Mercurial > repos > IBDev-IBBoard.WarFoundry.API
view API/Objects/Requirement/RequiresAtLeastNUnitsRequirement.cs @ 455:afc6410e4efc
Re #379: Fix validation of requirements to check for unit
* Move to "Unit" requirements, since we assume things depend on units
* Rename some classes to more meaningful names from unit-based change
* Rename "requires N for M" requirement as we can make it more flexible
author | IBBoard <dev@ibboard.co.uk> |
---|---|
date | Wed, 22 Feb 2012 20:45:39 +0000 |
parents | dace3b7779ca |
children | 52baffdd2ab9 |
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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<OBJECT_TYPE> : AbstractUnitRequirement<OBJECT_TYPE> where OBJECT_TYPE : IWarFoundryObject { public static readonly string REQUIREMENT_ID = "RequiresAtLeastNUnits"; public RequiresAtLeastNUnitsRequirement(OBJECT_TYPE requirementOn, params UnitType[] requiredUnitTypes) : base(requirementOn, requiredUnitTypes) { //Do nothing } public override string RequirementID { get { return REQUIREMENT_ID; } } protected override bool TypeEquals(object obj) { RequiresAtLeastNUnitsRequirement<OBJECT_TYPE> otherReq = (RequiresAtLeastNUnitsRequirement<OBJECT_TYPE>)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(IWarFoundryObject wfObject, Army toArmy) { return IsApplicable(wfObject, toArmy) ? CheckAllowsAdding(wfObject, toArmy) : Validation.NotApplicable; } protected override bool IsApplicable(Army toArmy) { return false; } protected override bool IsApplicable(IWarFoundryObject toObject) { bool isApplicable = false; UnitType unitType = GetUnitTypeFromObject(toObject); if (unitType != null) { isApplicable = IsApplicable(unitType); } return isApplicable; } 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(IWarFoundryObject 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; } /// <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 override 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 override string GetFailedRequirementsString(Army army) { return String.Join("; ", GetFailedRequirements(army).ToArray()); } 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 GetFailedAddingRequirementsString(IWarFoundryObject toAdd, Army toArmy) { return String.Join("; ", GetFailedAddingRequirements(toAdd, toArmy).ToArray()); } private List<string> GetFailedAddingRequirements(IWarFoundryObject toAdd, Army army) { List<string> failures = new List<string>(); foreach (UnitCountRequirementData requirement in RequiredTypes) { int unitCount = GetUnitTypeCount(army, requirement.UnitType, toAdd); if (unitCount < requirement.Count) { failures.Add(requirement.Count + " × " + requirement.UnitType.Name + " (would have " + unitCount + ")"); } } return failures; } protected override int GetObjectCountFromArmy(Army toArmy) { return 0; } } }