Mercurial > repos > IBDev-IBBoard.WarFoundry.API
annotate api/Util/UnitEquipmentUtil.cs @ 188:354d51cc002b
Re #198: Add equipment slots
* Pass tests
author | IBBoard <dev@ibboard.co.uk> |
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date | Tue, 27 Oct 2009 20:58:10 +0000 |
parents | 104a683b5ef8 |
children | 0b413f41e6e3 |
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1 // This file (UnitEquipmentUtil.cs) is a part of the IBBoard.WarFoundry.API project and is copyright 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 |
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5 using System; |
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6 using System.Collections.Generic; |
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7 using System.Text; |
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8 using IBBoard.Limits; |
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9 using IBBoard.WarFoundry.API.Objects; |
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10 |
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11 namespace IBBoard.WarFoundry.API.Util |
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12 { |
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13 public class UnitEquipmentUtil |
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14 { |
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15 /// <summary> |
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16 /// Gets an array of allowed <see cref="UnitEquipmentItem"/>s based on the current selections of the unit, taking in to account Mutex groups and other limits. |
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17 /// </summary> |
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18 /// <param name="unit">The <see cref="Unit"/> to get equipment items for</param> |
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19 /// <returns>The array of allowed <see cref="UnitEquipmentItem"/>s</returns> |
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20 public static UnitEquipmentItem[] GetAllowedEquipmentItems(Unit unit) |
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21 { |
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22 List<UnitEquipmentItem> list = new List<UnitEquipmentItem>(); |
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23 UnitEquipmentItem[] currItems = unit.GetEquipment(); |
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24 |
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25 foreach (UnitEquipmentItem item in GetAllEquipmentItems(unit)) |
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26 { |
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27 bool allowed = IsAllowedByMutex(item, currItems); |
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28 |
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29 if (allowed) |
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30 { |
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31 list.Add(item); |
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32 } |
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33 } |
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34 |
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35 return list.ToArray(); |
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36 } |
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37 |
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38 private static bool IsAllowedByMutex(UnitEquipmentItem item, UnitEquipmentItem[] currItems) |
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39 { |
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40 bool allowed = true; |
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41 |
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42 foreach (UnitEquipmentItem currItem in currItems) |
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43 { |
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44 if (ItemsAreMutuallyExclusive(currItem, item)) |
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45 { |
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46 allowed = false; |
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47 break; |
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48 } |
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49 } |
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50 |
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51 return allowed; |
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52 } |
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53 |
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54 /// <summary> |
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55 /// Gets a list of all <see cref="UnitEquipmentItem"/>s that would stop the unit taking <code>item</code> because of mutex groups. |
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56 /// </summary> |
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57 /// <param name="unit">The unit that wants to take the equipment item</param> |
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58 /// <param name="item">The item to check blocking items for</param> |
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59 /// <returns>a list of all <see cref="UnitEquipmentItem"/>s that would stop the unit taking <code>item</code></returns> |
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60 public static List<UnitEquipmentItem> GetBlockingEquipmentItems(Unit unit, UnitEquipmentItem item) |
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61 { |
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62 List<UnitEquipmentItem> items = new List<UnitEquipmentItem>(); |
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63 UnitEquipmentItem[] currItems = unit.GetEquipment(); |
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64 |
174 | 65 foreach (UnitEquipmentItem unitItem in currItems) |
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66 { |
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67 if (!ItemsAreMutuallyExclusive(unitItem, item)) |
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68 { |
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69 items.Add(unitItem); |
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70 } |
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71 } |
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72 |
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73 return items; |
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74 } |
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75 |
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76 public static UnitEquipmentItem[] GetAllEquipmentItems(Unit unit) |
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77 { |
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78 return unit.UnitType.GetEquipmentItems(); |
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79 } |
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80 |
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81 public static bool ItemsAreMutuallyExclusive(UnitEquipmentItem item1, UnitEquipmentItem item2) |
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82 { |
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83 bool areMutex = false; |
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84 string[] item1mutex = item1.MutexGroups; |
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85 string[] item2mutex = item2.MutexGroups; |
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86 |
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87 foreach (string mutex in item1mutex) |
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88 { |
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89 foreach (string otherMutex in item2mutex) |
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90 { |
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91 if (mutex.Equals(otherMutex)) |
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92 { |
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93 areMutex = true; |
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94 goto postLoop; |
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95 } |
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96 } |
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97 } |
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98 postLoop: |
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99 |
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100 return areMutex; |
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101 } |
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102 |
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103 public static int GetMaxEquipmentCount (Unit unit, UnitEquipmentItem equip) |
187 | 104 { |
105 int unitSize = unit.Size; | |
106 int max = Math.Max(equip.MinLimit.GetLimit(unitSize), equip.MaxLimit.GetLimit (unitSize)); | |
107 return GetEquipmentCountLimit (unit, max, equip); | |
185 | 108 } |
109 | |
187 | 110 private static int GetEquipmentCountLimit (Unit unit, int currLimit, UnitEquipmentItem equip) |
185 | 111 { |
187 | 112 int newLimit = currLimit; |
185 | 113 AbstractLimit limit = unit.UnitType.GetEquipmentSlotLimit (equip.SlotName); |
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114 |
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115 if (!(limit is UnlimitedLimit)) |
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116 { |
187 | 117 int slotMax = limit.GetLimit (unit.Size) - unit.GetEquipmentAmountInSlot (equip.SlotName); |
118 newLimit = Math.Min (slotMax, newLimit); | |
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119 } |
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120 |
187 | 121 return newLimit; |
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122 } |
186 | 123 |
185 | 124 public static int GetMinEquipmentCount (Unit unit, UnitEquipmentItem equip) |
187 | 125 { |
126 int unitSize = unit.Size; | |
127 int min = Math.Min (equip.MinLimit.GetLimit (unitSize), equip.MaxLimit.GetLimit (unitSize)); | |
128 return GetEquipmentCountLimit (unit, min, equip); | |
185 | 129 } |
186 | 130 |
131 public static bool IsEquipmentRatioLimited(Unit unit, UnitEquipmentItem equip) | |
132 { | |
133 AbstractLimit limit = unit.UnitType.GetEquipmentSlotLimit(equip.SlotName); | |
134 return equip.IsRatioLimit && (limit is IPercentageLimit || limit is UnlimitedLimit); | |
135 } | |
187 | 136 |
137 public static double GetMaxEquipmentPercentage(Unit unit, UnitEquipmentItem equip) | |
138 { | |
139 double limit = 0; | |
140 | |
141 if (equip.IsRatioLimit) | |
142 { | |
143 limit = Math.Max(((IPercentageLimit)equip.MinLimit).Percentage, ((IPercentageLimit)equip.MaxLimit).Percentage); | |
144 } | |
188 | 145 else |
146 { | |
147 int unitSize = unit.Size; | |
148 limit = (equip.MaxLimit.GetLimit(unitSize) / (double)unitSize) * 100.0; | |
149 } | |
187 | 150 |
151 return limit; | |
152 } | |
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153 } |
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154 } |