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();
		}
	}
}