changeset 357:50d0d3b39a0b

Re #140: Add equality methods * Add equality method for RequiresAtLeastNUnitsRequirement * Update equality method on GameSystem and No More Than limit to use new helper class * Add equality methods on Race and UnitType as a dependent of equality of requirements
author IBBoard <dev@ibboard.co.uk>
date Tue, 26 Apr 2011 19:19:08 +0000
parents 51cccccf3669
children dbe7ccb1e557
files API/Objects/GameSystem.cs API/Objects/Race.cs API/Objects/Requirement/RequiresAtLeastNUnitsRequirement.cs API/Objects/Requirement/RequiresNoMoreThanNOfUnitTypeRequirement.cs API/Objects/UnitType.cs
diffstat 5 files changed, 567 insertions(+), 501 deletions(-) [+]
line wrap: on
line diff
--- a/API/Objects/GameSystem.cs	Mon Apr 25 15:11:20 2011 +0000
+++ b/API/Objects/GameSystem.cs	Tue Apr 26 19:19:08 2011 +0000
@@ -4,6 +4,7 @@
 
 using System.Collections.Generic;
 using IBBoard.WarFoundry.API.Factories;
+using Col = IBBoard.Collections;
 
 namespace IBBoard.WarFoundry.API.Objects
 {
@@ -221,8 +222,14 @@
 			if (obj.GetType().Equals(this.GetType()))
 			{
 				GameSystem otherSystem = (GameSystem)obj;
-
-				return this.ID == otherSystem.ID && this.Name == otherSystem.Name && ((this.RawCategories == null && otherSystem.RawCategories == null) || this.RawCategories.Equals(otherSystem.RawCategories));
+				if (!ID.Equals(otherSystem.ID) || !Name.Equals(otherSystem.Name) || !Col.Collections.AreEqual(RawCategories, otherSystem.RawCategories))
+				{
+					return false;
+				}
+				else
+				{
+					return true;
+				}
 			}
 			else
 			{
--- a/API/Objects/Race.cs	Mon Apr 25 15:11:20 2011 +0000
+++ b/API/Objects/Race.cs	Tue Apr 26 19:19:08 2011 +0000
@@ -1,323 +1,348 @@
-// This file (Race.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.Collections.Generic;
-using System.IO;
-using System.Xml;
-using IBBoard.IO;
-using IBBoard.WarFoundry.API.Factories;
-using IBBoard.WarFoundry.API.Objects.Requirement;
-
-namespace IBBoard.WarFoundry.API.Objects
-{
-	public class Race : WarFoundryStagedLoadingObject
-	{
-		public static string SYSTEM_DEFAULT_RACE_ID = "GameDefault";
-
-		private string subID;
-		private GameSystem system;
-		private string defaultArmyName = "";
-		private Dictionary<Category, Dictionary<string, UnitType>> unitTypesByCat;
-		private Dictionary<string, UnitType> unitTypes = new Dictionary<string,UnitType>();
-		private Dictionary<string, EquipmentItem> equipment = new Dictionary<string,EquipmentItem>();
-		private Dictionary<string, Ability> abilities = new Dictionary<string,Ability>();
-		private Dictionary<string, Category> categories = new Dictionary<string,Category>();
-		private Dictionary<string, UnitMemberType> memberTypes = new Dictionary<string, UnitMemberType>();
-
-		public Race(string raceID, string raceName, GameSystem gameSystem, IWarFoundryFactory creatingFactory) : this(raceID, "", raceName, gameSystem, creatingFactory)
-		{
-		}
-
-		public Race(string raceID, string raceSubID, string raceName, GameSystem gameSystem, IWarFoundryFactory creatingFactory) : base(raceID + (raceSubID != "" ? "_" + raceSubID : ""), raceName, creatingFactory)
-		{
-			subID = (raceSubID == null ? "" : raceSubID);
-			system = gameSystem;
-		}
-
-		public string SubID
-		{
-			get { return subID; }
-			set { subID = (value == null ? "" : value.Trim()); }
-		}
-
-		public GameSystem GameSystem
-		{
-			get { return system; }
-			set
-			{
-				if (value == null)
-				{
-					throw new ArgumentException("Game system for a race cannot be null");
-				}
-
-				system = value;
-			}
-		}
-
-        public string ArmyDefaultName
-        {
-            get { return defaultArmyName; }
-            set
-            {
-                if (value == null)
-                {
-                    throw new ArgumentException("No default army name");
-                }
-
-                defaultArmyName = value;
-            }
-        }
-
-		public void AddCategory(Category cat)
-		{
-			categories[cat.ID] = cat;
-		}
-
-		/// <summary>
-		/// Gets a category from its ID. Attempts to get the category from the race's overrides, or else it falls back to getting the Game System's category with that ID.
-		/// </summary>
-		/// <param name="id">
-		/// The ID of the category to get
-		/// </param>
-		/// <returns>
-		/// The <code>Category</code> with the specified ID, or null if one doesn't exist.
-		/// </returns>
-		public Category GetCategory(string id)
-		{
-			EnsureFullyLoaded();
-			Category cat = null;
-			categories.TryGetValue(id, out cat);
-
-			if (cat == null)
-			{
-				cat = GameSystem.GetCategory(id);
-			}
-
-			return cat;
-		}
-
-		public Category[] Categories
-		{
-			get
-			{
-				EnsureFullyLoaded();
-				Category[] cats;
-
-				if (!HasCategoryOverrides())
-				{
-					cats = GameSystem.Categories;
-				}
-				else
-				{
-					cats = DictionaryUtils.ToArray<string, Category>(categories);
-				}
-
-				return cats;
-			}
-		}
-
-		public bool HasCategoryOverrides()
-		{
-			EnsureFullyLoaded();
-			return categories.Count > 0;
-		}
-
-		public void AddEquipmentItem(EquipmentItem item)
-		{
-			//TODO: Throw DuplicateItemException
-			equipment.Add(item.ID, item);
-		}
-
-		public EquipmentItem GetEquipmentItem(string id)
-		{
-			EnsureFullyLoaded();
-			return DictionaryUtils.GetValue(equipment, id);
-		}
-
-		public List<EquipmentItem> GetEquipmentList()
-		{
-			EnsureFullyLoaded();
-			List<EquipmentItem> items = new List<EquipmentItem>();
-
-			foreach (EquipmentItem item in equipment.Values)
-			{
-				items.Add(item);
-			}
-
-			return items;
-		}
-
-		public void AddUnitType(UnitType type)
-		{
-			CacheUnitType(type);
-			unitTypes.Add(type.ID, type);
-		}
-
-		public UnitType[] GetUnitTypes(Category cat)
-		{
-			EnsureFullyLoaded();
-			BuildUnitTypesByCategoryCache();
-			Dictionary<string, UnitType> unitTypesDictionary;
-			unitTypesByCat.TryGetValue(cat, out unitTypesDictionary);
-			UnitType[] unitTypesArray;
-
-			if (unitTypesDictionary == null)
-			{
-				unitTypesArray = new UnitType[0];
-			}
-			else
-			{
-				unitTypesArray = DictionaryUtils.ToArray<string, UnitType>(unitTypesDictionary);
-			}
-
-			return unitTypesArray;
-		}
-
-		private void CacheUnitType(UnitType unit)
-		{
-			BuildUnitTypesByCategoryCache();
-
-			foreach (Category cat in unit.Categories)
-			{
-				Dictionary<string, UnitType> catUnitTypes = DictionaryUtils.GetValue(unitTypesByCat, cat);
-
-				if (catUnitTypes == null)
-				{
-					throw new InvalidFileException(String.Format("Unit type {0} with name {1} is a unit of an undefined category ({2})", unit.ID, unit.Name, cat.ID));
-				}
-
-				catUnitTypes.Add(unit.ID, unit);
-			}
-		}
-
-		private void BuildUnitTypesByCategoryCache()
-		{
-			if (unitTypesByCat == null)
-			{
-				DoBuildUnitTypesByCategoryCache();
-			}
-		}
-
-		private void DoBuildUnitTypesByCategoryCache()
-		{
-			unitTypesByCat = new Dictionary<Category,Dictionary<string,UnitType>>();
-
-			foreach (Category category in Categories)
-			{
-				unitTypesByCat.Add(category, new Dictionary<string, UnitType>());
-			}
-
-			foreach (UnitType unit in unitTypes.Values)
-			{
-				CacheUnitType(unit);
-			}
-		}
-
-		public UnitType GetUnitType(string id)
-		{
-			EnsureFullyLoaded();
-			return DictionaryUtils.GetValue(unitTypes, id);
-		}
-
-		public List<Ability> GetAbilityList()
-		{
-			EnsureFullyLoaded();
-			List<Ability> items = new List<Ability>();
-			items.AddRange(abilities.Values);
-			return items;
-		}
-
-		public void AddAbility(Ability newAbility)
-		{
-			//TODO: Throw DuplicateItemException
-			abilities.Add(newAbility.ID, newAbility);
-		}
-
-		public Ability GetAbility(string id)
-		{
-			EnsureFullyLoaded();
-			return DictionaryUtils.GetValue(abilities, id);
-		}
-
-		protected virtual Dictionary<string, UnitType> RaceUnitTypes
-		{
-			get { return RaceRawUnitTypes; }
-			set	{ RaceRawUnitTypes = value; }
-		}
-
-		protected virtual Dictionary<string, EquipmentItem> RaceEquipment
-		{
-			get { return RaceRawEquipment; }
-			set { RaceRawEquipment = value; }
-		}
-
-		protected virtual Dictionary<string, Ability> RaceAbilities
-		{
-			get { return RaceRawAbilities; }
-			set { RaceRawAbilities = value; }
-		}
-
-		protected Dictionary<string, UnitType> RaceRawUnitTypes
-		{
-			get { return unitTypes; }
-			set	{ unitTypes = value; }
-		}
-
-		protected Dictionary<string, EquipmentItem> RaceRawEquipment
-		{
-			get { return equipment; }
-			set { equipment = value; }
-		}
-
-		protected Dictionary<string, Ability> RaceRawAbilities
-		{
-			get { return abilities; }
-			set { abilities = value; }
-		}
-
-		public void AddUnitMemberType(UnitMemberType memberType)
-		{
-			memberTypes[memberType.ID] = memberType;
-		}
-
-		/// <summary>
-		/// Gets a unit member type by its ID.
-		/// </summary>
-		/// <param name="id">
-		/// The ID of the unit member type to get
-		/// </param>
-		/// <returns>
-		/// The <code>UnitMemberType</code> with the specified ID, or null if one doesn't exist.
-		/// </returns>
-		public UnitMemberType GetUnitMemberType(string id)
-		{
-			EnsureFullyLoaded();
-			return DictionaryUtils.GetValue(memberTypes, id);
-		}
-
-		public UnitMemberType[] UnitMemberTypes
-		{
-			get
-			{
-				EnsureFullyLoaded();
-				return DictionaryUtils.ToArray(memberTypes);
-			}
-		}
-
-		public ICollection<IRequirement> GetRequirements()
-		{
-			ICollection<IRequirement> reqs = new List<IRequirement>();
-
-			foreach (UnitType unitType in unitTypes.Values)
-			{
-				foreach (IRequirement requirement in unitType.GetRequirements())
-				{
-					reqs.Add(requirement);
-				}
-			}
-			
-			return reqs;
-		}
-	}
-}
+// This file (Race.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.Collections.Generic;
+using System.IO;
+using System.Xml;
+using IBBoard.IO;
+using IBBoard.WarFoundry.API.Factories;
+using IBBoard.WarFoundry.API.Objects.Requirement;
+
+namespace IBBoard.WarFoundry.API.Objects
+{
+	public class Race : WarFoundryStagedLoadingObject
+	{
+		public static string SYSTEM_DEFAULT_RACE_ID = "GameDefault";
+
+		private string subID;
+		private GameSystem system;
+		private string defaultArmyName = "";
+		private Dictionary<Category, Dictionary<string, UnitType>> unitTypesByCat;
+		private Dictionary<string, UnitType> unitTypes = new Dictionary<string,UnitType>();
+		private Dictionary<string, EquipmentItem> equipment = new Dictionary<string,EquipmentItem>();
+		private Dictionary<string, Ability> abilities = new Dictionary<string,Ability>();
+		private Dictionary<string, Category> categories = new Dictionary<string,Category>();
+		private Dictionary<string, UnitMemberType> memberTypes = new Dictionary<string, UnitMemberType>();
+
+		public Race(string raceID, string raceName, GameSystem gameSystem, IWarFoundryFactory creatingFactory) : this(raceID, "", raceName, gameSystem, creatingFactory)
+		{
+		}
+
+		public Race(string raceID, string raceSubID, string raceName, GameSystem gameSystem, IWarFoundryFactory creatingFactory) : base(raceID + (raceSubID != "" ? "_" + raceSubID : ""), raceName, creatingFactory)
+		{
+			subID = (raceSubID == null ? "" : raceSubID);
+			system = gameSystem;
+		}
+
+		public override bool Equals (object obj)
+		{
+			if (obj == null)
+			{
+				return false;
+			}
+			else if (!(obj is Race))
+			{
+				return false;
+			}
+			else
+			{
+				Race other = (Race)obj;
+
+				if (!ID.Equals(other.ID) || !SubID.Equals(other.SubID) || !GameSystem.Equals(other.GameSystem))
+				{
+					return false;
+				}
+				else
+				{
+					return true;
+				}
+			}
+		}
+
+		public string SubID
+		{
+			get { return subID; }
+			set { subID = (value == null ? "" : value.Trim()); }
+		}
+
+		public GameSystem GameSystem
+		{
+			get { return system; }
+			set
+			{
+				if (value == null)
+				{
+					throw new ArgumentException("Game system for a race cannot be null");
+				}
+
+				system = value;
+			}
+		}
+
+        public string ArmyDefaultName
+        {
+            get { return defaultArmyName; }
+            set
+            {
+                if (value == null)
+                {
+                    throw new ArgumentException("No default army name");
+                }
+
+                defaultArmyName = value;
+            }
+        }
+
+		public void AddCategory(Category cat)
+		{
+			categories[cat.ID] = cat;
+		}
+
+		/// <summary>
+		/// Gets a category from its ID. Attempts to get the category from the race's overrides, or else it falls back to getting the Game System's category with that ID.
+		/// </summary>
+		/// <param name="id">
+		/// The ID of the category to get
+		/// </param>
+		/// <returns>
+		/// The <code>Category</code> with the specified ID, or null if one doesn't exist.
+		/// </returns>
+		public Category GetCategory(string id)
+		{
+			EnsureFullyLoaded();
+			Category cat = null;
+			categories.TryGetValue(id, out cat);
+
+			if (cat == null)
+			{
+				cat = GameSystem.GetCategory(id);
+			}
+
+			return cat;
+		}
+
+		public Category[] Categories
+		{
+			get
+			{
+				EnsureFullyLoaded();
+				Category[] cats;
+
+				if (!HasCategoryOverrides())
+				{
+					cats = GameSystem.Categories;
+				}
+				else
+				{
+					cats = DictionaryUtils.ToArray<string, Category>(categories);
+				}
+
+				return cats;
+			}
+		}
+
+		public bool HasCategoryOverrides()
+		{
+			EnsureFullyLoaded();
+			return categories.Count > 0;
+		}
+
+		public void AddEquipmentItem(EquipmentItem item)
+		{
+			//TODO: Throw DuplicateItemException
+			equipment.Add(item.ID, item);
+		}
+
+		public EquipmentItem GetEquipmentItem(string id)
+		{
+			EnsureFullyLoaded();
+			return DictionaryUtils.GetValue(equipment, id);
+		}
+
+		public List<EquipmentItem> GetEquipmentList()
+		{
+			EnsureFullyLoaded();
+			List<EquipmentItem> items = new List<EquipmentItem>();
+
+			foreach (EquipmentItem item in equipment.Values)
+			{
+				items.Add(item);
+			}
+
+			return items;
+		}
+
+		public void AddUnitType(UnitType type)
+		{
+			CacheUnitType(type);
+			unitTypes.Add(type.ID, type);
+		}
+
+		public UnitType[] GetUnitTypes(Category cat)
+		{
+			EnsureFullyLoaded();
+			BuildUnitTypesByCategoryCache();
+			Dictionary<string, UnitType> unitTypesDictionary;
+			unitTypesByCat.TryGetValue(cat, out unitTypesDictionary);
+			UnitType[] unitTypesArray;
+
+			if (unitTypesDictionary == null)
+			{
+				unitTypesArray = new UnitType[0];
+			}
+			else
+			{
+				unitTypesArray = DictionaryUtils.ToArray<string, UnitType>(unitTypesDictionary);
+			}
+
+			return unitTypesArray;
+		}
+
+		private void CacheUnitType(UnitType unit)
+		{
+			BuildUnitTypesByCategoryCache();
+
+			foreach (Category cat in unit.Categories)
+			{
+				Dictionary<string, UnitType> catUnitTypes = DictionaryUtils.GetValue(unitTypesByCat, cat);
+
+				if (catUnitTypes == null)
+				{
+					throw new InvalidFileException(String.Format("Unit type {0} with name {1} is a unit of an undefined category ({2})", unit.ID, unit.Name, cat.ID));
+				}
+
+				catUnitTypes.Add(unit.ID, unit);
+			}
+		}
+
+		private void BuildUnitTypesByCategoryCache()
+		{
+			if (unitTypesByCat == null)
+			{
+				DoBuildUnitTypesByCategoryCache();
+			}
+		}
+
+		private void DoBuildUnitTypesByCategoryCache()
+		{
+			unitTypesByCat = new Dictionary<Category,Dictionary<string,UnitType>>();
+
+			foreach (Category category in Categories)
+			{
+				unitTypesByCat.Add(category, new Dictionary<string, UnitType>());
+			}
+
+			foreach (UnitType unit in unitTypes.Values)
+			{
+				CacheUnitType(unit);
+			}
+		}
+
+		public UnitType GetUnitType(string id)
+		{
+			EnsureFullyLoaded();
+			return DictionaryUtils.GetValue(unitTypes, id);
+		}
+
+		public List<Ability> GetAbilityList()
+		{
+			EnsureFullyLoaded();
+			List<Ability> items = new List<Ability>();
+			items.AddRange(abilities.Values);
+			return items;
+		}
+
+		public void AddAbility(Ability newAbility)
+		{
+			//TODO: Throw DuplicateItemException
+			abilities.Add(newAbility.ID, newAbility);
+		}
+
+		public Ability GetAbility(string id)
+		{
+			EnsureFullyLoaded();
+			return DictionaryUtils.GetValue(abilities, id);
+		}
+
+		protected virtual Dictionary<string, UnitType> RaceUnitTypes
+		{
+			get { return RaceRawUnitTypes; }
+			set	{ RaceRawUnitTypes = value; }
+		}
+
+		protected virtual Dictionary<string, EquipmentItem> RaceEquipment
+		{
+			get { return RaceRawEquipment; }
+			set { RaceRawEquipment = value; }
+		}
+
+		protected virtual Dictionary<string, Ability> RaceAbilities
+		{
+			get { return RaceRawAbilities; }
+			set { RaceRawAbilities = value; }
+		}
+
+		protected Dictionary<string, UnitType> RaceRawUnitTypes
+		{
+			get { return unitTypes; }
+			set	{ unitTypes = value; }
+		}
+
+		protected Dictionary<string, EquipmentItem> RaceRawEquipment
+		{
+			get { return equipment; }
+			set { equipment = value; }
+		}
+
+		protected Dictionary<string, Ability> RaceRawAbilities
+		{
+			get { return abilities; }
+			set { abilities = value; }
+		}
+
+		public void AddUnitMemberType(UnitMemberType memberType)
+		{
+			memberTypes[memberType.ID] = memberType;
+		}
+
+		/// <summary>
+		/// Gets a unit member type by its ID.
+		/// </summary>
+		/// <param name="id">
+		/// The ID of the unit member type to get
+		/// </param>
+		/// <returns>
+		/// The <code>UnitMemberType</code> with the specified ID, or null if one doesn't exist.
+		/// </returns>
+		public UnitMemberType GetUnitMemberType(string id)
+		{
+			EnsureFullyLoaded();
+			return DictionaryUtils.GetValue(memberTypes, id);
+		}
+
+		public UnitMemberType[] UnitMemberTypes
+		{
+			get
+			{
+				EnsureFullyLoaded();
+				return DictionaryUtils.ToArray(memberTypes);
+			}
+		}
+
+		public ICollection<IRequirement> GetRequirements()
+		{
+			ICollection<IRequirement> reqs = new List<IRequirement>();
+
+			foreach (UnitType unitType in unitTypes.Values)
+			{
+				foreach (IRequirement requirement in unitType.GetRequirements())
+				{
+					reqs.Add(requirement);
+				}
+			}
+			
+			return reqs;
+		}
+	}
+}
--- a/API/Objects/Requirement/RequiresAtLeastNUnitsRequirement.cs	Mon Apr 25 15:11:20 2011 +0000
+++ b/API/Objects/Requirement/RequiresAtLeastNUnitsRequirement.cs	Tue Apr 26 19:19:08 2011 +0000
@@ -1,174 +1,198 @@
-// This file (UnitRequiresAtLeastNUnitsRequirement.cs) is a part of the IBBoard.WarFoundry.API project and is copyright 2011 IBBoard
+// This file (UnitRequiresAtLeastNUnitsRequirement.cs) is a part of the IBBoard.WarFoundry.API project and is copyright 2011 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.Collections.Generic;
+using System;
+using System.Collections.Generic;
 using IBBoard.WarFoundry.API.Objects;
 
 namespace IBBoard.WarFoundry.API.Objects.Requirement
-{
-	/// <summary>
-	/// A requirement where a WarFoundryObject requires at least N units of one or more unit types before any number of that object can be taken in an army.
+{
+	/// <summary>
+	/// A requirement where a WarFoundryObject requires at least N units of one or more unit types before any number of that object can be taken in an army.
 	/// </summary>
 	public class RequiresAtLeastNUnitsRequirement : IRequirement
-	{
-		private List<UnitCountRequirementData> requiredTypes;
+	{
+		private List<UnitCountRequirementData> requiredTypes;
 
 		public RequiresAtLeastNUnitsRequirement(params UnitType[] requiredUnitTypes)
-		{
-			requiredTypes = new List<UnitCountRequirementData>();
-
-			foreach (UnitType unitType in requiredUnitTypes)
-			{
-				AddUnitTypeRequirement(unitType);
+		{
+			requiredTypes = new List<UnitCountRequirementData>();
+
+			foreach (UnitType unitType in requiredUnitTypes)
+			{
+				AddUnitTypeRequirement(unitType);
+			}
+		}
+
+		public override bool Equals (object obj)
+		{
+			if (obj == null)
+			{
+				return false;
+			}
+			else if (obj.GetType().Equals(this.GetType()))
+			{
+				RequiresAtLeastNUnitsRequirement otherReq = (RequiresAtLeastNUnitsRequirement)obj;
+				if (!Collections.Collections.AreEqual(requiredTypes, otherReq.requiredTypes))
+				{
+					return false;
+				}
+				else
+				{
+					return true;
+				}
+			}
+			else
+			{
+				return false;
+			}
+		}
+
+		/// <summary>
+		/// Checks whether the supplied WarFoundryObject can be added to the supplied army.
+		/// </summary>
+		/// <returns>
+		/// A <code>Validation</code> enum to show the result of the validation
+		/// </returns>
+		/// <param name='wfObject'>
+		/// The object that we want to add. This may be involved in the check, or it may not affect the evaluation of the requirement
+		/// </param>
+		/// <param name='toArmy'>
+		/// The army to add the object to.
+		/// </param>
+		public virtual Validation AllowsAdding(WarFoundryObject wfObject, Army toArmy)
+		{
+			return IsApplicable(wfObject, toArmy) ? CheckAllowsAdding(wfObject, toArmy) : Validation.NotApplicable;
+		}
+
+		private bool IsApplicable(WarFoundryObject toObjectAdded, Army toArmy)
+		{
+			return IsApplicable(toArmy) || IsApplicable(toObjectAdded);
+		}
+
+		protected virtual bool IsApplicable(Army toArmy)
+		{
+			return false;
+		}
+
+		protected virtual bool IsApplicable(WarFoundryObject toObject)
+		{
+			bool isApplicable = false;
+			UnitType unitType = GetUnitTypeFromObject(toObject);
+
+			if (unitType != null)
+			{
+				isApplicable = IsApplicable(unitType);
+			}
+
+			return isApplicable;
+		}
+
+		protected UnitType GetUnitTypeFromObject (WarFoundryObject toObject)
+		{
+			UnitType unitType = null;
+
+			if (toObject is UnitType)
+			{
+				unitType = (UnitType)toObject;
+			}
+			else if (toObject is Unit)
+			{
+				unitType = ((Unit)toObject).UnitType;
 			}
-		}
-
-		/// <summary>
-		/// Checks whether the supplied WarFoundryObject can be added to the supplied army.
-		/// </summary>
-		/// <returns>
-		/// A <code>Validation</code> enum to show the result of the validation
-		/// </returns>
-		/// <param name='wfObject'>
-		/// The object that we want to add. This may be involved in the check, or it may not affect the evaluation of the requirement
-		/// </param>
-		/// <param name='toArmy'>
-		/// The army to add the object to.
-		/// </param>
-		public virtual Validation AllowsAdding(WarFoundryObject wfObject, Army toArmy)
-		{
-			return IsApplicable(wfObject, toArmy) ? CheckAllowsAdding(wfObject, toArmy) : Validation.NotApplicable;
-		}
-
-		private bool IsApplicable(WarFoundryObject toObjectAdded, Army toArmy)
-		{
-			return IsApplicable(toArmy) || IsApplicable(toObjectAdded);
-		}
-
-		protected virtual bool IsApplicable(Army toArmy)
-		{
-			return false;
-		}
-
-		protected virtual bool IsApplicable(WarFoundryObject toObject)
-		{
-			bool isApplicable = false;
-			UnitType unitType = GetUnitTypeFromObject(toObject);
-
-			if (unitType != null)
-			{
-				isApplicable = IsApplicable(unitType);
-			}
-
-			return isApplicable;
-		}
-
-		protected UnitType GetUnitTypeFromObject (WarFoundryObject toObject)
-		{
-			UnitType unitType = null;
-
-			if (toObject is UnitType)
-			{
-				unitType = (UnitType)toObject;
-			}
-			else if (toObject is Unit)
-			{
-				unitType = ((Unit)toObject).UnitType;
-			}
-
-			return unitType;
-		}
-
-		private bool IsApplicable (UnitType unitType)
-		{
-			bool isApplicable = false;
-			foreach (UnitCountRequirementData requirement in requiredTypes)
-			{
-				if (requirement.UnitType.Equals(unitType))
-				{
-					isApplicable = true;
-					break;
-				}
-			}
-			return isApplicable;
-		}
-
-		private Validation CheckAllowsAdding(WarFoundryObject wfObject, Army toArmy)
-		{
-			Validation isValid = Validation.Passed;
-			
-			foreach (UnitCountRequirementData requirement in requiredTypes)
-			{
-				if (GetUnitTypeCount(toArmy, requirement.UnitType, wfObject) < requirement.Count)
-				{
-					isValid = Validation.Failed;
-					break;
-				}
-			}
-			
-			return isValid;
-		}
-
-		private int GetUnitTypeCount(Army toArmy, UnitType unitType, WarFoundryObject wfObject)
-		{
-			return toArmy.GetUnitTypeCount(unitType) + GetCountFromObject(wfObject, unitType);
-		}
-
-		private int GetCountFromObject(WarFoundryObject wfObject, UnitType limitedType)
-		{
-			return (limitedType.Equals(wfObject) || (wfObject is Unit && ((Unit)wfObject).UnitType.Equals(limitedType))) ? 1 : 0;
-		}
-
-		/// <summary>
-		/// Adds a requirement for there to be at least minCount of a given UnitType
-		/// </summary>
-		/// <param name='unitType'>
-		/// The unit type to require.
-		/// </param>
-		/// <param name='minCount'>
-		/// The minimum number of that type that must exist.
-		/// </param>
-		public void AddUnitTypeRequirement(UnitType unitType, int minCount)
-		{
-			requiredTypes.Add(new UnitCountRequirementData(unitType, minCount));
+
+			return unitType;
+		}
+
+		private bool IsApplicable (UnitType unitType)
+		{
+			bool isApplicable = false;
+			foreach (UnitCountRequirementData requirement in requiredTypes)
+			{
+				if (requirement.UnitType.Equals(unitType))
+				{
+					isApplicable = true;
+					break;
+				}
+			}
+			return isApplicable;
+		}
+
+		private Validation CheckAllowsAdding(WarFoundryObject wfObject, Army toArmy)
+		{
+			Validation isValid = Validation.Passed;
+			
+			foreach (UnitCountRequirementData requirement in requiredTypes)
+			{
+				if (GetUnitTypeCount(toArmy, requirement.UnitType, wfObject) < requirement.Count)
+				{
+					isValid = Validation.Failed;
+					break;
+				}
+			}
+			
+			return isValid;
+		}
+
+		private int GetUnitTypeCount(Army toArmy, UnitType unitType, WarFoundryObject wfObject)
+		{
+			return toArmy.GetUnitTypeCount(unitType) + GetCountFromObject(wfObject, unitType);
+		}
+
+		private int GetCountFromObject(WarFoundryObject wfObject, UnitType limitedType)
+		{
+			return (limitedType.Equals(wfObject) || (wfObject is Unit && ((Unit)wfObject).UnitType.Equals(limitedType))) ? 1 : 0;
 		}
-
-		/// <summary>
-		/// Adds a requirement for there to be one or more of a given UnitType
-		/// </summary>
-		/// <param name='unitType'>
-		/// The unit type to require.
-		/// </param>
-		public void AddUnitTypeRequirement (UnitType unitType)
-		{
-			AddUnitTypeRequirement(unitType, 1);
-		}
-
-		/// <summary>
-		/// Checks whether the supplied army is currently valid according to this requirement.
-		/// </summary>
-		/// <returns>
-		/// A <code>Validation</code> enum to show the result of the validation
-		/// </returns>
-		/// <param name='toValidate'>
-		/// The army to validate
-		/// </param>
-		public virtual Validation ValidatesArmy(Army toValidate)
-		{
-			Validation isValid = Validation.Passed;
-
-			foreach (UnitCountRequirementData requirement in requiredTypes)
-			{
-				if (toValidate.GetUnitTypeCount(requirement.UnitType) < requirement.Count)
-				{
-					isValid = Validation.Failed;
-					break;
-				}
-			}
-
-			return isValid;
-		}
+
+		/// <summary>
+		/// Adds a requirement for there to be at least minCount of a given UnitType
+		/// </summary>
+		/// <param name='unitType'>
+		/// The unit type to require.
+		/// </param>
+		/// <param name='minCount'>
+		/// The minimum number of that type that must exist.
+		/// </param>
+		public void AddUnitTypeRequirement(UnitType unitType, int minCount)
+		{
+			requiredTypes.Add(new UnitCountRequirementData(unitType, minCount));
+		}
+
+		/// <summary>
+		/// Adds a requirement for there to be one or more of a given UnitType
+		/// </summary>
+		/// <param name='unitType'>
+		/// The unit type to require.
+		/// </param>
+		public void AddUnitTypeRequirement (UnitType unitType)
+		{
+			AddUnitTypeRequirement(unitType, 1);
+		}
+
+		/// <summary>
+		/// Checks whether the supplied army is currently valid according to this requirement.
+		/// </summary>
+		/// <returns>
+		/// A <code>Validation</code> enum to show the result of the validation
+		/// </returns>
+		/// <param name='toValidate'>
+		/// The army to validate
+		/// </param>
+		public virtual Validation ValidatesArmy(Army toValidate)
+		{
+			Validation isValid = Validation.Passed;
+
+			foreach (UnitCountRequirementData requirement in requiredTypes)
+			{
+				if (toValidate.GetUnitTypeCount(requirement.UnitType) < requirement.Count)
+				{
+					isValid = Validation.Failed;
+					break;
+				}
+			}
+
+			return isValid;
+		}
 	}
 }
 
--- a/API/Objects/Requirement/RequiresNoMoreThanNOfUnitTypeRequirement.cs	Mon Apr 25 15:11:20 2011 +0000
+++ b/API/Objects/Requirement/RequiresNoMoreThanNOfUnitTypeRequirement.cs	Tue Apr 26 19:19:08 2011 +0000
@@ -126,22 +126,7 @@
 			{
 				RequiresNoMoreThanNOfUnitTypeRequirement other = (RequiresNoMoreThanNOfUnitTypeRequirement)obj;
 
-				if (limitedTypes.Count != other.limitedTypes.Count)
-				{
-					return false;
-				}
-				else
-				{
-					foreach (UnitCountRequirementData req in limitedTypes)
-					{
-						if (!other.limitedTypes.Contains(req))
-						{
-
-						}
-					}
-					
-					return true;
-				}
+				return Collections.Collections.AreEqual(limitedTypes, other.limitedTypes);
 			}
 		}
 
--- a/API/Objects/UnitType.cs	Mon Apr 25 15:11:20 2011 +0000
+++ b/API/Objects/UnitType.cs	Tue Apr 26 19:19:08 2011 +0000
@@ -45,6 +45,31 @@
 			race = parentRace;
 		}
 
+		public override bool Equals (object obj)
+		{
+			if (obj == null)
+			{
+				return false;
+			}
+			else if (!(obj is UnitType))
+			{
+				return false;
+			}
+			else
+			{
+				UnitType other = (UnitType)obj;
+
+				if (!ID.Equals(other.ID) || !Name.Equals(other.Name) || !Race.Equals(other.Race))
+				{
+					return false;
+				}
+				else
+				{
+					return true;
+				}
+			}
+		}
+
 		public GameSystem GameSystem
 		{
 			get { return Race.GameSystem; }