Mercurial > repos > IBBoard.WarFoundry.API
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> |
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date | Wed, 22 Feb 2012 20:45:39 +0000 |
parents | 71fceea2725b |
children | cd367acd7c48 |
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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); } } }