view api/Objects/GameSystem.cs @ 61:3c77722a02b5

Re #61 - Complete structure of WarFoundry API objects * Add containership support to Unit class * Add method to UnitType to check if a UnitType is of an allowed type
author IBBoard <dev@ibboard.co.uk>
date Thu, 09 Apr 2009 14:17:53 +0000
parents b271a2252758
children 3ea0ab04352b
line wrap: on
line source

// This file (GameSystem.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.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
			{				
				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;
		}
	}
}