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>
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);
					}
				}
			}
		}
	}
}