Mercurial > repos > IBBoard.WarFoundry.API
view API/WarFoundryCore.cs @ 458:680db2462e34
Re #379:
* Move GetObjectCountFromArmy(Army, OBJECT_TYPE) to top level and implement
* Fix army validation for appropriate "NA" returns
* Make basic "Requires..." requirements abstract so that we always need to make specific versions (e.g. UnitRequires... that knows how to check amount of units)
author | IBBoard <dev@ibboard.co.uk> |
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date | Sun, 26 Feb 2012 20:16:33 +0000 |
parents | c32bb2a53b87 |
children | cbeee87dc2d3 |
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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.Logging; 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 (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)) { 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); } } } } } }