Mercurial > repos > IBDev-IBBoard.WarFoundry.API
view api/Objects/UnitEquipmentItem.cs @ 158:eb9a6d91a6db
Fixes #190: Mutex groups aren't honoured when adding equipment
* Make "get additional equipment" method check mutex groups
Also:
* Line ending cleanup
author | IBBoard <dev@ibboard.co.uk> |
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date | Tue, 29 Sep 2009 19:50:46 +0000 |
parents | 6ff68daab5dc |
children | 81abc04b3dbe |
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// This file (UnitEquipmentItem.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.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[] mutexGroups; private UnitType unitType; public UnitEquipmentItem(EquipmentItem equipmentItem, UnitType equipmentFor) : this(equipmentItem, equipmentFor, new string[0]) { //Do nothing extra } public UnitEquipmentItem(EquipmentItem equipmentItem, UnitType equipmentFor, params string[] mutexGroups) { item = equipmentItem; unitType = equipmentFor; this.mutexGroups = mutexGroups; 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; } } [Obsolete("Use MutexGroups instead for greater flexibility")] public string MutexGroup { get { return (mutexGroups.Length == 0 ? "" : mutexGroups[0]); } } public String[] MutexGroups { get { return (string[]) mutexGroups.Clone(); } } 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 + " (" + Cost + "pts each)"; } public bool HasAlternatives() { if (MutexGroups.Length == 0) { 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.GetEquipmentItemsByExclusionGroups(MutexGroups).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); } /// <summary> /// Checks the "mutex" (mutual exclusion) groups of the other item against its own and determines whether the two items are mutually exclusive (share at least one mutex group) /// </summary> /// <param name="item">the item to check against</param> /// <returns><code>true</code> if the two items share at least one mutex group, else <code>false</code></returns> public bool IsMutuallyExclusive(UnitEquipmentItem item) { bool areMutex = false; foreach (string mutex in MutexGroups) { foreach (string otherMutex in item.MutexGroups) { if (mutex.Equals(otherMutex)) { areMutex = true; goto postLoop; } } } postLoop: return areMutex; } } }