Mercurial > repos > IBBoard.WarFoundry.API
view API/Objects/Requirement/UnitRequiresAtLeastNUnitsRequirement.cs @ 345:008537acf244
Re #27: Unit requirements
* Make basic "Requires at least" requirement take into account the unit type being added
* Make unit version of "requires at least" requirement pass execution up to the matching parent method
author | IBBoard <dev@ibboard.co.uk> |
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date | Sat, 09 Apr 2011 11:00:09 +0000 |
parents | 7bd2a7cdbfbd |
children | 6c0404277cad |
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// 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 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 { private UnitType requirementOnType; public UnitRequiresAtLeastNUnitsRequirement(UnitType requirementOn) : base() { requirementOnType = requirementOn; } /// <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(WarFoundryObject wfObject, Army toArmy) { return IsApplicable(wfObject, toArmy) ? base.AllowsAdding(wfObject, toArmy) : Validation.NotApplicable; } private bool IsApplicable(WarFoundryObject toObject, Army toArmy) { 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 Validation ValidatesArmy(Army toArmy) { return IsApplicable(toArmy) ? base.ValidatesArmy(toArmy) : Validation.NotApplicable; } } }