diff api/Objects/GameSystem.cs @ 390:4e0031339bcb default-army-name

Re #97: Default army size papercut. Updated GameSystem.cs, system.xsd and Factories to accommodate default system size.
author snowblizz
date Sun, 12 Dec 2010 15:27:07 +0000
parents d576034ad1dd
children d051f8f44e6c
line wrap: on
line diff
--- a/api/Objects/GameSystem.cs	Sun Nov 21 21:53:16 2010 +0000
+++ b/api/Objects/GameSystem.cs	Sun Dec 12 15:27:07 2010 +0000
@@ -1,250 +1,269 @@
-// This file (GameSystem.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 System.Collections.Generic;
-using System.Xml;
-using System.IO;
-using IBBoard.Logging;
-using IBBoard.WarFoundry.API.Factories;
-using ICSharpCode.SharpZipLib.Zip;
-
-namespace IBBoard.WarFoundry.API.Objects
-{
-	/// <summary>
-	/// Summary description for GameSystem.
-	/// </summary>
-	public class GameSystem : WarFoundryStagedLoadingObject
-	{
-		private bool warnOnError;
-		private bool allowAllies;
-		private Dictionary<string, Category> categories = new Dictionary<string,Category>();
-		private Dictionary<string, SystemStats> stats = new Dictionary<string,SystemStats>();
-		private string defaultStats;
-
-		public GameSystem(string systemID, string systemName, IWarFoundryFactory creatingFactory) : base(systemID, systemName, creatingFactory)
-		{
-			stats = new Dictionary<string,SystemStats>();
-		}
-		
-		public bool AllowAllies
-		{
-			get { return allowAllies; }
-			set { allowAllies = value; }
-		}
-		
-		public void AddCategory(Category cat)
-		{
-			RawCategories[cat.ID] = cat;
-		}
-
-		public Category GetCategory(string id)
-		{
-			EnsureFullyLoaded();
-			Category cat = null;
-			RawCategories.TryGetValue(id, out cat);
-			return cat;
-		}
-
-		public Category[] Categories
-		{
-			get 
-			{ 
-				EnsureFullyLoaded();
-				return DictionaryUtils.ToArray<string, Category>(RawCategories); 
-			}
-		}
-		
-		protected Dictionary<string, Category> RawCategories
-		{
-			get { return categories; }
-		}
-
-		public bool WarnOnError
-		{
-			get
-			{
-				return warnOnError;
-			}
-			set { warnOnError = value; }
-		}
-		
-		public void AddSystemStats(SystemStats sysStats)
-		{
-			stats[sysStats.ID] = sysStats;
-		}
-		
-		public SystemStats StandardSystemStats
-		{
-			get
-			{
-				EnsureFullyLoaded();
-				return stats[defaultStats];
-			}
-		}
-		
-		public string StandardSystemStatsID
-		{
-			get
-			{
-				EnsureFullyLoaded();
-				return defaultStats;
-			}
-			
-			set
-			{
-				if (value != null && value.Trim().Length > 0)
-				{
-					defaultStats = value;
-				}
-			}
-		}
-
-		public SystemStats[] SystemStats
-		{
-			get 
-			{ 
-				EnsureFullyLoaded();
-				SystemStats[] statsArray = new SystemStats[stats.Count];
-				stats.Values.CopyTo(statsArray, 0);
-				return statsArray;
-			}
-		}
-		
-		public SystemStats GetSystemStatsForID(string id)
-		{
-			EnsureFullyLoaded();
-			SystemStats statsForID;
-			stats.TryGetValue(id, out statsForID);
-			return statsForID;
-		}
-		
-		public Race SystemDefaultRace
-		{
-			get { return WarFoundryLoader.GetDefault().GetRace(this, Race.SYSTEM_DEFAULT_RACE_ID); }
-		}
-
-		public bool Matches(GameSystem otherSystem)
-		{
-			if (otherSystem==null)
-			{
-				return false;
-			}
-
-			return this.ID == otherSystem.ID;
-		}
-
-		public override bool Equals(object obj)
-		{
-			if (obj == null)
-			{
-				return false;		
-			}
-			
-			if (obj.GetType().Equals(this.GetType()))
-			{
-				GameSystem otherSystem = (GameSystem)obj;
-
-				return this.ID == otherSystem.ID && this.Name == otherSystem.Name && ((this.RawCategories == null && otherSystem.RawCategories == null) || this.RawCategories.Equals(otherSystem.RawCategories));
-			}
-			else
-			{
-				return false;
-			}
-		}
-
-		public override int GetHashCode()
-		{
-			return ID.GetHashCode() + Name.GetHashCode() + (RawCategories!=null ? RawCategories.GetHashCode() : 0) + warnOnError.GetHashCode();
-		}
-
-		public bool UnitTypeMaxed(UnitType unitType, Army army)
-		{
-			return unitType.MaxNumber!=WarFoundryCore.INFINITY && army.GetUnitTypeCount(unitType) >= unitType.MaxNumber;
-		}
-
-		public bool UnitTypeMinned(UnitType unitType, Army army)
-		{
-			return army.GetUnitTypeCount(unitType) <= unitType.MinNumber;
-		}
-		
-		public List<EquipmentItem> GetSystemEquipmentList()
-		{
-			List<EquipmentItem> items = new List<EquipmentItem>();
-			Race defaultRace = SystemDefaultRace;
-			
-			if (defaultRace!=null)
-			{				
-				items = defaultRace.GetEquipmentList();
-			}
-			
-			return items;
-		}
-				
-		public EquipmentItem GetSystemEquipmentItem(string id)
-		{
-			EquipmentItem item = null;
-			Race defaultRace = SystemDefaultRace;
-			
-			if (defaultRace!=null)
-			{				
-				item = defaultRace.GetEquipmentItem(id);
-			}
-			
-			return item;
-		}
-		
-		public UnitType[] GetSystemUnitTypes(Category cat)
-		{
-			UnitType[] items = new UnitType[0];
-			Race defaultRace = SystemDefaultRace;
-			
-			if (defaultRace!=null)
-			{				
-				items = defaultRace.GetUnitTypes(cat);
-			}
-			
-			return items;
-		}
-				
-		public UnitType GetSystemUnitType(string id)
-		{
-			UnitType unit = null;
-			Race defaultRace = SystemDefaultRace;
-			
-			if (defaultRace!=null)
-			{				
-				unit = defaultRace.GetUnitType(id);
-			}
-			
-			return unit;
-		}
-		
-		public List<Ability> GetSystemAbilityList()
-		{
-			List<Ability> items = new List<Ability>();
-			Race defaultRace = SystemDefaultRace;
-			
-			if (defaultRace!=null)
-			{				
-				items = defaultRace.GetAbilityList();
-			}
-			
-			return items;
-		}
-				
-		public Ability GetSystemAbility(string id)
-		{
-			Ability ability = null;
-			Race defaultRace = SystemDefaultRace;
-			
-			if (defaultRace!=null)
-			{				
-				ability = defaultRace.GetAbility(id);
-			}
-			
-			return ability;
-		}
-	}
-}
+// This file (GameSystem.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 System.Collections.Generic;
+using System.Xml;
+using System.IO;
+using IBBoard.Logging;
+using IBBoard.WarFoundry.API.Factories;
+using ICSharpCode.SharpZipLib.Zip;
+
+namespace IBBoard.WarFoundry.API.Objects
+{
+	/// <summary>
+	/// Summary description for GameSystem.
+	/// </summary>
+	public class GameSystem : WarFoundryStagedLoadingObject
+	{
+        private static int SYSTEM_DEFAULT_ARMY_SIZE = 1000;
+        private bool warnOnError;
+		private bool allowAllies;
+		private Dictionary<string, Category> categories = new Dictionary<string,Category>();
+		private Dictionary<string, SystemStats> stats = new Dictionary<string,SystemStats>();
+		private string defaultStats;
+        private int defaultArmySize;
+
+        public GameSystem(string systemID, string systemName, IWarFoundryFactory creatingFactory)
+            : base(systemID, systemName, creatingFactory)
+		{
+			stats = new Dictionary<string,SystemStats>();
+		}
+
+        public int SystemArmyDefaultSize
+        {
+            get { return  defaultArmySize; }
+            set
+            {
+                if (value == 0)
+                {
+                    defaultArmySize = SYSTEM_DEFAULT_ARMY_SIZE;
+                }
+                else
+                {
+                    defaultArmySize = value;
+                }
+            }
+        }
+		
+		public bool AllowAllies
+		{
+			get { return allowAllies; }
+			set { allowAllies = value; }
+		}
+		
+		public void AddCategory(Category cat)
+		{
+			RawCategories[cat.ID] = cat;
+		}
+
+		public Category GetCategory(string id)
+		{
+			EnsureFullyLoaded();
+			Category cat = null;
+			RawCategories.TryGetValue(id, out cat);
+			return cat;
+		}
+
+		public Category[] Categories
+		{
+			get 
+			{ 
+				EnsureFullyLoaded();
+				return DictionaryUtils.ToArray<string, Category>(RawCategories); 
+			}
+		}
+		
+		protected Dictionary<string, Category> RawCategories
+		{
+			get { return categories; }
+		}
+
+		public bool WarnOnError
+		{
+			get
+			{
+				return warnOnError;
+			}
+			set { warnOnError = value; }
+		}
+		
+		public void AddSystemStats(SystemStats sysStats)
+		{
+			stats[sysStats.ID] = sysStats;
+		}
+		
+		public SystemStats StandardSystemStats
+		{
+			get
+			{
+				EnsureFullyLoaded();
+				return stats[defaultStats];
+			}
+		}
+		
+		public string StandardSystemStatsID
+		{
+			get
+			{
+				EnsureFullyLoaded();
+				return defaultStats;
+			}
+			
+			set
+			{
+				if (value != null && value.Trim().Length > 0)
+				{
+					defaultStats = value;
+				}
+			}
+		}
+
+		public SystemStats[] SystemStats
+		{
+			get 
+			{ 
+				EnsureFullyLoaded();
+				SystemStats[] statsArray = new SystemStats[stats.Count];
+				stats.Values.CopyTo(statsArray, 0);
+				return statsArray;
+			}
+		}
+		
+		public SystemStats GetSystemStatsForID(string id)
+		{
+			EnsureFullyLoaded();
+			SystemStats statsForID;
+			stats.TryGetValue(id, out statsForID);
+			return statsForID;
+		}
+		
+		public Race SystemDefaultRace
+		{
+			get { return WarFoundryLoader.GetDefault().GetRace(this, Race.SYSTEM_DEFAULT_RACE_ID); }
+		}
+
+		public bool Matches(GameSystem otherSystem)
+		{
+			if (otherSystem==null)
+			{
+				return false;
+			}
+
+			return this.ID == otherSystem.ID;
+		}
+
+		public override bool Equals(object obj)
+		{
+			if (obj == null)
+			{
+				return false;		
+			}
+			
+			if (obj.GetType().Equals(this.GetType()))
+			{
+				GameSystem otherSystem = (GameSystem)obj;
+
+				return this.ID == otherSystem.ID && this.Name == otherSystem.Name && ((this.RawCategories == null && otherSystem.RawCategories == null) || this.RawCategories.Equals(otherSystem.RawCategories));
+			}
+			else
+			{
+				return false;
+			}
+		}
+
+		public override int GetHashCode()
+		{
+			return ID.GetHashCode() + Name.GetHashCode() + (RawCategories!=null ? RawCategories.GetHashCode() : 0) + warnOnError.GetHashCode();
+		}
+
+		public bool UnitTypeMaxed(UnitType unitType, Army army)
+		{
+			return unitType.MaxNumber!=WarFoundryCore.INFINITY && army.GetUnitTypeCount(unitType) >= unitType.MaxNumber;
+		}
+
+		public bool UnitTypeMinned(UnitType unitType, Army army)
+		{
+			return army.GetUnitTypeCount(unitType) <= unitType.MinNumber;
+		}
+		
+		public List<EquipmentItem> GetSystemEquipmentList()
+		{
+			List<EquipmentItem> items = new List<EquipmentItem>();
+			Race defaultRace = SystemDefaultRace;
+			
+			if (defaultRace!=null)
+			{				
+				items = defaultRace.GetEquipmentList();
+			}
+			
+			return items;
+		}
+				
+		public EquipmentItem GetSystemEquipmentItem(string id)
+		{
+			EquipmentItem item = null;
+			Race defaultRace = SystemDefaultRace;
+			
+			if (defaultRace!=null)
+			{				
+				item = defaultRace.GetEquipmentItem(id);
+			}
+			
+			return item;
+		}
+		
+		public UnitType[] GetSystemUnitTypes(Category cat)
+		{
+			UnitType[] items = new UnitType[0];
+			Race defaultRace = SystemDefaultRace;
+			
+			if (defaultRace!=null)
+			{				
+				items = defaultRace.GetUnitTypes(cat);
+			}
+			
+			return items;
+		}
+				
+		public UnitType GetSystemUnitType(string id)
+		{
+			UnitType unit = null;
+			Race defaultRace = SystemDefaultRace;
+			
+			if (defaultRace!=null)
+			{				
+				unit = defaultRace.GetUnitType(id);
+			}
+			
+			return unit;
+		}
+		
+		public List<Ability> GetSystemAbilityList()
+		{
+			List<Ability> items = new List<Ability>();
+			Race defaultRace = SystemDefaultRace;
+			
+			if (defaultRace!=null)
+			{				
+				items = defaultRace.GetAbilityList();
+			}
+			
+			return items;
+		}
+				
+		public Ability GetSystemAbility(string id)
+		{
+			Ability ability = null;
+			Race defaultRace = SystemDefaultRace;
+			
+			if (defaultRace!=null)
+			{				
+				ability = defaultRace.GetAbility(id);
+			}
+			
+			return ability;
+		}
+	}
+}