Mercurial > repos > IBBoard.WarFoundry.API
view API/Objects/Requirement/UnitRequiresNoMoreThanNOfUnitTypeRequirement.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> |
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date | Mon, 05 Mar 2012 19:52:54 +0000 |
parents | 680db2462e34 |
children | f48c49b53738 |
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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<UnitType> { public UnitRequiresNoMoreThanNOfUnitTypeRequirement(UnitType allowedObject, params UnitType[] unitTypes) : base(allowedObject, unitTypes) { //Do nothing special } protected override bool IsApplicable(IWarFoundryObject toObject, Army toArmy) { return base.IsApplicable(toObject, toArmy) || IsApplicableForRequiredType(toObject, toArmy); } protected override bool IsApplicable(IWarFoundryObject toObject) { 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); } } }