Mercurial > repos > IBDev-IBBoard.WarFoundry.API
view api/WarFoundryCore.cs @ 203:df4e56e2ee71
Re #208: equipment slot issues
* Consolidate some code in to one line
* Make min/max percentage methods get the min/max of the calculated percentage and the percentage based on the numeric limit to ensure percentage is never greater than or less than (as appropriate) the numeric limit
Also:
* Remove Math.Min and Math.Max calls from Min/Max equipment count methods - we're assuming min < max in the percentages, so assume it here as well
author | IBBoard <dev@ibboard.co.uk> |
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date | Fri, 06 Nov 2009 20:48:07 +0000 |
parents | 52cacdbcb001 |
children |
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// This file (WarFoundryCore.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 IBBoard.Logging; using IBBoard.WarFoundry.API.Objects; namespace IBBoard.WarFoundry.API { public class WarFoundryCore { public static readonly int INFINITY = -1; 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)) { Army oldArmy = currentArmy; if (value != null) { CurrentGameSystem = value.GameSystem; //Set the game system in case the new army is from a different system currentArmy = value; } else { currentArmy = null; } if (ArmyChanged!=null) { ArmyChanged(oldArmy, currentArmy); } } } } } }