view API/Exporters/WarFoundryXMLWithXSLExporter.cs @ 455:afc6410e4efc

Re #379: Fix validation of requirements to check for unit * Move to "Unit" requirements, since we assume things depend on units * Rename some classes to more meaningful names from unit-based change * Rename "requires N for M" requirement as we can make it more flexible
author IBBoard <dev@ibboard.co.uk>
date Wed, 22 Feb 2012 20:45:39 +0000
parents 71fceea2725b
children cd367acd7c48
line wrap: on
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// This file (WarFoundryXmlWithXslExporter.cs) is a part of the IBBoard.WarFoundry.API project and is copyright 2011 Dan Kulinski
// 
// 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.Text;
using System.Xml;
using System.Xml.Xsl;
using System.Xml.XPath;
using System.Xml.Schema;
using IBBoard.Lang;
using IBBoard.Xml;
using IBBoard.WarFoundry.API.Objects;
using IBBoard.WarFoundry.API.Util;

namespace IBBoard.WarFoundry.API.Exporters
{
	/// <summary>
	/// Custom exporter that exports an army as an XML file with an XSLT applied
	/// </summary>
    public class WarFoundryXmlWithXslExporter : IWarFoundryExporter
	{
        private static WarFoundryXmlWithXslExporter exporter;

        // Return the default class associated with this exporter
        public static WarFoundryXmlWithXslExporter GetDefault()
        {
            if (exporter == null)
            {
                exporter = new WarFoundryXmlWithXslExporter();
            }

            return exporter;
        }

        private WarFoundryXmlWithXslExporter()
        {
            // Hide constructor
        }

        // Write to file
        public void ExportArmy(Army army, string path)
        {
            XmlDocument xmlDoc = BuildXml(army);
            // Simple XML output settings
            XmlWriterSettings xmlSettings = new XmlWriterSettings();
            xmlSettings.Indent = true;
            xmlSettings.IndentChars = "  ";

            // Write XML to file
            using (XmlWriter writer = XmlWriter.Create(path, xmlSettings))
            {
                xmlDoc.Save(writer);
                writer.Flush();
                writer.Close();
            }
        }

        // Write to file with transform
        public void ExportArmyWithTransform(Army army, string savePath, string xslPath)
        {
            XmlDocument xmlDoc = BuildXml(army);
            XslCompiledTransform xslTransform = new XslCompiledTransform();

            xslTransform.Load(xslPath);
            XmlWriter writer = XmlWriter.Create(savePath, xslTransform.OutputSettings);
            xslTransform.Transform(xmlDoc, writer);
            writer.Flush();
            writer.Close();
        }
        
        // Build the XML document to save or transform
        private XmlDocument BuildXml(Army army)
        {
            XmlDocument armyList = new XmlDocument();
           
            // Everything will be a child of the army element
            XmlElement root = armyList.CreateElement("army");

            // Basic army information
            XmlElement armyRace = armyList.CreateElement("race");
            armyRace.InnerText = army.Race.Name;
            root.AppendChild(armyRace);

            XmlElement armyName = armyList.CreateElement("name");
            armyName.InnerText = army.Name;
            root.AppendChild(armyName);

            XmlElement armyAvailablePoints = armyList.CreateElement("pointsAvailable");
            armyAvailablePoints.InnerText = army.MaxPoints.ToString();
            root.AppendChild(armyAvailablePoints);

            XmlElement armyUsedPoints = armyList.CreateElement("pointsUsed");
            armyUsedPoints.InnerText = army.Points.ToString();
            root.AppendChild(armyUsedPoints);

            // Get Categories and interate through each
            foreach(ArmyCategory cat in army.Categories)
            {
                if (cat.GetUnits().Length == 0)
                    continue;
                XmlElement armyCategory = armyList.CreateElement("category");
                armyCategory.SetAttribute("type", cat.Name);
                

                // Get units and iterate through each
                foreach(Unit uni in cat.GetUnits())
                {
                    XmlElement armyUnit = armyList.CreateElement("unit");
                    armyUnit.SetAttribute("name", uni.UnitType.Name);

                    foreach (Stat[] stat in uni.UnitStatsArraysWithName)
                    {
                        XmlElement armyStatLine = armyList.CreateElement("statLine");
                        foreach (Stat singleStat in stat)
                        {
                            XmlElement armyStat = armyList.CreateElement("stat");
                            armyStat.SetAttribute("name", singleStat.ParentSlotName);
                            armyStat.SetAttribute("value", singleStat.SlotValueString);
                            armyStatLine.AppendChild(armyStat);
                        }
                        armyUnit.AppendChild(armyStatLine);
                    }
                    armyUnit.SetAttribute("points", uni.Points.ToString());
                    armyUnit.SetAttribute("models", uni.Size.ToString());

                    foreach (UnitEquipmentItem equip in uni.GetEquipment())
                    {
                        XmlElement armyEquipmentItem = armyList.CreateElement("equipmentItem");
                        armyEquipmentItem.SetAttribute("name", equip.Name);

                        int armyEquipAmount = 0;
						armyEquipAmount = (int)UnitEquipmentUtil.GetEquipmentAmount(uni, equip);
                        
                        if (UnitEquipmentUtil.GetEquipmentAmountIsRatio(uni, equip))
                        {
                            float fraction = (float)(armyEquipAmount / 100.0);
                            armyEquipAmount = (int)(fraction * uni.Size);
                        }

                        armyEquipmentItem.SetAttribute("count", armyEquipAmount.ToString());
                       
                        armyUnit.AppendChild(armyEquipmentItem);
                    }

                    foreach (Ability abil in uni.Abilities)
                    {
                        XmlElement armyAbilityItem = armyList.CreateElement("abilityItem");

                        armyAbilityItem.SetAttribute("name", abil.Name);
                        armyAbilityItem.SetAttribute("description", abil.Description);

                        armyUnit.AppendChild(armyAbilityItem);
                    }

                    armyCategory.AppendChild(armyUnit);
                }
                root.AppendChild(armyCategory);
            }

           
           

            // Append all Categories to the XML doc

            // Append tree to document
            armyList.AppendChild(root);

            return armyList;
        }
        private string GetEquipmentAmountRatioTranslation(double amount, int number)
        {
            return Translation.GetTranslation("armyHtmlExportEquipAmountPercentage", "{0}% ({1})", amount, number);
        }

        private string GetEquipmentAmountNumberTranslation(int amount)
        {
            return Translation.GetTranslation("armyHtmlExportEquipAmountNumber", "{0}", amount);
        }

        private string GetEquipmentAmountAllTranslation(Unit unit)
        {
            return Translation.GetTranslation("armyHtmlExportEquipAmountAll", "all ({1})", 100, unit.Size);
        }
    }
}