/*
         * Checks if all the given ContractRequirement meet the requirement.
         */
        public static bool RequirementsMet(ConfiguredContract contract, ContractType contractType, List <ContractRequirement> contractRequirements)
        {
            bool allReqMet = true;

            try
            {
                LoggingUtil.LogVerbose(typeof(ContractRequirement), "Checking requirements for contract '" + contractType.name);
                foreach (ContractRequirement requirement in contractRequirements)
                {
                    if (requirement.checkOnActiveContract || contract.ContractState != Contract.State.Active)
                    {
                        bool nodeMet = requirement.RequirementMet(contract);
                        LoggingUtil.LogVerbose(typeof(ContractRequirement), "Checked requirement '" + requirement.name + "' of type " + requirement.type + ": " + nodeMet);
                        allReqMet = allReqMet && (requirement.invertRequirement ? !nodeMet : nodeMet);
                    }
                }

                // Force fail the contract if a requirement becomes unmet
                if (contract.ContractState == Contract.State.Active && !allReqMet)
                {
                    // Fail the contract - unfortunately, the player won't know why. :(
                    contract.Fail();

                    // Force the stock contracts window to refresh
                    GameEvents.Contract.onContractsLoaded.Fire();
                }
            }
            catch (Exception e)
            {
                Debug.LogException(new Exception("ContractConfigurator: Exception checking requirements!", e));
                return(false);
            }
            return(allReqMet);
        }
Exemple #2
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        /// <summary>
        /// Checks if all the given ContractRequirement meet the requirement.
        /// </summary>
        /// <param name="contract">Contract to check</param>
        /// <param name="contractType">Contract type of the contract (in case the contract type has not yet been assigned).</param>
        /// <param name="contractRequirements">The list of requirements to check</param>
        /// <returns>Whether the requirement is met or not.</returns>
        public static bool RequirementsMet(ConfiguredContract contract, ContractType contractType, IEnumerable <ContractRequirement> contractRequirements)
        {
            bool allReqMet = true;

            try
            {
                LoggingUtil.LogVerbose(typeof(ContractRequirement), "Checking requirements for contract '{0}'", contractType.name);
                foreach (ContractRequirement requirement in contractRequirements)
                {
                    if (requirement.enabled)
                    {
                        if (requirement.checkOnActiveContract || contract == null || contract.ContractState != Contract.State.Active)
                        {
                            allReqMet = allReqMet && requirement.CheckRequirement(contract);

                            if (!allReqMet)
                            {
                                LoggingUtil.Log(contract != null && contract.ContractState == Contract.State.Active ? LoggingUtil.LogLevel.INFO :
                                                contract != null && contract.ContractState == Contract.State.Offered ? LoggingUtil.LogLevel.DEBUG : LoggingUtil.LogLevel.VERBOSE,
                                                requirement.GetType(), "Contract {0}: requirement {1} was not met.", contractType.name, requirement.name);
                                break;
                            }
                        }
                    }
                }

                // Force fail the contract if a requirement becomes unmet
                if (contract != null && contract.ContractState == Contract.State.Active && !allReqMet)
                {
                    // Fail the contract - unfortunately, the player won't know why. :(
                    contract.Fail();

                    // Force the stock contracts window to refresh
                    GameEvents.Contract.onContractsLoaded.Fire();
                }
            }
            catch (Exception e)
            {
                LoggingUtil.LogException(new Exception("ContractConfigurator: Exception checking requirements!", e));
                return(false);
            }
            return(allReqMet);
        }
        /// <summary>
        /// Checks if all the given ContractRequirement meet the requirement.
        /// </summary>
        /// <param name="contract">Contract to check</param>
        /// <param name="contractType">Contract type of the contract (in case the contract type has not yet been assigned).</param>
        /// <param name="contractRequirements">The list of requirements to check</param>
        /// <returns>Whether the requirement is met or not.</returns>
        public static bool RequirementsMet(ConfiguredContract contract, ContractType contractType, IEnumerable<ContractRequirement> contractRequirements)
        {
            bool allReqMet = true;
            try
            {
                LoggingUtil.LogVerbose(typeof(ContractRequirement), "Checking requirements for contract '" + contractType.name);
                foreach (ContractRequirement requirement in contractRequirements)
                {
                    if (requirement.enabled)
                    {
                        if (requirement.checkOnActiveContract || contract.ContractState != Contract.State.Active)
                        {
                            allReqMet = allReqMet && requirement.CheckRequirement(contract);

                            if (!allReqMet)
                            {
                                LoggingUtil.Log(contract.ContractState == Contract.State.Active ? LoggingUtil.LogLevel.INFO : LoggingUtil.LogLevel.VERBOSE,
                                    requirement.GetType(), "Contract " + contractType.name + ": requirement " + requirement.name + " was not met.");
                                break;
                            }
                        }
                    }
                }

                // Force fail the contract if a requirement becomes unmet
                if (contract.ContractState == Contract.State.Active && !allReqMet)
                {
                    // Fail the contract - unfortunately, the player won't know why. :(
                    contract.Fail();

                    // Force the stock contracts window to refresh
                    GameEvents.Contract.onContractsLoaded.Fire();
                }
            }
            catch (Exception e)
            {
                LoggingUtil.LogException(new Exception("ContractConfigurator: Exception checking requirements!", e));
                return false;
            }
            return allReqMet;
        }