Mercurial > repos > IBBoard.WarFoundry.API
view API/Objects/Requirement/UnitRequiresAtLeastNUnitsRequirement.cs @ 473:0d032c04210e
Re #359: Add "only contained" attribute to unit types
* Make sure remove handles sub-units as well
Note: warning the user that the unit has sub-units rather than just removing them is left to the UI
author | IBBoard <dev@ibboard.co.uk> |
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date | Mon, 16 Apr 2012 20:47:14 +0100 |
parents | 680db2462e34 |
children | f48c49b53738 |
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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<UnitType> { public UnitRequiresAtLeastNUnitsRequirement(UnitType requirementOn) : base(requirementOn) { } 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(toObject) || IsApplicableForRequiredType(toObject, toArmy); } protected override bool IsApplicable(IWarFoundryObject toObject) { return AllowedObject.Equals(toObject) || (toObject is Unit && AllowedObject.Equals(((Unit)toObject).UnitType)); } private bool IsApplicableForRequiredType(IWarFoundryObject toObject, Army toArmy) { bool isApplicable = false; UnitType addedType = toObject as UnitType; if (addedType == null) { addedType = (toObject is Unit) ? ((Unit)toObject).UnitType : null; } if (addedType != null && toArmy.GetUnitTypeCount(AllowedObject) > 0) { foreach (UnitCountRequirementData limit in ConstraintTypes) { if (Arrays.Contains(limit.UnitTypes, addedType)) { isApplicable = true; break; } } } return isApplicable; } protected override int GetObjectCountFromArmy(Army toArmy, UnitType obj) { return toArmy.GetUnitTypeCount(obj); } } }