Mercurial > repos > IBBoard.WarFoundry.API
view API/Objects/Requirement/RequiresNoMoreThanNOfUnitTypeRequirement.cs @ 461:f0594621e4a0
Re #379: Fix validation of requirements to check for unit
* Move "Is applicable" checks up to abstract "no more than N of unit type" class
author | IBBoard <dev@ibboard.co.uk> |
---|---|
date | Mon, 05 Mar 2012 19:52:54 +0000 |
parents | 680db2462e34 |
children | 159dc9be36c2 |
line wrap: on
line source
// This file (RequiresNoMoreThanNOfUnitTypeRequirement.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 IBBoard.WarFoundry.API.Objects; using System.Collections.Generic; using System.Text; namespace IBBoard.WarFoundry.API.Objects.Requirement { /// <summary> /// A requirement where a WarFoundryObject cannot be taken in an army if more than N of a UnitType will be in the army. /// </summary> public abstract class RequiresNoMoreThanNOfUnitTypeRequirement<OBJECT_TYPE> : AbstractUnitRequirement<OBJECT_TYPE> where OBJECT_TYPE : IWarFoundryObject { public static readonly string REQUIREMENT_ID = "RequiresNoMoreThanNUnits"; public RequiresNoMoreThanNOfUnitTypeRequirement(OBJECT_TYPE allowedObject, params UnitType[] limitedUnitTypes) : base(allowedObject, limitedUnitTypes) { //Do nothing special } public override string RequirementID { get { return REQUIREMENT_ID; } } /// <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(IWarFoundryObject wfObject, Army toArmy) { return IsApplicable(wfObject, toArmy) ? CheckAllowsAdding(wfObject, toArmy) : Validation.NotApplicable; } protected override bool IsApplicable(Army toArmy) { return false; } protected override bool IsApplicable(IWarFoundryObject toObject) { bool isApplicable = false; UnitType unitType = GetUnitTypeFromObject(toObject); if (unitType != null) { isApplicable = IsApplicable(unitType); } return isApplicable; } private bool IsApplicable(UnitType unitType) { bool isApplicable = false; foreach (UnitCountRequirementData requirement in ConstraintTypes) { if (requirement.UnitType.Equals(unitType)) { isApplicable = true; break; } } return isApplicable; } private Validation CheckAllowsAdding(IWarFoundryObject wfObject, Army toArmy) { Validation canAdd = Validation.Passed; foreach (UnitCountRequirementData limit in ConstraintTypes) { if (GetUnitTypeCount(toArmy, limit.UnitType, wfObject) > limit.Count) { canAdd = Validation.Failed; break; } } return canAdd; } private int GetUnitTypeCount(Army toArmy, UnitType unitType, WarFoundryObject wfObject) { return toArmy.GetUnitTypeCount(unitType) + GetCountFromObject(wfObject, unitType); } private int GetCountFromObject(WarFoundryObject wfObject, UnitType limitedType) { return (limitedType.Equals(wfObject) || (wfObject is Unit && ((Unit)wfObject).UnitType.Equals(limitedType))) ? 1 : 0; } /// <summary> /// Adds a requirement for there to be no more than maxCount of a given UnitType /// </summary> /// <param name='unitType'> /// The unit type to limit. /// </param> /// <param name='minCount'> /// The maximum number of that type that must exist. /// </param> public void AddUnitTypeRequirement(UnitType unitType, int maxCount) { ConstraintTypes.Add(new UnitCountRequirementData(unitType, maxCount)); } /// <summary> /// Adds a requirement for there to be none of a given UnitType /// </summary> /// <param name='unitType'> /// The unit type to limit. /// </param> public override void AddUnitTypeRequirement(UnitType unitType) { AddUnitTypeRequirement(unitType, 0); } /// <summary> /// Checks whether the supplied army is currently valid according to this requirement. /// </summary> /// <returns> /// A <code>Validation</code> enum to show the result of the validation /// </returns> /// <param name='toValidate'> /// The army to validate /// </param> public override Validation ValidatesArmy(Army army) { Validation canAdd = Validation.NotApplicable; int allowedTypeCount = GetObjectCountFromArmy(army, AllowedObject); if (allowedTypeCount > 0) { canAdd = Validation.Passed; foreach (UnitCountRequirementData limit in ConstraintTypes) { if (army.GetUnitTypeCount(limit.UnitType) > limit.Count) { canAdd = Validation.Failed; break; } } } else { canAdd = Validation.NotApplicable; } return canAdd; } protected override bool TypeEquals(object obj) { RequiresNoMoreThanNOfUnitTypeRequirement<OBJECT_TYPE> other = (RequiresNoMoreThanNOfUnitTypeRequirement<OBJECT_TYPE>)obj; return Collections.Collections.AreEqual(ConstraintTypes, other.ConstraintTypes); } public override int GetHashCode() { int hash = 0; foreach (UnitCountRequirementData limit in ConstraintTypes) { hash += limit.UnitType.GetHashCode(); } return hash; } protected override string ValidationFailedMessage { get { return "Army cannot contain more than: {0}."; } } protected override string GetFailedRequirementsString(Army army) { return String.Join("; ", GetFailedRequirements(army).ToArray()); } private List<string> GetFailedRequirements(Army army) { List<string> failures = new List<string>(); foreach (UnitCountRequirementData requirement in ConstraintTypes) { int unitCount = army.GetUnitTypeCount(requirement.UnitType); if (unitCount > requirement.Count) { failures.Add(requirement.Count + " × " + requirement.UnitType.Name + " (have " + unitCount + ")"); } } return failures; } protected override string GetFailedAddingRequirementsString(IWarFoundryObject toAdd, Army toArmy) { return String.Join("; ", GetFailedAddingRequirements(toAdd, toArmy).ToArray()); } private List<string> GetFailedAddingRequirements(IWarFoundryObject toAdd, Army army) { List<string> failures = new List<string>(); foreach (UnitCountRequirementData requirement in ConstraintTypes) { int unitCount = GetUnitTypeCount(army, requirement.UnitType, toAdd); if (unitCount > requirement.Count) { failures.Add(requirement.Count + " × " + requirement.UnitType.Name + " (would have " + unitCount + ")"); } } return failures; } protected override int GetObjectCountFromArmy(Army toArmy) { return 0; } } }