Mercurial > repos > IBDev-IBBoard.WarFoundry.API
annotate api/Objects/UnitType.cs @ 176:22429737cd77
Re #198: Add slots with counts to units
* Migrate to using new Limit objects from ibboard:ticket:24
* Parse new objects
* Move more data type definitions in to Core schema for re-use
* Make UnitType just return limit objects
author | IBBoard <dev@ibboard.co.uk> |
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date | Thu, 22 Oct 2009 19:51:42 +0000 |
parents | 3045a168714a |
children | 8c6f55d289b0 |
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. |
15 | 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. |
15 | 4 |
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5 using System; |
82 | 6 using System.Collections.Generic; |
0 | 7 using System.Xml; |
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8 using IBBoard.Limits; |
0 | 9 using IBBoard.Logging; |
82 | 10 using IBBoard.WarFoundry.API.Requirements; |
11 | |
12 namespace IBBoard.WarFoundry.API.Objects | |
13 { | |
14 /// <summary> | |
15 /// 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. | |
16 /// </summary> | |
17 public class UnitType : WarFoundryObject | |
0 | 18 { |
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19 private Category mainCat; |
82 | 20 private Race race; |
21 private int min, max, baseSize = 0; | |
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22 private int minSize, maxSize; |
82 | 23 private double baseUnitCost; |
24 private double costPerTrooper; | |
25 private Stats stats; | |
26 private List<UnitRequirement> requirements = new List<UnitRequirement>(); | |
27 private Dictionary<string, UnitEquipmentItem> equipment = new Dictionary<string, UnitEquipmentItem>(); | |
28 private Dictionary<string, List<UnitEquipmentItem>> equipmentExclusionGroups = new Dictionary<string, List<UnitEquipmentItem>>(); | |
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29 private List<string> equipmentKeyOrder = new List<string>(); |
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30 private Dictionary<string, Ability> requiredAbilities = new Dictionary<string, Ability>(); |
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31 private Dictionary<string, Ability> optionalAbilities = new Dictionary<string, Ability>(); |
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32 private String notes = ""; |
170 | 33 private List<UnitType> containedTypes = new List<UnitType>(); |
34 private Dictionary<string, string> extraData = new Dictionary<string, string>(); | |
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35 private Dictionary<string, AbstractLimit> slotLimits = new Dictionary<string, AbstractLimit>(); |
82 | 36 |
37 | |
38 public UnitType(string id, string typeName, Race parentRace) : base(id, typeName) | |
39 { | |
40 race = parentRace; | |
41 } | |
42 | |
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43 [Obsolete("Use three parameter constructor and setters")] |
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44 public UnitType(string id, string typeName, string mainCategoryID, string[] allCategoryIDs, int minNum, int maxNum, int minimumSize, int maximumSize, double unitCost, double trooperCost, Stats unitStats, UnitRequirement[] unitRequirements, Race parentRace) : this (id, typeName, parentRace) |
0 | 45 { |
34 | 46 mainCat = race.GetCategory(mainCategoryID); |
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47 MinNumber = minNum; |
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48 MaxNumber = maxNum; |
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49 MinSize = minimumSize; |
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50 MaxSize = maximumSize; |
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51 BaseUnitCost = unitCost; |
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52 CostPerTrooper = trooperCost; |
82 | 53 SetUnitStats(unitStats); |
54 | |
55 foreach (UnitRequirement requirement in requirements) | |
56 { | |
57 AddRequirement(requirement); | |
0 | 58 } |
82 | 59 } |
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60 |
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61 public GameSystem GameSystem |
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62 { |
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63 get { return Race.GameSystem; } |
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64 } |
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65 |
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66 /// <value> |
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67 /// Gets the <see cref=" Race"/> that this unit belongs to. |
82 | 68 /// </value> |
69 public Race Race | |
70 { | |
71 get { return race; } | |
72 } | |
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73 |
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74 /// <value> |
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75 /// Gets or sets the <see cref=" Category"/> that this unit type is a member of. |
82 | 76 /// </value> |
77 public virtual Category MainCategory | |
78 { | |
0 | 79 get |
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80 { |
0 | 81 return mainCat; |
82 | 82 } |
83 set | |
84 { | |
85 mainCat = value; | |
86 } | |
87 } | |
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88 |
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89 /// <value> |
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90 /// 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 |
82 | 91 /// </value> |
92 public int MinSize | |
93 { | |
94 get { return minSize; } | |
95 set | |
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96 { |
82 | 97 minSize = (value >= 0 ? value : 0); |
98 CheckMinimumSize(); | |
99 } | |
100 } | |
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101 |
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102 /// <value> |
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103 /// 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 |
82 | 104 /// </value> |
105 public int MaxSize | |
106 { | |
107 get { return maxSize; } | |
108 set | |
109 { | |
110 maxSize = (value >= 0 ? value : WarFoundryCore.INFINITY); | |
111 CheckMinimumSize(); | |
112 } | |
0 | 113 } |
82 | 114 |
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115 /// <value> |
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116 /// 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 |
82 | 117 /// </value> |
118 public int MinNumber | |
119 { | |
120 get { return min; } | |
121 set | |
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122 { |
82 | 123 min = (value >= 0 ? value : 0); |
124 CheckMinimumNumber(); | |
125 } | |
126 } | |
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127 |
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128 /// <value> |
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129 /// 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 |
82 | 130 /// </value> |
131 public int MaxNumber | |
132 { | |
133 get { return max; } | |
134 set | |
135 { | |
136 max = (value >= 0 ? value : WarFoundryCore.INFINITY); | |
137 CheckMinimumNumber(); | |
138 } | |
139 } | |
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140 |
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141 /// <summary> |
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142 /// Makes sure that the minimum number isn't more than the maximum number, hence the warning on the properties |
82 | 143 /// </summary> |
144 private void CheckMinimumNumber() | |
145 { | |
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146 if (MinNumber > MaxNumber && MaxNumber!=WarFoundryCore.INFINITY) |
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147 { |
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148 MinNumber = MaxNumber; |
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149 LogNotifier.WarnFormat(GetType(), "Unit type {0} ({1}) had a minimum number greater than their maximum number.", Name, ID); |
82 | 150 } |
151 } | |
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152 |
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153 /// <summary> |
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154 /// Makes sure that the minimum unit size isn't more than the maximum unit size, hence the warning on the properties |
82 | 155 /// </summary> |
156 private void CheckMinimumSize() | |
157 { | |
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158 if (MinSize > MaxSize && MaxSize!=WarFoundryCore.INFINITY) |
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159 { |
34 | 160 MinSize = MaxSize; |
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161 LogNotifier.WarnFormat(GetType(), "Unit type {0} ({1}) had a minimum size greater than their maximum size.", Name, ID); |
82 | 162 } |
0 | 163 } |
164 | |
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165 //// <value> |
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166 /// 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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167 /// </value> |
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168 public int BaseSize |
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169 { |
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170 get { return baseSize; } |
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171 set { baseSize = (value >= 0 ? value : 0); } |
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172 } |
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173 |
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174 /// <value> |
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175 /// 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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176 /// </value> |
0 | 177 public double BaseUnitCost |
178 { | |
82 | 179 get { return baseUnitCost; } |
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180 set { baseUnitCost = (value >= 0 ? value : 0); } |
82 | 181 } |
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182 |
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183 //// <value> |
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184 /// 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. |
82 | 185 /// </value> |
186 public double CostPerTrooper | |
187 { | |
188 get { return costPerTrooper; } | |
189 set { costPerTrooper = (value >= 0 ? value : 0); } | |
190 } | |
191 | |
192 protected override string DefaultName() | |
193 { | |
194 throw new InvalidOperationException("Unit type with id "+id+" did not have a name specified"); | |
195 } | |
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196 |
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197 /// <value> |
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198 /// The set of <see cref="Stat"/>s for the unit in a format that is valid for the game system. |
82 | 199 /// </value> |
200 public Stat[] UnitStatsArray | |
201 { | |
202 get | |
203 { | |
204 return stats.StatsArray; | |
205 } | |
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206 } |
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207 |
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208 //// <value> |
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209 /// The set of <see cref="Stat"/>s for the unit including an additional column that contains the unit type name |
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210 /// </value> |
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211 public Stat[] UnitStatsArrayWithName |
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212 { |
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213 get |
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214 { |
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215 Stat[] extendedStats = new Stat[stats.StatCount+1]; |
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216 extendedStats[0] = new Stat(new StatSlot("Name"), Name); |
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217 stats.StatsArray.CopyTo(extendedStats, 1); |
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218 return extendedStats; |
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219 } |
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220 } |
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221 |
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222 public void SetUnitStats(Stats newStats) |
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223 { |
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224 stats = newStats; |
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225 } |
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226 |
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227 public string GetStatValue(string statName) |
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228 { |
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229 return stats.GetStatValue(statName); |
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230 } |
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231 |
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232 internal void AddEquipmentItem(UnitEquipmentItem item) |
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233 { |
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234 if (!equipment.ContainsKey(item.ID)) |
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235 { |
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236 equipment.Add(item.ID, item); |
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237 equipmentKeyOrder.Add(item.ID); |
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238 AddToMutexGroups(item); |
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239 } |
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240 } |
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241 |
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242 private void AddToMutexGroups(UnitEquipmentItem item) |
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243 { |
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244 string[] mutexGroups = item.MutexGroups; |
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245 |
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246 foreach (string mutexGroup in mutexGroups) |
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247 { |
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248 List<UnitEquipmentItem> items = DictionaryUtils.GetValue(equipmentExclusionGroups, mutexGroup); |
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249 |
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250 if (items == null) |
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251 { |
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252 items = new List<UnitEquipmentItem>(); |
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253 equipmentExclusionGroups.Add(mutexGroup, items); |
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254 } |
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255 |
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256 items.Add(item); |
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257 } |
82 | 258 } |
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259 |
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260 /// <summary> |
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261 /// Gets a <see cref="UnitEquipmentItem"/> for the given ID string, or <code>null</code> if nothing exists for that ID |
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262 /// </summary> |
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263 /// <param name="id"> |
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264 /// The ID of the UnitEquipmentItem to get |
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265 /// </param> |
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266 /// <returns> |
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267 /// The <see cref="UnitEquipmentItem"/> for the given ID string, or <code>null</code> if nothing exists for that ID |
82 | 268 /// </returns> |
269 public UnitEquipmentItem GetEquipmentItem(string id) | |
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270 { |
82 | 271 return DictionaryUtils.GetValue(equipment, id); |
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272 } |
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273 |
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274 /// <summary> |
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275 /// 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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276 /// </summary> |
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277 /// <param name="item"> |
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278 /// The <see cref="EquipmentItem"/> to get the <see cref=" UnitEquipmentItem"/> |
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279 /// </param> |
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280 /// <returns> |
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281 /// The <see cref="UnitEquipmentItem"/> that definies the UnitType's restrictions for taking the <see cref=" EquipmentItem"/> |
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282 /// </returns> |
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283 public UnitEquipmentItem GetEquipmentItem(EquipmentItem item) |
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284 { |
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285 return GetEquipmentItem(item.ID); |
82 | 286 } |
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287 |
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288 /// <summary> |
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289 /// Gets an array of all available <see cref="UnitEquipmentItem"/>s for this UnitType |
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290 /// </summary> |
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291 /// <returns> |
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292 /// An array of all available <see cref="UnitEquipmentItem"/>s for this UnitType |
82 | 293 /// </returns> |
294 public UnitEquipmentItem[] GetEquipmentItems() | |
295 { | |
296 return DictionaryUtils.ToArray<string, UnitEquipmentItem>(equipment); | |
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297 } |
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298 |
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299 public UnitEquipmentItem[] GetEquipmentItemsByExclusionGroup(string group) |
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300 { |
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301 return GetEquipmentItemsByExclusionGroups(new string[] { group }); |
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302 } |
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303 |
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304 public UnitEquipmentItem[] GetEquipmentItemsByExclusionGroups(string[] groups) |
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305 { |
154
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306 List<UnitEquipmentItem> list = new List<UnitEquipmentItem>(); |
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307 |
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308 foreach (string group in groups) |
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309 { |
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310 List<UnitEquipmentItem> groupList = DictionaryUtils.GetValue(equipmentExclusionGroups, group); |
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311 |
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312 if (groupList != null) |
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313 { |
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314 list.AddRange(groupList); |
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315 } |
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316 } |
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317 |
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318 return list.ToArray(); |
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319 } |
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320 |
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321 public bool IsRatioLimitedEquipmentItem(EquipmentItem item) |
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322 { |
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323 UnitEquipmentItem equip = GetEquipmentItem(item); |
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324 return equip != null && equip.IsRatioLimit; |
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325 } |
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326 |
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327 public bool IsAbsoluteLimitedEquipmentItem(EquipmentItem item) |
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328 { |
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329 UnitEquipmentItem equip = GetEquipmentItem(item); |
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330 return equip != null && !equip.IsRatioLimit; |
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331 } |
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332 |
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333 public ICollection<Ability> GetRequiredAbilities() |
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334 { |
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335 return requiredAbilities.Values; |
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336 } |
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337 |
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338 public ICollection<Ability> GetOptionalAbilities() |
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339 { |
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340 return optionalAbilities.Values; |
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341 } |
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342 |
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343 public void AddAbility(Ability ability, bool isRequired) |
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344 { |
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345 string id = ability.ID; |
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346 |
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347 if (!requiredAbilities.ContainsKey(id) && !optionalAbilities.ContainsKey(id)) |
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348 { |
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349 if (isRequired) |
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350 { |
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351 requiredAbilities[id] = ability; |
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352 } |
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353 else |
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354 { |
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355 optionalAbilities[id] = ability; |
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356 } |
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357 } |
82 | 358 } |
359 | |
360 public void AddRequirement(UnitRequirement requirement) | |
361 { | |
362 requirements.Add(requirement); | |
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363 } |
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364 |
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365 public UnitRequirement[] Requirements |
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366 { |
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367 get { return requirements.ToArray(); } |
82 | 368 } |
0 | 369 |
370 public List<FailedUnitRequirement> CanAddToArmy(Army army) | |
371 { | |
372 List<FailedUnitRequirement> failures = new List<FailedUnitRequirement>(); | |
373 | |
82 | 374 if (requirements!=null && requirements.Count > 0) |
0 | 375 { |
376 foreach (UnitRequirement requirement in requirements) | |
377 { | |
378 FailedUnitRequirement failure = (FailedUnitRequirement)requirement.CanAddToWarFoundryObject(army); | |
379 | |
380 if (failure!=null) | |
381 { | |
382 failures.Add(failure); | |
383 } | |
384 } | |
385 } | |
386 | |
387 return failures; | |
388 } | |
389 | |
390 public List<FailedUnitRequirement> CanRemoveFromArmy(Army army) | |
391 { | |
392 List<FailedUnitRequirement> failures = new List<FailedUnitRequirement>(); | |
393 | |
82 | 394 if (requirements!=null && requirements.Count > 0) |
0 | 395 { |
396 foreach (UnitRequirement requirement in requirements) | |
397 { | |
398 FailedUnitRequirement failure = (FailedUnitRequirement)requirement.CanRemoveFromWarFoundryObject(army); | |
399 | |
400 if (failure!=null) | |
401 { | |
402 failures.Add(failure); | |
403 } | |
404 } | |
405 } | |
406 | |
407 return failures; | |
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408 } |
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409 |
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410 public string Notes |
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411 { |
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412 get { return notes; } |
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413 set { notes = value; } |
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414 } |
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415 |
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416 public bool CanContainUnit(Unit unit) |
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417 { |
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418 return CanContainUnitType(unit.UnitType); |
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419 } |
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420 |
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421 public bool CanContainUnitType(UnitType unitType) |
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422 { |
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423 return containedTypes.Contains(unitType); |
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424 } |
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425 |
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426 public UnitType[] ContainedUnitTypes |
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427 { |
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428 get { return containedTypes.ToArray(); } |
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429 } |
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430 |
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431 public void AddContainedUnitType(UnitType containedType) |
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432 { |
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433 containedTypes.Add(containedType); |
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434 } |
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435 |
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436 public void AddExtraData(string id, string data) |
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437 { |
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438 extraData[id] = data; |
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439 } |
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440 |
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441 public string GetExtraData(string id) |
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442 { |
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443 return DictionaryUtils.GetValue(extraData, id); |
82 | 444 } |
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445 |
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446 public string StatsID |
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447 { |
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448 get |
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449 { |
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450 return stats.StatsID; |
170 | 451 } |
452 } | |
453 | |
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454 public void AddEquipmentSlot(string slotName, AbstractLimit slotLimit) |
170 | 455 { |
456 slotLimits.Add(slotName, slotLimit); | |
457 } | |
458 | |
459 public bool HasEquipmentSlot(string slotName) | |
460 { | |
461 return slotLimits.ContainsKey(slotName); | |
462 } | |
463 | |
464 /// <summary> | |
176
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465 /// Gets the maximum limit on the number of items allowed in a single slot |
170 | 466 /// </summary> |
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467 /// <param name="slotName">The name of the equipment slot to get the limit for</param> |
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468 /// <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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469 public AbstractLimit GetEquipmentSlotLimit(string slotName) |
170 | 470 { |
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471 AbstractLimit slotLimit = null; |
170 | 472 |
473 if (HasEquipmentSlot(slotName)) | |
474 { | |
475 slotLimit = DictionaryUtils.GetValue(slotLimits, slotName); | |
476 } | |
176
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477 |
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478 if (slotLimit == null) |
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479 { |
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480 slotLimit = new UnlimitedLimit(); |
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481 } |
170 | 482 |
483 return slotLimit; | |
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484 } |
82 | 485 } |
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486 } |