view API/Objects/UnitType.cs @ 343:acd390dba551

Re #27: Unit requirements * First draft of "Unit requires no more than X" requirement
author IBBoard <dev@ibboard.co.uk>
date Wed, 06 Apr 2011 20:05:46 +0000
parents 3c4a6403a88c
children d34ae0057a39
line wrap: on
line source

// This file (UnitType.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 IBBoard.Limits;
using IBBoard.Logging;
using IBBoard.WarFoundry.API.Requirements;

namespace IBBoard.WarFoundry.API.Objects
{
	/// <summary>
	/// A UnitType is a type for a <see cref=" Unit"/>, normally relating to an entry in an army list. The UnitType defines the name, cost, minimum and maximum limits of a unit, and the equipment units of the type can take.
	/// </summary>
	public class UnitType : WarFoundryObject
	{
		private Category mainCat;
		private Race race;
		private int min, max, baseSize = 0;
		private int minSize, maxSize;
		private double baseUnitCost;
		private double costPerTrooper;
		private Stats stats;
		private List<UnitRequirement> requirements = new List<UnitRequirement>();
		private Dictionary<string, UnitEquipmentItem> equipment = new Dictionary<string, UnitEquipmentItem>();
		private Dictionary<string, List<UnitEquipmentItem>> equipmentExclusionGroups = new Dictionary<string, List<UnitEquipmentItem>>();
		private List<string> equipmentKeyOrder = new List<string>();
		private Dictionary<string, Ability> requiredAbilities = new Dictionary<string, Ability>();
		private Dictionary<string, Ability> optionalAbilities = new Dictionary<string, Ability>();
		private String notes = "";
		private List<UnitType> containedTypes = new List<UnitType>();
		private Dictionary<string, string> extraData = new Dictionary<string, string>();
		private Dictionary<string, ILimit> slotLimits = new Dictionary<string, ILimit>();
		private Dictionary<string, UnitMemberType> unitMemberTypes = new Dictionary<string, UnitMemberType>();
		private List<Category> cats = new List<Category>();
			

		public UnitType(string id, string typeName, Race parentRace) : base(id, typeName)
		{
			race = parentRace;
		}

		public GameSystem GameSystem
		{
			get { return Race.GameSystem; }
		}
		
		/// <value>
		/// Gets the <see cref=" Race"/> that this unit belongs to.
		/// </value>
		public Race Race
		{
			get { return race; }
		}

		/// <value>
		/// Gets or sets the default <see cref=" Category"/> that this unit type is a member of.
		/// If it is not already in the collection of categories then it will be added.
		/// </value>
		public virtual Category MainCategory
		{
			get
			{ 
				return mainCat;
			}
			set
			{
				mainCat = value;
				AddCategory(value);
			}
		}
		/// <summary>
		/// Gets the collection of <see cref="Category"/> objects that this UnitType can be a member of
		/// </summary>
		public Category[] Categories
		{
			get
			{
				return cats.ToArray();
			}
		}
		
		/// <summary>
		/// Adds a category to the set of categories that this unit can be taken from. The first category added will automatically become the MainCategory.
		/// </summary>
		/// <param name="cat">
		/// A <see cref="Category"/> that this unit can be taken from
		/// </param>
		public void AddCategory(Category cat)
		{
			if (!cats.Contains(cat))
			{
				cats.Add(cat);
				
				if (MainCategory == null)
				{
					MainCategory = cat;
				}
			}
		}

		/// <value>
		/// Gets or sets the minimum size of each unit of this type. Note: This should be set AFTER MaxSize, otherwise an unintended default value may be set for the minimum
		/// </value>
		public int MinSize
		{
			get { return minSize; }
			set
			{
				minSize = (value >= 0 ? value : 0);
				CheckMinimumSize();
			}
		}

		/// <value>
		/// Gets or sets the maximum size of each unit of this type. Note: This should be set BEFORE MinSize, otherwise an unintended default value may be set for the minimum
		/// </value>
		public int MaxSize
		{
			get { return maxSize; }
			set
			{
				maxSize = (value >= 0 ? value : WarFoundryCore.INFINITY);
				CheckMinimumSize();
			}
		}
		
		/// <value>
		/// Gets or sets the minimum number of units of this type that must be taken in an army. Note: This should be set AFTER MaxNumber, otherwise an unintended default value may be set for the minimum
		/// </value>
		public int MinNumber
		{
			get { return min; }
			set
			{
				min = (value >= 0 ? value : 0);
				CheckMinimumNumber();
			}
		}

		/// <value>
		/// Gets or sets the maximum number of units of this type that can be taken in an army. Note: This should be set BEFORE MinNumber, otherwise an unintended default value may be set for the minimum
		/// </value>
		public int MaxNumber
		{
			get { return max; }
			set
			{
				max = (value >= 0 ? value : WarFoundryCore.INFINITY);
				CheckMinimumNumber();
			}
		}

		/// <summary>
		/// Makes sure that the minimum number isn't more than the maximum number, hence the warning on the properties
		/// </summary>
		private void CheckMinimumNumber()
		{
			if (MinNumber > MaxNumber && MaxNumber!=WarFoundryCore.INFINITY)
			{
				MinNumber = MaxNumber;
				LogNotifier.WarnFormat(GetType(), "Unit type {0} ({1}) had a minimum number greater than their maximum number.", Name, ID);
			}
		}

		/// <summary>
		/// Makes sure that the minimum unit size isn't more than the maximum unit size, hence the warning on the properties
		/// </summary>
		private void CheckMinimumSize()
		{
			if (MinSize > MaxSize && MaxSize!=WarFoundryCore.INFINITY)
			{
				MinSize = MaxSize;
				LogNotifier.WarnFormat(GetType(), "Unit type {0} ({1}) had a minimum size greater than their maximum size.", Name, ID);
			}
		}
		
		//// <value>
		/// Gets or sets the "base size" of a unit, which is the number of troopers the unit has in it for its "base cost". For a lot of units this value will be 0 as the cost is worked out based on the total number of members.
		/// </value>
		public int BaseSize
		{
			get { return baseSize; }
			set { baseSize = (value >= 0 ? value : 0); }
		}
		
		/// <value>
		/// The number of points that a "base unit" of <code>BaseSize</code> models costs. Additional models are charged at <code>CostPerTrooper</code> each.
		/// </value>
		public double BaseUnitCost
		{
			get { return baseUnitCost; }
			set { baseUnitCost = (value >= 0 ? value : 0); }
		}

		//// <value>
		/// The cost of an individual trooper. This value is the cost for a basic trooper without weapons, which are added on top of the cost before calculating a unit cost.
		/// </value>
		public double CostPerTrooper
		{
			get { return costPerTrooper; }
			set { costPerTrooper = (value >= 0 ? value : 0); }
		}

		protected override string DefaultName()
		{
			throw new InvalidOperationException("Unit type with id "+id+" did not have a name specified");
		}
		
		/// <value>
		/// The array of <see cref="Stat"/>s for each of the unit's stat lines
		/// </value>
		public Stat[][] UnitStatsArrays
		{
			get
			{
				Stat[][] statsArray;
				
				if (stats != null)
				{
					statsArray = new Stat[][]{ stats.StatsArray };
				}
				else if (unitMemberTypes.Count > 0)
				{
					int memTypeCount = unitMemberTypes.Count;
					statsArray = new Stat[memTypeCount][];
					int i = 0;
					
					foreach (UnitMemberType memType in unitMemberTypes.Values)
					{
						statsArray[i] = memType.StatsArray;
						i++;
					}
				}
				else
				{
					SystemStats systemStats = GameSystem.StandardSystemStats;
					Stats tempStats = new Stats(systemStats);				
					statsArray = new Stat[][]{ tempStats.StatsArray };
				}
				
				return statsArray;
			}
		}
		
		public string[] UnitStatsArrayIDs
		{
			get 
			{
				string[] ids;
				
				if (stats != null)
				{
					ids = new string[]{ stats.StatsID };
				}
				else if (unitMemberTypes.Count > 0)
				{
					ids = new string[unitMemberTypes.Count];
					int i = 0;
					
					foreach (UnitMemberType memType in unitMemberTypes.Values)
					{
						ids[i] = memType.StatsID;
						i++;
					}
				}
				else
				{
					ids = new string[]{ GameSystem.StandardSystemStatsID };
				}
				
				return ids;
			}
		}

		//// <value>
		/// The array of <see cref="Stat"/>s for each of the unit's stat lines including an additional column that contains the unit type name
		/// </value>
		public Stat[][] UnitStatsArraysWithName
		{
			get
			{				
				Stat[][] statsArray;
				
				if (stats != null)
				{
					statsArray = new Stat[][]{ ExtendStatsArrayWithName(stats.StatsArray) };
				}
				else if (unitMemberTypes.Count > 0)
				{
					int memTypeCount = unitMemberTypes.Count;
					statsArray = new Stat[memTypeCount][];
					int i = 0;
					
					foreach (UnitMemberType memType in unitMemberTypes.Values)
					{
						statsArray[i] = memType.StatsArrayWithName;
						i++;
					}
				}
				else
				{
					SystemStats systemStats = GameSystem.StandardSystemStats;
					Stats tempStats = new Stats(systemStats);				
					statsArray = new Stat[][]{ ExtendStatsArrayWithName(tempStats.StatsArray) };
				}
				
				return statsArray;
			}
		}
		
		public Stat[] ExtendStatsArrayWithName(Stat[] statsArray)
		{
			Stat[] extendedStats = new Stat[statsArray.Length+1];
			extendedStats[0] = new Stat(new StatSlot("name"), Name);
			statsArray.CopyTo(extendedStats, 1);
			return extendedStats;
		}

		public void SetUnitStats(Stats newStats)
		{
			stats = newStats;
		}

		public string GetStatValue(string statName)
		{
			return stats.GetStatValue(statName.ToLower());
		}
		
		internal void AddEquipmentItem(UnitEquipmentItem item)
		{
			if (!equipment.ContainsKey(item.ID))
			{
				equipment.Add(item.ID, item);
				equipmentKeyOrder.Add(item.ID);
				AddToMutexGroups(item);
			}
		}
		
		private void AddToMutexGroups(UnitEquipmentItem item)
		{
			string[] mutexGroups = item.MutexGroups;
			
			foreach (string mutexGroup in mutexGroups)
			{
				List<UnitEquipmentItem> items = DictionaryUtils.GetValue(equipmentExclusionGroups, mutexGroup);
				
				if (items == null)
				{
					items = new List<UnitEquipmentItem>();
					equipmentExclusionGroups.Add(mutexGroup, items);
				}
				
				items.Add(item);
			}
		}

		/// <summary>
		/// Gets a <see cref="UnitEquipmentItem"/> for the given ID string, or <code>null</code> if nothing exists for that ID
		/// </summary>
		/// <param name="id">
		/// The ID of the UnitEquipmentItem to get
		/// </param>
		/// <returns>
		/// The <see cref="UnitEquipmentItem"/> for the given ID string, or <code>null</code> if nothing exists for that ID
		/// </returns>
		public UnitEquipmentItem GetEquipmentItem(string id)
		{
			return DictionaryUtils.GetValue(equipment, id);
		}
		
		/// <summary>
		/// Gets a <see cref=" UnitEquipmentItem"/> for the given <see cref=" EquipmentItem"/>, or <code>null</code> if the unit can't take that <code>EquipmentItem</code>
		/// </summary>
		/// <param name="item">
		/// The <see cref="EquipmentItem"/> to get the <see cref=" UnitEquipmentItem"/>
		/// </param>
		/// <returns>
		/// The <see cref="UnitEquipmentItem"/> that definies the UnitType's restrictions for taking the <see cref=" EquipmentItem"/>
		/// </returns>
		public UnitEquipmentItem GetEquipmentItem(EquipmentItem item)
		{
			return GetEquipmentItem(item.ID);
		}

		/// <summary>
		/// Gets an array of all available <see cref="UnitEquipmentItem"/>s for this UnitType
		/// </summary>
		/// <returns>
		/// An array of all available <see cref="UnitEquipmentItem"/>s for this UnitType
		/// </returns>
		public UnitEquipmentItem[] GetEquipmentItems()
		{
			return DictionaryUtils.ToArray<string, UnitEquipmentItem>(equipment);
		}

		public UnitEquipmentItem[] GetEquipmentItemsByExclusionGroup(string group)
		{
			return GetEquipmentItemsByExclusionGroups(new string[] { group });
		}

		public UnitEquipmentItem[] GetEquipmentItemsByExclusionGroups(string[] groups)
		{
			List<UnitEquipmentItem> list = new List<UnitEquipmentItem>();

			foreach (string group in groups)
			{
				List<UnitEquipmentItem> groupList = DictionaryUtils.GetValue(equipmentExclusionGroups, group);

				if (groupList != null)
				{
					list.AddRange(groupList);
				}
			}

			return list.ToArray();
		}
		
		public bool IsRatioLimitedEquipmentItem(EquipmentItem item)
		{
			UnitEquipmentItem equip = GetEquipmentItem(item);
			return equip != null && equip.IsRatioLimit;
		}
		
		public bool IsAbsoluteLimitedEquipmentItem(EquipmentItem item)
		{
			UnitEquipmentItem equip = GetEquipmentItem(item);
			return equip != null && !equip.IsRatioLimit;
		}
		
		public ICollection<Ability> GetRequiredAbilities()
		{
			return requiredAbilities.Values;
		}
		
		public ICollection<Ability> GetOptionalAbilities()
		{
			return optionalAbilities.Values;
		}
		
		public void AddAbility(Ability ability, bool isRequired)
		{
			string id = ability.ID;
			
			if (!requiredAbilities.ContainsKey(id) && !optionalAbilities.ContainsKey(id))
			{				
				if (isRequired)
				{
					requiredAbilities[id] = ability;
				}
				else
				{
					optionalAbilities[id] = ability;
				}
			}
		}

		public void AddRequirement(UnitRequirement requirement)
		{
			requirements.Add(requirement);
		}
		
		public UnitRequirement[] Requirements
		{
			get { return requirements.ToArray(); }
		}
		
		public List<FailedUnitRequirement> CanAddToArmy(Army army)
		{
			List<FailedUnitRequirement> failures = new List<FailedUnitRequirement>();
			
			if (requirements!=null && requirements.Count > 0)
			{
				foreach (UnitRequirement requirement in requirements)
				{
					FailedUnitRequirement failure = (FailedUnitRequirement)requirement.CanAddToWarFoundryObject(army);
					
					if (failure!=null)
					{
						failures.Add(failure);
					}
				}
			}
			
			return failures;
		}
		
		public List<FailedUnitRequirement> CanRemoveFromArmy(Army army)
		{
			List<FailedUnitRequirement> failures = new List<FailedUnitRequirement>();
			
			if (requirements!=null && requirements.Count > 0)
			{
				foreach (UnitRequirement requirement in requirements)
				{
					FailedUnitRequirement failure = (FailedUnitRequirement)requirement.CanRemoveFromWarFoundryObject(army);
					
					if (failure!=null)
					{
						failures.Add(failure);
					}
				}
			}
			
			return failures;
		}
		
		public string Notes
		{
			get { return notes; }
			set { notes = value; }
		}
				
		public bool CanContainUnit(Unit unit)
		{
			return CanContainUnitType(unit.UnitType);
		}
		
		public bool CanContainUnitType(UnitType unitType)
		{
			return containedTypes.Contains(unitType);
		}
		
		public UnitType[] ContainedUnitTypes
		{
			get { return containedTypes.ToArray(); }
		}
		
		public void AddContainedUnitType(UnitType containedType)
		{
			containedTypes.Add(containedType);
		}
		
		public void AddExtraData(string id, string data)
		{
			extraData[id] = data;
		}
		
		public string GetExtraData(string id)
		{
			return DictionaryUtils.GetValue(extraData, id);
		}
		
		public string StatsID
		{
			get
			{
				return stats.StatsID;
			}
		}

		public void AddEquipmentSlot(string slotName, ILimit slotLimit)
		{
			slotLimits.Add(slotName, slotLimit);
		}

		public bool HasEquipmentSlot(string slotName)
		{
			return slotLimits.ContainsKey(slotName);
		}

		/// <summary>
		/// Gets the maximum limit on the number of items allowed in a single slot
		/// </summary>
		/// <param name="slotName">The name of the equipment slot to get the limit for</param>
		/// <returns>The limit of the number of items allowed in a slot, or an infinite limit if the slot is the default one or has not been specified</returns>
		public ILimit GetEquipmentSlotLimit(string slotName)
		{
			ILimit slotLimit = null;

			if (HasEquipmentSlot(slotName))
			{
				slotLimit = DictionaryUtils.GetValue(slotLimits, slotName);
			}
			
			if (slotLimit == null)
			{
				slotLimit = new UnlimitedLimit();
			}

			return slotLimit;
		}

		public void AddUnitMemberType(UnitMemberType unitMemberType)
		{
			unitMemberTypes.Add(unitMemberType.ID, unitMemberType);
		}
	}
}