view API/WarFoundryCore.cs @ 487:248df19652f9

Re #410: Create "N units per M models in parent unit" requirement * Add null adding context * Add initial skeleton of "N units per M models in parent unit" requirement * Update use of context * Standardise some of "is applicable" testing
author IBBoard <dev@ibboard.co.uk>
date Fri, 27 Jul 2012 20:31:12 +0100
parents cbeee87dc2d3
children
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// This file (WarFoundryCore.cs) is a part of the IBBoard.WarFoundry.API project and is copyright 2007, 2008, 2009 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 IBBoard.WarFoundry.API.Objects;

namespace IBBoard.WarFoundry.API
{
	public class WarFoundryCore
	{
		static WarFoundryCore()
		{
			WarFoundryHacks.Initialise();
		}

		public static readonly int INFINITY = -1;

		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 (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))
				{
					Army oldArmy = currentArmy;
					
					if (value != null)
					{
						CurrentGameSystem = value.GameSystem; //Set the game system in case the new army is from a different system
						currentArmy = value;
					}
					else
					{
						currentArmy = null;
					}
					
					if (ArmyChanged != null)
					{
						ArmyChanged(oldArmy, currentArmy);
					}
				}
			}
		}
	}
}