diff API/Objects/Requirement/UnitRequiresAtLeastNUnitsRequirement.cs @ 338:4497ebce9a57

Re #27: Unit requirements * Add "is applicable" checking to army validation
author IBBoard <dev@ibboard.co.uk>
date Sun, 03 Apr 2011 19:03:30 +0000
parents 3c4a6403a88c
children 7bd2a7cdbfbd
line wrap: on
line diff
--- a/API/Objects/Requirement/UnitRequiresAtLeastNUnitsRequirement.cs	Sun Apr 03 18:50:32 2011 +0000
+++ b/API/Objects/Requirement/UnitRequiresAtLeastNUnitsRequirement.cs	Sun Apr 03 19:03:30 2011 +0000
@@ -1,22 +1,22 @@
 // This file (UnitRequiresAtLeastNUnitsRequirement.cs) is a part of the IBBoard.WarFoundry.API project and is copyright 2011 IBBoard
-// 
-// 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.
+// 
+// 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.
 using System;
 using System.Collections.Generic;
-using IBBoard.WarFoundry.API.Objects;
-
-namespace IBBoard.WarFoundry.API.Objects.Requirement
+using IBBoard.WarFoundry.API.Objects;
+
+namespace IBBoard.WarFoundry.API.Objects.Requirement
 {
 	/// <summary>
 	/// A requirement where a UnitType requires at least N units of one or more unit types before any number of that object can be taken in an army.
-	/// </summary>
-	public class UnitRequiresAtLeastNUnitsRequirement : RequiresAtLeastNUnitsRequirement
+	/// </summary>
+	public class UnitRequiresAtLeastNUnitsRequirement : RequiresAtLeastNUnitsRequirement
 	{
 		private UnitType requirementOnType;
-
-		public UnitRequiresAtLeastNUnitsRequirement(UnitType requirementOn) : base()
+
+		public UnitRequiresAtLeastNUnitsRequirement(UnitType requirementOn) : base()
 		{
-			requirementOnType = requirementOn;
+			requirementOnType = requirementOn;
 		}
 
 		/// <summary>
@@ -36,10 +36,29 @@
 			return IsApplicable(wfObject, toArmy) ? base.ValidatesArmy(toArmy) : true;
 		}
 
-		public bool IsApplicable (WarFoundryObject wfObject, Army toArmy)
+
+		private bool IsApplicable(WarFoundryObject toObject, Army toArmy)
 		{
-			return toArmy.GetUnitTypeCount(requirementOnType) > 0 || requirementOnType.Equals(wfObject) || (wfObject is Unit && requirementOnType.Equals(((Unit)wfObject).UnitType));
+			return IsApplicable(toArmy) || IsApplicable(toObject);
+		}
+
+
+		private bool IsApplicable(Army toArmy)
+		{
+			return toArmy.GetUnitTypeCount(requirementOnType) > 0;
 		}
-	}
-}
-
+
+
+		private bool IsApplicable(WarFoundryObject toObject)
+		{
+			return requirementOnType.Equals(toObject) || (toObject is Unit && requirementOnType.Equals(((Unit)toObject).UnitType));
+		}
+
+
+		public override bool ValidatesArmy(Army toArmy)
+		{
+			return IsApplicable(toArmy) ? base.ValidatesArmy(toArmy) : true;
+		}
+	}
+}
+