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>
date Sun, 03 Apr 2011 18:50:32 +0000
parents
children c32bb2a53b87
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line diff
--- /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);
+					}
+				}
+			}
+		}
+	}
+}