Mercurial > repos > IBDev-IBBoard.WarFoundry.API
annotate API/Objects/UnitType.cs @ 460:025319b6fa7a
Re #379: Fix validation of requirements to check for unit
* Create max count requirement object
* Re-add code for min/max counts as requirements
author | IBBoard <dev@ibboard.co.uk> |
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date | Sun, 04 Mar 2012 21:13:52 +0000 |
parents | afc6410e4efc |
children | cbeee87dc2d3 |
rev | line source |
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1 // This file (UnitType.cs) is a part of the IBBoard.WarFoundry.API project and is copyright 2007, 2008, 2009 IBBoard. |
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2 // |
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3 // 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. |
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4 using System; |
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5 using System.Collections.Generic; |
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6 using System.Xml; |
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7 using IBBoard.Limits; |
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8 using IBBoard.Logging; |
348 | 9 using IBBoard.WarFoundry.API.Objects.Requirement; |
337
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10 |
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11 namespace IBBoard.WarFoundry.API.Objects |
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12 { |
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13 /// <summary> |
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14 /// A UnitType is a type for a <see cref=" Unit"/>, normally relating to an entry in an army list. The UnitType defines the name, cost, minimum and maximum limits of a unit, and the equipment units of the type can take. |
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15 /// </summary> |
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16 public class UnitType : WarFoundryObject |
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17 { |
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18 private Category mainCat; |
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19 private Race race; |
356 | 20 private int min = 0; |
21 private int max = WarFoundryCore.INFINITY; | |
22 private int baseSize = 0; | |
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23 private int minSize, maxSize; |
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24 private double baseUnitCost; |
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25 private double costPerTrooper; |
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26 private Stats stats; |
348 | 27 private List<IRequirement> requirements = new List<IRequirement>(); |
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28 private Dictionary<string, UnitEquipmentItem> equipment = new Dictionary<string, UnitEquipmentItem>(); |
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29 private Dictionary<string, List<UnitEquipmentItem>> equipmentExclusionGroups = new Dictionary<string, List<UnitEquipmentItem>>(); |
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30 private List<string> equipmentKeyOrder = new List<string>(); |
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31 private Dictionary<string, Ability> requiredAbilities = new Dictionary<string, Ability>(); |
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32 private Dictionary<string, Ability> optionalAbilities = new Dictionary<string, Ability>(); |
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33 private String notes = ""; |
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34 private List<UnitType> containedTypes = new List<UnitType>(); |
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35 private Dictionary<string, string> extraData = new Dictionary<string, string>(); |
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36 private Dictionary<string, ILimit> slotLimits = new Dictionary<string, ILimit>(); |
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37 private Dictionary<string, UnitMemberType> unitMemberTypes = new Dictionary<string, UnitMemberType>(); |
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38 private List<Category> cats = new List<Category>(); |
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39 |
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40 public UnitType(string id, string typeName, Race parentRace) : base(id, typeName) |
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41 { |
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42 race = parentRace; |
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43 } |
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44 |
455
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419
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45 public override bool Equals(object obj) |
357 | 46 { |
47 if (obj == null) | |
48 { | |
49 return false; | |
50 } | |
51 else if (!(obj is UnitType)) | |
52 { | |
53 return false; | |
54 } | |
55 else | |
56 { | |
57 UnitType other = (UnitType)obj; | |
58 | |
59 if (!ID.Equals(other.ID) || !Name.Equals(other.Name) || !Race.Equals(other.Race)) | |
60 { | |
61 return false; | |
62 } | |
63 else | |
64 { | |
65 return true; | |
66 } | |
67 } | |
68 } | |
69 | |
419 | 70 public override int GetHashCode() |
71 { | |
72 return Race.GetHashCode() + ID.GetHashCode() + Name.GetHashCode(); | |
73 } | |
74 | |
337
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75 public GameSystem GameSystem |
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76 { |
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77 get { return Race.GameSystem; } |
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78 } |
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79 |
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80 /// <value> |
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81 /// Gets the <see cref=" Race"/> that this unit belongs to. |
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82 /// </value> |
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83 public Race Race |
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84 { |
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85 get { return race; } |
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86 } |
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87 |
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88 /// <value> |
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89 /// Gets or sets the default <see cref=" Category"/> that this unit type is a member of. |
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90 /// If it is not already in the collection of categories then it will be added. |
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91 /// </value> |
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92 public virtual Category MainCategory |
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93 { |
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94 get |
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95 { |
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96 return mainCat; |
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97 } |
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98 set |
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99 { |
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100 mainCat = value; |
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101 AddCategory(value); |
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102 } |
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103 } |
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104 /// <summary> |
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105 /// Gets the collection of <see cref="Category"/> objects that this UnitType can be a member of |
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106 /// </summary> |
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107 public Category[] Categories |
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108 { |
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109 get |
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110 { |
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111 return cats.ToArray(); |
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112 } |
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113 } |
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114 |
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115 /// <summary> |
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116 /// Adds a category to the set of categories that this unit can be taken from. The first category added will automatically become the MainCategory. |
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117 /// </summary> |
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118 /// <param name="cat"> |
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119 /// A <see cref="Category"/> that this unit can be taken from |
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120 /// </param> |
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121 public void AddCategory(Category cat) |
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122 { |
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123 if (!cats.Contains(cat)) |
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124 { |
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125 cats.Add(cat); |
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126 |
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127 if (MainCategory == null) |
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128 { |
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129 MainCategory = cat; |
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130 } |
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131 } |
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132 } |
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133 |
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134 /// <value> |
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135 /// Gets or sets the minimum size of each unit of this type. Note: This should be set AFTER MaxSize, otherwise an unintended default value may be set for the minimum |
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136 /// </value> |
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137 public int MinSize |
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138 { |
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139 get { return minSize; } |
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140 set |
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141 { |
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142 minSize = (value >= 0 ? value : 0); |
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143 CheckMinimumSize(); |
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144 } |
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145 } |
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146 |
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147 /// <value> |
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148 /// Gets or sets the maximum size of each unit of this type. Note: This should be set BEFORE MinSize, otherwise an unintended default value may be set for the minimum |
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149 /// </value> |
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150 public int MaxSize |
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151 { |
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152 get { return maxSize; } |
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153 set |
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154 { |
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155 maxSize = (value >= 0 ? value : WarFoundryCore.INFINITY); |
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156 CheckMinimumSize(); |
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157 } |
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158 } |
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159 |
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160 /// <value> |
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161 /// Gets or sets the minimum number of units of this type that must be taken in an army. Note: This should be set AFTER MaxNumber, otherwise an unintended default value may be set for the minimum |
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162 /// </value> |
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163 public int MinNumber |
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164 { |
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165 get { return min; } |
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166 set |
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167 { |
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168 min = (value >= 0 ? value : 0); |
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169 CheckMinimumNumber(); |
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170 } |
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171 } |
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172 |
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173 /// <value> |
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174 /// Gets or sets the maximum number of units of this type that can be taken in an army. Note: This should be set BEFORE MinNumber, otherwise an unintended default value may be set for the minimum |
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175 /// </value> |
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176 public int MaxNumber |
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177 { |
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178 get { return max; } |
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179 set |
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180 { |
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181 max = (value >= 0 ? value : WarFoundryCore.INFINITY); |
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182 CheckMinimumNumber(); |
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183 } |
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184 } |
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185 |
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186 /// <summary> |
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187 /// Makes sure that the minimum number isn't more than the maximum number, hence the warning on the properties |
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188 /// </summary> |
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189 private void CheckMinimumNumber() |
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190 { |
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191 if (MinNumber > MaxNumber && MaxNumber != WarFoundryCore.INFINITY) |
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192 { |
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193 MinNumber = MaxNumber; |
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194 LogNotifier.WarnFormat(GetType(), "Unit type {0} ({1}) had a minimum number greater than their maximum number.", Name, ID); |
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195 } |
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196 } |
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197 |
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198 /// <summary> |
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199 /// Makes sure that the minimum unit size isn't more than the maximum unit size, hence the warning on the properties |
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200 /// </summary> |
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201 private void CheckMinimumSize() |
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202 { |
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203 if (MinSize > MaxSize && MaxSize != WarFoundryCore.INFINITY) |
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204 { |
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205 MinSize = MaxSize; |
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206 LogNotifier.WarnFormat(GetType(), "Unit type {0} ({1}) had a minimum size greater than their maximum size.", Name, ID); |
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207 } |
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208 } |
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209 |
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210 //// <value> |
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211 /// Gets or sets the "base size" of a unit, which is the number of troopers the unit has in it for its "base cost". For a lot of units this value will be 0 as the cost is worked out based on the total number of members. |
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212 /// </value> |
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213 public int BaseSize |
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214 { |
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215 get { return baseSize; } |
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216 set { baseSize = (value >= 0 ? value : 0); } |
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217 } |
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218 |
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219 /// <value> |
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220 /// The number of points that a "base unit" of <code>BaseSize</code> models costs. Additional models are charged at <code>CostPerTrooper</code> each. |
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221 /// </value> |
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222 public double BaseUnitCost |
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223 { |
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224 get { return baseUnitCost; } |
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225 set { baseUnitCost = (value >= 0 ? value : 0); } |
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226 } |
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227 |
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228 //// <value> |
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229 /// The cost of an individual trooper. This value is the cost for a basic trooper without weapons, which are added on top of the cost before calculating a unit cost. |
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230 /// </value> |
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231 public double CostPerTrooper |
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232 { |
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233 get { return costPerTrooper; } |
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234 set { costPerTrooper = (value >= 0 ? value : 0); } |
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235 } |
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236 |
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237 protected override string DefaultName() |
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238 { |
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239 throw new InvalidOperationException("Unit type with id " + id + " did not have a name specified"); |
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240 } |
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241 |
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242 /// <value> |
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243 /// The array of <see cref="Stat"/>s for each of the unit's stat lines |
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244 /// </value> |
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245 public Stat[][] UnitStatsArrays |
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246 { |
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247 get |
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248 { |
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249 Stat[][] statsArray; |
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250 |
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251 if (stats != null) |
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252 { |
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253 statsArray = new Stat[][]{ stats.StatsArray }; |
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254 } |
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255 else if (unitMemberTypes.Count > 0) |
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256 { |
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257 int memTypeCount = unitMemberTypes.Count; |
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258 statsArray = new Stat[memTypeCount][]; |
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259 int i = 0; |
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260 |
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261 foreach (UnitMemberType memType in unitMemberTypes.Values) |
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262 { |
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263 statsArray[i] = memType.StatsArray; |
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264 i++; |
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265 } |
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266 } |
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267 else |
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268 { |
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269 SystemStats systemStats = GameSystem.StandardSystemStats; |
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270 Stats tempStats = new Stats(systemStats); |
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271 statsArray = new Stat[][]{ tempStats.StatsArray }; |
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272 } |
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273 |
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274 return statsArray; |
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275 } |
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276 } |
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277 |
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278 public string[] UnitStatsArrayIDs |
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279 { |
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280 get |
337
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281 { |
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282 string[] ids; |
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283 |
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284 if (stats != null) |
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285 { |
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286 ids = new string[]{ stats.StatsID }; |
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287 } |
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288 else if (unitMemberTypes.Count > 0) |
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289 { |
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290 ids = new string[unitMemberTypes.Count]; |
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291 int i = 0; |
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292 |
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293 foreach (UnitMemberType memType in unitMemberTypes.Values) |
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294 { |
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295 ids[i] = memType.StatsID; |
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296 i++; |
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297 } |
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298 } |
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299 else |
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300 { |
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301 ids = new string[]{ GameSystem.StandardSystemStatsID }; |
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302 } |
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303 |
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304 return ids; |
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305 } |
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306 } |
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307 |
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308 //// <value> |
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309 /// The array of <see cref="Stat"/>s for each of the unit's stat lines including an additional column that contains the unit type name |
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310 /// </value> |
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311 public Stat[][] UnitStatsArraysWithName |
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312 { |
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313 get |
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314 { |
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315 Stat[][] statsArray; |
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316 |
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317 if (stats != null) |
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318 { |
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319 statsArray = new Stat[][]{ ExtendStatsArrayWithName(stats.StatsArray) }; |
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320 } |
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321 else if (unitMemberTypes.Count > 0) |
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322 { |
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323 int memTypeCount = unitMemberTypes.Count; |
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324 statsArray = new Stat[memTypeCount][]; |
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325 int i = 0; |
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326 |
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327 foreach (UnitMemberType memType in unitMemberTypes.Values) |
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328 { |
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329 statsArray[i] = memType.StatsArrayWithName; |
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330 i++; |
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331 } |
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332 } |
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333 else |
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334 { |
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335 SystemStats systemStats = GameSystem.StandardSystemStats; |
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336 Stats tempStats = new Stats(systemStats); |
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337 statsArray = new Stat[][]{ ExtendStatsArrayWithName(tempStats.StatsArray) }; |
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338 } |
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339 |
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340 return statsArray; |
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341 } |
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342 } |
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343 |
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344 public Stat[] ExtendStatsArrayWithName(Stat[] statsArray) |
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345 { |
455
afc6410e4efc
Re #379: Fix validation of requirements to check for unit
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419
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346 Stat[] extendedStats = new Stat[statsArray.Length + 1]; |
337
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347 extendedStats[0] = new Stat(new StatSlot("name"), Name); |
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348 statsArray.CopyTo(extendedStats, 1); |
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349 return extendedStats; |
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350 } |
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351 |
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352 public void SetUnitStats(Stats newStats) |
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353 { |
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354 stats = newStats; |
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355 } |
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|
356 |
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357 public string GetStatValue(string statName) |
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358 { |
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359 return stats.GetStatValue(statName.ToLower()); |
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|
360 } |
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diff
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|
361 |
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|
362 internal void AddEquipmentItem(UnitEquipmentItem item) |
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|
363 { |
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364 if (!equipment.ContainsKey(item.ID)) |
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|
365 { |
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|
366 equipment.Add(item.ID, item); |
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367 equipmentKeyOrder.Add(item.ID); |
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368 AddToMutexGroups(item); |
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|
369 } |
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|
370 } |
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|
371 |
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|
372 private void AddToMutexGroups(UnitEquipmentItem item) |
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373 { |
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374 string[] mutexGroups = item.MutexGroups; |
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|
375 |
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376 foreach (string mutexGroup in mutexGroups) |
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|
377 { |
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|
378 List<UnitEquipmentItem> items = DictionaryUtils.GetValue(equipmentExclusionGroups, mutexGroup); |
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diff
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|
379 |
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diff
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|
380 if (items == null) |
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IBBoard <dev@ibboard.co.uk>
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|
381 { |
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|
382 items = new List<UnitEquipmentItem>(); |
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383 equipmentExclusionGroups.Add(mutexGroup, items); |
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diff
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|
384 } |
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diff
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|
385 |
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|
386 items.Add(item); |
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diff
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|
387 } |
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|
388 } |
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IBBoard <dev@ibboard.co.uk>
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diff
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|
389 |
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IBBoard <dev@ibboard.co.uk>
parents:
diff
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|
390 /// <summary> |
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|
391 /// Gets a <see cref="UnitEquipmentItem"/> for the given ID string, or <code>null</code> if nothing exists for that ID |
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|
392 /// </summary> |
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|
393 /// <param name="id"> |
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diff
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|
394 /// The ID of the UnitEquipmentItem to get |
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|
395 /// </param> |
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|
396 /// <returns> |
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|
397 /// The <see cref="UnitEquipmentItem"/> for the given ID string, or <code>null</code> if nothing exists for that ID |
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|
398 /// </returns> |
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|
399 public UnitEquipmentItem GetEquipmentItem(string id) |
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|
400 { |
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|
401 return DictionaryUtils.GetValue(equipment, id); |
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|
402 } |
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IBBoard <dev@ibboard.co.uk>
parents:
diff
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|
403 |
3c4a6403a88c
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IBBoard <dev@ibboard.co.uk>
parents:
diff
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|
404 /// <summary> |
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IBBoard <dev@ibboard.co.uk>
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|
405 /// Gets a <see cref=" UnitEquipmentItem"/> for the given <see cref=" EquipmentItem"/>, or <code>null</code> if the unit can't take that <code>EquipmentItem</code> |
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|
406 /// </summary> |
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|
407 /// <param name="item"> |
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diff
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|
408 /// The <see cref="EquipmentItem"/> to get the <see cref=" UnitEquipmentItem"/> |
3c4a6403a88c
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IBBoard <dev@ibboard.co.uk>
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|
409 /// </param> |
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|
410 /// <returns> |
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411 /// The <see cref="UnitEquipmentItem"/> that definies the UnitType's restrictions for taking the <see cref=" EquipmentItem"/> |
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412 /// </returns> |
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413 public UnitEquipmentItem GetEquipmentItem(EquipmentItem item) |
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414 { |
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415 return GetEquipmentItem(item.ID); |
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416 } |
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417 |
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|
418 /// <summary> |
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419 /// Gets an array of all available <see cref="UnitEquipmentItem"/>s for this UnitType |
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420 /// </summary> |
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421 /// <returns> |
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422 /// An array of all available <see cref="UnitEquipmentItem"/>s for this UnitType |
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423 /// </returns> |
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424 public UnitEquipmentItem[] GetEquipmentItems() |
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425 { |
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426 return DictionaryUtils.ToArray<string, UnitEquipmentItem>(equipment); |
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427 } |
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428 |
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429 public UnitEquipmentItem[] GetEquipmentItemsByExclusionGroup(string group) |
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430 { |
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431 return GetEquipmentItemsByExclusionGroups(new string[] { group }); |
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432 } |
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433 |
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434 public UnitEquipmentItem[] GetEquipmentItemsByExclusionGroups(string[] groups) |
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435 { |
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436 List<UnitEquipmentItem> list = new List<UnitEquipmentItem>(); |
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437 |
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438 foreach (string group in groups) |
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439 { |
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440 List<UnitEquipmentItem> groupList = DictionaryUtils.GetValue(equipmentExclusionGroups, group); |
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441 |
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442 if (groupList != null) |
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443 { |
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444 list.AddRange(groupList); |
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445 } |
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446 } |
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447 |
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448 return list.ToArray(); |
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449 } |
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450 |
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451 public bool IsRatioLimitedEquipmentItem(EquipmentItem item) |
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452 { |
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453 UnitEquipmentItem equip = GetEquipmentItem(item); |
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454 return equip != null && equip.IsRatioLimit; |
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455 } |
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456 |
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457 public bool IsAbsoluteLimitedEquipmentItem(EquipmentItem item) |
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458 { |
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459 UnitEquipmentItem equip = GetEquipmentItem(item); |
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460 return equip != null && !equip.IsRatioLimit; |
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461 } |
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462 |
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463 public ICollection<Ability> GetRequiredAbilities() |
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464 { |
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465 return requiredAbilities.Values; |
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466 } |
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467 |
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468 public ICollection<Ability> GetOptionalAbilities() |
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469 { |
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470 return optionalAbilities.Values; |
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471 } |
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472 |
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473 public void AddAbility(Ability ability, bool isRequired) |
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474 { |
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475 string id = ability.ID; |
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476 |
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477 if (!requiredAbilities.ContainsKey(id) && !optionalAbilities.ContainsKey(id)) |
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|
478 { |
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|
479 if (isRequired) |
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|
480 { |
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|
481 requiredAbilities[id] = ability; |
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|
482 } |
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|
483 else |
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484 { |
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485 optionalAbilities[id] = ability; |
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|
486 } |
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|
487 } |
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|
488 } |
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|
489 |
348 | 490 public void AddRequirement(IRequirement requirement) |
337
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|
491 { |
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492 requirements.Add(requirement); |
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493 } |
348 | 494 |
495 public IRequirement[] GetRequirements() | |
337
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496 { |
356 | 497 List<IRequirement> reqs = new List<IRequirement>(requirements); |
498 | |
499 if (MinNumber != 0) | |
500 { | |
460
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Re #379: Fix validation of requirements to check for unit
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455
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|
501 RaceRequiresAtLeastNUnitsRequirement req = new RaceRequiresAtLeastNUnitsRequirement(Race); |
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455
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|
502 req.AddUnitTypeRequirement(this, MinNumber); |
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455
diff
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|
503 reqs.Add(req); |
356 | 504 } |
505 | |
506 if (MaxNumber != WarFoundryCore.INFINITY) | |
507 { | |
460
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Re #379: Fix validation of requirements to check for unit
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455
diff
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|
508 RaceRequiresNoMoreThanNUnitsRequirement req = new RaceRequiresNoMoreThanNUnitsRequirement(Race); |
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455
diff
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|
509 req.AddUnitTypeRequirement(this, MaxNumber); |
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455
diff
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|
510 reqs.Add(req); |
356 | 511 } |
512 | |
513 return reqs.ToArray(); | |
337
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|
514 } |
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|
515 |
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|
516 public string Notes |
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|
517 { |
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518 get { return notes; } |
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519 set { notes = value; } |
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520 } |
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|
521 |
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522 public bool CanContainUnit(Unit unit) |
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523 { |
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524 return CanContainUnitType(unit.UnitType); |
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525 } |
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|
526 |
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|
527 public bool CanContainUnitType(UnitType unitType) |
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528 { |
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529 return containedTypes.Contains(unitType); |
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|
530 } |
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|
531 |
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|
532 public UnitType[] ContainedUnitTypes |
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|
533 { |
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534 get { return containedTypes.ToArray(); } |
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|
535 } |
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diff
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|
536 |
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diff
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|
537 public void AddContainedUnitType(UnitType containedType) |
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|
538 { |
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|
539 containedTypes.Add(containedType); |
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|
540 } |
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diff
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|
541 |
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diff
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|
542 public void AddExtraData(string id, string data) |
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|
543 { |
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|
544 extraData[id] = data; |
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|
545 } |
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|
546 |
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|
547 public string GetExtraData(string id) |
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|
548 { |
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|
549 return DictionaryUtils.GetValue(extraData, id); |
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|
550 } |
3c4a6403a88c
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IBBoard <dev@ibboard.co.uk>
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diff
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|
551 |
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552 public string StatsID |
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553 { |
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554 get |
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555 { |
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556 return stats.StatsID; |
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557 } |
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558 } |
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559 |
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560 public void AddEquipmentSlot(string slotName, ILimit slotLimit) |
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561 { |
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562 slotLimits.Add(slotName, slotLimit); |
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563 } |
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564 |
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565 public bool HasEquipmentSlot(string slotName) |
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566 { |
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567 return slotLimits.ContainsKey(slotName); |
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568 } |
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569 |
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570 /// <summary> |
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571 /// Gets the maximum limit on the number of items allowed in a single slot |
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572 /// </summary> |
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573 /// <param name="slotName">The name of the equipment slot to get the limit for</param> |
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574 /// <returns>The limit of the number of items allowed in a slot, or an infinite limit if the slot is the default one or has not been specified</returns> |
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575 public ILimit GetEquipmentSlotLimit(string slotName) |
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576 { |
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577 ILimit slotLimit = null; |
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578 |
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579 if (HasEquipmentSlot(slotName)) |
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580 { |
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581 slotLimit = DictionaryUtils.GetValue(slotLimits, slotName); |
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582 } |
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583 |
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584 if (slotLimit == null) |
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585 { |
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586 slotLimit = new UnlimitedLimit(); |
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587 } |
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588 |
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589 return slotLimit; |
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590 } |
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591 |
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592 public void AddUnitMemberType(UnitMemberType unitMemberType) |
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593 { |
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594 unitMemberTypes.Add(unitMemberType.ID, unitMemberType); |
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595 } |
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596 } |
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597 } |