annotate api/Objects/UnitType.cs @ 83:89cc29b4c012

Re #90: Stop new units showing up twice * Hand all of unit adding/removing down to category * Refactor out OnFailedRequirement method in Army * Make Army listen to and propogate FailedRequirement events from Units * Add OnUnitAdded/Removed method to ArmyCategory that takes list of failures * Remove direct reference to Army from Unit and go via ArmyCategory instead
author IBBoard <dev@ibboard.co.uk>
date Sat, 27 Jun 2009 19:39:04 +0000
parents 3ea0ab04352b
children 46ad6f478203
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1 // This file (UnitType.cs) is a part of the IBBoard.WarFoundry.API project and is copyright 2009 IBBoard.
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2 //
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3 // The file and the library/program it is in are licensed under the GNU LGPL license, either version 3 of the License or (at your option) any later version. Please see COPYING.LGPL for more information and the full license.
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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.Logging;
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9 using IBBoard.WarFoundry.API.Requirements;
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10
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11 namespace IBBoard.WarFoundry.API.Objects
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12 {
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13 /// <summary>
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14 /// A UnitType is a type for a <see cref=" Unit"/>, normally relating to an entry in an army list. The UnitType defines the name, cost, minimum and maximum limits of a unit, and the equipment units of the type can take.
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15 /// </summary>
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16 public class UnitType : WarFoundryObject
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17 {
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18 private Category mainCat;
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19 private Race race;
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20 private int min, max, baseSize = 0;
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21 private int minSize, maxSize;
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22 private double baseUnitCost;
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23 private double costPerTrooper;
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24 private Stats stats;
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25 private List<UnitRequirement> requirements = new List<UnitRequirement>();
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26 private Dictionary<string, UnitEquipmentItem> equipment = new Dictionary<string, UnitEquipmentItem>();
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27 private Dictionary<string, List<UnitEquipmentItem>> equipmentExclusionGroups = new Dictionary<string, List<UnitEquipmentItem>>();
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28 private List<string> equipmentKeyOrder = new List<string>();
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29 private Dictionary<string, Ability> requiredAbilities = new Dictionary<string, Ability>();
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30 private Dictionary<string, Ability> optionalAbilities = new Dictionary<string, Ability>();
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31 private String notes = "";
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32 private List<UnitType> containedTypes = new List<UnitType>();
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33 private Dictionary<string, string> extraData = new Dictionary<string, string>();
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34
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35
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36 public UnitType(string id, string typeName, Race parentRace) : base(id, typeName)
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37 {
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38 race = parentRace;
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39 }
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40
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41 [Obsolete("Use three parameter constructor and setters")]
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42 public UnitType(string id, string typeName, string mainCategoryID, string[] allCategoryIDs, int minNum, int maxNum, int minimumSize, int maximumSize, double unitCost, double trooperCost, Stats unitStats, UnitRequirement[] unitRequirements, Race parentRace) : this (id, typeName, parentRace)
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43 {
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44 mainCat = race.GetCategory(mainCategoryID);
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45 MinNumber = minNum;
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46 MaxNumber = maxNum;
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47 MinSize = minimumSize;
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48 MaxSize = maximumSize;
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49 BaseUnitCost = unitCost;
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50 CostPerTrooper = trooperCost;
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51 SetUnitStats(unitStats);
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52
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53 foreach (UnitRequirement requirement in requirements)
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54 {
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55 AddRequirement(requirement);
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56 }
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57 }
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58
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59 public GameSystem GameSystem
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60 {
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61 get { return Race.GameSystem; }
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62 }
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63
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64 /// <value>
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65 /// Gets the <see cref=" Race"/> that this unit belongs to.
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66 /// </value>
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67 public Race Race
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68 {
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69 get { return race; }
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70 }
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72 /// <value>
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73 /// Gets or sets the <see cref=" Category"/> that this unit type is a member of.
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74 /// </value>
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75 public virtual Category MainCategory
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76 {
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77 get
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78 {
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79 return mainCat;
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80 }
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81 set
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82 {
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83 mainCat = value;
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84 }
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85 }
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86
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87 /// <value>
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88 /// Gets or sets the minimum size of each unit of this type. Note: This should be set AFTER MaxSize, otherwise an unintended default value may be set for the minimum
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89 /// </value>
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90 public int MinSize
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91 {
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92 get { return minSize; }
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93 set
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94 {
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95 minSize = (value >= 0 ? value : 0);
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96 CheckMinimumSize();
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97 }
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98 }
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99
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100 /// <value>
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101 /// Gets or sets the maximum size of each unit of this type. Note: This should be set BEFORE MinSize, otherwise an unintended default value may be set for the minimum
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102 /// </value>
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103 public int MaxSize
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104 {
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105 get { return maxSize; }
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106 set
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107 {
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108 maxSize = (value >= 0 ? value : WarFoundryCore.INFINITY);
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109 CheckMinimumSize();
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110 }
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111 }
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112
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113 /// <value>
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114 /// Gets or sets the minimum number of units of this type that must be taken in an army. Note: This should be set AFTER MaxNumber, otherwise an unintended default value may be set for the minimum
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115 /// </value>
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116 public int MinNumber
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117 {
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118 get { return min; }
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119 set
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120 {
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121 min = (value >= 0 ? value : 0);
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122 CheckMinimumNumber();
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123 }
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124 }
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125
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126 /// <value>
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127 /// Gets or sets the maximum number of units of this type that can be taken in an army. Note: This should be set BEFORE MinNumber, otherwise an unintended default value may be set for the minimum
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128 /// </value>
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129 public int MaxNumber
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130 {
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131 get { return max; }
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132 set
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133 {
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134 max = (value >= 0 ? value : WarFoundryCore.INFINITY);
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135 CheckMinimumNumber();
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136 }
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137 }
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138
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139 /// <summary>
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140 /// Makes sure that the minimum number isn't more than the maximum number, hence the warning on the properties
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141 /// </summary>
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142 private void CheckMinimumNumber()
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143 {
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144 if (MinNumber > MaxNumber && MaxNumber!=WarFoundryCore.INFINITY)
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145 {
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146 MinNumber = MaxNumber;
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147 LogNotifier.WarnFormat(GetType(), "Unit type {0} ({1}) had a minimum number greater than their maximum number.", Name, ID);
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148 }
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149 }
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150
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151 /// <summary>
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152 /// Makes sure that the minimum unit size isn't more than the maximum unit size, hence the warning on the properties
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153 /// </summary>
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154 private void CheckMinimumSize()
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155 {
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156 if (MinSize > MaxSize && MaxSize!=WarFoundryCore.INFINITY)
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157 {
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158 MinSize = MaxSize;
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159 LogNotifier.WarnFormat(GetType(), "Unit type {0} ({1}) had a minimum size greater than their maximum size.", Name, ID);
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160 }
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161 }
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162
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163 //// <value>
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164 /// Gets or sets the "base size" of a unit, which is the number of troopers the unit has in it for its "base cost". For a lot of units this value will be 0 as the cost is worked out based on the total number of members.
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165 /// </value>
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166 public int BaseSize
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167 {
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168 get { return baseSize; }
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169 set { baseSize = (value >= 0 ? value : 0); }
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170 }
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171
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172 /// <value>
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173 /// The number of points that a "base unit" of <code>BaseSize</code> models costs. Additional models are charged at <code>CostPerTrooper</code> each.
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174 /// </value>
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175 public double BaseUnitCost
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176 {
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177 get { return baseUnitCost; }
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178 set { baseUnitCost = (value >= 0 ? value : 0); }
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179 }
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180
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181 //// <value>
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182 /// The cost of an individual trooper. This value is the cost for a basic trooper without weapons, which are added on top of the cost before calculating a unit cost.
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183 /// </value>
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184 public double CostPerTrooper
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185 {
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186 get { return costPerTrooper; }
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187 set { costPerTrooper = (value >= 0 ? value : 0); }
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188 }
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189
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190 protected override string DefaultName()
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191 {
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192 throw new InvalidOperationException("Unit type with id "+id+" did not have a name specified");
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193 }
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194
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195 /// <value>
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196 /// The set of <see cref="Stat"/>s for the unit in a format that is valid for the game system.
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197 /// </value>
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198 public Stat[] UnitStatsArray
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199 {
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200 get
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201 {
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202 return stats.StatsArray;
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203 }
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204 }
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205
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206 //// <value>
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207 /// The set of <see cref="Stat"/>s for the unit including an additional column that contains the unit type name
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208 /// </value>
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209 public Stat[] UnitStatsArrayWithName
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210 {
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211 get
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212 {
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213 Stat[] extendedStats = new Stat[stats.StatCount+1];
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214 extendedStats[0] = new Stat(new StatSlot("Name"), Name);
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215 stats.StatsArray.CopyTo(extendedStats, 1);
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216 return extendedStats;
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217 }
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218 }
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219
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220 public void SetUnitStats(Stats newStats)
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221 {
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222 stats = newStats;
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223 }
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224
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225 public string GetStatValue(string statName)
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226 {
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227 return stats.GetStatValue(statName);
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228 }
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229
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230 public void AddEquipmentItem(UnitEquipmentItem item)
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231 {
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232 equipment.Add(item.ID, item);
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233 equipmentKeyOrder.Add(item.ID);
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234 AddToMutexGroup(item);
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235 }
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236
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237 private void AddToMutexGroup(UnitEquipmentItem item)
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238 {
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239 string mutexGroup = item.MutexGroup;
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240
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241 if (mutexGroup!="" && mutexGroup!=null)
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242 {
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243 List<UnitEquipmentItem> items = DictionaryUtils.GetValue(equipmentExclusionGroups, mutexGroup);
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244
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245 if (items == null)
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246 {
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247 items = new List<UnitEquipmentItem>();
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248 equipmentExclusionGroups.Add(mutexGroup, items);
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249 }
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250
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251 items.Add(item);
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252 }
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253 }
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254
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255 /// <summary>
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256 /// Gets a <see cref="UnitEquipmentItem"/> for the given ID string, or <code>null</code> if nothing exists for that ID
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257 /// </summary>
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258 /// <param name="id">
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259 /// The ID of the UnitEquipmentItem to get
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260 /// </param>
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261 /// <returns>
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262 /// The <see cref="UnitEquipmentItem"/> for the given ID string, or <code>null</code> if nothing exists for that ID
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263 /// </returns>
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264 public UnitEquipmentItem GetEquipmentItem(string id)
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265 {
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266 return DictionaryUtils.GetValue(equipment, id);
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267 }
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268
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269 /// <summary>
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270 /// 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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271 /// </summary>
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272 /// <param name="item">
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273 /// The <see cref="EquipmentItem"/> to get the <see cref=" UnitEquipmentItem"/>
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274 /// </param>
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275 /// <returns>
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276 /// The <see cref="UnitEquipmentItem"/> that definies the UnitType's restrictions for taking the <see cref=" EquipmentItem"/>
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277 /// </returns>
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278 public UnitEquipmentItem GetEquipmentItem(EquipmentItem item)
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279 {
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280 return GetEquipmentItem(item.ID);
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281 }
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282
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283 /// <summary>
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284 /// Gets an array of all available <see cref="UnitEquipmentItem"/>s for this UnitType
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285 /// </summary>
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286 /// <returns>
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287 /// An array of all available <see cref="UnitEquipmentItem"/>s for this UnitType
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288 /// </returns>
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289 public UnitEquipmentItem[] GetEquipmentItems()
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290 {
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291 return DictionaryUtils.ToArray<string, UnitEquipmentItem>(equipment);
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292 }
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293
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294 public UnitEquipmentItem[] GetEquipmentItemsByExclusionGroup(string group)
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295 {
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296 List<UnitEquipmentItem> list = DictionaryUtils.GetValue(equipmentExclusionGroups, group);
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297
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298 if (list == null)
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299 {
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300 return new UnitEquipmentItem[0];
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301 }
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302 else
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303 {
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304 return list.ToArray();
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305 }
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306 }
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307
64
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308 public bool IsRatioLimitedEquipmentItem(EquipmentItem item)
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309 {
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310 UnitEquipmentItem equip = GetEquipmentItem(item);
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311 return equip != null && equip.IsRatioLimit;
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312 }
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313
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314 public bool IsAbsoluteLimitedEquipmentItem(EquipmentItem item)
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315 {
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316 UnitEquipmentItem equip = GetEquipmentItem(item);
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317 return equip != null && !equip.IsRatioLimit;
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318 }
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319
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320 public ICollection<Ability> GetRequiredAbilities()
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321 {
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322 return requiredAbilities.Values;
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323 }
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324
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325 public ICollection<Ability> GetOptionalAbilities()
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326 {
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327 return optionalAbilities.Values;
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328 }
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329
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330 public void AddAbility(Ability ability, bool isRequired)
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331 {
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332 string id = ability.ID;
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333
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334 if (!requiredAbilities.ContainsKey(id) && !optionalAbilities.ContainsKey(id))
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335 {
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336 if (isRequired)
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337 {
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338 requiredAbilities[id] = ability;
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339 }
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340 else
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341 {
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342 optionalAbilities[id] = ability;
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343 }
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344 }
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345 }
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346
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347 public void AddRequirement(UnitRequirement requirement)
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348 {
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349 requirements.Add(requirement);
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350 }
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351
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352 public UnitRequirement[] Requirements
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353 {
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354 get { return requirements.ToArray(); }
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355 }
0
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356
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357 public List<FailedUnitRequirement> CanAddToArmy(Army army)
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358 {
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359 List<FailedUnitRequirement> failures = new List<FailedUnitRequirement>();
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360
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361 if (requirements!=null && requirements.Count > 0)
0
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362 {
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363 foreach (UnitRequirement requirement in requirements)
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364 {
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365 FailedUnitRequirement failure = (FailedUnitRequirement)requirement.CanAddToWarFoundryObject(army);
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366
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367 if (failure!=null)
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368 {
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369 failures.Add(failure);
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370 }
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371 }
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372 }
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373
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374 return failures;
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375 }
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376
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377 public List<FailedUnitRequirement> CanRemoveFromArmy(Army army)
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378 {
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379 List<FailedUnitRequirement> failures = new List<FailedUnitRequirement>();
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380
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381 if (requirements!=null && requirements.Count > 0)
0
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382 {
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383 foreach (UnitRequirement requirement in requirements)
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384 {
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385 FailedUnitRequirement failure = (FailedUnitRequirement)requirement.CanRemoveFromWarFoundryObject(army);
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386
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387 if (failure!=null)
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388 {
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389 failures.Add(failure);
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390 }
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391 }
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392 }
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393
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394 return failures;
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395 }
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396
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397 public string Notes
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398 {
69
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399 get { return notes; }
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400 set { notes = value; }
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401 }
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402
61
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403 public bool CanContainUnit(Unit unit)
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404 {
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405 return CanContainUnitType(unit.UnitType);
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406 }
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407
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408 public bool CanContainUnitType(UnitType unitType)
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409 {
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410 return containedTypes.Contains(unitType);
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411 }
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412
57
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413 public UnitType[] ContainedUnitTypes
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414 {
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415 get { return containedTypes.ToArray(); }
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416 }
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417
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418 public void AddContainedUnitType(UnitType containedType)
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419 {
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420 containedTypes.Add(containedType);
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421 }
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422
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423 public void AddExtraData(string id, string data)
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424 {
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425 extraData[id] = data;
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426 }
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427
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428 public string GetExtraData(string id)
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429 {
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430 return DictionaryUtils.GetValue(extraData, id);
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431 }
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432 }
66
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433 }