view API/Objects/Requirement/UnitRequiresNoMoreThanNOfUnitTypeRequirement.cs @ 453:dace3b7779ca

Re #379: Fix validation of requirements to check for unit * Restructure all validation messages to a common base system that will translate better * Update "No More Than" texts to differentiate two contexts (adding and validating)
author IBBoard <dev@ibboard.co.uk>
date Sun, 29 Jan 2012 20:05:25 +0000
parents 71fceea2725b
children def5d333c5e8
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// This file (UnitRequiresAtLeastNUnitsRequirement.cs) is a part of the IBBoard.WarFoundry.API project and is copyright 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;
using System.Collections.Generic;
using IBBoard.WarFoundry.API.Objects;

namespace IBBoard.WarFoundry.API.Objects.Requirement
{
	/// <summary>
	/// A requirement where a UnitType can only be taken if there are no more than N units of one or more unit in an army.
	/// </summary>
	public class UnitRequiresNoMoreThanNOfUnitTypeRequirement : RequiresNoMoreThanNOfUnitTypeRequirement
	{
		private UnitType requirementOnType;

		public UnitRequiresNoMoreThanNOfUnitTypeRequirement(UnitType requirementOn) : base()
		{
			requirementOnType = requirementOn;
		}

		/// <summary>
		/// Checks whether the supplied WarFoundryObject can be added to the supplied army.
		/// </summary>
		/// <returns>
		/// A <code>Validation</code> enum to show the result of the validation
		/// </returns>
		/// <param name='wfObject'>
		/// The object that we want to add. This may be involved in the check, or it may not affect the evaluation of the requirement
		/// </param>
		/// <param name='toArmy'>
		/// The army to add the object to.
		/// </param>
		public override Validation AllowsAdding(WarFoundryObject wfObject, Army toArmy)
		{
			return IsApplicable(wfObject, toArmy) ? base.AllowsAdding(wfObject, toArmy) : Validation.NotApplicable;
		}

		protected override bool IsApplicable(WarFoundryObject toObject, Army toArmy)
		{
			return IsApplicable(toArmy) || IsApplicable(toObject);
		}

		protected override bool IsApplicable(Army toArmy)
		{
			return toArmy.GetUnitTypeCount(requirementOnType) > 0;
		}

		protected override bool IsApplicable(WarFoundryObject toObject)
		{
			return requirementOnType.Equals(toObject) || (toObject is Unit && requirementOnType.Equals(((Unit)toObject).UnitType));
		}

		protected override string ValidationFailedMessage
		{
			get
			{
				return "Army contains " + requirementOnType.Name + " and so cannot contain more than: {0}.";
			}
		}

		protected override string AllowsAddingFailedMessage
		{
			get
			{
				return "Army would contain " + requirementOnType.Name + " and so cannot contain more than: {0}.";
			}
		}
	}
}