Mercurial > repos > snowblizz-super-API-ideas
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> |
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date | Sat, 09 Apr 2011 19:57:40 +0000 |
parents | 3c4a6403a88c |
children |
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// 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); } } } }