view api/WarFoundryCore.cs @ 8:613bc5eaac59

Re #9 - Make WarFoundry loading granular * Remove specific staged loading classes * Rework category loading for GameSystem and Race to make it use AddCategory(Category) method * Promote staged loading from Native Factory to all Factories level * Refactor XML Factory to use smaller methods Also removed some commented code that isn't used any more
author IBBoard <dev@ibboard.co.uk>
date Sun, 04 Jan 2009 19:24:13 +0000
parents 520818033bb6
children 306558904c2a
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// WarFoundry.cs
//
//  Copyright (C) 2008 IBBoard
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public
// License version 2.1 of the License as published by the Free
// Software Foundation.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA 
//
//

using System;
using IBBoard.Logging;
using IBBoard.WarFoundry.API.Objects;

namespace IBBoard.WarFoundry.API
{
	public class WarFoundryCore
	{		
		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))
				{
					/*if (currentArmy!=null)
					{
						currentArmy.UnitAdded-= UnitAddedMethod;
						currentArmy.UnitRemoved-= UnitRemovedMethod;
						currentArmy.PointsValueChanged-= PointsValueChangedMethod;
						currentArmy.FailedRequirement-=FailedUnitRequirementMethod;
					}*/
					Army oldArmy = currentArmy;
					currentArmy = value;
					
					if (currentArmy!=null)
					{
						CurrentGameSystem = currentArmy.GameSystem; //Set the game system in case the new army is from a different system
					}

					/*if (currentArmy!=null)
					{
						currentArmy.UnitAdded+= UnitAddedMethod;
						currentArmy.UnitRemoved+= UnitRemovedMethod;
						currentArmy.PointsValueChanged+= PointsValueChangedMethod;
						currentArmy.FailedRequirement+=FailedUnitRequirementMethod;
					}*/

					if (ArmyChanged!=null)
					{
						ArmyChanged(oldArmy, currentArmy);
					}
				}
			}
		}
	}
}