Mercurial > repos > IBDev-IBBoard.WarFoundry.API
annotate api/Objects/UnitType.cs @ 69:91cf8efbea0b
Re #50 - Complete core loading of WarFoundry XML files
* Make "Notes" a String value, as per schema
* Load contained units
author | IBBoard <dev@ibboard.co.uk> |
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date | Sat, 25 Apr 2009 19:26:12 +0000 |
parents | 10d14a7051d5 |
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rev | line source |
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15 | 1 // This file (UnitType.cs) is a part of the IBBoard.WarFoundry.API project and is copyright 2009 IBBoard. |
2 // | |
3 // The file and the library/program it is in are licensed under the GNU LGPL license, either version 3 of the License or (at your option) any later version. Please see COPYING.LGPL for more information and the full license. | |
4 | |
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5 using System; |
0 | 6 using System.Collections.Generic; |
7 using System.Xml; | |
8 using IBBoard.Logging; | |
9 using IBBoard.WarFoundry.API.Requirements; | |
10 | |
11 namespace IBBoard.WarFoundry.API.Objects | |
12 { | |
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. |
0 | 15 /// </summary> |
16 public class UnitType : WarFoundryObject | |
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) |
0 | 43 { |
34 | 44 mainCat = race.GetCategory(mainCategoryID); |
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45 MinNumber = minNum; |
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46 MaxNumber = maxNum; |
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47 MinSize = minimumSize; |
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48 MaxSize = maximumSize; |
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49 BaseUnitCost = unitCost; |
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50 CostPerTrooper = trooperCost; |
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51 UnitStats = 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); |
0 | 56 } |
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> |
0 | 67 public Race Race |
68 { | |
69 get { return race; } | |
70 } | |
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71 |
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72 /// <value> |
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73 /// Gets or sets the <see cref=" Category"/> that this unit type is a member of. |
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74 /// </value> |
0 | 75 public virtual Category MainCategory |
76 { | |
77 get | |
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78 { |
0 | 79 return mainCat; |
80 } | |
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81 set |
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82 { |
34 | 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> |
0 | 90 public int MinSize |
91 { | |
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 } |
0 | 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> |
0 | 103 public int MaxSize |
104 { | |
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 } |
0 | 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> |
0 | 116 public int MinNumber |
117 { | |
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 } |
0 | 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> |
0 | 129 public int MaxNumber |
130 { | |
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 { |
34 | 158 MinSize = MaxSize; |
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159 LogNotifier.WarnFormat(GetType(), "Unit type {0} ({1}) had a minimum size greater than their maximum size.", Name, ID); |
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160 } |
0 | 161 } |
162 | |
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163 //// <value> |
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164 /// Gets or sets the "base size" of a unit, which is the number of troopers the unit has in it for its "base cost". For a lot of units this value will be 0 as the cost is worked out based on the total number of members. |
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165 /// </value> |
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166 public int BaseSize |
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167 { |
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168 get { return baseSize; } |
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169 set { baseSize = (value >= 0 ? value : 0); } |
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170 } |
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171 |
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172 /// <value> |
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173 /// The number of points that a "base unit" of <code>BaseSize</code> models costs. Additional models are charged at <code>CostPerTrooper</code> each. |
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174 /// </value> |
0 | 175 public double BaseUnitCost |
176 { | |
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177 get { return baseUnitCost; } |
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178 set { baseUnitCost = (value >= 0 ? value : 0); } |
0 | 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> |
0 | 184 public double CostPerTrooper |
185 { | |
186 get { return costPerTrooper; } | |
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187 set { costPerTrooper = (value >= 0 ? value : 0); } |
0 | 188 } |
189 | |
190 protected override string DefaultName() | |
191 { | |
192 throw new InvalidOperationException("Unit type with id "+id+" did not have a name specified"); | |
193 } | |
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194 |
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195 /// <value> |
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196 /// The <see cref=" Stats"/> for the unit in a format that is valid for the game system. |
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197 /// </value> |
0 | 198 public Stats UnitStats |
199 { | |
200 get | |
201 { | |
202 return stats; | |
203 } | |
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204 set |
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205 { |
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206 if (value!=null) |
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207 { |
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208 stats = value; |
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209 } |
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210 } |
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211 } |
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212 |
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213 public void AddEquipmentItem(UnitEquipmentItem item) |
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214 { |
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215 equipment.Add(item.ID, item); |
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216 equipmentKeyOrder.Add(item.ID); |
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217 AddToMutexGroup(item); |
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218 } |
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219 |
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220 private void AddToMutexGroup(UnitEquipmentItem item) |
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221 { |
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222 string mutexGroup = item.MutexGroup; |
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223 |
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224 if (mutexGroup!="" && mutexGroup!=null) |
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225 { |
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226 List<UnitEquipmentItem> items = DictionaryUtils.GetValue(equipmentExclusionGroups, mutexGroup); |
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227 |
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228 if (items == null) |
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229 { |
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230 items = new List<UnitEquipmentItem>(); |
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231 equipmentExclusionGroups.Add(mutexGroup, items); |
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232 } |
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233 |
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234 items.Add(item); |
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235 } |
0 | 236 } |
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237 |
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238 /// <summary> |
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239 /// Gets a <see cref="UnitEquipmentItem"/> for the given ID string, or <code>null</code> if nothing exists for that ID |
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240 /// </summary> |
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241 /// <param name="id"> |
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242 /// The ID of the UnitEquipmentItem to get |
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243 /// </param> |
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244 /// <returns> |
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245 /// The <see cref="UnitEquipmentItem"/> for the given ID string, or <code>null</code> if nothing exists for that ID |
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246 /// </returns> |
0 | 247 public UnitEquipmentItem GetEquipmentItem(string id) |
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248 { |
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249 return DictionaryUtils.GetValue(equipment, id); |
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250 } |
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251 |
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252 /// <summary> |
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253 /// 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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254 /// </summary> |
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255 /// <param name="item"> |
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256 /// The <see cref="EquipmentItem"/> to get the <see cref=" UnitEquipmentItem"/> |
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257 /// </param> |
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258 /// <returns> |
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259 /// The <see cref="UnitEquipmentItem"/> that definies the UnitType's restrictions for taking the <see cref=" EquipmentItem"/> |
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260 /// </returns> |
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261 public UnitEquipmentItem GetEquipmentItem(EquipmentItem item) |
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262 { |
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263 return GetEquipmentItem(item.ID); |
0 | 264 } |
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265 |
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266 /// <summary> |
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267 /// Gets an array of all available <see cref="UnitEquipmentItem"/>s for this UnitType |
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268 /// </summary> |
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269 /// <returns> |
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270 /// An array of all available <see cref="UnitEquipmentItem"/>s for this UnitType |
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271 /// </returns> |
0 | 272 public UnitEquipmentItem[] GetEquipmentItems() |
273 { | |
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274 return DictionaryUtils.ToArray<string, UnitEquipmentItem>(equipment); |
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275 } |
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276 |
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277 public UnitEquipmentItem[] GetEquipmentItemsByExclusionGroup(string group) |
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278 { |
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279 List<UnitEquipmentItem> list = DictionaryUtils.GetValue(equipmentExclusionGroups, group); |
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280 |
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281 if (list == null) |
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282 { |
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283 return new UnitEquipmentItem[0]; |
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284 } |
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285 else |
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286 { |
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287 return list.ToArray(); |
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288 } |
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289 } |
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290 |
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291 public bool IsRatioLimitedEquipmentItem(EquipmentItem item) |
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292 { |
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293 UnitEquipmentItem equip = GetEquipmentItem(item); |
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294 return equip != null && equip.IsRatioLimit; |
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295 } |
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296 |
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297 public bool IsAbsoluteLimitedEquipmentItem(EquipmentItem item) |
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298 { |
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299 UnitEquipmentItem equip = GetEquipmentItem(item); |
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300 return equip != null && !equip.IsRatioLimit; |
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301 } |
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302 |
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303 public ICollection<Ability> GetRequiredAbilities() |
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304 { |
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305 return requiredAbilities.Values; |
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306 } |
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307 |
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308 public ICollection<Ability> GetOptionalAbilities() |
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309 { |
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310 return optionalAbilities.Values; |
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311 } |
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312 |
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313 public void AddAbility(Ability ability, bool isRequired) |
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314 { |
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315 string id = ability.ID; |
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316 |
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317 if (!requiredAbilities.ContainsKey(id) && !optionalAbilities.ContainsKey(id)) |
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318 { |
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319 if (isRequired) |
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320 { |
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321 requiredAbilities[id] = ability; |
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322 } |
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323 else |
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324 { |
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325 optionalAbilities[id] = ability; |
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326 } |
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327 } |
0 | 328 } |
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329 |
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330 public void AddRequirement(UnitRequirement requirement) |
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331 { |
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332 requirements.Add(requirement); |
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333 } |
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334 |
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335 public UnitRequirement[] Requirements |
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336 { |
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337 get { return requirements.ToArray(); } |
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338 } |
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340 public List<FailedUnitRequirement> CanAddToArmy(Army army) | |
341 { | |
342 List<FailedUnitRequirement> failures = new List<FailedUnitRequirement>(); | |
343 | |
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344 if (requirements!=null && requirements.Count > 0) |
0 | 345 { |
346 foreach (UnitRequirement requirement in requirements) | |
347 { | |
348 FailedUnitRequirement failure = (FailedUnitRequirement)requirement.CanAddToWarFoundryObject(army); | |
349 | |
350 if (failure!=null) | |
351 { | |
352 failures.Add(failure); | |
353 } | |
354 } | |
355 } | |
356 | |
357 return failures; | |
358 } | |
359 | |
360 public List<FailedUnitRequirement> CanRemoveFromArmy(Army army) | |
361 { | |
362 List<FailedUnitRequirement> failures = new List<FailedUnitRequirement>(); | |
363 | |
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364 if (requirements!=null && requirements.Count > 0) |
0 | 365 { |
366 foreach (UnitRequirement requirement in requirements) | |
367 { | |
368 FailedUnitRequirement failure = (FailedUnitRequirement)requirement.CanRemoveFromWarFoundryObject(army); | |
369 | |
370 if (failure!=null) | |
371 { | |
372 failures.Add(failure); | |
373 } | |
374 } | |
375 } | |
376 | |
377 return failures; | |
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378 } |
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379 |
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380 public string Notes |
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381 { |
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382 get { return notes; } |
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383 set { notes = value; } |
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384 } |
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385 |
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386 public bool CanContainUnit(Unit unit) |
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387 { |
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388 return CanContainUnitType(unit.UnitType); |
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389 } |
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390 |
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391 public bool CanContainUnitType(UnitType unitType) |
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392 { |
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393 return containedTypes.Contains(unitType); |
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394 } |
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395 |
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396 public UnitType[] ContainedUnitTypes |
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397 { |
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398 get { return containedTypes.ToArray(); } |
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399 } |
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400 |
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401 public void AddContainedUnitType(UnitType containedType) |
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402 { |
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403 containedTypes.Add(containedType); |
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404 } |
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405 |
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406 public void AddExtraData(string id, string data) |
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407 { |
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408 extraData[id] = data; |
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409 } |
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410 |
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411 public string GetExtraData(string id) |
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412 { |
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413 return DictionaryUtils.GetValue(extraData, id); |
0 | 414 } |
415 } | |
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416 } |