Mercurial > repos > IBDev-IBBoard.WarFoundry.API
view api/Objects/UnitEquipmentItem.cs @ 102:c85ea8988455
Re #123: Rollcall plugin won't re-add Game System on reload
* Set up code so that we can warn when we get same ID but different object (ignore equal objects with duplicate IDs)
author | IBBoard <dev@ibboard.co.uk> |
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date | Sat, 15 Aug 2009 09:25:28 +0000 |
parents | f7b9423c2a5a |
children | 2f3cafb69799 |
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// This file (UnitEquipmentItem.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.Xml; using IBBoard.Lang; namespace IBBoard.WarFoundry.API.Objects { /// <summary> /// Summary description for UnitEquipmentItem. /// </summary> public class UnitEquipmentItem : WarFoundryObject { private EquipmentItem item; private bool required; private bool roundUp; private int minNum; private int maxNum; private double minPercentage; private double maxPercentage; private double costMultiplier; private RoundType roundType; private string mutexGroup; private UnitType unitType; public UnitEquipmentItem(EquipmentItem equipmentItem, UnitType equipmentFor) { item = equipmentItem; unitType = equipmentFor; unitType.AddEquipmentItem(this); } public override string Name { get { return item.Name; } set { base.Name = value; } } public override string ID { get { return (EquipmentForUnit == null ? base.ID : EquipmentForUnit.ID) + EquipmentItemID; } set { base.ID = value; } } public string EquipmentItemID { get { return item.ID; } } public double Cost { get { return IBBMath.Round(EquipmentItem.Cost * CostMultiplier, CostRoundType); } } public double CostMultiplier { get { return costMultiplier; } set { costMultiplier = value; } } public RoundType CostRoundType { get { return roundType; } set { roundType = value; } } public bool IsRequired { get { return required; } set { required = value; } } public bool RoundNumberUp { get { return roundUp; } set { roundUp = value; } } public string MutexGroup { get { return mutexGroup; } set { mutexGroup = (value == null ? "" : value.Trim()); } } public UnitType EquipmentForUnit { get { return unitType; } } public bool IsRatioLimit { get { return minPercentage!=100 || maxPercentage!=100; } } public int MinNumber { get { return minNum; } set { if (value >=0 || value == WarFoundryCore.INFINITY) { minNum = value; } //TODO: Check Min<Max } } public int MaxNumber { get { return maxNum; } set { if (value >=0 || value == WarFoundryCore.INFINITY) { maxNum = value; } //TODO: Check Min<Max } } public double MinPercentage { get { return minPercentage; } set { if (value >=0 && value <= 100) { minPercentage = value; } //TODO: Check Min<Max } } public double MaxPercentage { get { return maxPercentage; } set { if (value >=0 && value <= 100) { maxPercentage = value; } //TODO: Check Min<Max } } public EquipmentItem EquipmentItem { get { return item; } } public override string ToString() { return EquipmentItem.Name+ " ("+EquipmentItem.Cost+"pts each)"; } public bool HasAlternatives() { if (MutexGroup=="") { return false; } else if (EquipmentForUnit == null) { return false; } else { //If the number of items in the MutEx group is greater than one then it must be this item plus another return EquipmentForUnit.GetEquipmentItemsByExclusionGroup(MutexGroup).Length > 1; } } public ArmourType ItemArmourType { get { return EquipmentItem.ItemArmourType; } } public string Description { get { return EquipmentItem.Description; } } public Race EquipmentForRace { get { return EquipmentItem.EquipmentForRace; } } public bool CanBeUsedWithItem(EquipmentItem item) { return EquipmentItem.CanBeUsedWithItem(item); } public bool CanBeUsedWithArmourType(ArmourType otherItemType) { return EquipmentItem.CanBeUsedWithArmourType(otherItemType); } } }