Mercurial > repos > IBBoard.WarFoundry.API
diff api/WarFoundryCore.cs @ 0:520818033bb6
Initial commit of WarFoundry code
author | IBBoard <dev@ibboard.co.uk> |
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date | Fri, 19 Dec 2008 15:57:51 +0000 |
parents | |
children | 306558904c2a |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/api/WarFoundryCore.cs Fri Dec 19 15:57:51 2008 +0000 @@ -0,0 +1,103 @@ +// WarFoundry.cs +// +// Copyright (C) 2008 IBBoard +// +// This library is free software; you can redistribute it and/or +// modify it under the terms of the GNU Lesser General Public +// License version 2.1 of the License as published by the Free +// Software Foundation. +// +// This library is distributed in the hope that it will be useful, +// but WITHOUT ANY WARRANTY; without even the implied warranty of +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU +// Lesser General Public License for more details. +// +// You should have received a copy of the GNU Lesser General Public +// License along with this library; if not, write to the Free Software +// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA +// +// + +using System; +using IBBoard.Logging; +using IBBoard.WarFoundry.API.Objects; + +namespace IBBoard.WarFoundry.API +{ + public class WarFoundryCore + { + public static event GameSystemChangedDelegate GameSystemChanged; + public static event ArmyChangedDelegate ArmyChanged; + + private static GameSystem system; + private static Army currentArmy; + + public static GameSystem CurrentGameSystem + { + get { return system; } + set + { + if (system==null || !system.Equals(value)) + { + GameSystem oldSystem = system; + system = value; + + if (system==null) + { + LogNotifier.Debug(typeof(WarFoundryCore), "Game system set to null"); + } + else + { + LogNotifier.DebugFormat(typeof(WarFoundryCore), "Game system set to {0} with ID {1}", system.Name, system.ID); + } + + if (GameSystemChanged!=null) + { + GameSystemChanged(oldSystem, system); + } + + //If we've changed the game system then we can't keep the current army + CurrentArmy = null; + } + } + } + + public static Army CurrentArmy + { + get { return currentArmy; } + set + { + if (currentArmy==null || !currentArmy.Equals(value)) + { + /*if (currentArmy!=null) + { + currentArmy.UnitAdded-= UnitAddedMethod; + currentArmy.UnitRemoved-= UnitRemovedMethod; + currentArmy.PointsValueChanged-= PointsValueChangedMethod; + currentArmy.FailedRequirement-=FailedUnitRequirementMethod; + }*/ + Army oldArmy = currentArmy; + currentArmy = value; + + if (currentArmy!=null) + { + CurrentGameSystem = currentArmy.GameSystem; //Set the game system in case the new army is from a different system + } + + /*if (currentArmy!=null) + { + currentArmy.UnitAdded+= UnitAddedMethod; + currentArmy.UnitRemoved+= UnitRemovedMethod; + currentArmy.PointsValueChanged+= PointsValueChangedMethod; + currentArmy.FailedRequirement+=FailedUnitRequirementMethod; + }*/ + + if (ArmyChanged!=null) + { + ArmyChanged(oldArmy, currentArmy); + } + } + } + } + } +}