annotate api/Objects/Race.cs @ 0:520818033bb6

Initial commit of WarFoundry code
author IBBoard <dev@ibboard.co.uk>
date Fri, 19 Dec 2008 15:57:51 +0000
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children 613bc5eaac59
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1 // Race.cs
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2 //
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3 // Copyright (C) 2008 IBBoard
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4 //
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5 // This library is free software; you can redistribute it and/or
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6 // modify it under the terms of the GNU Lesser General Public
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7 // License as published by the Free Software Foundation; either
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8 // version 2.1 of the License, or (at your option) any later version.
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9 //
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10 // This library is distributed in the hope that it will be useful,
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11 // but WITHOUT ANY WARRANTY; without even the implied warranty of
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12 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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13 // Lesser General Public License for more details.
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14 //
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15 // You should have received a copy of the GNU Lesser General Public
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16 // License along with this library; if not, write to the Free Software
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17 // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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18 //
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19 //
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20
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21 using System;
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22 using System.Collections.Generic;
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23 using System.IO;
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24 using System.Xml;
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25 using IBBoard.IO;
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26 using IBBoard.WarFoundry.API.Factories;
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27
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28 namespace IBBoard.WarFoundry.API.Objects
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29 {
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30 public class Race : WarFoundryObject
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31 {
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32 public static string SYSTEM_DEFAULT_RACE_ID = "GameDefault";
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33
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34 private string subID;
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35 private string systemID;
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36 private GameSystem system;
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37 private Dictionary<Category, Dictionary<string, UnitType>> unitTypesByCat;
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38 private Dictionary<string, UnitType> unitTypes;
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39 private Dictionary<string, EquipmentItem> equipment;
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40 private Dictionary<string, Ability> abilities;
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41 private Category[] cats;
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42 private FileInfo sourceFile;
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43
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44 public Race(string raceID, string raceName, string gameSystemID) : this(raceID, "", raceName, gameSystemID)
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45 {
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46 }
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47
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48 public Race(string raceID, string raceSubID, string raceName, string gameSystemID) : base(raceID + (raceSubID!="" ? "_"+raceSubID : ""), raceName)
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49 {
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50 subID = (raceSubID == null ? "" : raceSubID);
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51 systemID = gameSystemID;
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52 }
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53
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54 public string SubID
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55 {
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56 get { return subID; }
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57 set { subID = (value == null ? "" : value.Trim()); }
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58 }
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59
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60 public FileInfo SourceFile
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61 {
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62 get { return sourceFile; }
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63 set { sourceFile = value; }
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64 }
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65
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66 public GameSystem GameSystem
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67 {
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68 get
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69 {
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70 if (system == null)
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71 {
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72 system = WarFoundryLoader.GetDefault().GetGameSystem(systemID);
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73 }
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74
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75 return system;
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76 }
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77 set
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78 {
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79 if (value == null)
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80 {
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81 throw new ArgumentException("Game system for a race cannot be null");
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82 }
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83
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84 system = value;
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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 /// Gets a category from its ID. Attempts to get the category from the race's overrides, or else it falls back to getting the Game System's category with that ID.
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90 /// </summary>
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91 /// <param name="id">
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92 /// The ID of the category to get
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93 /// </param>
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94 /// <returns>
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95 /// The <code>Category</code> with the specified ID, or null if one doesn't exist.
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96 /// </returns>
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97 public Category GetCategory(string id)
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98 {
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99 Category[] categories = RaceCategories;
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100 Category cat = null;
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101
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102 for (int i = 0; i<categories.Length; i++)
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103 {
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104 if (categories[i].ID == id)
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105 {
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106 cat = categories[i];
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107 break;
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108 }
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109 }
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110
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111 return cat;
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112 }
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113
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114 /// <summary>
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115 /// Gets a category based on its index within the list. Ordering is defined by the game system definition or by the race's overrides.
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116 /// </summary>
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117 /// <param name="index">
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118 /// A <see cref="System.Int32"/>
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119 /// </param>
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120 /// <returns>
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121 /// A <see cref="Category"/>
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122 /// </returns>
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123 public virtual Category GetCategory(int index)
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124 {
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125 if (cats == null)
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126 {
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127 return GameSystem.GetCategory(index);
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128 }
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129 else
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130 {
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131 return Categories[index];
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132 }
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133 }
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134
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135 public Category[] Categories
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136 {
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137 get
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138 {
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139 return RaceCategories;
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140 }
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141
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142 set
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143 {
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144 RaceOverrideCategories = value;
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145 }
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146 }
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147
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148 /*private virtual Category[] GetCategories()
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149 {
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150 if (cats==null)
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151 {
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152 return GameSystem.Categories;
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153 }
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154 else
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155 {
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156 return cats;
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157 }
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158 }*/
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159
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160 public void SetEquipmentItems(Dictionary<string, EquipmentItem> items)
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161 {
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162 equipment = items;
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163 }
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164
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165 public virtual EquipmentItem GetEquipmentItem(string id)
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166 {
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167 return (EquipmentItem)equipment[id];
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168 }
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169
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170 public List<EquipmentItem> GetEquipmentList()
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171 {
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172 List<EquipmentItem> items = new List<EquipmentItem>();
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173
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174 foreach (EquipmentItem item in equipment.Values)
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175 {
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176 items.Add(item);
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177 }
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178
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179 return items;
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180 }
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181
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182 public virtual bool HasCategoryOverrides()
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183 {
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184 return cats!=null;
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185 }
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186
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187 public void SetUnitTypes(Dictionary<string, UnitType> types)
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188 {
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189 unitTypes = types;
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190 }
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191
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192 public UnitType[] GetUnitTypes(Category cat)
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193 {
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194 if (unitTypesByCat==null)
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195 {
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196 unitTypesByCat = new Dictionary<Category,Dictionary<string,UnitType>>();
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197
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198 foreach (Category category in RaceCategories)
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199 {
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200 unitTypesByCat.Add(category, new Dictionary<string, UnitType>());
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201 }
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202
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203 Dictionary<string,UnitType> catUnitTypes;
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204
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205 foreach (UnitType unit in unitTypes.Values)
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206 {
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207 unitTypesByCat.TryGetValue(unit.MainCategory, out catUnitTypes);
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208
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209 if (catUnitTypes == null)
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210 {
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211 throw new InvalidFileException(String.Format("Unit type {0} with name {1} is a unit of an undefined category", unit.ID, unit.Name));
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212 }
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213
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214 catUnitTypes.Add(unit.ID, unit);
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215 }
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216 }
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217
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218 ICollection<UnitType> col = unitTypesByCat[cat].Values;
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219 UnitType[] toRet = new UnitType[col.Count];
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220 int i = 0;
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221
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222 foreach (UnitType type in col)
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223 {
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224 toRet[i++] = type;
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225 }
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226
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227 return toRet;
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228 }
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229
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230 public UnitType GetUnitType(string id)
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231 {
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232 return (UnitType)unitTypes[id];
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233 }
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234
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235 public List<Ability> GetAbilityList()
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236 {
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237 List<Ability> items = new List<Ability>();
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238
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239 foreach (Ability ability in abilities.Values)
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240 {
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241 items.Add(ability);
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242 }
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243
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244 return items;
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245 }
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246
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247 public void SetAbilities(Dictionary<string, Ability> newAbilities)
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248 {
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249 abilities = newAbilities;
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250 }
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251
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252 public Ability GetAbility(string id)
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253 {
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254 Ability ability = null;
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255 abilities.TryGetValue(id, out ability);
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256 return ability;
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257 }
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258
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259 protected Category[] RaceCategories
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260 {
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261 get
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262 {
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263 Category[] cats = RaceOverrideCategories;
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264
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265 if (cats == null)
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266 {
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267 //No overrides, so load system categories
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268 cats = GameSystem.Categories;
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269 }
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270
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271 return cats;
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272 }
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273 }
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274
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275 protected virtual Category[] RaceOverrideCategories
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276 {
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277 get
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278 {
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279 return RaceRawOverrideCategories;
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280 }
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281 set
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282 {
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283 RaceRawOverrideCategories = value;
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284 }
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285 }
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286
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287 protected Category[] RaceRawOverrideCategories
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288 {
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289 get { return cats; }
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290 set
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291 {
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292 if (value!=null && value.Length>0)
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293 {
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294 cats = value;
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295 }
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296 else
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297 {
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298 cats = null;
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299 }
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300 }
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301 }
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302
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303 protected virtual Dictionary<string, UnitType> RaceUnitTypes
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304 {
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305 get { return RaceRawUnitTypes; }
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306 set { RaceRawUnitTypes = value; }
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307 }
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308
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309 protected virtual Dictionary<string, EquipmentItem> RaceEquipment
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310 {
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311 get { return RaceRawEquipment; }
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312 set { RaceRawEquipment = value; }
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313 }
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314
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315 protected virtual Dictionary<string, Ability> RaceAbilities
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316 {
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317 get { return RaceRawAbilities; }
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318 set { RaceRawAbilities = value; }
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319 }
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320
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321 protected Dictionary<string, UnitType> RaceRawUnitTypes
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322 {
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323 get { return unitTypes; }
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324 set { unitTypes = value; }
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325 }
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326
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327 protected Dictionary<string, EquipmentItem> RaceRawEquipment
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328 {
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329 get { return equipment; }
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330 set { equipment = value; }
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331 }
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332
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333 protected Dictionary<string, Ability> RaceRawAbilities
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334 {
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335 get { return abilities; }
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336 set { abilities = value; }
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337 }
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338 }
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339 }