Mercurial > repos > IBBoard.WarFoundry.API
view API/WarFoundryCore.cs @ 488:c082a312a741
Re #410: Create "N units per M models in parent unit" requirement
* Tweak validation failure message for more likely case of multiple children
author | IBBoard <dev@ibboard.co.uk> |
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date | Sun, 29 Jul 2012 14:16:14 +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); } } } } } }