Mercurial > repos > IBDev-IBBoard.WarFoundry.API
annotate API/WarFoundryCore.cs @ 347:44a6539fadf9
Re #27: Unit requirements
* Add base interface for all requirements and extend it in existing requirements
* Add stub method for getting requirements of race (UnitTypes need to be able to add them first before testing goes further)
author | IBBoard <dev@ibboard.co.uk> |
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date | Sat, 09 Apr 2011 15:51:39 +0000 |
parents | 3c4a6403a88c |
children | c32bb2a53b87 |
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1 // This file (WarFoundryCore.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 |
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5 using System; |
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6 using IBBoard.Logging; |
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7 using IBBoard.WarFoundry.API.Objects; |
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8 |
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9 namespace IBBoard.WarFoundry.API |
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10 { |
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11 public class WarFoundryCore |
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12 { |
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13 public static readonly int INFINITY = -1; |
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14 public static event GameSystemChangedDelegate GameSystemChanged; |
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15 public static event ArmyChangedDelegate ArmyChanged; |
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16 |
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17 private static GameSystem system; |
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18 private static Army currentArmy; |
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19 |
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20 public static GameSystem CurrentGameSystem |
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21 { |
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22 get { return system; } |
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23 set |
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24 { |
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25 if (system==null || !system.Equals(value)) |
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26 { |
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27 GameSystem oldSystem = system; |
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28 system = value; |
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29 |
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30 if (system==null) |
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31 { |
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32 LogNotifier.Debug(typeof(WarFoundryCore), "Game system set to null"); |
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33 } |
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34 else |
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35 { |
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36 LogNotifier.DebugFormat(typeof(WarFoundryCore), "Game system set to {0} with ID {1}", system.Name, system.ID); |
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37 } |
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38 |
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39 if (GameSystemChanged!=null) |
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40 { |
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41 GameSystemChanged(oldSystem, system); |
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42 } |
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43 |
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44 //If we've changed the game system then we can't keep the current army |
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45 CurrentArmy = null; |
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46 } |
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47 } |
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48 } |
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49 |
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50 public static Army CurrentArmy |
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51 { |
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52 get { return currentArmy; } |
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53 set |
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54 { |
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55 if (currentArmy==null || !currentArmy.Equals(value)) |
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56 { |
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57 Army oldArmy = currentArmy; |
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58 |
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59 if (value != null) |
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60 { |
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61 CurrentGameSystem = value.GameSystem; //Set the game system in case the new army is from a different system |
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62 currentArmy = value; |
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63 } |
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64 else |
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65 { |
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66 currentArmy = null; |
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67 } |
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68 |
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69 if (ArmyChanged!=null) |
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70 { |
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71 ArmyChanged(oldArmy, currentArmy); |
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72 } |
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73 } |
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74 } |
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75 } |
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76 } |
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77 } |