view api/Objects/Race.cs @ 58:e53ed2d613a1

Re #61 - Complete structure of WarFoundry API objects * Migrate AddUnit/RemoveUnit methods to Army for easier army loading * Migrate requirement checking call to Army, since ArmyCategory just called parent army anyway Also: * Use genericed collections in Army * Remove failed unit requirements from ArmyCategory * Alter army.xsd to stop negatives in equipment amounts
author IBBoard <dev@ibboard.co.uk>
date Tue, 07 Apr 2009 15:28:06 +0000
parents 9080366031c0
children 3ea0ab04352b
line wrap: on
line source

// This file (Race.cs) is a part of the IBBoard.WarFoundry.API project and is copyright 2009 IBBoard.
//
// The file and the library/program it is in are licensed under the GNU LGPL license, either version 3 of the License or (at your option) any later version. Please see COPYING.LGPL 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;

namespace IBBoard.WarFoundry.API.Objects
{
	public class Race : WarFoundryStagedLoadingObject
	{		
		public static string SYSTEM_DEFAULT_RACE_ID = "GameDefault"; 
		
		private string subID;
		private GameSystem system;
		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>();
		
		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;
		}
		
		[Obsolete("Use constructor with GameSystem argument instead")]
		public Race(string raceID, string raceName, string gameSystemID, IWarFoundryFactory creatingFactory) : this(raceID, "", raceName, WarFoundryLoader.GetDefault().GetGameSystem(gameSystemID), creatingFactory)
		{
		}
		
		[Obsolete("Use constructor with GameSystem argument instead")]
		public Race(string raceID, string raceSubID, string raceName, string gameSystemID, IWarFoundryFactory creatingFactory) : this(raceID, raceSubID, raceName, WarFoundryLoader.GetDefault().GetGameSystem(gameSystemID), creatingFactory)
		{
		}

		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 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()
		{
			return categories.Count > 0;
		}

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

		[Obsolete("Use AddEquipmentItem method instead")]
		public void SetEquipmentItems(Dictionary<string, EquipmentItem> items)
		{
			foreach (EquipmentItem item in items.Values)
			{
				AddEquipmentItem(item);
			}
		}

		public  EquipmentItem GetEquipmentItem(string id)
		{
			EnsureFullyLoaded();
			return (EquipmentItem)equipment[id];
		}
		
		public List<EquipmentItem> GetEquipmentList()
		{
			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);
		}

		[Obsolete("Use AddUnitType method instead")]
		public void SetUnitTypes(Dictionary<string, UnitType> types)
		{
			foreach (UnitType type in types.Values)
			{
				AddUnitType(type);
			}
		}

		public UnitType[] GetUnitTypes(Category cat)
		{		
			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();
			Dictionary<string,UnitType> catUnitTypes;
			unitTypesByCat.TryGetValue(unit.MainCategory, out catUnitTypes);

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

			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)
		{
			UnitType type = null;
			unitTypes.TryGetValue(id, out type);
			return type;
		}
		
		public List<Ability> GetAbilityList()
		{
			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);
		}

		[Obsolete("Use AddAbility method instead")]
		public void SetAbilities(Dictionary<string, Ability> newAbilities)
		{
			foreach (Ability ability in newAbilities.Values)
			{
				AddAbility(ability);
			}
		}
				
		public Ability GetAbility(string id)
		{
			Ability ability = null;
			abilities.TryGetValue(id, out ability);
			return ability;
		}
		
		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; }
		}
	}
}