view API/Objects/Category.cs @ 350:6c0404277cad

Re #27: Unit requirements * Rebuild base "at least" requirement to say "N/A" when added unit isn't constrained * Remove duplicate code from "unit requires at least" requirement and override where necessary
author IBBoard <dev@ibboard.co.uk>
date Sat, 09 Apr 2011 19:57:40 +0000
parents 3c4a6403a88c
children
line wrap: on
line source

// This file (Category.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 System.Xml;
using IBBoard.Logging;

namespace IBBoard.WarFoundry.API.Objects
{
	/// <summary>
	/// A Category is a definition at the <see cref=" GameSystem"/> or <see cref=" Race"/> level of a group that <see cref=" UnitType"/>s belong to. Each category has a name and a min/max limit on points or percentage of a total army cost that units in the category can total.
	/// </summary>
	public class Category : WarFoundryObject
	{
		private int minPts = 0;
		private int maxPts = WarFoundryCore.INFINITY;
		private int minPc = 0;
		private int maxPc = 100;

		
		public Category(string id, string name) : base(id, name)
		{
		}

		protected override string DefaultName()
		{
			return "";
		}
		
		/// <value>
		/// Gets or sets the minimum number of points that the units of this category can cost. Note: This should be set AFTER MaximumPoints, otherwise an unintended default value may be set for the minimum
		/// </value>
		public int MinimumPoints
		{
			get { return minPts; }
			set
			{
				minPts = (value >= 0 ? value : 0);
				CheckMinimumPoints();
			}
		}
		
		/// <value>
		/// Gets or sets the maximum number of points that the units of this category can cost. Note: This should be set BEFORE MinimumPoints, otherwise an unintended default value may be set for the minimum
		/// </value>
		public int MaximumPoints
		{
			get { return maxPts; }
			set
			{
				maxPts = (value >= 0 ? value : WarFoundryCore.INFINITY);
				CheckMinimumPoints();
			}
		}
		
		/// <summary>
		/// Makes sure that the minimum points value isn't more than the maximum points value, hence the warning on the properties
		/// </summary>
		private void CheckMinimumPoints()
		{
			if (MinimumPoints > MaximumPoints && MaximumPoints!=WarFoundryCore.INFINITY)
			{
				MinimumPoints = MaximumPoints;
				LogNotifier.WarnFormat(GetType(), "Category {0} ({1}) had a minimum points limit greater than its maximum points limit.", Name, ID);
			}
		}
		
		/// <value>
		/// Gets or sets the minimum percentage of the total army points value that the units of this category can cost. Note: This should be set AFTER MaximumPercentage, otherwise an unintended default value may be set for the minimum
		/// </value>
		public int MinimumPercentage
		{
			get { return minPc; }
			set
			{
				minPc = (value >= 0 ? value : 0);
				CheckMinimumPercentage();
			}
		}
		
		/// <value>
		/// Gets or sets the maximum percentage of the total army points value that the units of this category can cost. Note: This should be set BEFORE MinimumPercentage, otherwise an unintended default value may be set for the minimum
		/// </value>
		public int MaximumPercentage
		{
			get { return maxPc; }
			set
			{
				if (value < 0)
				{
					maxPc = 0;
				}
				else if (value > 100)
				{
					maxPc = 100;
				}
				else
				{
					maxPc = value;
				}
				
				CheckMinimumPercentage();
			}
		}
		
		/// <summary>
		/// Makes sure that the minimum percentage value isn't more than the maximum points value, hence the warning on the properties
		/// </summary>
		private void CheckMinimumPercentage()
		{
			if (MinimumPercentage > MaximumPercentage)
			{
				MinimumPercentage = MaximumPercentage;
				LogNotifier.WarnFormat(GetType(), "Category {0} ({1}) had a minimum percentage limit greater than its maximum percentage limit.", Name, ID);
			}
		}
	}
}