annotate api/Objects/GameSystem.cs @ 131:5145b7c61ae0

Re #68: Add "export army list" function * Add initial body of an export method (doesn't list costs, total or equipment)
author IBBoard <dev@ibboard.co.uk>
date Tue, 01 Sep 2009 16:06:39 +0000
parents 2f3cafb69799
children d576034ad1dd
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1 // This file (GameSystem.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 System.Collections.Generic;
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7 using System.Xml;
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8 using System.IO;
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9 using IBBoard.Logging;
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10 using IBBoard.WarFoundry.API.Factories;
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11 using ICSharpCode.SharpZipLib.Zip;
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12
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13 namespace IBBoard.WarFoundry.API.Objects
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14 {
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15 /// <summary>
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16 /// Summary description for GameSystem.
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17 /// </summary>
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18 public class GameSystem : WarFoundryStagedLoadingObject
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19 {
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20 private bool warnOnError;
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21 private bool allowAllies;
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22 private Dictionary<string, Category> categories = new Dictionary<string,Category>();
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23 private Dictionary<string, SystemStats> stats = new Dictionary<string,SystemStats>();
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24 private string defaultStats;
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25
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26 public GameSystem(string systemID, string systemName, IWarFoundryFactory creatingFactory) : base(systemID, systemName, creatingFactory)
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27 {
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28 stats = new Dictionary<string,SystemStats>();
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29 }
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30
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31 public bool AllowAllies
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32 {
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33 get { return allowAllies; }
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34 set { allowAllies = value; }
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35 }
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36
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37 public void AddCategory(Category cat)
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38 {
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39 RawCategories[cat.ID] = cat;
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40 }
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41
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42 public Category GetCategory(string id)
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43 {
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44 EnsureFullyLoaded();
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45 Category cat = null;
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46 RawCategories.TryGetValue(id, out cat);
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47 return cat;
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48 }
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49
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50 public Category[] Categories
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51 {
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52 get
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53 {
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54 EnsureFullyLoaded();
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55 return DictionaryUtils.ToArray<string, Category>(RawCategories);
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56 }
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57 }
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58
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59 protected Dictionary<string, Category> RawCategories
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60 {
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61 get { return categories; }
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62 }
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63
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64 public bool WarnOnError
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65 {
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66 get
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67 {
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68 return warnOnError;
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69 }
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70 set { warnOnError = value; }
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71 }
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72
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73 public void AddSystemStats(SystemStats sysStats)
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74 {
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75 stats[sysStats.ID] = sysStats;
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76 }
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77
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78 public SystemStats StandardSystemStats
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79 {
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80 get
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81 {
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82 EnsureFullyLoaded();
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83 return stats[defaultStats];
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84 }
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85 }
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86
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87 public string StandardSystemStatsID
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88 {
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89 get
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90 {
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91 return defaultStats;
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92 }
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93
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94 set
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95 {
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96 if (value != null && value.Trim().Length > 0)
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97 {
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98 defaultStats = value;
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99 }
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100 }
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101 }
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102
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103 public SystemStats[] SystemStats
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104 {
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105 get
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106 {
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107 EnsureFullyLoaded();
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108 SystemStats[] statsArray = new SystemStats[stats.Count];
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109 stats.Values.CopyTo(statsArray, 0);
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110 return statsArray;
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111 }
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112 }
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113
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114 public SystemStats GetSystemStatsForID(string id)
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115 {
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116 EnsureFullyLoaded();
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117 SystemStats statsForID;
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118 stats.TryGetValue(id, out statsForID);
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119 return statsForID;
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120 }
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121
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122 public Race SystemDefaultRace
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123 {
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124 get { return WarFoundryLoader.GetDefault().GetRace(this, Race.SYSTEM_DEFAULT_RACE_ID); }
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125 }
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126
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127 public bool Matches(GameSystem otherSystem)
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128 {
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129 if (otherSystem==null)
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130 {
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131 return false;
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132 }
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133
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134 return this.ID == otherSystem.ID;
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135 }
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136
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137 public override bool Equals(object obj)
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138 {
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139 if (obj == null)
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140 {
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141 return false;
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142 }
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143
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144 if (obj.GetType().Equals(this.GetType()))
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145 {
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146 GameSystem otherSystem = (GameSystem)obj;
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147
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148 return this.ID == otherSystem.ID && this.Name == otherSystem.Name && ((this.RawCategories == null && otherSystem.RawCategories == null) || this.RawCategories.Equals(otherSystem.RawCategories));
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149 }
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150 else
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151 {
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152 return false;
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153 }
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154 }
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155
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156 public override int GetHashCode()
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157 {
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158 return ID.GetHashCode() + Name.GetHashCode() + (RawCategories!=null ? RawCategories.GetHashCode() : 0) + warnOnError.GetHashCode();
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159 }
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160
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161 public bool UnitTypeMaxed(UnitType unitType, Army army)
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162 {
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163 return unitType.MaxNumber!=WarFoundryCore.INFINITY && army.GetUnitTypeCount(unitType) >= unitType.MaxNumber;
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164 }
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165
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166 public bool UnitTypeMinned(UnitType unitType, Army army)
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167 {
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168 return army.GetUnitTypeCount(unitType) <= unitType.MinNumber;
0
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169 }
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170
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171 public List<EquipmentItem> GetSystemEquipmentList()
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172 {
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173 List<EquipmentItem> items = new List<EquipmentItem>();
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174 Race defaultRace = SystemDefaultRace;
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175
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176 if (defaultRace!=null)
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177 {
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178 items = defaultRace.GetEquipmentList();
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179 }
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180
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181 return items;
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182 }
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183
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184 public EquipmentItem GetSystemEquipmentItem(string id)
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185 {
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186 EquipmentItem item = null;
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187 Race defaultRace = SystemDefaultRace;
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188
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189 if (defaultRace!=null)
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190 {
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191 item = defaultRace.GetEquipmentItem(id);
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192 }
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193
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194 return item;
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195 }
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196
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197 public UnitType[] GetSystemUnitTypes(Category cat)
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198 {
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199 UnitType[] items = new UnitType[0];
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200 Race defaultRace = SystemDefaultRace;
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201
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202 if (defaultRace!=null)
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203 {
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204 items = defaultRace.GetUnitTypes(cat);
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205 }
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206
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207 return items;
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208 }
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209
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210 public UnitType GetSystemUnitType(string id)
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211 {
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212 UnitType unit = null;
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213 Race defaultRace = SystemDefaultRace;
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214
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215 if (defaultRace!=null)
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216 {
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217 unit = defaultRace.GetUnitType(id);
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218 }
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219
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220 return unit;
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221 }
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222
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223 public List<Ability> GetSystemAbilityList()
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224 {
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225 List<Ability> items = new List<Ability>();
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226 Race defaultRace = SystemDefaultRace;
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227
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228 if (defaultRace!=null)
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229 {
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230 items = defaultRace.GetAbilityList();
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231 }
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232
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233 return items;
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234 }
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235
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236 public Ability GetSystemAbility(string id)
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237 {
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238 Ability ability = null;
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239 Race defaultRace = SystemDefaultRace;
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240
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241 if (defaultRace!=null)
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242 {
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243 ability = defaultRace.GetAbility(id);
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244 }
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245
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246 return ability;
82
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247 }
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248 }
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249 }