Mercurial > repos > IBDev-IBBoard.WarFoundry.API
annotate api/Objects/UnitType.cs @ 85:46ad6f478203
Re #50: Complete core loading of WarFoundry XML files
* Start loading of UnitEquipmentItems
* Fix XPath queries for equipment items and abilities
* Allow UnitEquipmentItem to be created without a UnitType
* Make adding UnitEquipmentItem to UnitType set UnitType of UnitEquipmentItem
* Make loading of abilities and equipment items add the item to the race
Also:
* Code cleanup (line endings)
* Make method to get equipment by ID return null instead of throwing "no such key" exception
author | IBBoard <dev@ibboard.co.uk> |
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date | Sat, 01 Aug 2009 16:06:25 +0000 |
parents | 3ea0ab04352b |
children | 729d9e54162c |
rev | line source |
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15 | 1 // This file (UnitType.cs) is a part of the IBBoard.WarFoundry.API project and is copyright 2009 IBBoard. |
2 // | |
3 // The file and the library/program it is in are licensed under the GNU LGPL license, either version 3 of the License or (at your option) any later version. Please see COPYING.LGPL for more information and the full license. | |
4 | |
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5 using System; |
82 | 6 using System.Collections.Generic; |
0 | 7 using System.Xml; |
8 using IBBoard.Logging; | |
82 | 9 using IBBoard.WarFoundry.API.Requirements; |
10 | |
11 namespace IBBoard.WarFoundry.API.Objects | |
12 { | |
13 /// <summary> | |
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. | |
15 /// </summary> | |
16 public class UnitType : WarFoundryObject | |
0 | 17 { |
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18 private Category mainCat; |
82 | 19 private Race race; |
20 private int min, max, baseSize = 0; | |
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21 private int minSize, maxSize; |
82 | 22 private double baseUnitCost; |
23 private double costPerTrooper; | |
24 private Stats stats; | |
25 private List<UnitRequirement> requirements = new List<UnitRequirement>(); | |
26 private Dictionary<string, UnitEquipmentItem> equipment = new Dictionary<string, UnitEquipmentItem>(); | |
27 private Dictionary<string, List<UnitEquipmentItem>> equipmentExclusionGroups = new Dictionary<string, List<UnitEquipmentItem>>(); | |
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28 private List<string> equipmentKeyOrder = new List<string>(); |
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29 private Dictionary<string, Ability> requiredAbilities = new Dictionary<string, Ability>(); |
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30 private Dictionary<string, Ability> optionalAbilities = new Dictionary<string, Ability>(); |
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31 private String notes = ""; |
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32 private List<UnitType> containedTypes = new List<UnitType>(); |
82 | 33 private Dictionary<string, string> extraData = new Dictionary<string, string>(); |
34 | |
35 | |
36 public UnitType(string id, string typeName, Race parentRace) : base(id, typeName) | |
37 { | |
38 race = parentRace; | |
39 } | |
40 | |
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41 [Obsolete("Use three parameter constructor and setters")] |
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42 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 | 43 { |
34 | 44 mainCat = race.GetCategory(mainCategoryID); |
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45 MinNumber = minNum; |
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46 MaxNumber = maxNum; |
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47 MinSize = minimumSize; |
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48 MaxSize = maximumSize; |
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49 BaseUnitCost = unitCost; |
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50 CostPerTrooper = trooperCost; |
82 | 51 SetUnitStats(unitStats); |
52 | |
53 foreach (UnitRequirement requirement in requirements) | |
54 { | |
55 AddRequirement(requirement); | |
0 | 56 } |
82 | 57 } |
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58 |
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59 public GameSystem GameSystem |
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60 { |
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61 get { return Race.GameSystem; } |
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62 } |
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63 |
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64 /// <value> |
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65 /// Gets the <see cref=" Race"/> that this unit belongs to. |
82 | 66 /// </value> |
67 public Race Race | |
68 { | |
69 get { return race; } | |
70 } | |
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71 |
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72 /// <value> |
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73 /// Gets or sets the <see cref=" Category"/> that this unit type is a member of. |
82 | 74 /// </value> |
75 public virtual Category MainCategory | |
76 { | |
0 | 77 get |
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78 { |
0 | 79 return mainCat; |
82 | 80 } |
81 set | |
82 { | |
83 mainCat = value; | |
84 } | |
85 } | |
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86 |
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87 /// <value> |
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88 /// 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 | 89 /// </value> |
90 public int MinSize | |
91 { | |
92 get { return minSize; } | |
93 set | |
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94 { |
82 | 95 minSize = (value >= 0 ? value : 0); |
96 CheckMinimumSize(); | |
97 } | |
98 } | |
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99 |
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100 /// <value> |
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101 /// 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 | 102 /// </value> |
103 public int MaxSize | |
104 { | |
105 get { return maxSize; } | |
106 set | |
107 { | |
108 maxSize = (value >= 0 ? value : WarFoundryCore.INFINITY); | |
109 CheckMinimumSize(); | |
110 } | |
0 | 111 } |
82 | 112 |
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113 /// <value> |
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114 /// 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 | 115 /// </value> |
116 public int MinNumber | |
117 { | |
118 get { return min; } | |
119 set | |
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120 { |
82 | 121 min = (value >= 0 ? value : 0); |
122 CheckMinimumNumber(); | |
123 } | |
124 } | |
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125 |
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126 /// <value> |
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127 /// 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 | 128 /// </value> |
129 public int MaxNumber | |
130 { | |
131 get { return max; } | |
132 set | |
133 { | |
134 max = (value >= 0 ? value : WarFoundryCore.INFINITY); | |
135 CheckMinimumNumber(); | |
136 } | |
137 } | |
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138 |
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139 /// <summary> |
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140 /// Makes sure that the minimum number isn't more than the maximum number, hence the warning on the properties |
82 | 141 /// </summary> |
142 private void CheckMinimumNumber() | |
143 { | |
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144 if (MinNumber > MaxNumber && MaxNumber!=WarFoundryCore.INFINITY) |
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145 { |
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146 MinNumber = MaxNumber; |
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147 LogNotifier.WarnFormat(GetType(), "Unit type {0} ({1}) had a minimum number greater than their maximum number.", Name, ID); |
82 | 148 } |
149 } | |
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150 |
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151 /// <summary> |
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152 /// Makes sure that the minimum unit size isn't more than the maximum unit size, hence the warning on the properties |
82 | 153 /// </summary> |
154 private void CheckMinimumSize() | |
155 { | |
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156 if (MinSize > MaxSize && MaxSize!=WarFoundryCore.INFINITY) |
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157 { |
34 | 158 MinSize = MaxSize; |
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159 LogNotifier.WarnFormat(GetType(), "Unit type {0} ({1}) had a minimum size greater than their maximum size.", Name, ID); |
82 | 160 } |
0 | 161 } |
162 | |
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163 //// <value> |
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164 /// 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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165 /// </value> |
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166 public int BaseSize |
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167 { |
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168 get { return baseSize; } |
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169 set { baseSize = (value >= 0 ? value : 0); } |
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170 } |
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171 |
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172 /// <value> |
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173 /// 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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174 /// </value> |
0 | 175 public double BaseUnitCost |
176 { | |
82 | 177 get { return baseUnitCost; } |
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178 set { baseUnitCost = (value >= 0 ? value : 0); } |
82 | 179 } |
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180 |
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181 //// <value> |
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182 /// 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 | 183 /// </value> |
184 public double CostPerTrooper | |
185 { | |
186 get { return costPerTrooper; } | |
187 set { costPerTrooper = (value >= 0 ? value : 0); } | |
188 } | |
189 | |
190 protected override string DefaultName() | |
191 { | |
192 throw new InvalidOperationException("Unit type with id "+id+" did not have a name specified"); | |
193 } | |
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194 |
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195 /// <value> |
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196 /// The set of <see cref="Stat"/>s for the unit in a format that is valid for the game system. |
82 | 197 /// </value> |
198 public Stat[] UnitStatsArray | |
199 { | |
200 get | |
201 { | |
202 return stats.StatsArray; | |
203 } | |
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204 } |
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205 |
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206 //// <value> |
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207 /// The set of <see cref="Stat"/>s for the unit including an additional column that contains the unit type name |
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208 /// </value> |
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209 public Stat[] UnitStatsArrayWithName |
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210 { |
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211 get |
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212 { |
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213 Stat[] extendedStats = new Stat[stats.StatCount+1]; |
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214 extendedStats[0] = new Stat(new StatSlot("Name"), Name); |
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215 stats.StatsArray.CopyTo(extendedStats, 1); |
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216 return extendedStats; |
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217 } |
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218 } |
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219 |
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220 public void SetUnitStats(Stats newStats) |
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221 { |
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222 stats = newStats; |
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223 } |
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224 |
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225 public string GetStatValue(string statName) |
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226 { |
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227 return stats.GetStatValue(statName); |
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228 } |
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229 |
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230 public void AddEquipmentItem(UnitEquipmentItem item) |
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231 { |
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232 if (!equipment.ContainsKey(item.ID)) |
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233 { |
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234 equipment.Add(item.ID, item); |
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235 equipmentKeyOrder.Add(item.ID); |
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236 AddToMutexGroup(item); |
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237 item.EquipmentForUnit = this; |
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238 } |
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239 } |
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240 |
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241 private void AddToMutexGroup(UnitEquipmentItem item) |
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242 { |
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243 string mutexGroup = item.MutexGroup; |
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244 |
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245 if (mutexGroup!="" && mutexGroup!=null) |
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246 { |
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247 List<UnitEquipmentItem> items = DictionaryUtils.GetValue(equipmentExclusionGroups, mutexGroup); |
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248 |
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249 if (items == null) |
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250 { |
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251 items = new List<UnitEquipmentItem>(); |
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252 equipmentExclusionGroups.Add(mutexGroup, items); |
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253 } |
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254 |
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255 items.Add(item); |
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256 } |
82 | 257 } |
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258 |
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259 /// <summary> |
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260 /// Gets a <see cref="UnitEquipmentItem"/> for the given ID string, or <code>null</code> if nothing exists for that ID |
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261 /// </summary> |
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262 /// <param name="id"> |
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263 /// The ID of the UnitEquipmentItem to get |
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264 /// </param> |
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265 /// <returns> |
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266 /// The <see cref="UnitEquipmentItem"/> for the given ID string, or <code>null</code> if nothing exists for that ID |
82 | 267 /// </returns> |
268 public UnitEquipmentItem GetEquipmentItem(string id) | |
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269 { |
82 | 270 return DictionaryUtils.GetValue(equipment, id); |
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271 } |
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272 |
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273 /// <summary> |
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274 /// 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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275 /// </summary> |
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276 /// <param name="item"> |
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277 /// The <see cref="EquipmentItem"/> to get the <see cref=" UnitEquipmentItem"/> |
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278 /// </param> |
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279 /// <returns> |
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280 /// The <see cref="UnitEquipmentItem"/> that definies the UnitType's restrictions for taking the <see cref=" EquipmentItem"/> |
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281 /// </returns> |
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282 public UnitEquipmentItem GetEquipmentItem(EquipmentItem item) |
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283 { |
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284 return GetEquipmentItem(item.ID); |
82 | 285 } |
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286 |
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287 /// <summary> |
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288 /// Gets an array of all available <see cref="UnitEquipmentItem"/>s for this UnitType |
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289 /// </summary> |
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290 /// <returns> |
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291 /// An array of all available <see cref="UnitEquipmentItem"/>s for this UnitType |
82 | 292 /// </returns> |
293 public UnitEquipmentItem[] GetEquipmentItems() | |
294 { | |
295 return DictionaryUtils.ToArray<string, UnitEquipmentItem>(equipment); | |
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296 } |
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297 |
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298 public UnitEquipmentItem[] GetEquipmentItemsByExclusionGroup(string group) |
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299 { |
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300 List<UnitEquipmentItem> list = DictionaryUtils.GetValue(equipmentExclusionGroups, group); |
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301 |
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302 if (list == null) |
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303 { |
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304 return new UnitEquipmentItem[0]; |
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305 } |
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306 else |
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307 { |
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308 return list.ToArray(); |
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309 } |
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310 } |
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311 |
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312 public bool IsRatioLimitedEquipmentItem(EquipmentItem item) |
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313 { |
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314 UnitEquipmentItem equip = GetEquipmentItem(item); |
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315 return equip != null && equip.IsRatioLimit; |
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316 } |
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317 |
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318 public bool IsAbsoluteLimitedEquipmentItem(EquipmentItem item) |
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319 { |
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320 UnitEquipmentItem equip = GetEquipmentItem(item); |
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321 return equip != null && !equip.IsRatioLimit; |
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322 } |
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323 |
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324 public ICollection<Ability> GetRequiredAbilities() |
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325 { |
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326 return requiredAbilities.Values; |
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327 } |
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328 |
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329 public ICollection<Ability> GetOptionalAbilities() |
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330 { |
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331 return optionalAbilities.Values; |
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332 } |
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333 |
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334 public void AddAbility(Ability ability, bool isRequired) |
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335 { |
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336 string id = ability.ID; |
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337 |
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338 if (!requiredAbilities.ContainsKey(id) && !optionalAbilities.ContainsKey(id)) |
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339 { |
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340 if (isRequired) |
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341 { |
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342 requiredAbilities[id] = ability; |
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343 } |
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344 else |
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345 { |
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346 optionalAbilities[id] = ability; |
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347 } |
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348 } |
82 | 349 } |
350 | |
351 public void AddRequirement(UnitRequirement requirement) | |
352 { | |
353 requirements.Add(requirement); | |
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354 } |
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355 |
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356 public UnitRequirement[] Requirements |
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357 { |
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358 get { return requirements.ToArray(); } |
82 | 359 } |
0 | 360 |
361 public List<FailedUnitRequirement> CanAddToArmy(Army army) | |
362 { | |
363 List<FailedUnitRequirement> failures = new List<FailedUnitRequirement>(); | |
364 | |
82 | 365 if (requirements!=null && requirements.Count > 0) |
0 | 366 { |
367 foreach (UnitRequirement requirement in requirements) | |
368 { | |
369 FailedUnitRequirement failure = (FailedUnitRequirement)requirement.CanAddToWarFoundryObject(army); | |
370 | |
371 if (failure!=null) | |
372 { | |
373 failures.Add(failure); | |
374 } | |
375 } | |
376 } | |
377 | |
378 return failures; | |
379 } | |
380 | |
381 public List<FailedUnitRequirement> CanRemoveFromArmy(Army army) | |
382 { | |
383 List<FailedUnitRequirement> failures = new List<FailedUnitRequirement>(); | |
384 | |
82 | 385 if (requirements!=null && requirements.Count > 0) |
0 | 386 { |
387 foreach (UnitRequirement requirement in requirements) | |
388 { | |
389 FailedUnitRequirement failure = (FailedUnitRequirement)requirement.CanRemoveFromWarFoundryObject(army); | |
390 | |
391 if (failure!=null) | |
392 { | |
393 failures.Add(failure); | |
394 } | |
395 } | |
396 } | |
397 | |
398 return failures; | |
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399 } |
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400 |
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401 public string Notes |
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402 { |
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403 get { return notes; } |
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404 set { notes = value; } |
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405 } |
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406 |
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407 public bool CanContainUnit(Unit unit) |
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408 { |
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409 return CanContainUnitType(unit.UnitType); |
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410 } |
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411 |
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412 public bool CanContainUnitType(UnitType unitType) |
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413 { |
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414 return containedTypes.Contains(unitType); |
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415 } |
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416 |
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417 public UnitType[] ContainedUnitTypes |
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418 { |
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419 get { return containedTypes.ToArray(); } |
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420 } |
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421 |
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422 public void AddContainedUnitType(UnitType containedType) |
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423 { |
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424 containedTypes.Add(containedType); |
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425 } |
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426 |
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427 public void AddExtraData(string id, string data) |
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428 { |
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429 extraData[id] = data; |
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430 } |
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431 |
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432 public string GetExtraData(string id) |
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433 { |
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434 return DictionaryUtils.GetValue(extraData, id); |
82 | 435 } |
436 } | |
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437 } |