// // Copyright 2020 Electronic Arts Inc. // // The Command & Conquer Map Editor and corresponding source code is free // software: you can redistribute it and/or modify it under the terms of // the GNU General Public License as published by the Free Software Foundation, // either version 3 of the License, or (at your option) any later version. // The Command & Conquer Map Editor and corresponding source code is distributed // in the hope that it will be useful, but with permitted additional restrictions // under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT // distributed with this program. You should have received a copy of the // GNU General Public License along with permitted additional restrictions // with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection using MobiusEditor.Interface; using System; using System.Collections.Generic; using System.Linq; namespace MobiusEditor.Model { public class TeamTypeClass : ICloneable { public ITechnoType Type { get; set; } public byte Count { get; set; } public TeamTypeClass Clone() { return new TeamTypeClass() { Type = Type, Count = Count }; } object ICloneable.Clone() { return Clone(); } } public class TeamTypeMission : ICloneable { public string Mission { get; set; } public int Argument { get; set; } public TeamTypeMission Clone() { return new TeamTypeMission() { Mission = Mission, Argument = Argument }; } object ICloneable.Clone() { return Clone(); } } public class TeamType : INamedType, ICloneable { public static readonly string None = "None"; public string Name { get; set; } public HouseType House { get; set; } public bool IsRoundAbout { get; set; } public bool IsLearning { get; set; } public bool IsSuicide { get; set; } public bool IsAutocreate { get; set; } public bool IsMercenary { get; set; } public int RecruitPriority { get; set; } public byte MaxAllowed { get; set; } public byte InitNum { get; set; } public byte Fear { get; set; } public bool IsReinforcable { get; set; } public bool IsPrebuilt { get; set; } public int Origin { get; set; } public string Trigger { get; set; } = Model.Trigger.None; public List Classes { get; } = new List(); public List Missions { get; } = new List(); public TeamType Clone() { var teamType = new TeamType() { Name = Name, House = House, IsRoundAbout = IsRoundAbout, IsLearning = IsLearning, IsSuicide = IsSuicide, IsAutocreate = IsAutocreate, IsMercenary = IsMercenary, RecruitPriority = RecruitPriority, MaxAllowed = MaxAllowed, InitNum = InitNum, Fear = Fear, IsReinforcable = IsReinforcable, IsPrebuilt = IsPrebuilt, Origin = Origin, Trigger = Trigger }; teamType.Classes.AddRange(Classes.Select(c => c.Clone())); teamType.Missions.AddRange(Missions.Select(m => m.Clone())); return teamType; } public override bool Equals(object obj) { if (obj is TeamType) { return this == obj; } else if (obj is string) { return string.Equals(Name, obj as string, StringComparison.OrdinalIgnoreCase); } return base.Equals(obj); } public override int GetHashCode() { return Name.GetHashCode(); } public override string ToString() { return Name; } object ICloneable.Clone() { return Clone(); } } }