view api/WarFoundryCore.cs @ 101:f7b9423c2a5a

Big mess of updates, breaking our rules on "commit little and often" because the code was so ugly. This revision will be broken for the WinForms UI, but as MonoDevelop/eSVN don't have a way of committing multiple projects in one go it can't be helped (Eclipse's Team Sync view could handle it) Fixes #122: Make usage of percentage or ratio common * All usage of ratio amounts for equipment items should now assume percentage * Properly calculate number taken for ratio selection (divide by 0 now we're using percentages) Fixes #118: Allow equipment amounts of "ratio" equipment to be define as absolute or ratio amounts * Added extra commands that differentiate between ratio and absolute amounts Fixes #120: Numeric limit equipment items show large percentages * Now made formatting treat ratios as percentages (don't multiply by 100) * Move string formatting to UnitEquipmentItem...Selection classes * Add method to Unit to say whether an equipment item is a numeric or ratio amount
author IBBoard <dev@ibboard.co.uk>
date Thu, 13 Aug 2009 21:09:20 +0000
parents 3ea0ab04352b
children 2f3cafb69799
line wrap: on
line source

// This file (WarFoundryCore.cs) is a part of the IBBoard.WarFoundry.API project and is copyright 2009 IBBoard.
//
// The file and the library/program it is in are licensed under the GNU LGPL license, either version 3 of the License or (at your option) any later version. Please see COPYING.LGPL for more information and the full license.

using System;
using IBBoard.Logging;
using IBBoard.WarFoundry.API.Objects;

namespace IBBoard.WarFoundry.API
{
	public class WarFoundryCore
	{		
		public static readonly int INFINITY = -1;
		public static event GameSystemChangedDelegate GameSystemChanged;
		public static event ArmyChangedDelegate ArmyChanged;
		
		private static GameSystem system;
		private static Army currentArmy;
				
		public static GameSystem CurrentGameSystem
		{
			get { return system; }
			set
			{
				if (system==null || !system.Equals(value))
				{
					GameSystem oldSystem = system;
					system = value;
					
					if (system==null)
					{
						LogNotifier.Debug(typeof(WarFoundryCore), "Game system set to null");
					}
					else
					{
						LogNotifier.DebugFormat(typeof(WarFoundryCore), "Game system set to {0} with ID {1}", system.Name, system.ID); 
					}

					if (GameSystemChanged!=null)
					{
						GameSystemChanged(oldSystem, system);
					}
					
					//If we've changed the game system then we can't keep the current army
					CurrentArmy = null;
				}
			}
		}
		
		public static Army CurrentArmy
		{
			get { return currentArmy; }
			set
			{
				if (currentArmy==null || !currentArmy.Equals(value))
				{
					/*if (currentArmy!=null)
					{
						currentArmy.UnitAdded-= UnitAddedMethod;
						currentArmy.UnitRemoved-= UnitRemovedMethod;
						currentArmy.PointsValueChanged-= PointsValueChangedMethod;
						currentArmy.FailedRequirement-=FailedUnitRequirementMethod;
					}*/
					Army oldArmy = currentArmy;
					currentArmy = value;
					
					if (currentArmy!=null)
					{
						CurrentGameSystem = currentArmy.GameSystem; //Set the game system in case the new army is from a different system
					}

					/*if (currentArmy!=null)
					{
						currentArmy.UnitAdded+= UnitAddedMethod;
						currentArmy.UnitRemoved+= UnitRemovedMethod;
						currentArmy.PointsValueChanged+= PointsValueChangedMethod;
						currentArmy.FailedRequirement+=FailedUnitRequirementMethod;
					}*/

					if (ArmyChanged!=null)
					{
						ArmyChanged(oldArmy, currentArmy);
					}
				}
			}
		}
	}
}