view api/Objects/GameSystem.cs @ 307:afa7a5dd0eea

Re #99: Define "points" values in GameSystem * Use short-hand method for defining simple properties to reduce code
author IBBoard <dev@ibboard.co.uk>
date Sun, 13 Feb 2011 20:55:13 +0000
parents 886d28c1b6e5
children e1438fb9024c
line wrap: on
line source

// This file (GameSystem.cs) is a part of the IBBoard.WarFoundry.API project and is copyright 2007, 2008, 2009, 2010, 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.Collections.Generic;
using IBBoard.WarFoundry.API.Factories;

namespace IBBoard.WarFoundry.API.Objects
{
	/// <summary>
	/// Summary description for GameSystem.
	/// </summary>
	public class GameSystem : WarFoundryStagedLoadingObject
	{
		private static int SYSTEM_DEFAULT_ARMY_SIZE = 1000;
		private bool warnOnError;
		private bool allowAllies;
		private Dictionary<string, Category> categories = new Dictionary<string, Category>();
		private Dictionary<string, SystemStats> stats = new Dictionary<string, SystemStats>();
		private string defaultStats;
		private int defaultArmySize;

		public GameSystem(string systemID, string systemName, IWarFoundryFactory creatingFactory) : base(systemID, systemName, creatingFactory)
		{
			stats = new Dictionary<string, SystemStats>();
		}

		public int SystemArmyDefaultSize
		{
			get { return defaultArmySize; }
			set
			{
				if (value == 0)
				{
					defaultArmySize = SYSTEM_DEFAULT_ARMY_SIZE;
				}
				else
				{
					defaultArmySize = value;
				}
			}
			}

		public string SystemPtsAbbrevSingle
		{
			get; set;
		}
		public string SystemPtsAbbrevPlural
		{
			get; set;
		}
		public string SystemPtsNameSingle
		{
			get; set;
		}
		public string SystemPtsNamePlural
		{
			get; set;
		}
		public bool AllowAllies
		{
			get { return allowAllies; }
			set { allowAllies = value; }
		}

		public void AddCategory(Category cat)
		{
			RawCategories[cat.ID] = cat;
		}

		public Category GetCategory(string id)
		{
			EnsureFullyLoaded();
			Category cat = null;
			RawCategories.TryGetValue(id, out cat);
			return cat;
		}

		public void SetCategory(Category cat)
		{
			Category old;
			RawCategories.TryGetValue(cat.ID, out old);

			if (old == null)
			{
				AddCategory(cat);
			}
			else
			{
				if (!old.Equals(cat))
				{
					RawCategories[old.ID] = cat;
				}
			}
		}

		public void RemoveCategory(string id)
		{
			RawCategories.Remove(id);
		}

		public Category[] Categories
		{
			get
			{
				EnsureFullyLoaded();
				return DictionaryUtils.ToArray<string, Category>(RawCategories);
			}
		}

		protected Dictionary<string, Category> RawCategories
		{
			get { return categories; }
		}

		public bool WarnOnError
		{
			get
			{
				return warnOnError;
			}
			set { warnOnError = value; }
		}

		public void AddSystemStats(SystemStats sysStats)
		{
			stats[sysStats.ID] = sysStats;
		}

		public SystemStats StandardSystemStats
		{
			get
			{
				EnsureFullyLoaded();
				return stats[defaultStats];
			}
		}

		public string StandardSystemStatsID
		{
			get
			{
				EnsureFullyLoaded();
				return defaultStats;
			}

			set
			{
				if (value != null && value.Trim().Length > 0)
				{
					defaultStats = value;
				}
			}
		}

		public SystemStats[] SystemStats
		{
			get
			{
				EnsureFullyLoaded();
				SystemStats[] statsArray = new SystemStats[stats.Count];
				stats.Values.CopyTo(statsArray, 0);
				return statsArray;
			}
		}

		public SystemStats GetSystemStatsForID(string id)
		{
			EnsureFullyLoaded();
			SystemStats statsForID;
			stats.TryGetValue(id, out statsForID);
			return statsForID;
		}

		public void SetSystemStats(SystemStats newStats)
		{
			SystemStats old;
			stats.TryGetValue(newStats.ID, out old);

			if (old == null)
			{
				AddSystemStats(newStats);
			}
			else
			{
				if (!old.Equals(newStats))
				{
					stats[old.ID] = newStats;
				}
			}
		}

		public void RemoveSystemStats(string id)
		{
			stats.Remove(id);
		}

		public Race SystemDefaultRace
		{
			get { return WarFoundryLoader.GetDefault().GetRace(this, Race.SYSTEM_DEFAULT_RACE_ID); }
		}

		public bool Matches(GameSystem otherSystem)
		{
			if (otherSystem == null)
			{
				return false;
			}

			return this.ID == otherSystem.ID;
		}

		public override bool Equals(object obj)
		{
			if (obj == null)
			{
				return false;
			}

			if (obj.GetType().Equals(this.GetType()))
			{
				GameSystem otherSystem = (GameSystem)obj;

				return this.ID == otherSystem.ID && this.Name == otherSystem.Name && ((this.RawCategories == null && otherSystem.RawCategories == null) || this.RawCategories.Equals(otherSystem.RawCategories));
			}
			else
			{
				return false;
			}
		}

		public override int GetHashCode()
		{
			return ID.GetHashCode() + Name.GetHashCode() + (RawCategories != null ? RawCategories.GetHashCode() : 0) + warnOnError.GetHashCode();
		}

		public bool UnitTypeMaxed(UnitType unitType, Army army)
		{
			return unitType.MaxNumber != WarFoundryCore.INFINITY && army.GetUnitTypeCount(unitType) >= unitType.MaxNumber;
		}

		public bool UnitTypeMinned(UnitType unitType, Army army)
		{
			return army.GetUnitTypeCount(unitType) <= unitType.MinNumber;
		}

		public List<EquipmentItem> GetSystemEquipmentList()
		{
			List<EquipmentItem> items = new List<EquipmentItem>();
			Race defaultRace = SystemDefaultRace;

			if (defaultRace != null)
			{
				items = defaultRace.GetEquipmentList();
			}

			return items;
		}

		public EquipmentItem GetSystemEquipmentItem(string id)
		{
			EquipmentItem item = null;
			Race defaultRace = SystemDefaultRace;

			if (defaultRace != null)
			{
				item = defaultRace.GetEquipmentItem(id);
			}

			return item;
		}

		public UnitType[] GetSystemUnitTypes(Category cat)
		{
			UnitType[] items = new UnitType[0];
			Race defaultRace = SystemDefaultRace;

			if (defaultRace != null)
			{
				items = defaultRace.GetUnitTypes(cat);
			}

			return items;
		}

		public UnitType GetSystemUnitType(string id)
		{
			UnitType unit = null;
			Race defaultRace = SystemDefaultRace;

			if (defaultRace != null)
			{
				unit = defaultRace.GetUnitType(id);
			}

			return unit;
		}

		public List<Ability> GetSystemAbilityList()
		{
			List<Ability> items = new List<Ability>();
			Race defaultRace = SystemDefaultRace;

			if (defaultRace != null)
			{
				items = defaultRace.GetAbilityList();
			}

			return items;
		}

		public Ability GetSystemAbility(string id)
		{
			Ability ability = null;
			Race defaultRace = SystemDefaultRace;

			if (defaultRace != null)
			{
				ability = defaultRace.GetAbility(id);
			}

			return ability;
		}
		
		public string GetPointsAbbrev(double pointTemp)
		{
			return (pointTemp == 1 ? SystemPtsAbbrevSingle : SystemPtsAbbrevPlural);
		}

		public string GetPointsName(double pointTemp)
		{
			return (pointTemp == 1 ? SystemPtsNameSingle : SystemPtsNamePlural);
		}
	}
}