Mercurial > repos > snowblizz-super-API-ideas
view api/WarFoundryCore.cs @ 116:2010a7e8bf9a
Re #54: Add Army support to WarFoundryFactory
* Separate out army parsing to a separate class to make unit loading easier
author | IBBoard <dev@ibboard.co.uk> |
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date | Sat, 22 Aug 2009 19:42:04 +0000 |
parents | 2f3cafb69799 |
children | 52cacdbcb001 |
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// This file (WarFoundryCore.cs) is a part of the IBBoard.WarFoundry.API project and is copyright 2007, 2008, 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 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); } } } } } }