annotate API/WarFoundryCore.cs @ 434:c32bb2a53b87

Fixes #365: Add factory for UnitRequiresNoMoreThanNOfUnitTypeRequirement * Centralise a number of hacks, including adding requirement factories
author IBBoard <dev@ibboard.co.uk>
date Sun, 27 Nov 2011 15:34:51 +0000
parents 3c4a6403a88c
children cbeee87dc2d3
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1 // This file (WarFoundryCore.cs) is a part of the IBBoard.WarFoundry.API project and is copyright 2007, 2008, 2009 IBBoard.
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2 //
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3 // The file and the library/program it is in are licensed and distributed, without warranty, under the GNU Affero GPL license, either version 3 of the License or (at your option) any later version. Please see COPYING for more information and the full license.
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4
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5 using System;
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6 using IBBoard.Logging;
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7 using IBBoard.WarFoundry.API.Objects;
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8
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9 namespace IBBoard.WarFoundry.API
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10 {
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11 public class WarFoundryCore
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12 {
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13 static WarFoundryCore()
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14 {
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15 WarFoundryHacks.Initialise();
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16 }
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17
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18 public static readonly int INFINITY = -1;
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19 public static event GameSystemChangedDelegate GameSystemChanged;
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20 public static event ArmyChangedDelegate ArmyChanged;
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21
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22 private static GameSystem system;
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23 private static Army currentArmy;
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24
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25 public static GameSystem CurrentGameSystem
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26 {
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27 get { return system; }
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28 set
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29 {
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30 if (system==null || !system.Equals(value))
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31 {
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32 GameSystem oldSystem = system;
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33 system = value;
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34
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35 if (system==null)
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36 {
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37 LogNotifier.Debug(typeof(WarFoundryCore), "Game system set to null");
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38 }
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39 else
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40 {
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41 LogNotifier.DebugFormat(typeof(WarFoundryCore), "Game system set to {0} with ID {1}", system.Name, system.ID);
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42 }
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43
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44 if (GameSystemChanged!=null)
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45 {
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46 GameSystemChanged(oldSystem, system);
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47 }
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48
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49 //If we've changed the game system then we can't keep the current army
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50 CurrentArmy = null;
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51 }
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52 }
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53 }
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54
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55 public static Army CurrentArmy
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56 {
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57 get { return currentArmy; }
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58 set
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59 {
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60 if (currentArmy==null || !currentArmy.Equals(value))
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61 {
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62 Army oldArmy = currentArmy;
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63
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64 if (value != null)
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65 {
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66 CurrentGameSystem = value.GameSystem; //Set the game system in case the new army is from a different system
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67 currentArmy = value;
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68 }
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69 else
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70 {
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71 currentArmy = null;
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72 }
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73
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74 if (ArmyChanged!=null)
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75 {
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76 ArmyChanged(oldArmy, currentArmy);
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77 }
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78 }
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81 }
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82 }