stat[][]{ ExtendStatsArrayWithName(tempStats.StatsArray) }; |
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336 } |
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337 |
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338 return statsArray; |
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339 } |
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340 } |
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341 |
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342 public Stat[] ExtendStatsArrayWithName(Stat[] statsArray) |
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343 { |
455
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Re #379: Fix validation of requirements to check for unit
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344 Stat[] extendedStats = new Stat[statsArray.Length + 1]; |
337
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345 extendedStats[0] = new Stat(new StatSlot("name"), Name); |
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346 statsArray.CopyTo(extendedStats, 1); |
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347 return extendedStats; |
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348 } |
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349 |
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350 public void SetUnitStats(Stats newStats) |
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351 { |
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352 stats = newStats; |
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353 } |
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354 |
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355 public string GetStatValue(string statName) |
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356 { |
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357 return stats.GetStatValue(statName.ToLower()); |
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358 } |
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|
359 |
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360 internal void AddEquipmentItem(UnitEquipmentItem item) |
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361 { |
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362 if (!equipment.ContainsKey(item.ID)) |
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|
363 { |
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|
364 equipment.Add(item.ID, item); |
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365 equipmentKeyOrder.Add(item.ID); |
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366 AddToMutexGroups(item); |
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|
367 } |
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|
368 } |
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|
369 |
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|
370 private void AddToMutexGroups(UnitEquipmentItem item) |
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371 { |
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|
372 string[] mutexGroups = item.MutexGroups; |
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|
373 |
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374 foreach (string mutexGroup in mutexGroups) |
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375 { |
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|
376 List<UnitEquipmentItem> items = DictionaryUtils.GetValue(equipmentExclusionGroups, mutexGroup); |
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|
377 |
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diff
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|
378 if (items == null) |
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|
379 { |
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380 items = new List<UnitEquipmentItem>(); |
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381 equipmentExclusionGroups.Add(mutexGroup, items); |
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|
382 } |
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diff
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|
383 |
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|
384 items.Add(item); |
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|
385 } |
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diff
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|
386 } |
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diff
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|
387 |
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|
388 /// <summary> |
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|
389 /// Gets a <see cref="UnitEquipmentItem"/> for the given ID string, or <code>null</code> if nothing exists for that ID |
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|
390 /// </summary> |
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|
391 /// <param name="id"> |
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|
392 /// The ID of the UnitEquipmentItem to get |
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|
393 /// </param> |
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|
394 /// <returns> |
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|
395 /// The <see cref="UnitEquipmentItem"/> for the given ID string, or <code>null</code> if nothing exists for that ID |
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396 /// </returns> |
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|
397 public UnitEquipmentItem GetEquipmentItem(string id) |
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|
398 { |
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399 return DictionaryUtils.GetValue(equipment, id); |
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|
400 } |
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|
401 |
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|
402 /// <summary> |
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|
403 /// Gets a <see cref=" UnitEquipmentItem"/> for the given <see cref=" EquipmentItem"/>, or <code>null</code> if the unit can't take that <code>EquipmentItem</code> |
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|
404 /// </summary> |
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|
405 /// <param name="item"> |
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diff
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|
406 /// The <see cref="EquipmentItem"/> to get the <see cref=" UnitEquipmentItem"/> |
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|
407 /// </param> |
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|
408 /// <returns> |
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|
409 /// The <see cref="UnitEquipmentItem"/> that definies the UnitType's restrictions for taking the <see cref=" EquipmentItem"/> |
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parents:
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|
410 /// </returns> |
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411 public UnitEquipmentItem GetEquipmentItem(EquipmentItem item) |
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412 { |
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413 return GetEquipmentItem(item.ID); |
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414 } |
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415 |
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416 /// <summary> |
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417 /// Gets an array of all available <see cref="UnitEquipmentItem"/>s for this UnitType |
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418 /// </summary> |
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419 /// <returns> |
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420 /// An array of all available <see cref="UnitEquipmentItem"/>s for this UnitType |
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421 /// </returns> |
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422 public UnitEquipmentItem[] GetEquipmentItems() |
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423 { |
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424 return DictionaryUtils.ToArray<string, UnitEquipmentItem>(equipment); |
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425 } |
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426 |
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427 public UnitEquipmentItem[] GetEquipmentItemsByExclusionGroup(string group) |
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428 { |
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429 return GetEquipmentItemsByExclusionGroups(new string[] { group }); |
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430 } |
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431 |
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432 public UnitEquipmentItem[] GetEquipmentItemsByExclusionGroups(string[] groups) |
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433 { |
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434 List<UnitEquipmentItem> list = new List<UnitEquipmentItem>(); |
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435 |
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436 foreach (string group in groups) |
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437 { |
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438 List<UnitEquipmentItem> groupList = DictionaryUtils.GetValue(equipmentExclusionGroups, group); |
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439 |
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440 if (groupList != null) |
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441 { |
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442 list.AddRange(groupList); |
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443 } |
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444 } |
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445 |
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446 return list.ToArray(); |
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447 } |
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448 |
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449 public bool IsRatioLimitedEquipmentItem(EquipmentItem item) |
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450 { |
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451 UnitEquipmentItem equip = GetEquipmentItem(item); |
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452 return equip != null && equip.IsRatioLimit; |
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453 } |
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454 |
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455 public bool IsAbsoluteLimitedEquipmentItem(EquipmentItem item) |
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456 { |
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457 UnitEquipmentItem equip = GetEquipmentItem(item); |
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458 return equip != null && !equip.IsRatioLimit; |
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459 } |
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460 |
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461 public ICollection<Ability> GetRequiredAbilities() |
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462 { |
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463 return requiredAbilities.Values; |
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464 } |
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465 |
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466 public ICollection<Ability> GetOptionalAbilities() |
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467 { |
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468 return optionalAbilities.Values; |
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469 } |
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470 |
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471 public void AddAbility(Ability ability, bool isRequired) |
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472 { |
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473 string id = ability.ID; |
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474 |
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475 if (!requiredAbilities.ContainsKey(id) && !optionalAbilities.ContainsKey(id)) |
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476 { |
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|
477 if (isRequired) |
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478 { |
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479 requiredAbilities[id] = ability; |
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|
480 } |
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481 else |
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482 { |
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483 optionalAbilities[id] = ability; |
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484 } |
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|
485 } |
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486 } |
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487 |
348 | 488 public void AddRequirement(IRequirement requirement) |
337
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489 { |
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490 requirements.Add(requirement); |
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491 } |
348 | 492 |
493 public IRequirement[] GetRequirements() | |
337
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494 { |
356 | 495 List<IRequirement> reqs = new List<IRequirement>(requirements); |
496 | |
497 if (MinNumber != 0) | |
498 { | |
460
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Re #379: Fix validation of requirements to check for unit
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455
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|
499 RaceRequiresAtLeastNUnitsRequirement req = new RaceRequiresAtLeastNUnitsRequirement(Race); |
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455
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|
500 req.AddUnitTypeRequirement(this, MinNumber); |
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455
diff
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|
501 reqs.Add(req); |
356 | 502 } |
503 | |
504 if (MaxNumber != WarFoundryCore.INFINITY) | |
505 { | |
460
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Re #379: Fix validation of requirements to check for unit
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455
diff
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|
506 RaceRequiresNoMoreThanNUnitsRequirement req = new RaceRequiresNoMoreThanNUnitsRequirement(Race); |
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455
diff
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|
507 req.AddUnitTypeRequirement(this, MaxNumber); |
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455
diff
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|
508 reqs.Add(req); |
356 | 509 } |
510 | |
511 return reqs.ToArray(); | |
337
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|
512 } |
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|
513 |
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|
514 public string Notes |
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|
515 { |
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516 get { return notes; } |
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517 set { notes = value; } |
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518 } |
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|
519 |
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520 public bool CanContainUnit(Unit unit) |
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521 { |
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522 return CanContainUnitType(unit.UnitType); |
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523 } |
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|
524 |
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525 public bool CanContainUnitType(UnitType unitType) |
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526 { |
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527 return containedTypes.Contains(unitType); |
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|
528 } |
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|
529 |
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|
530 public UnitType[] ContainedUnitTypes |
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|
531 { |
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|
532 get { return containedTypes.ToArray(); } |
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|
533 } |
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|
534 |
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|
535 public void AddContainedUnitType(UnitType containedType) |
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diff
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|
536 { |
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|
537 containedTypes.Add(containedType); |
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|
538 } |
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|
539 |
3c4a6403a88c
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|
540 public void AddExtraData(string id, string data) |
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|
541 { |
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|
542 extraData[id] = data; |
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|
543 } |
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|
544 |
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diff
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|
545 public string GetExtraData(string id) |
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|
546 { |
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|
547 return DictionaryUtils.GetValue(extraData, id); |
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|
548 } |
3c4a6403a88c
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IBBoard <dev@ibboard.co.uk>
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diff
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|
549 |
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diff
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|
550 public string StatsID |
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IBBoard <dev@ibboard.co.uk>
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diff
changeset
|
551 { |
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IBBoard <dev@ibboard.co.uk>
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|
552 get |
3c4a6403a88c
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IBBoard <dev@ibboard.co.uk>
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553 { |
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554 return stats.StatsID; |
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555 } |
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556 } |
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557 |
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558 public void AddEquipmentSlot(string slotName, ILimit slotLimit) |
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559 { |
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560 slotLimits.Add(slotName, slotLimit); |
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561 } |
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562 |
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563 public bool HasEquipmentSlot(string slotName) |
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564 { |
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565 return slotLimits.ContainsKey(slotName); |
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566 } |
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567 |
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568 /// <summary> |
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569 /// Gets the maximum limit on the number of items allowed in a single slot |
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570 /// </summary> |
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571 /// <param name="slotName">The name of the equipment slot to get the limit for</param> |
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572 /// <returns>The limit of the number of items allowed in a slot, or an infinite limit if the slot is the default one or has not been specified</returns> |
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573 public ILimit GetEquipmentSlotLimit(string slotName) |
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574 { |
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575 ILimit slotLimit = null; |
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576 |
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577 if (HasEquipmentSlot(slotName)) |
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578 { |
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579 slotLimit = DictionaryUtils.GetValue(slotLimits, slotName); |
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580 } |
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581 |
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582 if (slotLimit == null) |
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583 { |
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584 slotLimit = new UnlimitedLimit(); |
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585 } |
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586 |
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587 return slotLimit; |
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588 } |
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589 |
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590 public void AddUnitMemberType(UnitMemberType unitMemberType) |
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591 { |
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592 unitMemberTypes.Add(unitMemberType.ID, unitMemberType); |
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593 } |
468
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594 |
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595 protected internal bool IsContainedOnly { get; set; } |
337
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596 } |
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597 } |