Mercurial > repos > snowblizz-super-API-ideas
view api/Util/UnitEquipmentUtil.cs @ 189:0b413f41e6e3
Re #198: Add equipment slots
* Refactor out common function
* Add handling of slot limits and existing equipment to GetMaxEquipmentPercentage
author | IBBoard <dev@ibboard.co.uk> |
---|---|
date | Wed, 28 Oct 2009 20:42:13 +0000 |
parents | 354d51cc002b |
children | 6f67f16a67fb |
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// This file (UnitEquipmentUtil.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 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; using IBBoard.Limits; using IBBoard.WarFoundry.API.Objects; namespace IBBoard.WarFoundry.API.Util { public class UnitEquipmentUtil { /// <summary> /// Gets an array of allowed <see cref="UnitEquipmentItem"/>s based on the current selections of the unit, taking in to account Mutex groups and other limits. /// </summary> /// <param name="unit">The <see cref="Unit"/> to get equipment items for</param> /// <returns>The array of allowed <see cref="UnitEquipmentItem"/>s</returns> public static UnitEquipmentItem[] GetAllowedEquipmentItems(Unit unit) { List<UnitEquipmentItem> list = new List<UnitEquipmentItem>(); UnitEquipmentItem[] currItems = unit.GetEquipment(); foreach (UnitEquipmentItem item in GetAllEquipmentItems(unit)) { bool allowed = IsAllowedByMutex(item, currItems); if (allowed) { list.Add(item); } } return list.ToArray(); } private static bool IsAllowedByMutex(UnitEquipmentItem item, UnitEquipmentItem[] currItems) { bool allowed = true; foreach (UnitEquipmentItem currItem in currItems) { if (ItemsAreMutuallyExclusive(currItem, item)) { allowed = false; break; } } return allowed; } /// <summary> /// Gets a list of all <see cref="UnitEquipmentItem"/>s that would stop the unit taking <code>item</code> because of mutex groups. /// </summary> /// <param name="unit">The unit that wants to take the equipment item</param> /// <param name="item">The item to check blocking items for</param> /// <returns>a list of all <see cref="UnitEquipmentItem"/>s that would stop the unit taking <code>item</code></returns> public static List<UnitEquipmentItem> GetBlockingEquipmentItems(Unit unit, UnitEquipmentItem item) { List<UnitEquipmentItem> items = new List<UnitEquipmentItem>(); UnitEquipmentItem[] currItems = unit.GetEquipment(); foreach (UnitEquipmentItem unitItem in currItems) { if (!ItemsAreMutuallyExclusive(unitItem, item)) { items.Add(unitItem); } } return items; } public static UnitEquipmentItem[] GetAllEquipmentItems(Unit unit) { return unit.UnitType.GetEquipmentItems(); } public static bool ItemsAreMutuallyExclusive(UnitEquipmentItem item1, UnitEquipmentItem item2) { bool areMutex = false; string[] item1mutex = item1.MutexGroups; string[] item2mutex = item2.MutexGroups; foreach (string mutex in item1mutex) { foreach (string otherMutex in item2mutex) { if (mutex.Equals(otherMutex)) { areMutex = true; goto postLoop; } } } postLoop: return areMutex; } public static int GetMaxEquipmentCount (Unit unit, UnitEquipmentItem equip) { int unitSize = unit.Size; int max = Math.Max(equip.MinLimit.GetLimit(unitSize), equip.MaxLimit.GetLimit (unitSize)); return GetEquipmentCountLimit (unit, max, equip); } private static int GetEquipmentCountLimit (Unit unit, int currLimit, UnitEquipmentItem equip) { int newLimit = currLimit; AbstractLimit limit = GetSlotLimitForItem(unit, equip); if (!(limit is UnlimitedLimit)) { int slotMax = limit.GetLimit (unit.Size) - unit.GetEquipmentAmountInSlot (equip.SlotName); newLimit = Math.Min (slotMax, newLimit); } return newLimit; } private static AbstractLimit GetSlotLimitForItem(Unit unit, UnitEquipmentItem equip) { return unit.UnitType.GetEquipmentSlotLimit(equip.SlotName); } public static int GetMinEquipmentCount (Unit unit, UnitEquipmentItem equip) { int unitSize = unit.Size; int min = Math.Min (equip.MinLimit.GetLimit (unitSize), equip.MaxLimit.GetLimit (unitSize)); return GetEquipmentCountLimit (unit, min, equip); } public static bool IsEquipmentRatioLimited(Unit unit, UnitEquipmentItem equip) { AbstractLimit limit = GetSlotLimitForItem(unit, equip); return equip.IsRatioLimit && (limit is IPercentageLimit || limit is UnlimitedLimit); } public static double GetMaxEquipmentPercentage(Unit unit, UnitEquipmentItem equip) { double limit = 0; AbstractLimit slotLimit = GetSlotLimitForItem(unit, equip); if (!(slotLimit is IPercentageLimit || slotLimit is UnlimitedLimit) || unit.GetEquipmentAmountInSlot (equip.SlotName) != 0) { limit = (GetMaxEquipmentCount(unit, equip) / (double)unit.Size) * 100.0; } else { if (equip.IsRatioLimit) { limit = Math.Max(((IPercentageLimit)equip.MinLimit).Percentage, ((IPercentageLimit)equip.MaxLimit).Percentage); } else { int unitSize = unit.Size; limit = (equip.MaxLimit.GetLimit(unitSize) / (double)unitSize) * 100.0; } if (slotLimit is IPercentageLimit) { limit = Math.Min(((IPercentageLimit)slotLimit).Percentage, limit); } } return limit; } } }