Mercurial > repos > IBDev-IBBoard.WarFoundry.API
diff API/WarFoundryCore.cs @ 337:3c4a6403a88c
* Fix capitalisation so that new files are in the namespace
no-open-ticket
author | IBBoard <dev@ibboard.co.uk> |
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date | Sun, 03 Apr 2011 18:50:32 +0000 |
parents | |
children | c32bb2a53b87 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/API/WarFoundryCore.cs Sun Apr 03 18:50:32 2011 +0000 @@ -0,0 +1,77 @@ +// This file (WarFoundryCore.cs) is a part of the IBBoard.WarFoundry.API project and is copyright 2007, 2008, 2009 IBBoard. +// +// 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. + +using System; +using IBBoard.Logging; +using IBBoard.WarFoundry.API.Objects; + +namespace IBBoard.WarFoundry.API +{ + public class WarFoundryCore + { + public static readonly int INFINITY = -1; + public static event GameSystemChangedDelegate GameSystemChanged; + public static event ArmyChangedDelegate ArmyChanged; + + private static GameSystem system; + private static Army currentArmy; + + public static GameSystem CurrentGameSystem + { + get { return system; } + set + { + if (system==null || !system.Equals(value)) + { + GameSystem oldSystem = system; + system = value; + + if (system==null) + { + LogNotifier.Debug(typeof(WarFoundryCore), "Game system set to null"); + } + else + { + LogNotifier.DebugFormat(typeof(WarFoundryCore), "Game system set to {0} with ID {1}", system.Name, system.ID); + } + + if (GameSystemChanged!=null) + { + GameSystemChanged(oldSystem, system); + } + + //If we've changed the game system then we can't keep the current army + CurrentArmy = null; + } + } + } + + public static Army CurrentArmy + { + get { return currentArmy; } + set + { + if (currentArmy==null || !currentArmy.Equals(value)) + { + Army oldArmy = currentArmy; + + if (value != null) + { + CurrentGameSystem = value.GameSystem; //Set the game system in case the new army is from a different system + currentArmy = value; + } + else + { + currentArmy = null; + } + + if (ArmyChanged!=null) + { + ArmyChanged(oldArmy, currentArmy); + } + } + } + } + } +}