/* * 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); }
/// <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; }