view API/Objects/Race.cs @ 448:dbd779cdc0f9

Re #350: Add requirement to allow N of unit for specific other units * Fix limit checking when "limited count" is not 1 (e.g. "need 2 for every 3")
author IBBoard <dev@ibboard.co.uk>
date Fri, 23 Dec 2011 15:36:06 +0000
parents 71fceea2725b
children 95c1b68a600b
line wrap: on
line source

// This file (Race.cs) is a part of the IBBoard.WarFoundry.API project and is copyright 2007, 2008, 2009 IBBoard.
//
// 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.Xml;
using IBBoard.IO;
using IBBoard.WarFoundry.API.Factories;
using IBBoard.WarFoundry.API.Objects.Requirement;

namespace IBBoard.WarFoundry.API.Objects
{
	public class Race : WarFoundryStagedLoadingObject
	{
		public static string SYSTEM_DEFAULT_RACE_ID = "GameDefault";

		private string subID;
		private GameSystem system;
		private string defaultArmyName = "";
		private Dictionary<Category, Dictionary<string, UnitType>> unitTypesByCat;
		private Dictionary<string, UnitType> unitTypes = new Dictionary<string,UnitType>();
		private Dictionary<string, EquipmentItem> equipment = new Dictionary<string,EquipmentItem>();
		private Dictionary<string, Ability> abilities = new Dictionary<string,Ability>();
		private Dictionary<string, Category> categories = new Dictionary<string,Category>();
		private Dictionary<string, UnitMemberType> memberTypes = new Dictionary<string, UnitMemberType>();

		public Race(string raceID, string raceName, GameSystem gameSystem, IWarFoundryFactory creatingFactory) : this(raceID, "", raceName, gameSystem, creatingFactory)
		{
		}

		public Race(string raceID, string raceSubID, string raceName, GameSystem gameSystem, IWarFoundryFactory creatingFactory) : base(raceID + (raceSubID != "" ? "_" + raceSubID : ""), raceName, creatingFactory)
		{
			subID = (raceSubID == null ? "" : raceSubID);
			system = gameSystem;
		}

		public override bool Equals (object obj)
		{
			if (obj == null)
			{
				return false;
			}
			else if (!(obj is Race))
			{
				return false;
			}
			else
			{
				Race other = (Race)obj;

				if (!ID.Equals(other.ID) || !SubID.Equals(other.SubID) || !GameSystem.Equals(other.GameSystem))
				{
					return false;
				}
				else
				{
					return true;
				}
			}
		}

		public override int GetHashCode()
		{
			return ID.GetHashCode() + SubID.GetHashCode() + GameSystem.GetHashCode() + ArmyDefaultName.GetHashCode();
		}

		public string SubID
		{
			get { return subID; }
			set { subID = (value == null ? "" : value.Trim()); }
		}

		public GameSystem GameSystem
		{
			get { return system; }
			set
			{
				if (value == null)
				{
					throw new ArgumentException("Game system for a race cannot be null");
				}

				system = value;
			}
		}

        public string ArmyDefaultName
        {
            get { return defaultArmyName; }
            set
            {
                if (value == null)
                {
                    throw new ArgumentException("No default army name");
                }

                defaultArmyName = value;
            }
        }

		public void AddCategory(Category cat)
		{
			categories[cat.ID] = cat;
		}

		/// <summary>
		/// Gets a category from its ID. Attempts to get the category from the race's overrides, or else it falls back to getting the Game System's category with that ID.
		/// </summary>
		/// <param name="id">
		/// The ID of the category to get
		/// </param>
		/// <returns>
		/// The <code>Category</code> with the specified ID, or null if one doesn't exist.
		/// </returns>
		public Category GetCategory(string id)
		{
			EnsureFullyLoaded();
			Category cat = null;
			categories.TryGetValue(id, out cat);

			if (cat == null)
			{
				cat = GameSystem.GetCategory(id);
			}

			return cat;
		}

		public Category[] Categories
		{
			get
			{
				EnsureFullyLoaded();
				Category[] cats;

				if (!HasCategoryOverrides())
				{
					cats = GameSystem.Categories;
				}
				else
				{
					cats = DictionaryUtils.ToArray<string, Category>(categories);
				}

				return cats;
			}
		}

		public bool HasCategoryOverrides()
		{
			EnsureFullyLoaded();
			return categories.Count > 0;
		}

		public void AddEquipmentItem(EquipmentItem item)
		{
			//TODO: Throw DuplicateItemException
			equipment.Add(item.ID, item);
		}

		public EquipmentItem GetEquipmentItem(string id)
		{
			EnsureFullyLoaded();
			return DictionaryUtils.GetValue(equipment, id);
		}

		public List<EquipmentItem> GetEquipmentList()
		{
			EnsureFullyLoaded();
			List<EquipmentItem> items = new List<EquipmentItem>();

			foreach (EquipmentItem item in equipment.Values)
			{
				items.Add(item);
			}

			return items;
		}

		public void AddUnitType(UnitType type)
		{
			CacheUnitType(type);
			unitTypes.Add(type.ID, type);
		}

		public UnitType[] GetUnitTypes(Category cat)
		{
			EnsureFullyLoaded();
			BuildUnitTypesByCategoryCache();
			Dictionary<string, UnitType> unitTypesDictionary;
			unitTypesByCat.TryGetValue(cat, out unitTypesDictionary);
			UnitType[] unitTypesArray;

			if (unitTypesDictionary == null)
			{
				unitTypesArray = new UnitType[0];
			}
			else
			{
				unitTypesArray = DictionaryUtils.ToArray<string, UnitType>(unitTypesDictionary);
			}

			return unitTypesArray;
		}

		private void CacheUnitType(UnitType unit)
		{
			BuildUnitTypesByCategoryCache();

			foreach (Category cat in unit.Categories)
			{
				Dictionary<string, UnitType> catUnitTypes = DictionaryUtils.GetValue(unitTypesByCat, cat);

				if (catUnitTypes == null)
				{
					throw new InvalidFileException(String.Format("Unit type {0} with name {1} is a unit of an undefined category ({2})", unit.ID, unit.Name, cat.ID));
				}

				catUnitTypes.Add(unit.ID, unit);
			}
		}

		private void BuildUnitTypesByCategoryCache()
		{
			if (unitTypesByCat == null)
			{
				DoBuildUnitTypesByCategoryCache();
			}
		}

		private void DoBuildUnitTypesByCategoryCache()
		{
			unitTypesByCat = new Dictionary<Category,Dictionary<string,UnitType>>();

			foreach (Category category in Categories)
			{
				unitTypesByCat.Add(category, new Dictionary<string, UnitType>());
			}

			foreach (UnitType unit in unitTypes.Values)
			{
				CacheUnitType(unit);
			}
		}

		public UnitType GetUnitType(string id)
		{
			EnsureFullyLoaded();
			return DictionaryUtils.GetValue(unitTypes, id);
		}

		public List<Ability> GetAbilityList()
		{
			EnsureFullyLoaded();
			List<Ability> items = new List<Ability>();
			items.AddRange(abilities.Values);
			return items;
		}

		public void AddAbility(Ability newAbility)
		{
			//TODO: Throw DuplicateItemException
			abilities.Add(newAbility.ID, newAbility);
		}

		public Ability GetAbility(string id)
		{
			EnsureFullyLoaded();
			return DictionaryUtils.GetValue(abilities, id);
		}

		protected virtual Dictionary<string, UnitType> RaceUnitTypes
		{
			get { return RaceRawUnitTypes; }
			set	{ RaceRawUnitTypes = value; }
		}

		protected virtual Dictionary<string, EquipmentItem> RaceEquipment
		{
			get { return RaceRawEquipment; }
			set { RaceRawEquipment = value; }
		}

		protected virtual Dictionary<string, Ability> RaceAbilities
		{
			get { return RaceRawAbilities; }
			set { RaceRawAbilities = value; }
		}

		protected Dictionary<string, UnitType> RaceRawUnitTypes
		{
			get { return unitTypes; }
			set	{ unitTypes = value; }
		}

		protected Dictionary<string, EquipmentItem> RaceRawEquipment
		{
			get { return equipment; }
			set { equipment = value; }
		}

		protected Dictionary<string, Ability> RaceRawAbilities
		{
			get { return abilities; }
			set { abilities = value; }
		}

		public void AddUnitMemberType(UnitMemberType memberType)
		{
			memberTypes[memberType.ID] = memberType;
		}

		/// <summary>
		/// Gets a unit member type by its ID.
		/// </summary>
		/// <param name="id">
		/// The ID of the unit member type to get
		/// </param>
		/// <returns>
		/// The <code>UnitMemberType</code> with the specified ID, or null if one doesn't exist.
		/// </returns>
		public UnitMemberType GetUnitMemberType(string id)
		{
			EnsureFullyLoaded();
			return DictionaryUtils.GetValue(memberTypes, id);
		}

		public UnitMemberType[] UnitMemberTypes
		{
			get
			{
				EnsureFullyLoaded();
				return DictionaryUtils.ToArray(memberTypes);
			}
		}

		public ICollection<IRequirement> GetRequirements()
		{
			ICollection<IRequirement> reqs = new List<IRequirement>();

			foreach (UnitType unitType in unitTypes.Values)
			{
				foreach (IRequirement requirement in unitType.GetRequirements())
				{
					reqs.Add(requirement);
				}
			}
			
			return reqs;
		}
	}
}