view api/Objects/UnitType.cs @ 56:9561ef46c6fb

Re #61 - Complete structure of WarFoundry API objects * Add adding of abilities and equipment to UnitType * Add getting of all, required and optional abilities * Add UnitAbility class to store UnitType's reference to Ability object Also: * Convert UnitType to using Genericed collections * Reduce visibility of properties to private
author IBBoard <dev@ibboard.co.uk>
date Sun, 05 Apr 2009 19:57:32 +0000
parents a5855fcd75ab
children e0ce5578e7c2
line wrap: on
line source

// This file (UnitType.cs) is a part of the IBBoard.WarFoundry.API project and is copyright 2009 IBBoard.
//
// The file and the library/program it is in are licensed under the GNU LGPL license, either version 3 of the License or (at your option) any later version. Please see COPYING.LGPL for more information and the full license.

using System;
using System.Collections.Generic;
using System.Xml;
using IBBoard.Logging;
using IBBoard.WarFoundry.API.Requirements;

namespace IBBoard.WarFoundry.API.Objects
{
	/// <summary>
	/// A UnitType is a type for a <see cref=" Unit"/>, normally relating to an entry in an army list. The UnitType defines the name, cost, minimum and maximum limits of a unit, and the equipment units of the type can take.
	/// </summary>
	public class UnitType : WarFoundryObject
	{
		private Category mainCat;
		private Race race;
		private int min, max, baseSize = 0;
		private int minSize, maxSize;
		private double baseUnitCost;
		private double costPerTrooper;
		private Stats stats;
		private List<UnitRequirement> requirements = new List<UnitRequirement>();
		private Dictionary<string, UnitEquipmentItem> equipment = new Dictionary<string, UnitEquipmentItem>();
		private Dictionary<string, List<UnitEquipmentItem>> equipmentExclusionGroups = new Dictionary<string, List<UnitEquipmentItem>>();
		private List<string> equipmentKeyOrder = new List<string>();
		private Dictionary<string, UnitAbility> abilities = new Dictionary<string, UnitAbility>();


		public UnitType(string id, string typeName, Race parentRace) : base(id, typeName)
		{
			race = parentRace;
		}

		[Obsolete("Use three parameter constructor and setters")]
		public UnitType(string id, string typeName, string mainCategoryID, string[] allCategoryIDs, int minNum, int maxNum, int minimumSize, int maximumSize, double unitCost, double trooperCost, Stats unitStats, UnitRequirement[] unitRequirements, Race parentRace) : this (id, typeName, parentRace)
		{
			mainCat = race.GetCategory(mainCategoryID);			
			MinNumber = minNum;			
			MaxNumber = maxNum;
			MinSize = minimumSize;			
			MaxSize = maximumSize;
			BaseUnitCost = unitCost;
			CostPerTrooper = trooperCost;
			UnitStats = unitStats;

			foreach (UnitRequirement requirement in requirements)
			{
				AddRequirement(requirement);
			}
		}

		/// <value>
		/// Gets the <see cref=" Race"/> that this unit belongs to.
		/// </value>
		public Race Race
		{
			get { return race; }
		}

		/// <value>
		/// Gets or sets the <see cref=" Category"/> that this unit type is a member of.
		/// </value>
		public virtual Category MainCategory
		{
			get
			{					
				return mainCat;
			}
			set
			{
				mainCat = value;
			}
		}

		/// <value>
		/// Gets or sets the minimum size of each unit of this type. Note: This should be set AFTER MaxSize, otherwise an unintended default value may be set for the minimum
		/// </value>
		public int MinSize
		{
			get { return minSize; }
			set
			{
				minSize = (value >= 0 ? value : 0);
				CheckMinimumSize();
			}
		}

		/// <value>
		/// Gets or sets the maximum size of each unit of this type. Note: This should be set BEFORE MinSize, otherwise an unintended default value may be set for the minimum
		/// </value>
		public int MaxSize
		{
			get { return maxSize; }
			set
			{
				maxSize = (value >= 0 ? value : WarFoundryCore.INFINITY);
				CheckMinimumSize();
			}
		}
		
		/// <value>
		/// Gets or sets the minimum number of units of this type that must be taken in an army. Note: This should be set AFTER MaxNumber, otherwise an unintended default value may be set for the minimum
		/// </value>
		public int MinNumber
		{
			get { return min; }
			set
			{
				min = (value >= 0 ? value : 0);
				CheckMinimumNumber();
			}
		}

		/// <value>
		/// Gets or sets the maximum number of units of this type that can be taken in an army. Note: This should be set BEFORE MinNumber, otherwise an unintended default value may be set for the minimum
		/// </value>
		public int MaxNumber
		{
			get { return max; }
			set
			{
				max = (value >= 0 ? value : WarFoundryCore.INFINITY);
				CheckMinimumNumber();
			}
		}

		/// <summary>
		/// Makes sure that the minimum number isn't more than the maximum number, hence the warning on the properties
		/// </summary>
		private void CheckMinimumNumber()
		{
			if (MinNumber > MaxNumber && MaxNumber!=WarFoundryCore.INFINITY)
			{
				MinNumber = MaxNumber;
				LogNotifier.WarnFormat(GetType(), "Unit type {0} ({1}) had a minimum number greater than their maximum number.", Name, ID);
			}
		}

		/// <summary>
		/// Makes sure that the minimum unit size isn't more than the maximum unit size, hence the warning on the properties
		/// </summary>
		private void CheckMinimumSize()
		{
			if (MinSize > MaxSize && MaxSize!=WarFoundryCore.INFINITY)
			{
				MinSize = MaxSize;
				LogNotifier.WarnFormat(GetType(), "Unit type {0} ({1}) had a minimum size greater than their maximum size.", Name, ID);
			}
		}
		
		//// <value>
		/// Gets or sets the "base size" of a unit, which is the number of troopers the unit has in it for its "base cost". For a lot of units this value will be 0 as the cost is worked out based on the total number of members.
		/// </value>
		public int BaseSize
		{
			get { return baseSize; }
			set { baseSize = (value >= 0 ? value : 0); }
		}
		
		/// <value>
		/// The number of points that a "base unit" of <code>BaseSize</code> models costs. Additional models are charged at <code>CostPerTrooper</code> each.
		/// </value>
		public double BaseUnitCost
		{
			get { return baseUnitCost; }
			set { baseUnitCost = (value >= 0 ? value : 0); }
		}

		//// <value>
		/// The cost of an individual trooper. This value is the cost for a basic trooper without weapons, which are added on top of the cost before calculating a unit cost.
		/// </value>
		public double CostPerTrooper
		{
			get { return costPerTrooper; }
			set { costPerTrooper = (value >= 0 ? value : 0); }
		}

		protected override string DefaultName()
		{
			throw new InvalidOperationException("Unit type with id "+id+" did not have a name specified");
		}

		/// <value>
		/// The <see cref=" Stats"/> for the unit in a format that is valid for the game system.
		/// </value>
		public Stats UnitStats
		{
			get 
			{
				return stats;
			}
			set
			{
				if (value!=null)
				{
					stats = value;
				}
			}
		}
		
		public void AddEquipmentItem(UnitEquipmentItem item)
		{
			equipment.Add(item.ID, item);
			equipmentKeyOrder.Add(item.ID);
			AddToMutexGroup(item);
		}
		
		private void AddToMutexGroup(UnitEquipmentItem item)
		{
			string mutexGroup = item.MutexGroup;
			
			if (mutexGroup!="" && mutexGroup!=null)
			{
				List<UnitEquipmentItem> items = null;
				equipmentExclusionGroups.TryGetValue(mutexGroup, out items);
				
				if (items == null)
				{
					items = new List<UnitEquipmentItem>();
					equipmentExclusionGroups.Add(mutexGroup, items);
				}
				
				items.Add(item);
			}
		}

		/// <summary>
		/// Gets a <see cref="UnitEquipmentItem"/> for the given ID string, or <code>null</code> if nothing exists for that ID
		/// </summary>
		/// <param name="id">
		/// The ID of the UnitEquipmentItem to get
		/// </param>
		/// <returns>
		/// The <see cref="UnitEquipmentItem"/> for the given ID string, or <code>null</code> if nothing exists for that ID
		/// </returns>
		public UnitEquipmentItem GetEquipmentItem(string id)
		{
			UnitEquipmentItem equipItem = null;
			equipment.TryGetValue(id, out equipItem);
			return equipItem;
		}

		/// <summary>
		/// Gets an array of all available <see cref="UnitEquipmentItem"/>s for this UnitType
		/// </summary>
		/// <returns>
		/// An array of all available <see cref="UnitEquipmentItem"/>s for this UnitType
		/// </returns>
		public UnitEquipmentItem[] GetEquipmentItems()
		{
			UnitEquipmentItem[] items = new UnitEquipmentItem[equipment.Count];
			int i = 0;

			foreach (string itemID in equipmentKeyOrder)
			{
				items[i++] = equipment[itemID];
			}

			return items;
		}
		
		public ICollection<Ability> GetAbilities()
		{
			ICollection<Ability> abilitiesList = new List<Ability>();
			
			foreach (UnitAbility ability in abilities.Values)
			{
				abilitiesList.Add(ability.Ability);
			}
			
			return abilitiesList;
		}
		
		public ICollection<Ability> GetRequiredAbilities()
		{
			ICollection<Ability> requiredAbilities = new List<Ability>();
			
			foreach (UnitAbility ability in abilities.Values)
			{
				if (ability.IsRequired)
				{
					requiredAbilities.Add(ability.Ability);
				}
			}
			
			return requiredAbilities;
		}
		
		public ICollection<Ability> GetOptionalAbilities()
		{
			ICollection<Ability> optionalAbilities = new List<Ability>();
			
			foreach (UnitAbility ability in abilities.Values)
			{
				if (!ability.IsRequired)
				{
					optionalAbilities.Add(ability.Ability);
				}
			}
			
			return optionalAbilities;
		}
		
		public void AddAbility(Ability ability)
		{			
			if (!abilities.ContainsKey(ability.ID))
			{
				UnitAbility unitAbility = new UnitAbility(ability);
				abilities[ability.ID] = unitAbility;
			}
		}

		public void AddRequirement(UnitRequirement requirement)
		{
			requirements.Add(requirement);
		}
		
		public List<FailedUnitRequirement> CanAddToArmy(Army army)
		{
			List<FailedUnitRequirement> failures = new List<FailedUnitRequirement>();
			
			if (requirements!=null && requirements.Count > 0)
			{
				foreach (UnitRequirement requirement in requirements)
				{
					FailedUnitRequirement failure = (FailedUnitRequirement)requirement.CanAddToWarFoundryObject(army);
					
					if (failure!=null)
					{
						failures.Add(failure);
					}
				}
			}
			
			return failures;
		}
		
		public List<FailedUnitRequirement> CanRemoveFromArmy(Army army)
		{
			List<FailedUnitRequirement> failures = new List<FailedUnitRequirement>();
			
			if (requirements!=null && requirements.Count > 0)
			{
				foreach (UnitRequirement requirement in requirements)
				{
					FailedUnitRequirement failure = (FailedUnitRequirement)requirement.CanRemoveFromWarFoundryObject(army);
					
					if (failure!=null)
					{
						failures.Add(failure);
					}
				}
			}
			
			return failures;
		}

		public UnitEquipmentItem[] GetEquipmentItemsByExclusionGroup(string group)
		{
			List<UnitEquipmentItem> list = null;
			equipmentExclusionGroups.TryGetValue(group, out list);

			if (list == null)
			{
				return new UnitEquipmentItem[0];
			}
			else
			{
				return list.ToArray();
			}
		}
	}
}