Mercurial > repos > IBBoard.WarFoundry.API
view 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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// 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); } } } } } }