view API/Objects/Requirement/UnitRequiresNoMoreThanNOfUnitTypeRequirement.cs @ 480:e0641e0eb86c

Re #410: "N units per M models in parent" requirement * Move context to a sub-folder/namespace to reduce clutter * Add simple "parent unit" context
author IBBoard <dev@ibboard.co.uk>
date Wed, 23 May 2012 21:00:33 +0100
parents f48c49b53738
children 248df19652f9
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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;
using IBBoard.WarFoundry.API.Objects.Requirement.Context;

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<UnitType>
	{
		public UnitRequiresNoMoreThanNOfUnitTypeRequirement(UnitType allowedObject, params UnitType[] unitTypes) : base(allowedObject, unitTypes)
		{
			//Do nothing special
		}

		protected override bool IsApplicable(IWarFoundryObject toObject, Army toArmy, AddingContext context)
		{
			return base.IsApplicable(toObject, toArmy, context) || IsApplicableForRequiredType(toObject, toArmy);
		}

		protected override bool IsApplicable(IWarFoundryObject toObject, AddingContext context)
		{
			return AllowedObject.Equals(toObject) || (toObject is Unit && AllowedObject.Equals(((Unit)toObject).UnitType));
		}

		private bool IsApplicableForRequiredType(IWarFoundryObject toObject, Army toArmy)
		{
			bool isApplicable = false;
			UnitType addedType = toObject as UnitType;

			if (addedType == null)
			{
				addedType = (toObject is Unit) ? ((Unit)toObject).UnitType : null;
			}

			if (addedType != null && toArmy.GetUnitTypeCount(AllowedObject) > 0)
			{
				foreach (UnitCountRequirementData limit in ConstraintTypes)
				{
					if (Arrays.Contains(limit.UnitTypes, addedType))
					{
						isApplicable = true;
						break;
					}
				}
			}

			return isApplicable;
		}

		protected override int GetObjectCountFromArmy(Army toArmy, UnitType obj)
		{
			return toArmy.GetUnitTypeCount(obj);
		}
	}
}