view api/Objects/UnitEquipmentItem.cs @ 299:25c47b7ecc99

Re #99: added points name system to GameSystem
author snowblizz
date Mon, 24 Jan 2011 16:42:43 +0000
parents 6fe0cb1bf74f
children 92d10b06ab0f
line wrap: on
line source

// This file (UnitEquipmentItem.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.CustomMath;
using IBBoard.Limits;
using IBBoard.WarFoundry.API.Util;
//using IBBoard.WarFoundry.API.Objects;

namespace IBBoard.WarFoundry.API.Objects
{
	/// <summary>
	/// Summary description for UnitEquipmentItem.
	/// </summary>
	public class UnitEquipmentItem : WarFoundryObject
	{
		private EquipmentItem item;
		private bool required;
		private bool roundUp;
		private double costMultiplier;
		private RoundType roundType;
		private string[] mutexGroups;
		private UnitType unitType;
		private string slotName = "";
		private ILimit minLimit;
		private ILimit maxLimit;
        public GameSystem CurrentGameSystem
        {
            get { return WarFoundryCore.CurrentGameSystem; }
            set { WarFoundryCore.CurrentGameSystem = value; }
        }
		public UnitEquipmentItem(EquipmentItem equipmentItem, UnitType equipmentFor)
			: this(equipmentItem, equipmentFor, new string[0])
		{
			//Do nothing extra
		}

		public UnitEquipmentItem(EquipmentItem equipmentItem, UnitType equipmentFor, params string[] mutexGroups)
		{
			item = equipmentItem;
			unitType = equipmentFor;
			this.mutexGroups = mutexGroups;
			unitType.AddEquipmentItem(this);
		}

		public override string Name
		{
			get
			{
				return item.Name;
			}
			set
			{
				base.Name = value;
			}
		}

		public override string ID
		{
			get
			{
				return (EquipmentForUnit == null ? base.ID : EquipmentForUnit.ID) + EquipmentItemID;
			}
			set
			{
				base.ID = value;
			}
		}


		public string EquipmentItemID
		{
			get { return item.ID; }
		}

		public double Cost
		{
			get
			{
				return IBBMath.Round(EquipmentItem.Cost * CostMultiplier, CostRoundType);
			}
		}

		public double CostMultiplier
		{
			get { return costMultiplier; }
			set
			{
				costMultiplier = value;
			}
		}

		public RoundType CostRoundType
		{
			get { return roundType; }
			set
			{
				roundType = value;
			}
		}

		public bool IsRequired
		{
			get { return required; }
			set { required = value; }
		}

		public bool RoundNumberUp
		{
			get { return roundUp; }
			set { roundUp = value; }
		}

		[Obsolete("Use MutexGroups instead for greater flexibility")]
		public string MutexGroup
		{
			get { return (mutexGroups.Length == 0 ? "" : mutexGroups[0]); }
		}

		public String[] MutexGroups
		{
			get { return (string[]) mutexGroups.Clone(); }
		}

		public UnitType EquipmentForUnit
		{
			get { return unitType; }
		}

		public bool IsRatioLimit
		{
			get { return MinLimit is IPercentageLimit && MaxLimit is IPercentageLimit; }
		}
		
		/// <summary>
		/// Gets the Limit object for the minimum number of items that can be taken
		/// </summary>
		public ILimit MinLimit
		{
			get
			{
				ILimit limit = minLimit;
				
				if (limit == null)
				{
					if (maxLimit != null)
					{
						limit = maxLimit;
					}
					else
					{
						limit = new SimpleRoundedPercentageLimit(100, false);
					}
				}
				
				return limit;
			}
			set
			{
				if (value != null)
				{
					minLimit = value;
				}
			}
		}
		
		/// <summary>
		/// Gets the Limit object for the maximum number of items that can be taken
		/// </summary>
		public ILimit MaxLimit
		{
			get
			{
				ILimit limit = maxLimit;
				
				if (limit == null)
				{
					if (minLimit != null)
					{
						limit = minLimit;
					}
					else
					{
						limit = new SimpleRoundedPercentageLimit(100, false);
					}
				}
				
				return limit;
			}
			set
			{
				if (value != null)
				{
					maxLimit = value;
				}
			}
		}

		public EquipmentItem EquipmentItem
		{
			get { return item; }
		}

		public override string ToString()
		{
            return CurrentGameSystem.setUnitEquipmentItemName(EquipmentItem.Name, Cost);
		}

		public bool HasAlternatives()
		{
			if (MutexGroups.Length == 0)
			{
				return false;
			}
			else if (EquipmentForUnit == null)
			{
				return false;
			}
			else
			{
				//If the number of items in the MutEx group is greater than one then it must be this item plus another
				return EquipmentForUnit.GetEquipmentItemsByExclusionGroups(MutexGroups).Length > 1;
			}
		}

		public string Description
		{
			get { return EquipmentItem.Description; }
		}

		public Race EquipmentForRace
		{
			get { return EquipmentItem.EquipmentForRace; }
		}

		public bool CanBeUsedWithItem(EquipmentItem item)
		{
			return EquipmentItem.CanBeUsedWithItem(item);
		}

		[Obsolete("Use UnitEquipmentUtil method instead")]
		public bool IsMutuallyExclusive(UnitEquipmentItem item)
		{
			return UnitEquipmentUtil.ItemsAreMutuallyExclusive(this, item);
		}

		public string SlotName
		{
			get { return slotName; }
			set
			{
				if (value != null && value != "")
				{
					slotName = value;
				}
			}
		}
	}
}