Mercurial > repos > IBDev-IBBoard.WarFoundry.API
annotate API/Objects/UnitType.cs @ 356:51cccccf3669
Re #27: Unit requirements
* Initial work to try to make unit types return requirements for count limits
* Add requirements when limits aren't defaults
* Start adding equality/hash code methods
author | IBBoard <dev@ibboard.co.uk> |
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date | Mon, 25 Apr 2011 15:11:20 +0000 |
parents | d34ae0057a39 |
children | 50d0d3b39a0b |
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. |
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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 IBBoard.Limits; |
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9 using IBBoard.Logging; |
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10 using IBBoard.WarFoundry.API.Requirements; |
348 | 11 using IBBoard.WarFoundry.API.Objects.Requirement; |
337
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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 /// 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. |
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17 /// </summary> |
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18 public class UnitType : WarFoundryObject |
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19 { |
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20 private Category mainCat; |
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21 private Race race; |
356 | 22 private int min = 0; |
23 private int max = WarFoundryCore.INFINITY; | |
24 private int baseSize = 0; | |
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25 private int minSize, maxSize; |
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26 private double baseUnitCost; |
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27 private double costPerTrooper; |
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28 private Stats stats; |
348 | 29 private List<IRequirement> requirements = new List<IRequirement>(); |
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30 private Dictionary<string, UnitEquipmentItem> equipment = new Dictionary<string, UnitEquipmentItem>(); |
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31 private Dictionary<string, List<UnitEquipmentItem>> equipmentExclusionGroups = new Dictionary<string, List<UnitEquipmentItem>>(); |
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32 private List<string> equipmentKeyOrder = new List<string>(); |
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33 private Dictionary<string, Ability> requiredAbilities = new Dictionary<string, Ability>(); |
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34 private Dictionary<string, Ability> optionalAbilities = new Dictionary<string, Ability>(); |
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35 private String notes = ""; |
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36 private List<UnitType> containedTypes = new List<UnitType>(); |
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37 private Dictionary<string, string> extraData = new Dictionary<string, string>(); |
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38 private Dictionary<string, ILimit> slotLimits = new Dictionary<string, ILimit>(); |
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39 private Dictionary<string, UnitMemberType> unitMemberTypes = new Dictionary<string, UnitMemberType>(); |
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40 private List<Category> cats = new List<Category>(); |
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41 |
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42 |
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43 public UnitType(string id, string typeName, Race parentRace) : base(id, typeName) |
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44 { |
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45 race = parentRace; |
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46 } |
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47 |
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48 public GameSystem GameSystem |
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49 { |
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50 get { return Race.GameSystem; } |
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51 } |
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52 |
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53 /// <value> |
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54 /// Gets the <see cref=" Race"/> that this unit belongs to. |
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55 /// </value> |
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56 public Race Race |
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57 { |
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58 get { return race; } |
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59 } |
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60 |
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61 /// <value> |
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62 /// Gets or sets the default <see cref=" Category"/> that this unit type is a member of. |
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63 /// If it is not already in the collection of categories then it will be added. |
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64 /// </value> |
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65 public virtual Category MainCategory |
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66 { |
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67 get |
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68 { |
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69 return mainCat; |
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70 } |
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71 set |
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72 { |
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73 mainCat = value; |
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74 AddCategory(value); |
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75 } |
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76 } |
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77 /// <summary> |
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78 /// Gets the collection of <see cref="Category"/> objects that this UnitType can be a member of |
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79 /// </summary> |
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80 public Category[] Categories |
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81 { |
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82 get |
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83 { |
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84 return cats.ToArray(); |
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85 } |
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86 } |
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87 |
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88 /// <summary> |
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89 /// Adds a category to the set of categories that this unit can be taken from. The first category added will automatically become the MainCategory. |
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90 /// </summary> |
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91 /// <param name="cat"> |
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92 /// A <see cref="Category"/> that this unit can be taken from |
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93 /// </param> |
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94 public void AddCategory(Category cat) |
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95 { |
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96 if (!cats.Contains(cat)) |
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97 { |
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98 cats.Add(cat); |
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99 |
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100 if (MainCategory == null) |
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101 { |
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102 MainCategory = cat; |
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103 } |
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104 } |
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105 } |
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106 |
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107 /// <value> |
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108 /// 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 |
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109 /// </value> |
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110 public int MinSize |
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111 { |
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112 get { return minSize; } |
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113 set |
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114 { |
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115 minSize = (value >= 0 ? value : 0); |
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116 CheckMinimumSize(); |
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117 } |
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118 } |
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119 |
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120 /// <value> |
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121 /// 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 |
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122 /// </value> |
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123 public int MaxSize |
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124 { |
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125 get { return maxSize; } |
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126 set |
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127 { |
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128 maxSize = (value >= 0 ? value : WarFoundryCore.INFINITY); |
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129 CheckMinimumSize(); |
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130 } |
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131 } |
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132 |
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133 /// <value> |
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134 /// 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 |
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135 /// </value> |
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136 public int MinNumber |
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137 { |
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138 get { return min; } |
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139 set |
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140 { |
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141 min = (value >= 0 ? value : 0); |
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142 CheckMinimumNumber(); |
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143 } |
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144 } |
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145 |
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146 /// <value> |
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147 /// 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 |
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148 /// </value> |
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149 public int MaxNumber |
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150 { |
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151 get { return max; } |
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152 set |
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153 { |
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154 max = (value >= 0 ? value : WarFoundryCore.INFINITY); |
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155 CheckMinimumNumber(); |
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156 } |
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157 } |
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158 |
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159 /// <summary> |
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160 /// Makes sure that the minimum number isn't more than the maximum number, hence the warning on the properties |
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161 /// </summary> |
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162 private void CheckMinimumNumber() |
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163 { |
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164 if (MinNumber > MaxNumber && MaxNumber!=WarFoundryCore.INFINITY) |
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165 { |
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166 MinNumber = MaxNumber; |
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167 LogNotifier.WarnFormat(GetType(), "Unit type {0} ({1}) had a minimum number greater than their maximum number.", Name, ID); |
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168 } |
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169 } |
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170 |
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171 /// <summary> |
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172 /// Makes sure that the minimum unit size isn't more than the maximum unit size, hence the warning on the properties |
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173 /// </summary> |
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174 private void CheckMinimumSize() |
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175 { |
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176 if (MinSize > MaxSize && MaxSize!=WarFoundryCore.INFINITY) |
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177 { |
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178 MinSize = MaxSize; |
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179 LogNotifier.WarnFormat(GetType(), "Unit type {0} ({1}) had a minimum size greater than their maximum size.", Name, ID); |
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180 } |
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181 } |
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182 |
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183 //// <value> |
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184 /// 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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185 /// </value> |
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186 public int BaseSize |
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187 { |
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188 get { return baseSize; } |
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189 set { baseSize = (value >= 0 ? value : 0); } |
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190 } |
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191 |
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192 /// <value> |
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193 /// 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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194 /// </value> |
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195 public double BaseUnitCost |
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196 { |
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197 get { return baseUnitCost; } |
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198 set { baseUnitCost = (value >= 0 ? value : 0); } |
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199 } |
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200 |
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201 //// <value> |
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202 /// 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. |
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203 /// </value> |
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204 public double CostPerTrooper |
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205 { |
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206 get { return costPerTrooper; } |
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207 set { costPerTrooper = (value >= 0 ? value : 0); } |
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208 } |
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209 |
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210 protected override string DefaultName() |
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211 { |
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212 throw new InvalidOperationException("Unit type with id "+id+" did not have a name specified"); |
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213 } |
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214 |
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215 /// <value> |
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216 /// The array of <see cref="Stat"/>s for each of the unit's stat lines |
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217 /// </value> |
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218 public Stat[][] UnitStatsArrays |
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219 { |
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220 get |
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221 { |
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222 Stat[][] statsArray; |
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223 |
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224 if (stats != null) |
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225 { |
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226 statsArray = new Stat[][]{ stats.StatsArray }; |
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227 } |
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228 else if (unitMemberTypes.Count > 0) |
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229 { |
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230 int memTypeCount = unitMemberTypes.Count; |
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231 statsArray = new Stat[memTypeCount][]; |
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232 int i = 0; |
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233 |
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234 foreach (UnitMemberType memType in unitMemberTypes.Values) |
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235 { |
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236 statsArray[i] = memType.StatsArray; |
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237 i++; |
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238 } |
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239 } |
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240 else |
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241 { |
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242 SystemStats systemStats = GameSystem.StandardSystemStats; |
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243 Stats tempStats = new Stats(systemStats); |
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244 statsArray = new Stat[][]{ tempStats.StatsArray }; |
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245 } |
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246 |
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247 return statsArray; |
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248 } |
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249 } |
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250 |
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251 public string[] UnitStatsArrayIDs |
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252 { |
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253 get |
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254 { |
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255 string[] ids; |
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256 |
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257 if (stats != null) |
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258 { |
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259 ids = new string[]{ stats.StatsID }; |
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260 } |
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261 else if (unitMemberTypes.Count > 0) |
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262 { |
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263 ids = new string[unitMemberTypes.Count]; |
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264 int i = 0; |
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265 |
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266 foreach (UnitMemberType memType in unitMemberTypes.Values) |
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267 { |
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268 ids[i] = memType.StatsID; |
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269 i++; |
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270 } |
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271 } |
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272 else |
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273 { |
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274 ids = new string[]{ GameSystem.StandardSystemStatsID }; |
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275 } |
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276 |
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277 return ids; |
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278 } |
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279 } |
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280 |
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281 //// <value> |
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282 /// The array of <see cref="Stat"/>s for each of the unit's stat lines including an additional column that contains the unit type name |
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283 /// </value> |
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284 public Stat[][] UnitStatsArraysWithName |
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285 { |
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286 get |
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287 { |
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288 Stat[][] statsArray; |
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289 |
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290 if (stats != null) |
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291 { |
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292 statsArray = new Stat[][]{ ExtendStatsArrayWithName(stats.StatsArray) }; |
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293 } |
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294 else if (unitMemberTypes.Count > 0) |
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295 { |
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296 int memTypeCount = unitMemberTypes.Count; |
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297 statsArray = new Stat[memTypeCount][]; |
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298 int i = 0; |
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299 |
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300 foreach (UnitMemberType memType in unitMemberTypes.Values) |
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301 { |
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302 statsArray[i] = memType.StatsArrayWithName; |
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303 i++; |
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304 } |
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305 } |
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306 else |
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307 { |
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308 SystemStats systemStats = GameSystem.StandardSystemStats; |
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309 Stats tempStats = new Stats(systemStats); |
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310 statsArray = new Stat[][]{ ExtendStatsArrayWithName(tempStats.StatsArray) }; |
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311 } |
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312 |
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313 return statsArray; |
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314 } |
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315 } |
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316 |
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317 public Stat[] ExtendStatsArrayWithName(Stat[] statsArray) |
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318 { |
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319 Stat[] extendedStats = new Stat[statsArray.Length+1]; |
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320 extendedStats[0] = new Stat(new StatSlot("name"), Name); |
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321 statsArray.CopyTo(extendedStats, 1); |
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322 return extendedStats; |
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323 } |
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324 |
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325 public void SetUnitStats(Stats newStats) |
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326 { |
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327 stats = newStats; |
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|
328 } |
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329 |
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330 public string GetStatValue(string statName) |
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331 { |
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332 return stats.GetStatValue(statName.ToLower()); |
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|
333 } |
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|
334 |
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335 internal void AddEquipmentItem(UnitEquipmentItem item) |
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336 { |
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337 if (!equipment.ContainsKey(item.ID)) |
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|
338 { |
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339 equipment.Add(item.ID, item); |
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340 equipmentKeyOrder.Add(item.ID); |
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341 AddToMutexGroups(item); |
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|
342 } |
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|
343 } |
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344 |
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345 private void AddToMutexGroups(UnitEquipmentItem item) |
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346 { |
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347 string[] mutexGroups = item.MutexGroups; |
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348 |
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349 foreach (string mutexGroup in mutexGroups) |
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350 { |
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351 List<UnitEquipmentItem> items = DictionaryUtils.GetValue(equipmentExclusionGroups, mutexGroup); |
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|
352 |
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|
353 if (items == null) |
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|
354 { |
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|
355 items = new List<UnitEquipmentItem>(); |
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356 equipmentExclusionGroups.Add(mutexGroup, items); |
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|
357 } |
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|
358 |
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|
359 items.Add(item); |
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|
360 } |
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|
361 } |
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|
362 |
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|
363 /// <summary> |
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|
364 /// Gets a <see cref="UnitEquipmentItem"/> for the given ID string, or <code>null</code> if nothing exists for that ID |
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|
365 /// </summary> |
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|
366 /// <param name="id"> |
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|
367 /// The ID of the UnitEquipmentItem to get |
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|
368 /// </param> |
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|
369 /// <returns> |
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|
370 /// The <see cref="UnitEquipmentItem"/> for the given ID string, or <code>null</code> if nothing exists for that ID |
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371 /// </returns> |
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|
372 public UnitEquipmentItem GetEquipmentItem(string id) |
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373 { |
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374 return DictionaryUtils.GetValue(equipment, id); |
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|
375 } |
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|
376 |
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|
377 /// <summary> |
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|
378 /// 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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379 /// </summary> |
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|
380 /// <param name="item"> |
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|
381 /// The <see cref="EquipmentItem"/> to get the <see cref=" UnitEquipmentItem"/> |
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|
382 /// </param> |
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|
383 /// <returns> |
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|
384 /// The <see cref="UnitEquipmentItem"/> that definies the UnitType's restrictions for taking the <see cref=" EquipmentItem"/> |
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|
385 /// </returns> |
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386 public UnitEquipmentItem GetEquipmentItem(EquipmentItem item) |
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387 { |
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388 return GetEquipmentItem(item.ID); |
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389 } |
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390 |
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391 /// <summary> |
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392 /// Gets an array of all available <see cref="UnitEquipmentItem"/>s for this UnitType |
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393 /// </summary> |
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394 /// <returns> |
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395 /// An array of all available <see cref="UnitEquipmentItem"/>s for this UnitType |
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396 /// </returns> |
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397 public UnitEquipmentItem[] GetEquipmentItems() |
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398 { |
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399 return DictionaryUtils.ToArray<string, UnitEquipmentItem>(equipment); |
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400 } |
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401 |
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402 public UnitEquipmentItem[] GetEquipmentItemsByExclusionGroup(string group) |
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403 { |
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404 return GetEquipmentItemsByExclusionGroups(new string[] { group }); |
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405 } |
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406 |
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407 public UnitEquipmentItem[] GetEquipmentItemsByExclusionGroups(string[] groups) |
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408 { |
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409 List<UnitEquipmentItem> list = new List<UnitEquipmentItem>(); |
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410 |
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411 foreach (string group in groups) |
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412 { |
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413 List<UnitEquipmentItem> groupList = DictionaryUtils.GetValue(equipmentExclusionGroups, group); |
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414 |
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415 if (groupList != null) |
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416 { |
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417 list.AddRange(groupList); |
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418 } |
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419 } |
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420 |
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421 return list.ToArray(); |
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422 } |
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423 |
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424 public bool IsRatioLimitedEquipmentItem(EquipmentItem item) |
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425 { |
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426 UnitEquipmentItem equip = GetEquipmentItem(item); |
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427 return equip != null && equip.IsRatioLimit; |
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428 } |
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429 |
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430 public bool IsAbsoluteLimitedEquipmentItem(EquipmentItem item) |
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431 { |
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432 UnitEquipmentItem equip = GetEquipmentItem(item); |
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433 return equip != null && !equip.IsRatioLimit; |
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434 } |
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435 |
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436 public ICollection<Ability> GetRequiredAbilities() |
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437 { |
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438 return requiredAbilities.Values; |
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439 } |
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440 |
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441 public ICollection<Ability> GetOptionalAbilities() |
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442 { |
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443 return optionalAbilities.Values; |
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444 } |
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445 |
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446 public void AddAbility(Ability ability, bool isRequired) |
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447 { |
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448 string id = ability.ID; |
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449 |
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450 if (!requiredAbilities.ContainsKey(id) && !optionalAbilities.ContainsKey(id)) |
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451 { |
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452 if (isRequired) |
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453 { |
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454 requiredAbilities[id] = ability; |
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|
455 } |
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|
456 else |
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457 { |
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458 optionalAbilities[id] = ability; |
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|
459 } |
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|
460 } |
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461 } |
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462 |
348 | 463 public void AddRequirement(IRequirement requirement) |
337
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464 { |
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465 requirements.Add(requirement); |
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466 } |
348 | 467 |
468 public IRequirement[] GetRequirements() | |
337
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469 { |
356 | 470 List<IRequirement> reqs = new List<IRequirement>(requirements); |
471 | |
472 if (MinNumber != 0) | |
473 { | |
474 RequiresAtLeastNUnitsRequirement req = new RequiresAtLeastNUnitsRequirement(); | |
475 req.AddUnitTypeRequirement(this, MinNumber); | |
476 reqs.Add(req); | |
477 } | |
478 | |
479 if (MaxNumber != WarFoundryCore.INFINITY) | |
480 { | |
481 RequiresNoMoreThanNOfUnitTypeRequirement req = new RequiresNoMoreThanNOfUnitTypeRequirement(); | |
482 req.AddUnitTypeRequirement(this, MaxNumber); | |
483 reqs.Add(req); | |
484 } | |
485 | |
486 return reqs.ToArray(); | |
337
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487 } |
348 | 488 |
489 [Obsolete] | |
337
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490 public List<FailedUnitRequirement> CanAddToArmy(Army army) |
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|
491 { |
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|
492 List<FailedUnitRequirement> failures = new List<FailedUnitRequirement>(); |
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493 return failures; |
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494 } |
348 | 495 |
496 [Obsolete] | |
337
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497 public List<FailedUnitRequirement> CanRemoveFromArmy(Army army) |
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|
498 { |
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499 List<FailedUnitRequirement> failures = new List<FailedUnitRequirement>(); |
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500 return failures; |
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501 } |
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|
502 |
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|
503 public string Notes |
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|
504 { |
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|
505 get { return notes; } |
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506 set { notes = value; } |
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|
507 } |
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|
508 |
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|
509 public bool CanContainUnit(Unit unit) |
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510 { |
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511 return CanContainUnitType(unit.UnitType); |
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512 } |
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|
513 |
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514 public bool CanContainUnitType(UnitType unitType) |
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515 { |
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516 return containedTypes.Contains(unitType); |
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|
517 } |
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|
518 |
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|
519 public UnitType[] ContainedUnitTypes |
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520 { |
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521 get { return containedTypes.ToArray(); } |
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522 } |
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|
523 |
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524 public void AddContainedUnitType(UnitType containedType) |
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|
525 { |
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526 containedTypes.Add(containedType); |
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|
527 } |
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|
528 |
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529 public void AddExtraData(string id, string data) |
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|
530 { |
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|
531 extraData[id] = data; |
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|
532 } |
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|
533 |
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|
534 public string GetExtraData(string id) |
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|
535 { |
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536 return DictionaryUtils.GetValue(extraData, id); |
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537 } |
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538 |
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539 public string StatsID |
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540 { |
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541 get |
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542 { |
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543 return stats.StatsID; |
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544 } |
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545 } |
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546 |
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547 public void AddEquipmentSlot(string slotName, ILimit slotLimit) |
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548 { |
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549 slotLimits.Add(slotName, slotLimit); |
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550 } |
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551 |
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552 public bool HasEquipmentSlot(string slotName) |
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553 { |
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554 return slotLimits.ContainsKey(slotName); |
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555 } |
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556 |
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557 /// <summary> |
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558 /// Gets the maximum limit on the number of items allowed in a single slot |
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559 /// </summary> |
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560 /// <param name="slotName">The name of the equipment slot to get the limit for</param> |
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561 /// <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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562 public ILimit GetEquipmentSlotLimit(string slotName) |
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563 { |
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564 ILimit slotLimit = null; |
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565 |
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566 if (HasEquipmentSlot(slotName)) |
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567 { |
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568 slotLimit = DictionaryUtils.GetValue(slotLimits, slotName); |
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569 } |
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570 |
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571 if (slotLimit == null) |
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572 { |
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573 slotLimit = new UnlimitedLimit(); |
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574 } |
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575 |
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576 return slotLimit; |
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577 } |
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578 |
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579 public void AddUnitMemberType(UnitMemberType unitMemberType) |
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580 { |
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581 unitMemberTypes.Add(unitMemberType.ID, unitMemberType); |
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582 } |
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583 } |
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584 } |