Mercurial > repos > IBBoard.WarFoundry.API
view api/Factories/AbstractNativeWarFoundryFactory.cs @ 203:df4e56e2ee71
Re #208: equipment slot issues
* Consolidate some code in to one line
* Make min/max percentage methods get the min/max of the calculated percentage and the percentage based on the numeric limit to ensure percentage is never greater than or less than (as appropriate) the numeric limit
Also:
* Remove Math.Min and Math.Max calls from Min/Max equipment count methods - we're assuming min < max in the percentages, so assume it here as well
author | IBBoard <dev@ibboard.co.uk> |
---|---|
date | Fri, 06 Nov 2009 20:48:07 +0000 |
parents | 3e287b6b5244 |
children | fe5a03d73918 |
line wrap: on
line source
// This file (AbstractNativeWarFoundryFactory.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.IO; using System.Xml; using System.Xml.Schema; using System.Collections.Generic; using System.Text; using IBBoard; using IBBoard.IO; using IBBoard.Lang; using IBBoard.Logging; using IBBoard.Xml; using IBBoard.WarFoundry.API.Objects; using ICSharpCode.SharpZipLib.Zip; namespace IBBoard.WarFoundry.API.Factories { /// <summary> /// Base abstract class for all factories that load native WarFoundry data. /// </summary> public abstract class AbstractNativeWarFoundryFactory : AbstractWarFoundryFactory<ZipFile>, INativeWarFoundryFactory { public static readonly string SYSTEM_ZIP_IDENTIFIER = "WarFoundry_System"; public static readonly string RACE_ZIP_IDENTIFIER = "WarFoundry_Race"; public static readonly string ARMY_ZIP_IDENTIFIER = "WarFoundry_Army"; protected AbstractNativeWarFoundryFactory() { //Do nothing - just make the constructor non-public } protected override ZipFile GetFileAsSupportedType (FileInfo file) { ZipFile zip = null; try { zip = new ZipFile(file.FullName); } catch(ZipException) { //Silently dispose as per spec for the method } catch (IOException) { //Silently dispose as per spec for the method } return zip; } protected override bool CheckCanHandleFileFormat (ZipFile file) { return CheckCanHandleFileAsGameSystem(file) || CheckCanHandleFileAsRace(file) || CheckCanHandleFileAsArmy(file); } protected override bool CheckCanHandleFileAsGameSystem(ZipFile file) { return file.ZipFileComment.StartsWith(SYSTEM_ZIP_IDENTIFIER) && CheckCanFindSystemFileContent(file); } protected abstract bool CheckCanFindSystemFileContent(ZipFile file); protected override bool CheckCanHandleFileAsRace(ZipFile file) { return file.ZipFileComment.StartsWith(RACE_ZIP_IDENTIFIER) && CheckCanFindRaceFileContent(file); } protected abstract bool CheckCanFindRaceFileContent(ZipFile file); protected override bool CheckCanHandleFileAsArmy(ZipFile file) { return file.ZipFileComment.StartsWith(ARMY_ZIP_IDENTIFIER) && CheckCanFindArmyFileContent(file); } protected abstract bool CheckCanFindArmyFileContent(ZipFile file); protected override ICollection<IWarFoundryObject> DoCreateObjectsFromFile (ZipFile file) { ICollection<IWarFoundryObject> objects = null; string comment = file.ZipFileComment; IWarFoundryObject obj = null; try { if (comment.StartsWith(SYSTEM_ZIP_IDENTIFIER)) { obj = CreateGameSystemFromFile(file); } else if (comment.StartsWith(RACE_ZIP_IDENTIFIER)) { obj = CreateRaceFromFile(file); } else if (comment.StartsWith(ARMY_ZIP_IDENTIFIER)) { obj = CreateArmyFromFile(file); } } finally { file.Close(); } if (obj!=null) { objects = new List<IWarFoundryObject>(); objects.Add(obj); } return objects; } protected Army CreateArmyFromFile(ZipFile file) { Stream dataStream = GetArmyDataStream(file); try { return CreateArmyFromStream(file, dataStream); } catch (InvalidFileException ex) { throw new InvalidFileException("Data file " + file.Name + " was not a valid army file", ex); } finally { dataStream.Close(); } } protected abstract Stream GetArmyDataStream(ZipFile file); protected abstract Army CreateArmyFromStream(ZipFile file, Stream dataStream); protected Race CreateRaceFromFile(ZipFile file) { Stream dataStream = GetRaceDataStream(file); try { return CreateRaceFromStream(file, dataStream); } catch (InvalidFileException ex) { throw new InvalidFileException("Data file "+file.Name+" was not a valid race file", ex); } finally { dataStream.Close(); } } protected abstract Stream GetRaceDataStream(ZipFile file); protected abstract Race CreateRaceFromStream(ZipFile file, Stream dataStream); protected GameSystem CreateGameSystemFromFile(ZipFile file) { Stream dataStream = GetGameSystemDataStream(file); try { return CreateGameSystemFromStream(file, dataStream); } catch (InvalidFileException ex) { throw new InvalidFileException("Data file " + file.Name + " was not a valid game system file", ex); } finally { dataStream.Close(); } } protected abstract Stream GetGameSystemDataStream(ZipFile file); protected abstract GameSystem CreateGameSystemFromStream(ZipFile file, Stream dataStream); public override bool Equals (object o) { if (o == this) { return true; } else if (o == null || !(this.GetType().Equals(o.GetType()))) { return false; } return true; } public override int GetHashCode () { return GetType().FullName.GetHashCode(); } } }