Mercurial > repos > IBBoard.WarFoundry.API
annotate API/WarFoundryCore.cs @ 434:c32bb2a53b87
Fixes #365: Add factory for UnitRequiresNoMoreThanNOfUnitTypeRequirement
* Centralise a number of hacks, including adding requirement factories
author | IBBoard <dev@ibboard.co.uk> |
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date | Sun, 27 Nov 2011 15:34:51 +0000 |
parents | 3c4a6403a88c |
children | cbeee87dc2d3 |
rev | line source |
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1 // This file (WarFoundryCore.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 |
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5 using System; |
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6 using IBBoard.Logging; |
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7 using IBBoard.WarFoundry.API.Objects; |
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8 |
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9 namespace IBBoard.WarFoundry.API |
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10 { |
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11 public class WarFoundryCore |
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12 { |
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13 static WarFoundryCore() |
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14 { |
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15 WarFoundryHacks.Initialise(); |
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16 } |
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17 |
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18 public static readonly int INFINITY = -1; |
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19 public static event GameSystemChangedDelegate GameSystemChanged; |
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20 public static event ArmyChangedDelegate ArmyChanged; |
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21 |
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22 private static GameSystem system; |
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23 private static Army currentArmy; |
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24 |
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25 public static GameSystem CurrentGameSystem |
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26 { |
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27 get { return system; } |
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28 set |
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29 { |
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30 if (system==null || !system.Equals(value)) |
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31 { |
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32 GameSystem oldSystem = system; |
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33 system = value; |
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34 |
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35 if (system==null) |
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36 { |
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37 LogNotifier.Debug(typeof(WarFoundryCore), "Game system set to null"); |
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38 } |
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39 else |
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40 { |
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41 LogNotifier.DebugFormat(typeof(WarFoundryCore), "Game system set to {0} with ID {1}", system.Name, system.ID); |
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42 } |
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43 |
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44 if (GameSystemChanged!=null) |
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45 { |
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46 GameSystemChanged(oldSystem, system); |
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47 } |
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48 |
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49 //If we've changed the game system then we can't keep the current army |
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50 CurrentArmy = null; |
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51 } |
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52 } |
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53 } |
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54 |
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55 public static Army CurrentArmy |
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56 { |
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57 get { return currentArmy; } |
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58 set |
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59 { |
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60 if (currentArmy==null || !currentArmy.Equals(value)) |
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61 { |
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62 Army oldArmy = currentArmy; |
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63 |
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64 if (value != null) |
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65 { |
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66 CurrentGameSystem = value.GameSystem; //Set the game system in case the new army is from a different system |
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67 currentArmy = value; |
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68 } |
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69 else |
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70 { |
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71 currentArmy = null; |
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72 } |
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73 |
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74 if (ArmyChanged!=null) |
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75 { |
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76 ArmyChanged(oldArmy, currentArmy); |
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77 } |
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78 } |
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79 } |
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80 } |
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81 } |
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82 } |