Mercurial > repos > IBDev-IBBoard.WarFoundry.API
view API/Objects/Requirement/RequiresAtLeastNUnitsRequirement.cs @ 479:f48c49b53738
Re #410: "N units per M models in parent" requirement
* Add a "context" object that will hold the parent unit (or possibly other stuff)
* Update all method signatures and calls
author | IBBoard <dev@ibboard.co.uk> |
---|---|
date | Wed, 23 May 2012 20:56:27 +0100 |
parents | 7b9ff7b1df24 |
children | e0641e0eb86c |
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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; using System.Text; namespace IBBoard.WarFoundry.API.Objects.Requirement { /// <summary> /// A requirement where a WarFoundryObject requires at least N units of any of the specified unit types before any number of that object can be taken in an army. /// /// The definition for how this requirement is built from a data file is defined in the <see cref="UnitRequiresAtLeastNUnitsRequirementFactory"/> class. /// </summary> public abstract class RequiresAtLeastNUnitsRequirement<OBJECT_TYPE> : AbstractUnitRequirement<OBJECT_TYPE> where OBJECT_TYPE : IWarFoundryObject { public static readonly string REQUIREMENT_ID = "RequiresAtLeastNUnits"; public RequiresAtLeastNUnitsRequirement(OBJECT_TYPE requirementOn, params UnitType[] requiredUnitTypes) : base(requirementOn, requiredUnitTypes) { //Do nothing } public override string RequirementID { get { return REQUIREMENT_ID; } } protected override bool IsApplicable(Army toArmy, AddingContext context) { return false; } protected override bool IsApplicable(IWarFoundryObject toObject, AddingContext context) { bool isApplicable = false; UnitType unitType = GetUnitTypeFromObject(toObject); if (unitType != null) { isApplicable = IsApplicable(unitType); } return isApplicable; } private bool IsApplicable(UnitType unitType) { bool isApplicable = false; foreach (UnitCountRequirementData requirement in ConstraintTypes) { if (requirement.UnitType.Equals(unitType)) { isApplicable = true; break; } } return isApplicable; } protected override Validation CheckAllowsAdding(IWarFoundryObject wfObject, Army toArmy, AddingContext context) { Validation isValid = Validation.Passed; foreach (UnitCountRequirementData requirement in ConstraintTypes) { if (GetUnitTypesCount(toArmy, requirement.UnitTypes, wfObject) < requirement.Count) { isValid = Validation.Failed; break; } } return isValid; } /// <summary> /// Adds a requirement for there to be at least minCount of a given UnitType, allowing any number of of this UnitType. /// </summary> /// <param name='unitType'> /// The unit type to require. /// </param> /// <param name='minCount'> /// The minimum number of that type that must exist. /// </param> public void AddUnitTypeRequirement(UnitType unitType, int minCount) { AddUnitTypeRequirement(minCount, unitType); } /// <summary> /// Adds a requirement for there to be one or more of a given UnitType, allowing any number of of this UnitType. /// </summary> /// <param name='unitType'> /// The unit type to require. /// </param> public override void AddUnitTypeRequirement(UnitType unitType) { AddUnitTypeRequirement(unitType, 1); } /// <summary> /// Adds a requirement for there to be one or more of the given UnitTypes, allowing any number of of this UnitType. If multiple unit types /// are supplied here then they are treated as alternatives (so "unitType1, unitType2" requires one of either type). /// </summary> /// <param name='unitType'> /// The unit type or types to require. /// </param> public void AddUnitTypeRequirement(params UnitType[] unitTypes) { AddUnitTypeRequirement(1, unitTypes); } /// <summary> /// Adds a requirement for there to be minCount or more of the given UnitTypes, allowing any number of of this UnitType. If multiple unit types /// are supplied here then they are treated as alternatives (so "unitType1, unitType2" requires one of either type). /// </summary> /// <param name="minCount"> /// The number of units to be allowed for each 1 of unitType /// </param> /// <param name='unitType'> /// The unit type or types to require. /// </param> public void AddUnitTypeRequirement(int minCount, params UnitType[] unitTypes) { ConstraintTypes.Add(new UnitCountRequirementData(unitTypes, minCount)); } /// <summary> /// Checks whether the supplied army is currently valid according to this requirement. /// </summary> /// <returns> /// A <code>Validation</code> enum to show the result of the validation /// </returns> /// <param name='toValidate'> /// The army to validate /// </param> public override Validation ValidatesArmy(Army toValidate) { Validation isValid = Validation.NotApplicable; int allowedTypeCount = GetObjectCountFromArmy(toValidate, AllowedObject); if (allowedTypeCount > 0) { isValid = Validation.Passed; foreach (UnitCountRequirementData requirement in ConstraintTypes) { if (GetUnitTypesCount(toValidate, requirement.UnitTypes) < requirement.Count) { isValid = Validation.Failed; break; } } } else { isValid = Validation.NotApplicable; } return isValid; } protected override string GetFailedRequirementsString(Army army) { return String.Join("; ", GetFailedRequirements(army).ToArray()); } private List<string> GetFailedRequirements(Army army) { List<string> failures = new List<string>(); foreach (UnitCountRequirementData requirement in ConstraintTypes) { int unitCount = GetUnitTypesCount(army, requirement.UnitTypes); if (unitCount < requirement.Count) { failures.Add(requirement.Count + " × " + GetUnitTypeList(requirement) + " (have " + unitCount + ")"); } } return failures; } protected override string GetFailedAddingRequirementsString(IWarFoundryObject toAdd, Army toArmy) { return String.Join("; ", GetFailedAddingRequirements(toAdd, toArmy).ToArray()); } private List<string> GetFailedAddingRequirements(IWarFoundryObject toAdd, Army army) { List<string> failures = new List<string>(); foreach (UnitCountRequirementData requirement in ConstraintTypes) { int unitCount = GetUnitTypesCount(army, requirement.UnitTypes, toAdd); if (unitCount < requirement.Count) { failures.Add(requirement.Count + " × " + GetUnitTypeList(requirement) + " (would have " + unitCount + ")"); } } return failures; } protected override int GetObjectCountFromArmy(Army toArmy) { return 0; } } }