Mercurial > repos > IBDev-IBBoard.WarFoundry.API
view API/Objects/Army.cs @ 461:f0594621e4a0
Re #379: Fix validation of requirements to check for unit
* Move "Is applicable" checks up to abstract "no more than N of unit type" class
author | IBBoard <dev@ibboard.co.uk> |
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date | Mon, 05 Mar 2012 19:52:54 +0000 |
parents | 676f5ce04176 |
children | 0a2068897793 |
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// This file (Army.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.IO; using System.Collections.Generic; using System.Text; using System.Xml; using IBBoard.WarFoundry.API; using IBBoard.WarFoundry.API.Factories; using ICSharpCode.SharpZipLib.Zip; using IBBoard.WarFoundry.API.Objects.Requirement; using IBBoard.Lang; using IBBoard.Collections; namespace IBBoard.WarFoundry.API.Objects { /// <summary> /// Summary description for Army. /// </summary> public class Army : WarFoundryLoadedObject, ICostedWarFoundryObject { public static string GenerateDefaultName(Race race, int points, string ptsAbbrev) { return String.Format(race.ArmyDefaultName, Translation.GetTranslation("armySizePts", "{0}{1}", points, ptsAbbrev)); } //private GameSystem system; private Race armyRace; private int maxPoints; private double pointsTotal; private Dictionary<Category, ArmyCategory> categories; public event ObjectAddDelegate UnitAdded; public event ObjectRemoveDelegate UnitRemoved; public event IntValChangedDelegate MaxPointsValueChanged; public event DoubleValChangedDelegate PointsValueChanged; public event MethodInvoker ArmyCompositionChanged; private DoubleValChangedDelegate PointsValueChangedMethod; public Army(Race race, string armyName, int maxArmyPoints) : this(race, armyName, maxArmyPoints, null) { } public Army(Race race, string armyName, int maxArmyPoints, ZipFile file) : base(armyName) { armyRace = race; Name = armyName; maxPoints = maxArmyPoints; PointsValueChangedMethod = new DoubleValChangedDelegate(PointsValueChangedHandler); } protected override string DefaultName() { return Army.GenerateDefaultName(Race, MaxPoints, GameSystem.GetPointsAbbrev(MaxPoints)); } public ArmyCategory GetCategory(Category cat) { ArmyCategory armyCat = null; ArmyCategories.TryGetValue(cat, out armyCat); return armyCat; } private Dictionary<Category, ArmyCategory> ArmyCategories { get { if (categories==null) { categories = new Dictionary<Category, ArmyCategory>(); Category[] raceCats = Race.Categories; ArmyCategory cat; int raceCatCount = raceCats.Length; for (int i = 0; i < raceCatCount; i++) { Category raceCat = raceCats[i]; cat = new ArmyCategory(this, raceCat); categories[raceCat] = cat; cat.PointsValueChanged+= PointsValueChangedMethod; cat.UnitAdded+=new ObjectAddDelegate(Army_UnitAdded); cat.UnitRemoved+=new ObjectRemoveDelegate(Army_UnitRemoved); } } return categories; } } public ArmyCategory[] Categories { get { return DictionaryUtils.ToArray<Category, ArmyCategory>(ArmyCategories); } } public Race Race { get { return armyRace; } } public GameSystem GameSystem { get { return (armyRace!=null ? armyRace.GameSystem : null); } } protected void OnUnitAdded(Unit unit) { if (UnitAdded != null) { UnitAdded(unit); } } protected void OnUnitRemoved(Unit unit) { if (UnitRemoved!=null) { UnitRemoved(unit); } } private void OnPointsValueChanged(double oldValue, double newValue) { if (PointsValueChanged!=null) { PointsValueChanged(this, oldValue, newValue); } } private double TotalPoints { get { return pointsTotal; } set { double oldPoints = pointsTotal; pointsTotal = value; if (oldPoints!=pointsTotal) { OnPointsValueChanged(oldPoints, pointsTotal); } } } public double Points { get { return TotalPoints; } } public void AddUnit(Unit unit) { Category category = unit.UnitType.MainCategory; AddUnit(unit, category); } public void AddUnit(Unit unit, Category category) { ArmyCategory armyCat = GetCategory(category); armyCat.AddUnit(unit); } public void RemoveUnit(Unit unit) { unit.Category.RemoveUnit(unit); } public Unit[] GetUnits(Category cat) { return GetUnits(this.GetCategory(cat)); } public Unit[] GetUnits(ArmyCategory cat) { return cat.GetUnits(); } public Unit[] GetUnits() { List<Unit> fullList = new List<Unit>(); foreach(ArmyCategory cat in Categories) { fullList.AddRange(cat.GetUnits()); } return fullList.ToArray(); } public int MaxPoints { get { return maxPoints; } set { if (value > 0) { int oldPoints = maxPoints; maxPoints = value; if (MaxPointsValueChanged != null) { MaxPointsValueChanged(this, oldPoints, maxPoints); } if (HasDefaultName()) { OnNameChanged("", Name); } } } } private void PointsValueChangedHandler(WarFoundryObject obj, double oldVal, double newVal) { if (obj is ArmyCategory) { double points = 0; foreach (ArmyCategory cat in Categories) { points+= cat.Points; } TotalPoints = points; } } public int GetUnitTypeCount(UnitType unitType) { int count = 0; foreach (ArmyCategory cat in Categories) { count+= cat.GetUnitTypeCount(unitType); } return count; } private void Army_UnitAdded(WarFoundryObject val) { Unit unit = (Unit)val; OnUnitAdded(unit); OnArmyCompositionChanged(); unit.UnitEquipmentAmountChanged += HandleUnitUnitEquipmentAmountChanged; unit.UnitSizeChanged += HandleUnitUnitSizeChanged; } private void Army_UnitRemoved(WarFoundryObject val) { Unit unit = (Unit)val; OnUnitRemoved(unit); OnArmyCompositionChanged(); unit.UnitEquipmentAmountChanged -= HandleUnitUnitEquipmentAmountChanged; unit.UnitSizeChanged -= HandleUnitUnitSizeChanged; } private void HandleUnitUnitEquipmentAmountChanged (WarFoundryObject obj, double oldValue, double newValue) { OnArmyCompositionChanged(); } private void HandleUnitUnitSizeChanged (WarFoundryObject obj, int oldValue, int newValue) { OnArmyCompositionChanged(); } public ICollection<IRequirement> GetRequirements () { return Race.GetRequirements(); } public ICollection<IRequirement> GetAddingUnitRequirements(UnitType addingType) { Unit[] units = GetUnits(); SimpleSet<UnitType> unitTypes = new SimpleSet<UnitType>(); unitTypes.Add(addingType); foreach (Unit unit in units) { unitTypes.Add(unit.UnitType); } SimpleSet<IRequirement> requirements = new SimpleSet<IRequirement>(); foreach (UnitType unitType in unitTypes) { requirements.AddRange(unitType.GetRequirements()); } return requirements; } internal void OnArmyCompositionChanged() { if (ArmyCompositionChanged != null) { ArmyCompositionChanged(); } } } }