annotate api/Objects/Race.cs @ 14:0770e5cbba7c

Closes #21 - File loading in order * Reworked LoadFiles to smaller methods for readability (also re #10) and structure * Now determine expected load return before loading then load all "expected GameSystem" before "expected Race" * Make "can load as race/game system/army" methods public in interface Re #22 - Get errored file loading * Created FileLoadFailure class and made LoadFiles return a list of them Also * Some code cleanup * Change to DictionaryUtils calls
author IBBoard <dev@ibboard.co.uk>
date Sun, 25 Jan 2009 14:03:20 +0000
parents ad8eaed12e66
children 306558904c2a
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1 // Race.cs
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2 //
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3 // Copyright (C) 2008 IBBoard
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4 //
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5 // This library is free software; you can redistribute it and/or
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6 // modify it under the terms of the GNU Lesser General Public
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7 // License as published by the Free Software Foundation; either
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8 // version 2.1 of the License, or (at your option) any later version.
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9 //
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10 // This library is distributed in the hope that it will be useful,
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11 // but WITHOUT ANY WARRANTY; without even the implied warranty of
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12 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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13 // Lesser General Public License for more details.
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14 //
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15 // You should have received a copy of the GNU Lesser General Public
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16 // License along with this library; if not, write to the Free Software
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17 // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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18 //
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19 //
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20
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21 using System;
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22 using System.Collections.Generic;
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23 using System.IO;
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24 using System.Xml;
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25 using IBBoard.IO;
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26 using IBBoard.WarFoundry.API.Factories;
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27
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28 namespace IBBoard.WarFoundry.API.Objects
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29 {
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30 public class Race : WarFoundryStagedLoadingObject
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31 {
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32 public static string SYSTEM_DEFAULT_RACE_ID = "GameDefault";
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33
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34 private string subID;
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35 private string systemID;
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36 private GameSystem system;
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37 private Dictionary<Category, Dictionary<string, UnitType>> unitTypesByCat;
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38 private Dictionary<string, UnitType> unitTypes = new Dictionary<string,UnitType>();
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39 private Dictionary<string, EquipmentItem> equipment = new Dictionary<string,EquipmentItem>();
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40 private Dictionary<string, Ability> abilities = new Dictionary<string,Ability>();
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41 private Dictionary<string, Category> categories = new Dictionary<string,Category>();
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42
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43 public Race(string raceID, string raceName, string gameSystemID, IWarFoundryFactory creatingFactory) : this(raceID, "", raceName, gameSystemID, creatingFactory)
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44 {
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45 }
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46
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47 public Race(string raceID, string raceSubID, string raceName, string gameSystemID, IWarFoundryFactory creatingFactory) : base(raceID + (raceSubID!="" ? "_"+raceSubID : ""), raceName, creatingFactory)
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48 {
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49 subID = (raceSubID == null ? "" : raceSubID);
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50 systemID = gameSystemID;
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51 }
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52
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53 public string SubID
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54 {
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55 get { return subID; }
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56 set { subID = (value == null ? "" : value.Trim()); }
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57 }
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58
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59 public GameSystem GameSystem
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60 {
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61 get
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62 {
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63 if (system == null)
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64 {
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65 system = WarFoundryLoader.GetDefault().GetGameSystem(systemID);
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66 }
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67
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68 return system;
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69 }
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70 set
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71 {
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72 if (value == null)
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73 {
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74 throw new ArgumentException("Game system for a race cannot be null");
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75 }
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76
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77 system = value;
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78 }
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79 }
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80
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81 public void AddCategory(Category cat)
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82 {
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83 categories[cat.ID] = cat;
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84 }
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85
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86 /// <summary>
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87 /// 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.
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88 /// </summary>
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89 /// <param name="id">
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90 /// The ID of the category to get
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91 /// </param>
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92 /// <returns>
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93 /// The <code>Category</code> with the specified ID, or null if one doesn't exist.
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94 /// </returns>
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95 public Category GetCategory(string id)
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96 {
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97 EnsureFullyLoaded();
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98 Category cat = null;
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99 categories.TryGetValue(id, out cat);
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100
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101 if (cat == null)
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102 {
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103 cat = GameSystem.GetCategory(id);
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104 }
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105
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106 return cat;
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107 }
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108
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109 public Category[] Categories
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110 {
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111 get
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112 {
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113 EnsureFullyLoaded();
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114 Category[] cats;
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115
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116 if (!HasCategoryOverrides())
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117 {
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118 cats = GameSystem.Categories;
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119 }
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120 else
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121 {
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122 cats = DictionaryUtils.ToArray<string, Category>(categories);
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123 }
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124
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125 return cats;
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126 }
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127 }
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128
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129 public bool HasCategoryOverrides()
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130 {
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131 return categories.Count > 0;
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132 }
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133
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134 public void AddEquipmentItem(EquipmentItem item)
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135 {
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136 //TODO: Throw DuplicateItemException
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137 equipment.Add(item.ID, item);
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138 }
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139
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140 [Obsolete("Use AddEquipmentItem method instead")]
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141 public void SetEquipmentItems(Dictionary<string, EquipmentItem> items)
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142 {
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143 foreach (EquipmentItem item in items.Values)
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144 {
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145 AddEquipmentItem(item);
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146 }
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147 }
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148
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149 public EquipmentItem GetEquipmentItem(string id)
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150 {
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151 EnsureFullyLoaded();
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152 return (EquipmentItem)equipment[id];
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153 }
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154
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155 public List<EquipmentItem> GetEquipmentList()
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156 {
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157 List<EquipmentItem> items = new List<EquipmentItem>();
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158
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159 foreach (EquipmentItem item in equipment.Values)
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160 {
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161 items.Add(item);
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162 }
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163
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164 return items;
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165 }
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166
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167 public void AddUnitType(UnitType type)
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168 {
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169 CacheUnitType(type);
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170 unitTypes.Add(type.ID, type);
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171 }
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172
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173 [Obsolete("Use AddUnitType method instead")]
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174 public void SetUnitTypes(Dictionary<string, UnitType> types)
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175 {
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176 foreach (UnitType type in types.Values)
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177 {
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178 AddUnitType(type);
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179 }
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180 }
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181
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182 public UnitType[] GetUnitTypes(Category cat)
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183 {
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184 BuildUnitTypesByCategoryCache();
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185 Dictionary<string, UnitType> unitTypesDictionary;
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186 unitTypesByCat.TryGetValue(cat, out unitTypesDictionary);
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187 UnitType[] unitTypesArray;
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188
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189 if (unitTypesDictionary == null)
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190 {
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191 unitTypesArray = new UnitType[0];
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192 }
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193 else
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194 {
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195 unitTypesArray = DictionaryUtils.ToArray<string, UnitType>(unitTypesDictionary);
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196 }
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197
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198 return unitTypesArray;
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199 }
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200
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201 private void CacheUnitType(UnitType unit)
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202 {
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203 BuildUnitTypesByCategoryCache();
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204 Dictionary<string,UnitType> catUnitTypes;
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205 unitTypesByCat.TryGetValue(unit.MainCategory, out catUnitTypes);
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206
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207 if (catUnitTypes == null)
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208 {
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209 throw new InvalidFileException(String.Format("Unit type {0} with name {1} is a unit of an undefined category", unit.ID, unit.Name));
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210 }
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211
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212 catUnitTypes.Add(unit.ID, unit);
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213 }
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214
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215 private void BuildUnitTypesByCategoryCache()
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216 {
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217 if (unitTypesByCat == null)
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218 {
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219 DoBuildUnitTypesByCategoryCache();
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220 }
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221 }
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222
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223 private void DoBuildUnitTypesByCategoryCache()
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224 {
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225 unitTypesByCat = new Dictionary<Category,Dictionary<string,UnitType>>();
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226
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227 foreach (Category category in Categories)
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228 {
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229 unitTypesByCat.Add(category, new Dictionary<string, UnitType>());
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230 }
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231
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232 foreach (UnitType unit in unitTypes.Values)
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233 {
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234 CacheUnitType(unit);
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235 }
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236 }
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237
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238 public UnitType GetUnitType(string id)
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239 {
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240 UnitType type = null;
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241 unitTypes.TryGetValue(id, out type);
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242 return type;
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243 }
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244
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245 public List<Ability> GetAbilityList()
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246 {
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247 List<Ability> items = new List<Ability>();
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248
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249 foreach (Ability ability in abilities.Values)
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250 {
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251 items.Add(ability);
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252 }
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253
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254 return items;
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255 }
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256
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257 public void SetAbilities(Dictionary<string, Ability> newAbilities)
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258 {
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259 abilities = newAbilities;
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260 }
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261
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262 public Ability GetAbility(string id)
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263 {
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264 Ability ability = null;
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265 abilities.TryGetValue(id, out ability);
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266 return ability;
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267 }
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268
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269 protected virtual Dictionary<string, UnitType> RaceUnitTypes
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270 {
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271 get { return RaceRawUnitTypes; }
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272 set { RaceRawUnitTypes = value; }
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273 }
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274
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275 protected virtual Dictionary<string, EquipmentItem> RaceEquipment
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276 {
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277 get { return RaceRawEquipment; }
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278 set { RaceRawEquipment = value; }
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279 }
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280
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281 protected virtual Dictionary<string, Ability> RaceAbilities
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282 {
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283 get { return RaceRawAbilities; }
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284 set { RaceRawAbilities = value; }
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285 }
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286
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287 protected Dictionary<string, UnitType> RaceRawUnitTypes
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288 {
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289 get { return unitTypes; }
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290 set { unitTypes = value; }
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291 }
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292
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293 protected Dictionary<string, EquipmentItem> RaceRawEquipment
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294 {
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295 get { return equipment; }
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296 set { equipment = value; }
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297 }
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298
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299 protected Dictionary<string, Ability> RaceRawAbilities
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300 {
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301 get { return abilities; }
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302 set { abilities = value; }
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303 }
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304 }
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305 }