Mercurial > repos > IBDev-IBBoard.WarFoundry.API
view API/Objects/Requirement/UnitRequiresNUnitsForMUnitsRequirement.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 | 8e01c3174cc3 |
children | f48c49b53738 |
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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; namespace IBBoard.WarFoundry.API.Objects.Requirement { /// <summary> /// A requirement where N of a UnitType can only be taken if there are M of a unit type in the army. /// </summary> public class UnitRequiresNUnitsForMUnitsRequirement : RequiresNUnitsForMObjectsRequirement<UnitType> { //Note: We're sticking with the old requirement name to prevent breakage public static readonly string REQUIREMENT_ID = "RequiresNUnitsForMUnits"; public UnitRequiresNUnitsForMUnitsRequirement(UnitType requirementOn, params UnitType[] requiredUnitTypes) : base(requirementOn, requiredUnitTypes) { //Do nothing } /// <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) ? base.AllowsAdding(wfObject, toArmy) : Validation.NotApplicable; } protected override bool IsApplicable(IWarFoundryObject toObject, Army toArmy) { return IsApplicable(toObject) || IsApplicableForRequiredType(toObject, toArmy); } protected override bool IsApplicable(IWarFoundryObject toObject) { return AllowedObject.Equals(toObject) || (toObject is Unit && AllowedObject.Equals(((Unit)toObject).UnitType)); } private bool IsApplicableForRequiredType(IWarFoundryObject toObject, Army toArmy) { bool isApplicable = false; UnitType addedType = toObject as UnitType; if (addedType == null) { addedType = (toObject is Unit) ? ((Unit)toObject).UnitType : null; } if (addedType != null && toArmy.GetUnitTypeCount(AllowedObject) > 0) { foreach (UnitCountRequirementData limit in ConstraintTypes) { if (Arrays.Contains(limit.UnitTypes, addedType)) { isApplicable = true; break; } } } return isApplicable; } public override string RequirementID { get { return REQUIREMENT_ID; } } protected override int GetObjectCountFromArmy(Army toArmy) { return GetObjectCountFromArmy(toArmy, AllowedObject); } protected override int GetObjectCountFromArmy(Army toArmy, UnitType unitType) { return toArmy.GetUnitTypeCount(unitType); } protected override int GetAllowedObjectCount(Army army) { return army.GetUnitTypeCount(AllowedObject); } } }