Mercurial > repos > IBDev-IBBoard.WarFoundry.API
view api/Objects/Army.cs @ 68:10d14a7051d5
Re #50 - Complete core loading of WarFoundry XML files
* Start to restructure loading so that we can use pre-existing objects
* Break unit loading in to methods
Also:
* Pad stats list with nulls because setting capacity doesn't let you set arbitrary indexes
* Add GameSystem property to UnitType
author | IBBoard <dev@ibboard.co.uk> |
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date | Sat, 25 Apr 2009 19:18:11 +0000 |
parents | 3fa4658c50c6 |
children | 3ea0ab04352b |
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// This file (Army.cs) is a part of the IBBoard.WarFoundry.API project and is copyright 2009 IBBoard. // // 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. using System; using System.IO; using System.Collections.Generic; using System.Text; using System.Xml; using IBBoard.WarFoundry.API; using IBBoard.WarFoundry.API.Factories; using IBBoard.WarFoundry.API.Requirements; using ICSharpCode.SharpZipLib.Zip; namespace IBBoard.WarFoundry.API.Objects { /// <summary> /// Summary description for Army. /// </summary> public class Army : WarFoundryObject { //private GameSystem system; private Race armyRace; private int maxPoints; private double pointsTotal; private Dictionary<Category, ArmyCategory> categories; public event ObjectAddDelegate UnitAdded; public event ObjectRemoveDelegate UnitRemoved; public event FailedUnitRequirementDelegate FailedRequirement; public event DoubleValChangedDelegate PointsValueChanged; private DoubleValChangedDelegate PointsValueChangedMethod; public Army(Race race, string armyName, int maxArmyPoints) : this(race, armyName, maxArmyPoints, null) { } public Army(Race race, string armyName, int maxArmyPoints, ZipFile file) : base(armyName) { armyRace = race; Name = armyName; maxPoints = maxArmyPoints; PointsValueChangedMethod = new DoubleValChangedDelegate(PointsValueChangedHandler); } public ArmyCategory GetCategory(Category cat) { ArmyCategory armyCat = null; ArmyCategories.TryGetValue(cat, out armyCat); return armyCat; } private Dictionary<Category, ArmyCategory> ArmyCategories { get { if (categories==null) { categories = new Dictionary<Category, ArmyCategory>(); Category[] raceCats = Race.Categories; ArmyCategory cat; int raceCatCount = raceCats.Length; for (int i = 0; i < raceCatCount; i++) { Category raceCat = raceCats[i]; cat = new ArmyCategory(this, raceCat); categories[raceCat] = cat; cat.PointsValueChanged+= PointsValueChangedMethod; cat.UnitAdded+=new ObjectAddDelegate(Army_UnitAdded); cat.UnitRemoved+=new ObjectRemoveDelegate(Army_UnitRemoved); } } return categories; } } public ArmyCategory[] Categories { get { return DictionaryUtils.ToArray<Category, ArmyCategory>(ArmyCategories); } } public Race Race { get { return armyRace; } } public GameSystem GameSystem { get { return (armyRace!=null ? armyRace.GameSystem : null); } } protected void OnUnitAdded(Unit unit) { OnUnitAdded(unit, null); } protected void OnUnitAdded(Unit unit, List<FailedUnitRequirement> failedReqs) { if (UnitAdded!=null) { UnitAdded(unit); } if (FailedRequirement!=null && failedReqs!=null && failedReqs.Count > 0) { FailedRequirement(failedReqs); } } protected void OnUnitRemoved(Unit unit) { OnUnitRemoved(unit, null); } protected void OnUnitRemoved(Unit unit, List<FailedUnitRequirement> failedReqs) { if (UnitRemoved!=null) { UnitRemoved(unit); } if (FailedRequirement!=null && failedReqs!=null && failedReqs.Count > 0) { FailedRequirement(failedReqs); } } private void OnPointsValueChanged(double oldValue, double newValue) { if (PointsValueChanged!=null) { PointsValueChanged(this, oldValue, newValue); } } private double TotalPoints { get { return pointsTotal; } set { double oldPoints = pointsTotal; pointsTotal = value; if (oldPoints!=pointsTotal) { OnPointsValueChanged(oldPoints, pointsTotal); } } } public double PointsTotal { get { return TotalPoints; } } public void AddUnit(Unit unit) { List<FailedUnitRequirement> failedReqs = CanAddUnit(unit); unit.Army = this; ArmyCategory armyCat = GetCategory(unit.UnitType.MainCategory); armyCat.AddUnit(unit); OnUnitAdded(unit, failedReqs); } public void RemoveUnit(Unit unit) { List<FailedUnitRequirement> failedReqs = CanRemoveUnit(unit); unit.Army = null; ArmyCategory armyCat = GetCategory(unit.UnitType.MainCategory); armyCat.RemoveUnit(unit); OnUnitRemoved(unit, failedReqs); } public Unit[] GetUnits(Category cat) { return GetUnits(this.GetCategory(cat)); } public Unit[] GetUnits(ArmyCategory cat) { return cat.GetUnits(); } public Unit[] GetUnits() { List<Unit> fullList = new List<Unit>(); foreach(ArmyCategory cat in Categories) { fullList.AddRange(cat.GetUnits()); } return fullList.ToArray(); } public int MaxPoints { get { return maxPoints; } set { if (value > 0) { maxPoints = value; } } } private void PointsValueChangedHandler(WarFoundryObject obj, double oldVal, double newVal) { if (obj is ArmyCategory) { double points = 0; foreach (ArmyCategory cat in Categories) { points+= cat.PointsTotal; } TotalPoints = points; } } public List<FailedUnitRequirement> CanAddUnit(Unit unit) { return CanAddUnitType(unit.UnitType); } public List<FailedUnitRequirement> CanAddUnitType(UnitType unitType) { return unitType.CanAddToArmy(this); } public List<FailedUnitRequirement> CanRemoveUnit(Unit unit) { return CanRemoveUnitType(unit.UnitType); } public List<FailedUnitRequirement> CanRemoveUnitType(UnitType unitType) { return unitType.CanRemoveFromArmy(this); } public int GetUnitTypeCount(UnitType unitType) { int count = 0; foreach (ArmyCategory cat in Categories) { count+= cat.GetUnitTypeCount(unitType); } return count; } private void Army_UnitAdded(object val) { OnUnitAdded((Unit)val); } private void Army_UnitRemoved(object val) { OnUnitRemoved((Unit)val); } } }