annotate api/WarFoundryCore.cs @ 57:e0ce5578e7c2

Re #61 - Complete structure of WarFoundry API objects * Add methods for adding and getting Notes and contained UnitTypes of a UnitType * Add method to get requirements of a unit * Separate out required abilities from optional abilities * Remove UnitAbility and handle by passing a boolean to the AddAbility method
author IBBoard <dev@ibboard.co.uk>
date Tue, 07 Apr 2009 14:43:04 +0000
parents 548cfc776f54
children 3ea0ab04352b
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306558904c2a Re #1 - LGPL license all code
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1 // This file (WarFoundryCore.cs) is a part of the IBBoard.WarFoundry.API project and is copyright 2009 IBBoard.
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2 //
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306558904c2a Re #1 - LGPL license all code
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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 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 public static readonly int INFINITY = -1;
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14 public static event GameSystemChangedDelegate GameSystemChanged;
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15 public static event ArmyChangedDelegate ArmyChanged;
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16
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17 private static GameSystem system;
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18 private static Army currentArmy;
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19
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20 public static GameSystem CurrentGameSystem
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21 {
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22 get { return system; }
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23 set
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24 {
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25 if (system==null || !system.Equals(value))
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26 {
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27 GameSystem oldSystem = system;
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28 system = value;
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29
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30 if (system==null)
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31 {
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32 LogNotifier.Debug(typeof(WarFoundryCore), "Game system set to null");
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33 }
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34 else
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35 {
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36 LogNotifier.DebugFormat(typeof(WarFoundryCore), "Game system set to {0} with ID {1}", system.Name, system.ID);
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37 }
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38
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39 if (GameSystemChanged!=null)
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40 {
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41 GameSystemChanged(oldSystem, system);
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42 }
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43
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44 //If we've changed the game system then we can't keep the current army
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45 CurrentArmy = null;
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46 }
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47 }
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48 }
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49
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50 public static Army CurrentArmy
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51 {
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52 get { return currentArmy; }
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53 set
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54 {
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55 if (currentArmy==null || !currentArmy.Equals(value))
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56 {
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57 /*if (currentArmy!=null)
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58 {
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59 currentArmy.UnitAdded-= UnitAddedMethod;
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60 currentArmy.UnitRemoved-= UnitRemovedMethod;
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61 currentArmy.PointsValueChanged-= PointsValueChangedMethod;
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62 currentArmy.FailedRequirement-=FailedUnitRequirementMethod;
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63 }*/
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64 Army oldArmy = currentArmy;
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65 currentArmy = value;
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66
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67 if (currentArmy!=null)
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68 {
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69 CurrentGameSystem = currentArmy.GameSystem; //Set the game system in case the new army is from a different system
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70 }
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71
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72 /*if (currentArmy!=null)
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73 {
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74 currentArmy.UnitAdded+= UnitAddedMethod;
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75 currentArmy.UnitRemoved+= UnitRemovedMethod;
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76 currentArmy.PointsValueChanged+= PointsValueChangedMethod;
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77 currentArmy.FailedRequirement+=FailedUnitRequirementMethod;
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78 }*/
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80 if (ArmyChanged!=null)
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81 {
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82 ArmyChanged(oldArmy, currentArmy);
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83 }
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88 }