Mercurial > repos > IBDev-IBBoard.WarFoundry.API
view API/Objects/Requirement/RequiresAtLeastNUnitsRequirement.cs @ 427:3882b533d99d
Re #27: Define unit requirements
* Add ID to requirements so that it isn't just defined in factories
* Make factory use ID from requirement class to avoid duplication and possible mismatch
author | IBBoard <dev@ibboard.co.uk> |
---|---|
date | Sun, 30 Oct 2011 20:31:43 +0000 |
parents | 71fceea2725b |
children | b671085871b7 |
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// This file (UnitRequiresAtLeastNUnitsRequirement.cs) is a part of the IBBoard.WarFoundry.API project and is copyright 2011 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 IBBoard.WarFoundry.API.Objects; using System.Text; namespace IBBoard.WarFoundry.API.Objects.Requirement { /// <summary> /// A requirement where a WarFoundryObject requires at least N units of any of the specified unit types before any number of that object can be taken in an army. /// /// The definition for how this requirement is built from a data file is defined in the <see cref="UnitRequiresAtLeastNUnitsRequirementFactory"/> class. /// </summary> public class RequiresAtLeastNUnitsRequirement : AbstractRequirement { public static readonly string REQUIREMENT_ID = "RequiresAtLeastNUnits"; private List<UnitCountRequirementData> requiredTypes; public RequiresAtLeastNUnitsRequirement(params UnitType[] requiredUnitTypes) { FailureStringPrefix = "Army must contain: "; requiredTypes = new List<UnitCountRequirementData>(); foreach (UnitType unitType in requiredUnitTypes) { AddUnitTypeRequirement(unitType); } } public override string RequirementID { get { return REQUIREMENT_ID; } } protected override bool TypeEquals (object obj) { RequiresAtLeastNUnitsRequirement otherReq = (RequiresAtLeastNUnitsRequirement)obj; if (!Collections.Collections.AreEqual(requiredTypes, otherReq.requiredTypes)) { return false; } else { return true; } } public override int GetHashCode() { int hash = 0; foreach (UnitCountRequirementData req in requiredTypes) { hash += req.UnitType.GetHashCode(); } return hash; } /// <summary> /// Checks whether the supplied WarFoundryObject can be added to the supplied army. /// </summary> /// <returns> /// A <code>Validation</code> enum to show the result of the validation /// </returns> /// <param name='wfObject'> /// The object that we want to add. This may be involved in the check, or it may not affect the evaluation of the requirement /// </param> /// <param name='toArmy'> /// The army to add the object to. /// </param> public override Validation AllowsAdding(WarFoundryObject wfObject, Army toArmy) { return IsApplicable(wfObject, toArmy) ? CheckAllowsAdding(wfObject, toArmy) : Validation.NotApplicable; } protected override bool IsApplicable(Army toArmy) { return false; } protected override bool IsApplicable(WarFoundryObject toObject) { bool isApplicable = false; UnitType unitType = GetUnitTypeFromObject(toObject); if (unitType != null) { isApplicable = IsApplicable(unitType); } return isApplicable; } protected UnitType GetUnitTypeFromObject (WarFoundryObject toObject) { UnitType unitType = null; if (toObject is UnitType) { unitType = (UnitType)toObject; } else if (toObject is Unit) { unitType = ((Unit)toObject).UnitType; } return unitType; } private bool IsApplicable (UnitType unitType) { bool isApplicable = false; foreach (UnitCountRequirementData requirement in requiredTypes) { if (requirement.UnitType.Equals(unitType)) { isApplicable = true; break; } } return isApplicable; } private Validation CheckAllowsAdding(WarFoundryObject wfObject, Army toArmy) { Validation isValid = Validation.Passed; foreach (UnitCountRequirementData requirement in requiredTypes) { if (GetUnitTypeCount(toArmy, requirement.UnitType, wfObject) < requirement.Count) { isValid = Validation.Failed; break; } } return isValid; } private int GetUnitTypeCount(Army toArmy, UnitType unitType, WarFoundryObject wfObject) { return toArmy.GetUnitTypeCount(unitType) + GetCountFromObject(wfObject, unitType); } private int GetCountFromObject(WarFoundryObject wfObject, UnitType limitedType) { return (limitedType.Equals(wfObject) || (wfObject is Unit && ((Unit)wfObject).UnitType.Equals(limitedType))) ? 1 : 0; } /// <summary> /// Adds a requirement for there to be at least minCount of a given UnitType /// </summary> /// <param name='unitType'> /// The unit type to require. /// </param> /// <param name='minCount'> /// The minimum number of that type that must exist. /// </param> public void AddUnitTypeRequirement(UnitType unitType, int minCount) { requiredTypes.Add(new UnitCountRequirementData(unitType, minCount)); } /// <summary> /// Adds a requirement for there to be one or more of a given UnitType /// </summary> /// <param name='unitType'> /// The unit type to require. /// </param> public void AddUnitTypeRequirement (UnitType unitType) { AddUnitTypeRequirement(unitType, 1); } /// <summary> /// Checks whether the supplied army is currently valid according to this requirement. /// </summary> /// <returns> /// A <code>Validation</code> enum to show the result of the validation /// </returns> /// <param name='toValidate'> /// The army to validate /// </param> public override Validation ValidatesArmy(Army toValidate) { Validation isValid = Validation.Passed; foreach (UnitCountRequirementData requirement in requiredTypes) { if (toValidate.GetUnitTypeCount(requirement.UnitType) < requirement.Count) { isValid = Validation.Failed; break; } } return isValid; } protected string FailureStringPrefix { get; set; } protected override string GetValidationFailedMessage(Army army) { StringBuilder sb = new StringBuilder(); sb.Append(FailureStringPrefix); sb.Append(String.Join("; ", GetFailedRequirements(army).ToArray())); sb.Append("."); return sb.ToString(); } private List<string> GetFailedRequirements(Army army) { List<string> failures = new List<string>(); foreach (UnitCountRequirementData requirement in requiredTypes) { int unitCount = army.GetUnitTypeCount(requirement.UnitType); if (unitCount < requirement.Count) { failures.Add(requirement.Count + " × " + requirement.UnitType.Name + " (have " + unitCount + ")"); } } return failures; } protected override string GetAllowsAddingFailedMessage(UnitType toAdd, Army toArmy) { StringBuilder sb = new StringBuilder(); sb.Append(FailureStringPrefix); sb.Append(String.Join("; ", GetFailedAddingRequirements(toAdd, toArmy).ToArray())); sb.Append("."); return sb.ToString(); } private List<string> GetFailedAddingRequirements(UnitType unitType, Army army) { List<string> failures = new List<string>(); foreach (UnitCountRequirementData requirement in requiredTypes) { int unitCount = GetUnitTypeCount(army, requirement.UnitType, unitType); if (unitCount < requirement.Count) { failures.Add(requirement.Count + " × " + requirement.UnitType.Name + " (would have " + unitCount + ")"); } } return failures; } } }