Mercurial > repos > IBBoard.WarFoundry.API
diff API/Objects/Requirement/UnitRequiresNUnitsForMUnitsRequirement.cs @ 455:afc6410e4efc
Re #379: Fix validation of requirements to check for unit
* Move to "Unit" requirements, since we assume things depend on units
* Rename some classes to more meaningful names from unit-based change
* Rename "requires N for M" requirement as we can make it more flexible
author | IBBoard <dev@ibboard.co.uk> |
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date | Wed, 22 Feb 2012 20:45:39 +0000 |
parents | |
children | 52baffdd2ab9 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/API/Objects/Requirement/UnitRequiresNUnitsForMUnitsRequirement.cs Wed Feb 22 20:45:39 2012 +0000 @@ -0,0 +1,79 @@ +// 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. +using System; +using System.Collections.Generic; +using IBBoard.WarFoundry.API.Objects; + +namespace IBBoard.WarFoundry.API.Objects.Requirement +{ + /// <summary> + /// A requirement where N of a UnitType can only be taken if there are M of a unit type in the army. + /// </summary> + public class UnitRequiresNUnitsForMUnitsRequirement : RequiresNUnitsForMObjectsRequirement<UnitType> + { + //Note: We're sticking with the old requirement name to prevent breakage + public static readonly string REQUIREMENT_ID = "RequiresNUnitsForMUnits"; + + public UnitRequiresNUnitsForMUnitsRequirement(UnitType requirementOn, params UnitType[] requiredUnitTypes) : base(requirementOn, requiredUnitTypes) + { + //Do nothing + } + + /// <summary> + /// Checks whether the supplied WarFoundryObject can be added to the supplied army. + /// </summary> + /// <returns> + /// A <code>Validation</code> enum to show the result of the validation + /// </returns> + /// <param name='wfObject'> + /// The object that we want to add. This may be involved in the check, or it may not affect the evaluation of the requirement + /// </param> + /// <param name='toArmy'> + /// The army to add the object to. + /// </param> + public override Validation AllowsAdding(IWarFoundryObject wfObject, Army toArmy) + { + return IsApplicable(wfObject, toArmy) ? base.AllowsAdding(wfObject, toArmy) : Validation.NotApplicable; + } + + protected override bool IsApplicable(IWarFoundryObject toObject, Army toArmy) + { + return IsApplicable(toArmy) || IsApplicable(toObject); + } + + protected override bool IsApplicable(Army toArmy) + { + return toArmy.GetUnitTypeCount(AllowedObject) > 0; + } + + protected override bool IsApplicable(IWarFoundryObject toObject) + { + return AllowedObject.Equals(toObject) || (toObject is Unit && AllowedObject.Equals(((Unit)toObject).UnitType)); + } + + public override string RequirementID + { + get + { + return REQUIREMENT_ID; + } + } + + protected override int GetObjectCountFromArmy(Army toArmy) + { + return GetObjectCountFromArmy(toArmy, AllowedObject); + } + + protected override int GetObjectCountFromArmy(Army toArmy, UnitType unitType) + { + return toArmy.GetUnitTypeCount(unitType); + } + + protected override int GetAllowedObjectCount(Army army) + { + return army.GetUnitTypeCount(AllowedObject); + } + } +} +