public bool IsSuitableFor(WeaponTypeDefinition type)
        {
            var current = this;

            do
            {
                if (current.Type != null)
                {
                    if (current.Type == type)
                    {
                        return(true);
                    }

                    return(false);
                }

                current = current.Base;
            }while (current != null);

            return(false);
        }
        public WeaponBalanceDefinition Merge(WeaponTypeDefinition type)
        {
            var balances = new List <WeaponBalanceDefinition>();

            var current = this;

            do
            {
                balances.Insert(0, current);
                current = current.Base;
            }while (current != null);

            var merged = new WeaponBalanceDefinition()
            {
                ResourcePath = this.ResourcePath,
                Parts        = new WeaponBalancePartCollection()
                {
                    Mode            = PartReplacementMode.Complete,
                    BodyParts       = new List <string>(),
                    GripParts       = new List <string>(),
                    BarrelParts     = new List <string>(),
                    SightParts      = new List <string>(),
                    StockParts      = new List <string>(),
                    ElementalParts  = new List <string>(),
                    Accessory1Parts = new List <string>(),
                    Accessory2Parts = new List <string>(),
                    MaterialParts   = new List <string>(),
                },
            };

            foreach (var balance in balances)
            {
                if (balance.Type != null)
                {
                    merged.Type = balance.Type;
                }

                if (balance.Manufacturers != null)
                {
                    merged.Manufacturers = balance.Manufacturers.ToList();
                }

                if (balance.Parts == null)
                {
                    continue;
                }

                if (balance.Parts.Type != null)
                {
                    merged.Parts.Type = balance.Parts.Type;
                }

                MergePartList(merged.Parts.BodyParts, balance.Parts.Mode, balance.Parts.BodyParts);
                MergePartList(merged.Parts.GripParts, balance.Parts.Mode, balance.Parts.GripParts);
                MergePartList(merged.Parts.BarrelParts, balance.Parts.Mode, balance.Parts.BarrelParts);
                MergePartList(merged.Parts.SightParts, balance.Parts.Mode, balance.Parts.SightParts);
                MergePartList(merged.Parts.StockParts, balance.Parts.Mode, balance.Parts.StockParts);
                MergePartList(merged.Parts.ElementalParts, balance.Parts.Mode, balance.Parts.ElementalParts);
                MergePartList(merged.Parts.Accessory1Parts, balance.Parts.Mode, balance.Parts.Accessory1Parts);
                MergePartList(merged.Parts.Accessory2Parts, balance.Parts.Mode, balance.Parts.Accessory2Parts);
                MergePartList(merged.Parts.MaterialParts, balance.Parts.Mode, balance.Parts.MaterialParts);
            }

            if (merged.Type != type)
            {
                throw new ResourceNotFoundException(string.Format("weapon type '{0}' is not valid for '{1}'",
                                                                  type.ResourcePath,
                                                                  this.ResourcePath));
            }

            return(merged);
        }
示例#3
0
        public WeaponBalanceDefinition Create(WeaponTypeDefinition type)
        {
            var result = new WeaponBalanceDefinition()
            {
                ResourcePath = this.ResourcePath,
                Parts        = new WeaponBalancePartCollection()
                {
                    Mode            = PartReplacementMode.Complete,
                    BodyParts       = type.BodyParts.ToList(),
                    GripParts       = type.GripParts.ToList(),
                    BarrelParts     = type.BarrelParts.ToList(),
                    SightParts      = type.SightParts.ToList(),
                    StockParts      = type.StockParts.ToList(),
                    ElementalParts  = type.ElementalParts.ToList(),
                    Accessory1Parts = type.Accessory1Parts.ToList(),
                    Accessory2Parts = type.Accessory2Parts.ToList(),
                    MaterialParts   = type.MaterialParts.ToList(),
                },
            };

            var balances = new List <WeaponBalanceDefinition>();

            var current = this;

            do
            {
                balances.Insert(0, current);
                current = current.Base;
            }while (current != null);

            foreach (var balance in balances)
            {
                if (balance.Type != null)
                {
                    result.Type = balance.Type;
                }

                if (balance.Manufacturers != null)
                {
                    result.Manufacturers = balance.Manufacturers.ToList();
                }

                if (balance.Parts == null)
                {
                    continue;
                }

                if (balance.Parts.Type != null)
                {
                    result.Parts.Type = balance.Parts.Type;
                }

                AddPartList(balance.Parts.BodyParts, balance.Parts.Mode, result.Parts.BodyParts);
                AddPartList(balance.Parts.GripParts, balance.Parts.Mode, result.Parts.GripParts);
                AddPartList(balance.Parts.BarrelParts, balance.Parts.Mode, result.Parts.BarrelParts);
                AddPartList(balance.Parts.SightParts, balance.Parts.Mode, result.Parts.SightParts);
                AddPartList(balance.Parts.StockParts, balance.Parts.Mode, result.Parts.StockParts);
                AddPartList(balance.Parts.ElementalParts, balance.Parts.Mode, result.Parts.ElementalParts);
                AddPartList(balance.Parts.Accessory1Parts, balance.Parts.Mode, result.Parts.Accessory1Parts);
                AddPartList(balance.Parts.Accessory2Parts, balance.Parts.Mode, result.Parts.Accessory2Parts);
                AddPartList(balance.Parts.MaterialParts, balance.Parts.Mode, result.Parts.MaterialParts);
            }

            if (result.Type != type)
            {
                throw new ResourceNotFoundException($"weapon type '{type.ResourcePath}' is not valid for '{this.ResourcePath}'");
            }

            return(result);
        }