Mercurial > repos > IBDev-IBBoard.WarFoundry.API
view API/Objects/Requirement/RequiresNUnitsForMObjectsRequirement.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 | 750eed630c41 |
children | e0641e0eb86c |
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// This file(RequiresNUnitsForMUnitsRequirement.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 System.Text; namespace IBBoard.WarFoundry.API.Objects.Requirement { public abstract class RequiresNUnitsForMObjectsRequirement<OBJECT_TYPE> : AbstractUnitRequirement<OBJECT_TYPE> where OBJECT_TYPE : IWarFoundryObject { public RequiresNUnitsForMObjectsRequirement(OBJECT_TYPE allowedObject, params UnitType[] requiredUnitTypes) : base(allowedObject, requiredUnitTypes) { //Do nothing } public override int GetHashCode() { int hash = 0; foreach (UnitCountRequirementData req in ConstraintTypes) { hash += req.UnitType.GetHashCode(); } return hash; } protected override string GetFailedAddingRequirementsString(IWarFoundryObject toAdd, Army toArmy) { return String.Join("; ", GetFailedAddingRequirements(toAdd, toArmy).ToArray()); } private List<string> GetFailedAddingRequirements(IWarFoundryObject obj, Army toArmy) { List<string> failures = new List<string>(); int allowedObjectCount = GetAllowedObjectCount(toArmy, AllowedObject, obj); foreach (UnitCountRequirementData limit in ConstraintTypes) { int limitedTypeCount = GetUnitTypesCount(toArmy, limit.UnitTypes, obj); if (!IsValidByRequirement(obj, toArmy, limit, allowedObjectCount)) { string unitTypeList = GetUnitTypeList(limit); failures.Add(String.Format("{0} × {1} for every {2} × {3} (would have {4} for {5})", limit.Count, unitTypeList, limit.AllowsCount, AllowedObject.Name, limitedTypeCount, allowedObjectCount)); } } return failures; } private bool IsValidByRequirement(IWarFoundryObject wfObject, Army toArmy, UnitCountRequirementData limit, int allowedTypeCount) { int limitedTypeCount = GetUnitTypesCount(toArmy, limit.UnitTypes, wfObject); return IsValidByRequirement(limit, allowedTypeCount, limitedTypeCount); } private bool IsValidByRequirement(UnitCountRequirementData limit, int allowedTypeCount, int limitedTypeCount) { //Round down limited units to get only whole amounts double normalisedLimited = Math.Floor(limitedTypeCount / (limit.Count * 1.0)); double normalisedAllowed = allowedTypeCount / (limit.AllowsCount * 1.0); return normalisedLimited >= 1 && normalisedAllowed <= normalisedLimited; } protected override Validation CheckAllowsAdding(IWarFoundryObject wfObject, Army toArmy, AddingContext context) { Validation canAdd = Validation.NotApplicable; UnitType addedUnitType = (wfObject is Unit) ? ((Unit)wfObject).UnitType : wfObject as UnitType; bool typeFound = (wfObject == (IWarFoundryObject)AllowedObject || addedUnitType == (IWarFoundryObject)AllowedObject); int allowedTypeCount = GetAllowedObjectCount(toArmy, AllowedObject, wfObject); foreach (UnitCountRequirementData limit in ConstraintTypes) { typeFound |= (addedUnitType == limit.UnitType); if (!IsValidByRequirement(wfObject, toArmy, limit, allowedTypeCount)) { canAdd = Validation.Failed; break; } } if (typeFound && canAdd == Validation.NotApplicable) { canAdd = Validation.Passed; } return canAdd; } private int GetAllowedObjectCount(Army toArmy, OBJECT_TYPE obj, IWarFoundryObject wfObject) { return GetObjectCountFromArmy(toArmy, obj) + GetCountFromObject(wfObject, obj); } private int GetCountFromObject(IWarFoundryObject wfObject, OBJECT_TYPE limitedType) { return (limitedType.Equals(wfObject) || (wfObject is Unit && ((Unit)wfObject).UnitType.Equals(limitedType))) ? 1 : 0; } public override Validation ValidatesArmy(Army army) { Validation canAdd; int allowedTypeCount = GetObjectCountFromArmy(army, AllowedObject); if (allowedTypeCount > 0) { canAdd = Validation.Passed; foreach (UnitCountRequirementData limit in ConstraintTypes) { int limitedTypeCount = GetUnitTypesCount(army, limit.UnitTypes); if (!IsValidByRequirement(limit, allowedTypeCount, limitedTypeCount)) { canAdd = Validation.Failed; break; } } } else { canAdd = Validation.NotApplicable; } return canAdd; } protected override string GetFailedRequirementsString(Army army) { return String.Join("; ", GetFailedValidationRequirements(army).ToArray()); } private List<string> GetFailedValidationRequirements(Army army) { List<string> failures = new List<string>(); int allowedTypeCount = GetAllowedObjectCount(army); foreach (UnitCountRequirementData limit in ConstraintTypes) { int limitedTypeCount = GetUnitTypesCount(army, limit.UnitTypes); if (!IsValidByRequirement(limit, allowedTypeCount, limitedTypeCount)) { string unitTypeList = GetUnitTypeList(limit); failures.Add(String.Format("{0} × {1} for every {2} × {3} (have {4} for {5})", limit.Count, unitTypeList, limit.AllowsCount, AllowedObject.Name, limitedTypeCount, allowedTypeCount)); } } return failures; } protected abstract int GetAllowedObjectCount(Army army); /// <summary> /// Adds a requirement for there to be at least minCount of a given UnitType, allowing allowedCount 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> /// <param name='allowedCount'> /// The number of units allowed for every minCount units of the supplied unit type. /// </param> public void AddUnitTypeRequirement(UnitType unitType, int minCount, int allowedCount) { ConstraintTypes.Add(new UnitCountRequirementData(unitType, minCount, allowedCount)); } /// <summary> /// Adds a requirement for there to be at least one of a given UnitType, allowing allowedCount of this UnitType /// </summary> /// <param name='unitType'> /// The unit type to require. /// </param> /// <param name='allowedCount'> /// The number of units allowed for each unit of the supplied unit type. /// </param> public void AddUnitTypeRequirement(UnitType unitType, int allowedCount) { AddUnitTypeRequirement(allowedCount, unitType); } public override void AddUnitTypeRequirement(UnitType unitType) { AddUnitTypeRequirement(1, unitType); } /// <summary> /// Adds a requirement for there to be one or more of the given UnitTypes, allowing one of this UnitType. If multiple unit types /// are supplied here then the number is additive (so 1 x unitType1 and 1 x unitType2 allows two of this UnitType). /// </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 one or more of the given UnitTypes, allowing allowsAmount of this UnitType. If multiple unit types /// are supplied here then the number is additive (so 1 x unitType1 and 1 x unitType2 allows two of this UnitType). /// </summary> /// <param name="allowsAmount"> /// 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 allowsAmount, params UnitType[] unitTypes) { ConstraintTypes.Add(new UnitCountRequirementData(unitTypes, 1, allowsAmount)); } /// <summary> /// Adds a requirement for there to be minCount or more of the given UnitTypes, allowing allowsAmount of this UnitType. If multiple unit types /// are supplied here then the number is additive (so 1 x unitType1 and 1 x unitType2 allows two of this UnitType). /// </summary> /// <param name='minCount'> /// The minimum number of that type that must exist. /// </param> /// <param name="allowsAmount"> /// 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, int allowsAmount, params UnitType[] unitTypes) { ConstraintTypes.Add(new UnitCountRequirementData(unitTypes, minCount, allowsAmount)); } } }